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-rw-r--r--npc/re/airports/izlude.txt19
-rw-r--r--npc/re/cities/alberta.txt41
-rw-r--r--npc/re/cities/brasilis.txt168
-rw-r--r--npc/re/cities/dewata.txt1166
-rw-r--r--npc/re/cities/dicastes.txt716
-rw-r--r--npc/re/cities/eclage.txt485
-rw-r--r--npc/re/cities/izlude.txt105
-rw-r--r--npc/re/cities/jawaii.txt20
-rw-r--r--npc/re/cities/malangdo.txt433
-rw-r--r--npc/re/cities/malaya.txt932
-rw-r--r--npc/re/cities/mora.txt1186
-rw-r--r--npc/re/cities/yuno.txt20
-rw-r--r--npc/re/events/halloween_2014.txt2556
-rw-r--r--npc/re/guides/guides_alberta.txt212
-rw-r--r--npc/re/guides/guides_aldebaran.txt150
-rw-r--r--npc/re/guides/guides_amatsu.txt91
-rw-r--r--npc/re/guides/guides_ayothaya.txt93
-rw-r--r--npc/re/guides/guides_brasilis.txt75
-rw-r--r--npc/re/guides/guides_comodo.txt181
-rw-r--r--npc/re/guides/guides_dewata.txt82
-rw-r--r--npc/re/guides/guides_dicastes.txt90
-rw-r--r--npc/re/guides/guides_eclage.txt49
-rw-r--r--npc/re/guides/guides_einbroch.txt292
-rw-r--r--npc/re/guides/guides_geffen.txt170
-rw-r--r--npc/re/guides/guides_gonryun.txt86
-rw-r--r--npc/re/guides/guides_hugel.txt299
-rw-r--r--npc/re/guides/guides_izlude.txt207
-rw-r--r--npc/re/guides/guides_juno.txt163
-rw-r--r--npc/re/guides/guides_lighthalzen.txt185
-rw-r--r--npc/re/guides/guides_louyang.txt125
-rw-r--r--npc/re/guides/guides_lutie.txt75
-rw-r--r--npc/re/guides/guides_malaya.txt81
-rw-r--r--npc/re/guides/guides_mora.txt218
-rw-r--r--npc/re/guides/guides_morroc.txt309
-rw-r--r--npc/re/guides/guides_moscovia.txt101
-rw-r--r--npc/re/guides/guides_niflheim.txt68
-rw-r--r--npc/re/guides/guides_payon.txt292
-rw-r--r--npc/re/guides/guides_prontera.txt300
-rw-r--r--npc/re/guides/guides_rachel.txt126
-rw-r--r--npc/re/guides/guides_umbala.txt100
-rw-r--r--npc/re/guides/guides_veins.txt108
-rw-r--r--npc/re/guides/navigation.txt39
-rw-r--r--npc/re/guild/invest_main.txt1676
-rw-r--r--npc/re/guild/invest_npc.txt65
-rw-r--r--npc/re/instances/BakonawaLake.txt543
-rw-r--r--npc/re/instances/BangungotHospital.txt1100
-rw-r--r--npc/re/instances/BuwayaCave.txt459
-rw-r--r--npc/re/instances/HazyForest.txt1161
-rw-r--r--npc/re/instances/MalangdoCulvert.txt1051
-rw-r--r--npc/re/instances/OctopusCave.txt712
-rw-r--r--npc/re/instances/OldGlastHeim.txt2059
-rw-r--r--npc/re/instances/WolfchevLaboratory.txt3297
-rw-r--r--npc/re/jobs/1-1/acolyte.txt333
-rw-r--r--npc/re/jobs/1-1/archer.txt129
-rw-r--r--npc/re/jobs/1-1/mage.txt130
-rw-r--r--npc/re/jobs/1-1/merchant.txt125
-rw-r--r--npc/re/jobs/1-1/swordman.txt127
-rw-r--r--npc/re/jobs/1-1/thief.txt203
-rw-r--r--npc/re/jobs/3-1/archbishop.txt1686
-rw-r--r--npc/re/jobs/3-1/guillotine_cross.txt3961
-rw-r--r--npc/re/jobs/3-1/mechanic.txt731
-rw-r--r--npc/re/jobs/3-1/ranger.txt1807
-rw-r--r--npc/re/jobs/3-1/rune_knight.txt2157
-rw-r--r--npc/re/jobs/3-1/warlock.txt1096
-rw-r--r--npc/re/jobs/3-2/genetic.txt1039
-rw-r--r--npc/re/jobs/3-2/minstrel.txt1918
-rw-r--r--npc/re/jobs/3-2/royal_guard.txt539
-rw-r--r--npc/re/jobs/3-2/shadow_chaser.txt2504
-rw-r--r--npc/re/jobs/3-2/sorcerer.txt418
-rw-r--r--npc/re/jobs/3-2/sura.txt865
-rw-r--r--npc/re/jobs/3-2/wanderer.txt1035
-rw-r--r--npc/re/jobs/novice/novice.txt3414
-rw-r--r--npc/re/jobs/novice/supernovice_ex.txt689
-rw-r--r--npc/re/jobs/repair.txt271
-rw-r--r--npc/re/kafras/kafras.txt84
-rw-r--r--npc/re/merchants/3rd_trader.txt280
-rw-r--r--npc/re/merchants/advanced_refiner.txt196
-rw-r--r--npc/re/merchants/alchemist.txt117
-rw-r--r--npc/re/merchants/ammo_boxes.txt19
-rw-r--r--npc/re/merchants/ammo_dealer.txt19
-rw-r--r--npc/re/merchants/blessed_refiner.txt171
-rw-r--r--npc/re/merchants/card_separation.txt366
-rw-r--r--npc/re/merchants/catalog.txt106
-rw-r--r--npc/re/merchants/coin_exchange.txt1173
-rw-r--r--npc/re/merchants/diamond.txt242
-rw-r--r--npc/re/merchants/enchan_mal.txt639
-rw-r--r--npc/re/merchants/enchan_mora.txt1754
-rw-r--r--npc/re/merchants/enchan_upg.txt264
-rw-r--r--npc/re/merchants/flute.txt140
-rw-r--r--npc/re/merchants/hd_refiner.txt306
-rw-r--r--npc/re/merchants/inn.txt52
-rw-r--r--npc/re/merchants/quivers.txt120
-rw-r--r--npc/re/merchants/refine.txt557
-rw-r--r--npc/re/merchants/renters.txt200
-rw-r--r--npc/re/merchants/shops.txt122
-rw-r--r--npc/re/merchants/ticket_refiner.txt160
-rw-r--r--npc/re/mobs/citycleaners.txt29
-rw-r--r--npc/re/mobs/dungeons/abbey.txt48
-rw-r--r--npc/re/mobs/dungeons/abyss.txt49
-rw-r--r--npc/re/mobs/dungeons/alde_dun.txt39
-rw-r--r--npc/re/mobs/dungeons/ama_dun.txt38
-rw-r--r--npc/re/mobs/dungeons/anthell.txt119
-rw-r--r--npc/re/mobs/dungeons/ayo_dun.txt29
-rw-r--r--npc/re/mobs/dungeons/beach_dun.txt38
-rw-r--r--npc/re/mobs/dungeons/bra_dun.txt35
-rw-r--r--npc/re/mobs/dungeons/c_tower.txt47
-rw-r--r--npc/re/mobs/dungeons/dew_dun.txt28
-rw-r--r--npc/re/mobs/dungeons/dic_dun.txt43
-rw-r--r--npc/re/mobs/dungeons/ecl_tdun.txt37
-rw-r--r--npc/re/mobs/dungeons/ein_dun.txt34
-rw-r--r--npc/re/mobs/dungeons/gef_dun.txt70
-rw-r--r--npc/re/mobs/dungeons/gefenia.txt69
-rw-r--r--npc/re/mobs/dungeons/glastheim.txt180
-rw-r--r--npc/re/mobs/dungeons/gld_dunSE.txt27
-rw-r--r--npc/re/mobs/dungeons/gld_re.txt98
-rw-r--r--npc/re/mobs/dungeons/gon_dun.txt38
-rw-r--r--npc/re/mobs/dungeons/ice_dun.txt36
-rw-r--r--npc/re/mobs/dungeons/in_sphinx.txt54
-rw-r--r--npc/re/mobs/dungeons/iz_dun.txt118
-rw-r--r--npc/re/mobs/dungeons/juperos.txt50
-rw-r--r--npc/re/mobs/dungeons/kh_dun.txt57
-rw-r--r--npc/re/mobs/dungeons/lhz_dun.txt161
-rw-r--r--npc/re/mobs/dungeons/lou_dun.txt41
-rw-r--r--npc/re/mobs/dungeons/ma_dun.txt18
-rw-r--r--npc/re/mobs/dungeons/mag_dun.txt30
-rw-r--r--npc/re/mobs/dungeons/mal_dun.txt23
-rw-r--r--npc/re/mobs/dungeons/mjo_dun.txt33
-rw-r--r--npc/re/mobs/dungeons/moc_pryd.txt79
-rw-r--r--npc/re/mobs/dungeons/mosk_dun.txt39
-rw-r--r--npc/re/mobs/dungeons/nyd_dun.txt28
-rw-r--r--npc/re/mobs/dungeons/odin.txt53
-rw-r--r--npc/re/mobs/dungeons/orcsdun.txt34
-rw-r--r--npc/re/mobs/dungeons/pay_dun.txt148
-rw-r--r--npc/re/mobs/dungeons/prt_maze.txt100
-rw-r--r--npc/re/mobs/dungeons/prt_sew.txt51
-rw-r--r--npc/re/mobs/dungeons/ra_san.txt56
-rw-r--r--npc/re/mobs/dungeons/tha_t.txt150
-rw-r--r--npc/re/mobs/dungeons/thor_v.txt53
-rw-r--r--npc/re/mobs/dungeons/treasure.txt118
-rw-r--r--npc/re/mobs/dungeons/tur_dun.txt50
-rw-r--r--npc/re/mobs/dungeons/xmas_dun.txt35
-rw-r--r--npc/re/mobs/dungeons/yggdrasil.txt33
-rw-r--r--npc/re/mobs/fields/amatsu.txt35
-rw-r--r--npc/re/mobs/fields/ayothaya.txt30
-rw-r--r--npc/re/mobs/fields/bifrost.txt32
-rw-r--r--npc/re/mobs/fields/brasilis.txt20
-rw-r--r--npc/re/mobs/fields/comodo.txt93
-rw-r--r--npc/re/mobs/fields/dewata.txt19
-rw-r--r--npc/re/mobs/fields/dicastes.txt26
-rw-r--r--npc/re/mobs/fields/eclage.txt17
-rw-r--r--npc/re/mobs/fields/einbroch.txt107
-rw-r--r--npc/re/mobs/fields/geffen.txt200
-rw-r--r--npc/re/mobs/fields/gonryun.txt20
-rw-r--r--npc/re/mobs/fields/hugel.txt74
-rw-r--r--npc/re/mobs/fields/lighthalzen.txt48
-rw-r--r--npc/re/mobs/fields/louyang.txt21
-rw-r--r--npc/re/mobs/fields/lutie.txt20
-rw-r--r--npc/re/mobs/fields/malaya.txt27
-rw-r--r--npc/re/mobs/fields/manuk.txt34
-rw-r--r--npc/re/mobs/fields/mjolnir.txt227
-rw-r--r--npc/re/mobs/fields/morocc.txt217
-rw-r--r--npc/re/mobs/fields/moscovia.txt21
-rw-r--r--npc/re/mobs/fields/niflheim.txt168
-rw-r--r--npc/re/mobs/fields/payon.txt128
-rw-r--r--npc/re/mobs/fields/prontera.txt141
-rw-r--r--npc/re/mobs/fields/rachel.txt102
-rw-r--r--npc/re/mobs/fields/splendide.txt31
-rw-r--r--npc/re/mobs/fields/umbala.txt56
-rw-r--r--npc/re/mobs/fields/veins.txt78
-rw-r--r--npc/re/mobs/fields/yuno.txt141
-rw-r--r--npc/re/mobs/towns.txt34
-rw-r--r--npc/re/other/bulletin_boards.txt37
-rw-r--r--npc/re/other/item_merge.txt69
-rw-r--r--npc/re/other/mail.txt19
-rw-r--r--npc/re/other/mercenary_rent.txt25
-rw-r--r--npc/re/other/pvp.txt91
-rw-r--r--npc/re/other/resetskill.txt147
-rw-r--r--npc/re/other/stone_change.txt59
-rw-r--r--npc/re/other/turbo_track.txt14
-rw-r--r--npc/re/quests/cupet.txt240
-rw-r--r--npc/re/quests/eden/11-25.txt152
-rw-r--r--npc/re/quests/eden/26-40.txt670
-rw-r--r--npc/re/quests/eden/41-55.txt90
-rw-r--r--npc/re/quests/eden/56-70.txt359
-rw-r--r--npc/re/quests/eden/71-85.txt225
-rw-r--r--npc/re/quests/eden/86-90.txt198
-rw-r--r--npc/re/quests/eden/91-99.txt215
-rw-r--r--npc/re/quests/eden/eden_common.txt406
-rw-r--r--npc/re/quests/eden/eden_iro.txt598
-rw-r--r--npc/re/quests/eden/eden_quests.txt5141
-rw-r--r--npc/re/quests/eden/eden_service.txt62
-rw-r--r--npc/re/quests/eden/eden_tutorial.txt1560
-rw-r--r--npc/re/quests/first_class/tu_archer.txt14
-rw-r--r--npc/re/quests/homun_s.txt1360
-rw-r--r--npc/re/quests/magic_books.txt837
-rw-r--r--npc/re/quests/monstertamers.txt13
-rw-r--r--npc/re/quests/mrsmile.txt19
-rw-r--r--npc/re/quests/pile_bunker.txt120
-rw-r--r--npc/re/quests/quests_13_1.txt18
-rw-r--r--npc/re/quests/quests_brasilis.txt3146
-rw-r--r--npc/re/quests/quests_dewata.txt2216
-rw-r--r--npc/re/quests/quests_dicastes.txt7645
-rw-r--r--npc/re/quests/quests_eclage.txt1836
-rw-r--r--npc/re/quests/quests_izlude.txt19
-rw-r--r--npc/re/quests/quests_malangdo.txt10691
-rw-r--r--npc/re/quests/quests_malaya.txt9158
-rw-r--r--npc/re/quests/quests_mora.txt5359
-rw-r--r--npc/re/quests/quests_morocc.txt246
-rw-r--r--npc/re/quests/quests_nameless.txt15
-rw-r--r--npc/re/quests/quests_veins.txt13
-rw-r--r--npc/re/scripts.conf137
-rw-r--r--npc/re/scripts_guild.conf8
-rw-r--r--npc/re/scripts_jobs.conf32
-rw-r--r--npc/re/scripts_main.conf48
-rw-r--r--npc/re/scripts_monsters.conf83
-rw-r--r--npc/re/scripts_warps.conf43
-rw-r--r--npc/re/warps/cities/brasilis.txt39
-rw-r--r--npc/re/warps/cities/dewata.txt20
-rw-r--r--npc/re/warps/cities/dicastes.txt74
-rw-r--r--npc/re/warps/cities/eclage.txt32
-rw-r--r--npc/re/warps/cities/izlude.txt90
-rw-r--r--npc/re/warps/cities/malangdo.txt62
-rw-r--r--npc/re/warps/cities/malaya.txt146
-rw-r--r--npc/re/warps/cities/rachel.txt124
-rw-r--r--npc/re/warps/cities/yggdrasil.txt25
-rw-r--r--npc/re/warps/dungeons/bra_dun.txt15
-rw-r--r--npc/re/warps/dungeons/dic_dun.txt23
-rw-r--r--npc/re/warps/dungeons/ecl_dun.txt22
-rw-r--r--npc/re/warps/dungeons/iz_dun.txt61
-rw-r--r--npc/re/warps/dungeons/moc_pryd.txt14
-rw-r--r--npc/re/warps/fields/bif_fild.txt42
-rw-r--r--npc/re/warps/fields/bra_fild.txt15
-rw-r--r--npc/re/warps/fields/com_fild.txt49
-rw-r--r--npc/re/warps/fields/dic_fild.txt18
-rw-r--r--npc/re/warps/fields/geffen_fild.txt71
-rw-r--r--npc/re/warps/fields/hugel_fild.txt51
-rw-r--r--npc/re/warps/fields/morroc_fild.txt118
-rw-r--r--npc/re/warps/fields/payon_fild.txt48
-rw-r--r--npc/re/warps/fields/prontera_fild.txt128
-rw-r--r--npc/re/warps/fields/rachel_fild.txt46
-rw-r--r--npc/re/warps/fields/veins_fild.txt53
-rw-r--r--npc/re/warps/fields/yuno_fild.txt88
-rw-r--r--npc/re/warps/guildcastles.txt41
-rw-r--r--npc/re/warps/other/arena.txt18
-rw-r--r--npc/re/warps/other/jobquests.txt50
-rw-r--r--npc/re/warps/other/paradise.txt23
-rw-r--r--npc/re/warps/other/s_workshop.txt29
-rw-r--r--npc/re/warps/other/sign.txt37
248 files changed, 0 insertions, 116636 deletions
diff --git a/npc/re/airports/izlude.txt b/npc/re/airports/izlude.txt
deleted file mode 100644
index 69ba5b115..000000000
--- a/npc/re/airports/izlude.txt
+++ /dev/null
@@ -1,19 +0,0 @@
-//===== Hercules Script ======================================
-//= Izlude Airport NPCs
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= [Official Conversion]
-//= Izlude Airport NPCs
-//===== Additional Comments: =================================
-//= 1.0 Updated to match the new Izlude Map. [Masao]
-//= 1.1 Added Izlude duplicates. [Euphy]
-//============================================================
-
-izlude,202,75,3 duplicate(Airship_Staff_izlude) Airship Staff#izlude 4_F_01
-izlude_a,202,75,3 duplicate(Airship_Staff_izlude) Airship Staff#izlude_a 4_F_01
-izlude_b,202,75,3 duplicate(Airship_Staff_izlude) Airship Staff#izlude_b 4_F_01
-izlude_c,202,75,3 duplicate(Airship_Staff_izlude) Airship Staff#izlude_c 4_F_01
-izlude_d,202,75,3 duplicate(Airship_Staff_izlude) Airship Staff#izlude_d 4_F_01
diff --git a/npc/re/cities/alberta.txt b/npc/re/cities/alberta.txt
deleted file mode 100644
index 4fb8bab6d..000000000
--- a/npc/re/cities/alberta.txt
+++ /dev/null
@@ -1,41 +0,0 @@
-//===== Hercules Script ======================================
-//= Alberta Town Renewal
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= [Official Conversion]
-//= Alberta town NPCs.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//============================================================
-
-// cities/amatsu.txt
-//============================================================
-alberta,246,74,3 duplicate(Sea_Captain_amatsu) Sea Captain#ama1 4_M_SEAMAN
-
-// cities/ayothaya.txt
-//============================================================
-alberta,246,29,3 duplicate(Aibakthing_ayothaya) Aibakthing#ayo 4_M_THAIONGBAK
-
-// cities/gonryun.txt
-//============================================================
-alberta,246,62,3 duplicate(Kunlun_Envoy_gonryun) Kunlun Envoy#gon 4_M_TWMIDMAN
-
-// cities/louyang.txt
-//============================================================
-alberta,246,40,3 duplicate(Girl_louyang) Girl#0lou 4_F_CHNDRESS1
-
-// cities/moscovia.txt
-//============================================================
-alberta,246,51,4 duplicate(PR_Officer_moscovia) Moscovia P.R. Officer#1 4_F_RUSWOMAN2
-
-// quests/quests_alberta.txt
-//============================================================
-alberta,244,118,4 duplicate(Sailor_alberta) Sailor#tur 4_M_SEAMAN
-alberta,246,114,4 duplicate(Turtle_Scholar_alberta) Turtle Island Scholar 2_M_MOLGENSTEIN
-
-// quests/skills/merchant_skills.txt
-//============================================================
-alberta,232,103,6 duplicate(Gershaun_alberta) Gershaun 1_M_LIBRARYMASTER
diff --git a/npc/re/cities/brasilis.txt b/npc/re/cities/brasilis.txt
deleted file mode 100644
index 417dc87b8..000000000
--- a/npc/re/cities/brasilis.txt
+++ /dev/null
@@ -1,168 +0,0 @@
-//===== Hercules Script ======================================
-//= Brasilis Town
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.3
-//===== Description: =========================================
-//= [Official Conversion]
-//= Brasilis Town Script
-//===== Additional Comments: =================================
-//= 1.0 First version. Transportation and Basic NPCs.
-//= 1.1 Fixed Zeny not being removed for payment. [Kisuka]
-//= 1.2 Updated dialog, added Ice Cream Maker. [L0ne_W0lf]
-//= 1.3 Moved Alberta NPC to pre-re/re paths. [Euphy]
-//============================================================
-
-// Brasilis Transportation
-//============================================================
-/* Pre-Renewal coordinates: alberta,247,115,3 */
-alberta,246,82,3 script Crewman#bra2 4W_SAILOR,{
- mes "[Crewman]";
- mes "Hey, have you heard of a place called Brasilis?";
- mes "It's a tropical city that's hot like the desert but also rainy. It is a very mysterious place.";
- next;
- mes "[Crewman]";
- mes "We recently found a new ocean route to get there easily.";
- mes "It's just 10,000 zeny for a round trip! So do you want to go?";
- next;
- switch(select("Take me to Brasilis!:I'll stay here.")) {
- case 1:
- if (Zeny > 9999) {
- mes "[Crewman]";
- mes "Cool~!! Let's go~!";
- Zeny -= 10000;
- close2;
- warp "brasilis",314,60;
- end;
- }
- else {
- mes "[Crewman]";
- mes "I said 10,000 zeny.";
- close;
- }
- case 2:
- mes "[Crewman]";
- mes "Well if you're ever interested, let me know and I can take you there.";
- close;
- }
-}
-
-brasilis,316,57,3 script Crewman#bra1 4W_SAILOR,{
- mes "[Crewman]";
- mes "My ship is going to back to Alberta, do you want to join us?";
- next;
- switch(select("Go back to Alberta.:Not yet~.")) {
- case 1:
- mes "[Crewman]";
- mes "I sure do miss home.";
- close2;
- if (checkre(0))
- warp "alberta",243,82;
- else
- warp "alberta",244,115;
- end;
- case 2:
- mes "[Crewman]";
- mes "Ok, suit yourself. We'll see you when we get back then.";
- close;
- }
-}
-
-// Generic Brasilis NPCs
-//============================================================
-brasilis,155,165,3 script Signpost#bra1 4_BULLETIN_BOARD2,{
- mes ":: Art Museum ::";
- close;
-}
-
-brasilis,195,231,3 script Signpost#bra2 4_BULLETIN_BOARD2,{
- mes ":: Verass Monument ::";
- close;
-}
-
-brasilis,240,247,3 script Signpost#bra3 4_BULLETIN_BOARD2,{
- mes ":: Market ::";
- mes " ";
- mes "- For your Potions and Weaponry -";
- close;
-}
-
-brasilis,303,309,3 script Signpost#bra4 4_BULLETIN_BOARD2,{
- mes ":: Jungle Cable ::";
- mes "";
- mes "- Not for the faint of heart -";
- close;
-}
-
-brasilis,278,137,3 script Signpost#bra5 4_BULLETIN_BOARD2,{
- mes ":: Brasilis Hotel ::";
- close;
-}
-
-brasilis,137,77,5 script Ice-Cream Maker 4_M_03,{
- mes "[Ice Cream Maker]";
- mes "Come~come~";
- mes "Ice cream is the perfect snack for a hot day~";
- mes "It's just ^3355FF100 Zeny^000000~";
- mes "Ice Cream~";
- mes "Get 'yer Ice Cream!";
- next;
- switch(select("Give me one!:Ice Cream?:Cancel.")) {
- case 1:
- mes "[Ice Cream Maker]";
- mes "Since there are so many people want to get a cool ice cream you can order only 5 at a time.";
- mes "So how many d'ya want?";
- next;
- while(1) {
- input .@input; //,1,5;
- if (.@input == 0) {
- mes "[Ice Cream Maker]";
- mes "None?";
- mes "Fine get outta the way, I have customers to serve.";
- close;
- }
- else if ((.@input < 0) || (.@input > 5)) {
- mes "[Ice Cream Maker]";
- mes "Wow.";
- mes "You ordered too much.";
- mes "If you eat over 5 you might need to fight with a monster in your stomach. Calm down buddy.";
- next;
- }
- else
- break;
- }
- .@icecream_hap = .@input*100;
- if (Zeny < .@icecream_hap) {
- mes "[Ice Cream Maker]";
- mes "Dood~! You don't have enough money.";
- mes "It's only ^3355FF100 Zeny^000000~ Seriously!";
- close;
- }
- if (!checkweight(536,.@input)) {
- mes "[Ice Cream Maker]";
- mes "You seem to have too much stuff.";
- mes "Lighten your pack before buying this.";
- close;
- }
- Zeny -= .@icecream_hap;
- getitem 536,.@input; //Ice_Cream
- close;
- case 2:
- mes "[Ice Cream Maker]";
- mes "'Ice cream is...";
- mes "Wait, don't you know";
- mes "what Ice Cream is?";
- mes "What rock have you";
- mes "been living under?";
- next;
- mes "[Ice Cream Maker]";
- mes "I'm not going to even start with how weird that sounds.";
- mes "Anyway, get 'yer Ice Cream right here while it's nice and cold.";
- close;
- case 3:
- mes "[Ice Cream Maker]";
- mes "Don't miss your chance to eat the greatest Ice Cream in all the land~!";
- close;
- }
-}
diff --git a/npc/re/cities/dewata.txt b/npc/re/cities/dewata.txt
deleted file mode 100644
index 022d3d715..000000000
--- a/npc/re/cities/dewata.txt
+++ /dev/null
@@ -1,1166 +0,0 @@
-//===== Hercules Script ======================================
-//= Dewata Town
-//===== By: ==================================================
-//= Gennosuke Kouga, Muad_Dib
-//===== Current Version: =====================================
-//= 1.3
-//===== Description: =========================================
-//= [Official Conversion]
-//= Dewata Town Script
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//= 1.1 Standardized. [Euphy]
-//= 1.2 Fixed Zeny check. [Joseph]
-//= 1.3 Updated to match the official script. [Lemongrass/Euphy]
-//============================================================
-
-// Dewata Transportation
-//============================================================
-alberta,212,202,4 script Dewata Sailor#alberta 4_M_DEWMAN,{
- mes "[Dewata Sailor]";
- mes "Do you want to visit ^8B4513Dewata Island^000000?";
- mes "With it's dazzling waves and charming views it's a great place to relax.";
- mes "The transit fee is 10,000 Zeny.";
- next;
- switch(select("Yes!:No.")) {
- case 1:
- if (Zeny >= 10000) {
- mes "[Dewata Sailor]";
- mes "^8B4513Dewata^000000 is a beautiful and peaceful island country.";
- mes "Have a nice trip~";
- close2;
- Zeny -= 10000;
- warp "dewata",232,53;
- end;
- } else {
- mes "[Dewata Sailor]";
- mes "You don't have the dough, kid.";
- mes "Come back when you have a bigger wallet.";
- close;
- }
- case 2:
- mes "[Dewata Sailor]";
- mes "Let me know";
- mes "when you're ready to travel~";
- close;
- }
-}
-
-dewata,229,49,6 script Alberta Sailor#dewata 4_M_DEWMAN,{
- mes "[Alberta Sailor]";
- mes "Do you want to go back to Alberta?";
- next;
- switch(select("Yes.:No.")) {
- case 1:
- mes "[Alberta Sailor]";
- mes "I hope you had a lot of fun on";
- mes "your trip to ^8B4513Dewata^000000 Island.";
- mes "Please come again!";
- close2;
- warp "alberta",210,198;
- end;
- case 2:
- mes "[Alberta Sailor]";
- mes "Have some more fun before you go.";
- mes "^8B4513Dewata^000000 Island still has more to offer.";
- close;
- }
-}
-
-// Generic Dewata NPCs
-//============================================================
-dewata,221,237,5 script Young Man#dew-1 4_M_DEWMAN,{
- mes "[Fruit Fancier]";
- mes "What's wrong with your faaaaaace? You must really be clueless!";
- next;
- mes "[Fruit Fancier]";
- mes "Let me drop some knowledge on ya.";
- next;
- mes "[Fruit Fancier]";
- mes "I may be a youngling, but no one knows more than I do about ^777700Palm fruit^000000. All right! What do you want to know?";
- next;
- switch(select("About the shell...:About the pulp...:About the palm kernel...:No thanks.")) {
- case 1:
- mes "[Fruit Fancier]";
- mes "So you want to know about Palm fruit's pulp? Let me explain.";
- next;
- mes "[Fruit Fancier]";
- mes "Normally Palm fruit shell is used for making oil. Palm Oil is a useful ingredient for many dishes.";
- next;
- mes "[Fruit Fancier]";
- if (dew_drink > 0)
- mes "Hmm... Have you met Memo already? Then it should be easy for you to understand.";
- else
- mes "If you want to know how to use Palm Oil, go find Memo on the north side of Dewata island. Everyday, he makes traditional drinks with Palm Oil.";
- next;
- mes "[Fruit Fancier]";
- mes "Anyways, we refer to the oil that comes from the Palm fruit as Palm oil or Coconut oil, which is well known for it's quality.";
- next;
- mes "[Fruit Fancier]";
- mes "The leftovers from oil production gets dried, and used for fuel in cooking or heating.";
- next;
- mes "[Fruit Fancier]";
- mes "It burns well and has a good smell, can't get better than that.";
- next;
- mes "[Fruit Fancier]";
- mes "Ok!! That is all about the pulp, it takes too long to explain all those useful effects for Palm fruit shells.";
- next;
- mes "[Fruit Fancier]";
- mes "It's not like this is the extent of my knowledge. Don't get me wrong!";
- close;
- case 2:
- mes "[Fruit Fancier]";
- mes "So you want to know about the Palm interior? Let me explain.";
- next;
- mes "[Fruit Fancier]";
- mes "Palm tree fruit has 2 layers of pulp. Outside is very rough, and the inside is smooth...";
- next;
- mes "[Fruit Fancier]";
- mes "Hmm... Yes! the pulp of Palm tree fruit is a little bit harder than a walnut shell, must be the water it contains inside.";
- next;
- mes "[Fruit Fancier]";
- mes "Inside of the shell, there's about 300cc water which is useful in quenching people's thirst since Dewata island has very hot weather.";
- next;
- mes "[Fruit Fancier]";
- mes "And it's not like we just throw it away once we drink the water inside!!";
- next;
- mes "[Fruit Fancier]";
- mes "We also can make a quality canteen out of it! Like I said, it has really thick outer shell enough and can act as a water bottle.";
- next;
- mes "[Fruit Fancier]";
- mes "It is also great to make charcoal. Charcoal made out of palm fruit is well known for long lasting and quality fire,";
- next;
- mes "[Fruit Fancier]";
- mes "People love to cook seafoods and chicken with Palm fruit charcoal..";
- next;
- mes "[Fruit Fancier]";
- mes "It has the extra bonus of being burning with a pleasant palm smell";
- next;
- mes "[Fruit Fancier]";
- mes "Ok!! That is all for pulp information, it takes too long to explain all those useful effects.";
- next;
- mes "[Fruit Fancier]";
- mes "It's not like this is all I know. Don't get me wrong!";
- close;
- case 3:
- mes "[Fruit Fancier]";
- mes "So, you want to know about tender kernel inside? Let me explain for you";
- next;
- mes "[Fruit Fancier]";
- mes "The kernel inside of the hard pulp is used as a natural digestive.";
- next;
- mes "[Fruit Fancier]";
- mes "Not much to say about the kernel inside..";
- next;
- mes "[Fruit Fancier]";
- mes "but we do make sure to use every part of the palm fruit.";
- next;
- mes "[Fruit Fancier]";
- mes "Wouldn't you agree?";
- close;
- case 4:
- mes "[Fruit Fancier]";
- mes "Arrgg! You have no interest in the world!";
- close;
- }
-}
-
-dewata,114,243,6 script Lazy Young Man#dew 4_M_DEWMAN,1,1,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 500) {
- mes "[Lazy Young Man]";
- mes "Why are you carrying so much? Isn't it heavy?";
- close;
- }
- if (countitem(11534)) {
- mes "[Lazy Young Man]";
- mes "Wewt~!! Isn't that Palm Juice?";
- mes "Can you give me that? I just woke";
- mes "up, and my throat is parched!";
- next;
- switch(select("Give:Do not give")) {
- case 1:
- mes "[Lazy Young Man]";
- mes "Really? For me?? I'll give you this in return... Thanks... Hehe~";
- delitem 11534,1; //Coco_Juice
- getrandgroupitem(IG_GiftBox),1;
- close;
- case 2:
- mes "[Lazy Young Man]";
- mes "So be it~ Ok...";
- close;
- }
- }
- mes "[Lazy Young Man]";
- mes "Ah~ Thristy~ Anyone have some Palm";
- mes "juice for me?~";
- close;
-OnTouch:
- if (countitem(11534) == 0) {
- mes "[Lazy Young Man]";
- mes "Arrgg~ I'm thirsty~~ so thirsty~~";
- mes "Give me Palm juice... Palm Juuiice~~";
- emotion e_an;
- next;
- emotion e_an;
- next;
- emotion e_an;
- next;
- emotion e_an;
- close;
- }
- end;
-}
-
-dewata,159,81,4 script Tourist#dew-1 4_M_SITDOWN,{
- mes "[Nasolo]";
- mes "Wow~ Pure ocean, a warm beach...";
- mes "Perfect for a date with a girlfriend...";
- next;
- mes "[Nasolo]";
- mes "If only I had one...";
- emotion e_sob;
- next;
- mes "[Nasolo]";
- mes "I wonder when my princess will come...";
- emotion e_sigh;
- close;
-}
-
-dewata,146,109,5 script Restauranteur#dew 4_COOK,{
- if (checkweight(11532,1) == 0 || checkweight(11533,1) == 0 || MaxWeight - Weight < 500) {
- mes "[Restauranteur]";
- mes "You came to taste my dish? It is always good to eat with an empty stomach.";
- close;
- }
- mes "[Restauranteur]";
- mes "Welcome to the island of Dewata.";
- mes "I hope you behave like a noble";
- mes "traveler, unlike some of these";
- mes "teenage punks...";
- next;
- switch(select("About Dewata dishes:Today's menu?:I'm okay.")) {
- case 1:
- mes "[Restauranteur]";
- mes "Need info about our foods? Well... I don't have much to talk about, but feel free to listen if you want.";
- next;
- mes "[Restauranteur]";
- mes "So much to cover, let me begin.";
- next;
- mes "[Restauranteur]";
- mes "First, Dewata dishes have special names based on each cooking recipe,";
- next;
- mes "[Restauranteur]";
- mes "If dish name has 'Goreng' in it, then it is either stir or deep fried food.";
- next;
- mes "[Restauranteur]";
- mes "If it is a type of 'Bakar', then it is a grilled food.";
- next;
- mes "[Restauranteur]";
- mes "And if it's 'Satay', then you are eating a skewered dish.";
- next;
- mes "[Restauranteur]";
- mes "Second, we have dishes named after basic ingredients,";
- next;
- mes "[Restauranteur]";
- mes "In Dewata island, we call rice as Nasi, noodle as Mie, bread as Roti, chicken as Ayam, fish as Ikan, and corn as Jagung.";
- next;
- mes "[Restauranteur]";
- mes "So, if rice is fried we call it 'Nasi Goreng', and fried noodle is 'Mie Goreng'.";
- next;
- mes "[Restauranteur]";
- mes "Well... This is enough to enjoy our foods in Dewata!! If you are hungry, we have our special set menu for only ^0000FF5000^000000 Zeny.";
- close;
- case 2:
- mes "[Restauranteur]";
- mes "We have 2 items 'Nasi Goreng' and 'Satay'. Which one do you want?";
- next;
- switch(select("Nasi Goreng:Satay")) {
- case 1:
- mes "[Restauranteur]";
- mes "This is Nasi Goreng fried with my special sauce plus egg fry on the top. It only costs ^0000FF5000^000000 Zeny.";
- .@food = 11532;
- break;
- case 2:
- mes "[Restauranteur]";
- mes "This is the Satay, a slice of meat skewered and grilled over Palm fruit charcoal. It costs only ^0000FF5000^000000 Zeny.";
- .@food = 11533;
- break;
- }
- next;
- switch(select("Taste:Walk away")) {
- case 1:
- if (Zeny < 5000) {
- mes "[Restauranteur]";
- mes "Where's the money kid? Sheesh! No free food here! Ok?";
- close;
- }
- mes "[Restauranteur]";
- mes "Here's your "+getitemname(.@food)+", you won't regret it!";
- Zeny -= 5000;
- getitem .@food,1;
- close;
- case 2:
- mes "[Restauranteur]";
- mes "It's a shame you won't taste this great dish...";
- close;
- }
- case 3:
- mes "[Restauranteur]";
- mes "Are you serious? This is not even funny.";
- close;
- }
-}
-
-dewata,147,107,6 script Gourmet#dew 4_M_03,{
- mes "[Gourmet]";
- mes "Oh... it's like a party in my";
- mes "mouth... and everyone's invited!";
- emotion e_sob;
- next;
- mes "[Gourmet]";
- mes "Master~ One more please~";
- emotion e_no1;
- emotion e_ok,0,"Restauranteur#dew";
- next;
- mes "[Gourmet]";
- mes "You must try this! The Food here is succulent~";
- close;
-}
-
-dewata,154,107,4 script Sightseer#dew 4_M_04,{
- mes "[Tourist]";
- mes "Wow...";
- mes "How many has he already eaten?";
- emotion e_hmm;
- next;
- mes "[Tourist]";
- mes "He must be big eater, not the gourmet...";
- next;
- mes "[Tourist]";
- mes "Have you been to Prontera yet? I think I've seen him somewhere..";
- close;
-}
-
-dewata,95,203,6 script Travel Guide#dew 4_M_DEWMAN,{
- mes "[Guide]";
- mes "This temple behind me is called Borobudur.";
- mes "Borobudur temple was built in the 9th century";
- mes "to venerate the Great Buddha, an ancient religious figure.";
- emotion e_swt2;
- next;
- mes "[Guide]";
- mes "This temple is made with 6 square platforms and 3 round platforms, and 2672 hand carved relief panels as well as 504 statue of various Buddhas.";
- emotion e_swt2;
- next;
- mes "[Guide]";
- mes "The central stupa, or shrine is located at the center of high platform, which is surrounded by 72 more statues.";
- emotion e_swt2;
- next;
- mes "[Guide]";
- mes "Even in modern times Borobudur temple is a pilgimage site for many monks worshiping the Buddha. It's also a major tourist attraction, as you can imagine.";
- emotion e_swt2;
- next;
- mes "[Guide]";
- mes "That is all I have on Borobudur temple, are there any questions?";
- mes "If not, we can move to the next spot.";
- close;
-}
-
-dewata,97,207,4 script Tourist#dew1 1_F_SIGNZISK,{
- mes "[Tourist]";
- mes "Oh, dag-nabbit... I've gone and";
- mes "picked the wrong tour guide...";
- next;
- mes "[Tourist]";
- mes "This hombre is a real snooze...";
- mes "Why make it longer..";
- emotion e_spin;
- next;
- mes "[Tourist]";
- mes "I need to change my travel agent...";
- emotion e_sigh;
- close;
-}
-
-dewata,100,206,4 script Tourist#dew2 1_M_ORIENT01,{
- mes "[Tourist]";
- mes "Hey, let's go there! Hurry up,";
- mes "while the tour guide is explaining~";
- next;
- mes "[Tourist]";
- mes "Come on... It doesn't sound like";
- mes "he's going to stop talking anytime soon.";
- close;
-}
-
-dewata,101,206,4 script Tourist#dew3 4_F_01,{
- mes "[Tourist]";
- mes "Aren't we going to get lost without the guide?";
- next;
- mes "[Tourist]";
- mes "We got lost already last time...";
- close;
-}
-
-dewata,99,203,4 script Tourist#dew4 4_M_SAGE_C,{
- mes "[Tourist]";
- mes "Oh~ This is very interesting. A";
- mes "temple that worships the Buddha...";
- emotion e_ok;
- next;
- mes "[Tourist]";
- mes "But I don't really get all the";
- mes "symbology here.";
- next;
- mes "[Tourist]";
- mes "So beautiful... I wonder who built";
- mes "this place?";
- close;
-}
-
-dewata,67,186,8 script Monk#dew1 4_M_BUDDHIST,{
- mes "[Monk]";
- mes "I am a monk, content to spend my days in religious study.";
- next;
- mes "[Monk]";
- mes "I've just returned from a pilgrimage to Borobudur temple with my fellow monks...";
- next;
- mes "[Monk]";
- mes "Borobudur temple has many pilgrims visiting, since it is one of few temples left for worshipping the Great Buddha.";
- close;
-}
-
-dewata,65,188,8 script Monk#dew2 4_M_BUDDHIST,{
- mes "[Monk]";
- mes "Borobudur temple is one of few temples left for worshiping the Great Buddha.";
- next;
- mes "[Monk]";
- mes "I don't understand why there are only few temples left that follow our ways...";
- close;
-}
-
-dewata,63,190,8 script Monk#dew3 4_M_BUDDHIST,{
- mes "[Monk]";
- mes "Are you a Tourist? You can make an offering and a wish to one of the shrines.";
- next;
- mes "[Monk]";
- mes "Our great Buddha may grant your wish..";
- close;
-}
-
-dewata,62,192,8 script Monk#dew4 4_M_BUDDHIST,{
- mes "[Monk]";
- mes "Our great Buddha is the king of souls and the leader of all good Gods.";
- next;
- mes "[Monk]";
- mes "The Dewata tribes believes in Buddha, the strange thing is they all describe Buddha as different creatures.";
- next;
- mes "[Monk]";
- mes "I'm not really sure about the reason for that. Maybe because there are many different tribes in Dewata with different characteristics.";
- close;
-}
-
-dewata,89,191,6 script Small Shrine#dew1 CLEAR_NPC,{
- mes "There is a small shrine here. There are many people making wishes.";
- next;
- switch(select("Make a donation.:Make a wish.:Walk away.")) {
- case 1:
- mes "Donation case says:";
- mes "^FF00001,000 ~ 100,000 Zeny^000000";
- mes "How much do you want to donate?";
- next;
- input .@input,0,100000;
- if (.@input < 1000) {
- mes "- Cancelled. -";
- close;
- } else if (.@input <= 50000)
- .@good_luck = rand(1,10000);
- else
- .@good_luck = rand(1,5000);
- if (.@input > Zeny) {
- mes "- Not enough Zeny. -";
- close;
- }
- mes "What is your wish?";
- next;
- input(.@wish$);
-
- setarray .@wishes$[0],
- "Power","Strength", //1
- "Faster","Speed","Quickness","Agility", //2
- "Skillful Hands","Dex", //4
- "Healthy","Fitness","Vital", //8
- "Wisdom","Brain","Study","Int","1st place", //16
- "Luck","Wealth","Items","Get Item","Goods","Lotto", //32
- "Full Level","Level","LV", //64
- "Lover","Girl friend","Boy friend"; //128
- setarray .@index[0],
- 1,1,2,2,2,2,4,4,8,8,8,16,16,16,16,16,32,32,32,32,32,32,64,64,64,128,128,128;
-
- if (.@good_luck == 7 || .@good_luck == 77 || .@good_luck == 777 || .@good_luck == 7777)
- .@bonus = 1;
- for(.@i = 0; .@i<getarraysize(.@wishes$); ++.@i) {
- if (compare(.@wish$,.@wishes$[.@i])) {
- .@stat |= .@index[.@i];
- break;
- }
- }
-
- mes "You make a wish for ^0000FF" + .@wish$ + "^000000 to the small shrine.";
- next;
- callsub L_Wish;
- Zeny -= .@input;
- if (.@stat & 1 && .@bonus)
- consumeitem 12043; //Str_Dish03
- else if (.@stat & 2 && .@bonus)
- consumeitem 12058; //Agi_Dish03
- else if (.@stat & 4 && .@bonus)
- consumeitem 12063; //Dex_Dish03
- else if (.@stat & 8 && .@bonus)
- consumeitem 12053; //Vit_Dish03
- else if (.@stat & 16 && .@bonus)
- consumeitem 12048; //Int_Dish03
- else if (.@stat & 32 && .@bonus)
- consumeitem 12068; //Luk_Dish03
- else if (.@stat & 64) {
- specialeffect2 EF_ANGEL;
- mes "- A celestial entity gives you a blessing. -";
- next;
- } else if (.@stat & 128) {
- mes "- The shrine envelops you in a loving aura. -";
- if ((Sex == 0 && compare(.@wish$,.@wishes$[26])) || (Sex == 1 && compare(.@wish$,.@wishes$[27])))
- specialeffect2 EF_LIGHTSPHERE;
- next;
- }
- mes "It feels like this wish could come true.";
- close;
- case 2:
- mes "What is your wish?";
- next;
- input .@wish$;
- mes "You have made your wish for ^0000FF" + .@wish$ + "^000000 to the small shrine.";
- next;
- callsub L_Wish;
- mes "It feels like this wish could come true.";
- close;
- case 3:
- close;
- }
-
-L_Wish:
- mes "Mysterious energy comes out from the shrine.";
- specialeffect EF_FLASHER,AREA,"Small Shrine#dew1";
- specialeffect EF_FLASHER,AREA,"Small Shrine#dew2";
- specialeffect EF_FLASHER,AREA,"Small Shrine#dew3";
- specialeffect EF_FLASHER,AREA,"Small Shrine#dew4";
- next;
- mes "You have received the shrine's blessing.";
- specialeffect2 EF_BLESSING;
- next;
- return;
-}
-dewata,89,212,6 duplicate(Small Shrine#dew1) Small Shrine#dew2 CLEAR_NPC
-dewata,68,212,6 duplicate(Small Shrine#dew1) Small Shrine#dew3 CLEAR_NPC
-dewata,68,191,6 duplicate(Small Shrine#dew1) Small Shrine#dew4 CLEAR_NPC
-
-dewata,75,122,6 script Monk#dewt1 4_M_BUDDHIST,{
- mes "[Monk]";
- mes "You are a stranger here. What brings here to this quiet place?";
- next;
- switch(select("I'm sightseeing.:No reason.")) {
- case 1:
- mes "[Monk]";
- mes "Oh, you are a tourist. This is the '^0000FFPagoda^000000' worshiping the great Buddha. Please be respectful of the monks praying here.";
- close;
- case 2:
- mes "[Monk]";
- mes "Good day to you...";
- close;
- }
-}
-
-dewata,69,101,6 script Monk#dewt2 4_M_BUDDHIST,{
- mes "[Monk]";
- mes "We have a pagoda for the worship of Buddhas. Each temple has one of these towers, though not many people come here besides other monks.";
- next;
- switch(select("I see...:Explain about Buddhas:Ah, okay.")) {
- case 1:
- mes "[Monk]";
- mes "You must feel the compassion of our Buddha!";
- close;
- case 2:
- mes "[Monk]";
- mes "Buddha is our God from Dewata myth, he is the king of souls and also the leader of good Gods.";
- next;
- mes "[Monk]";
- mes "Buddha is the guardian of souls whom often described in traditional dance as fighting against the magician Rangda.";
- next;
- mes "[Monk]";
- mes "In Dewata we belive there are many deities protecting each island and tribal locale,";
- next;
- mes "[Monk]";
- mes "so we do have different manifestations of the Buddha, usually described as a bear, tiger, dragon, snake, or lion";
- next;
- mes "[Monk]";
- mes "Great Lion is one of famous Buddhas worshipped in Dewata.";
- next;
- mes "[Monk]";
- mes "Hope this was good explanation for you. Let me know if you have anything else you want to know.";
- close;
- case 3:
- mes "[Monk]";
- mes "Good day to you...";
- close;
- }
-}
-
-dewata,71,79,6 script Monk#dewt3 4_M_BUDDHIST,{
- mes "[Monk]";
- mes "This tower is built on the edge of coastal cliff. You can pray with a cool ocean breeze in your hair.";
- next;
- mes "[Monk]";
- mes "Come, you should feel the compassion of our Buddha in this pleasant weather.";
- close;
-}
-
-dewata,211,272,4 script Lodge Owner#dew 4_M_DEWOLDMAN,2,3,{
-OnTouch:
- mes "[Lodge Owner]";
- mes "These days, we have many honeymooners visiting here.";
- next;
- mes "[Lodge Owner]";
- mes "It must be the beautiful scenery, right?";
- next;
- mes "[Lodge Owner]";
- mes "I'm happy with my business. Hope all we have a lot more visitors like that.";
- next;
- mes "[Lodge Owner]";
- mes "Ah! You should bring your lover to Dewata on your honeymoon.";
- mes "I'll give you a good price-";
- close;
-}
-
-dewata,245,244,4 script Lodge Employee#dew 4_M_DEWMAN,2,3,{
-OnTouch:
- mes "[Lodge employee]";
- mes "Argg~ This is really ticking me off!";
- emotion e_an;
- next;
- mes "[Lodge employee]";
- mes "How come more and more couples come here?";
- next;
- mes "[Lodge employee]";
- mes "And why do they have act so lovey-dovey? What's up with that?";
- next;
- mes "[Lodge employee]";
- mes "C'mon, show some respect to the people who work here...";
- close;
-}
-
-dewata,233,263,8 script Sweet Married Couple#1 4_M_ROGUE,2,3,{
-OnTouch:
- mes "[Sweet Husband]";
- mes "You are the most beautiful thing in the world baby~";
- emotion e_kis;
- next;
- mes "[Sweet Wife]";
- mes "Really? I'm that beautiful? I love you, honey~";
- emotion e_kis2,0,"Sweet Married Couple#dew2";
- next;
- mes "[Sweet Married Couple]";
- mes "Hahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahaha";
- mes "Hohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohoho";
- emotion e_heh;
- emotion e_heh,0,"Sweet Married Couple#dew2";
- next;
- mes "Come on now, I'm growing tired of this. Let's go.";
- close;
-}
-
-dewata,234,263,8 script Sweet Married Couple#2 4_F_JOB_HUNTER,2,3,{
-OnTouch:
- mes "[Sweet Wife]";
- mes "Baby~ You know what flower that is~?";
- emotion e_what;
- next;
- mes "[Sweet Husband]";
- mes "Hmm? I don't know. But it's really pretty.";
- next;
- mes "[Sweet Wife]";
- mes "Baby~ Who's prettier, me or the flower?";
- emotion e_what;
- next;
- mes "[Sweet Husband]";
- mes "No matter how pretty the flower is, you are always more beautiful~";
- emotion e_kis,0,"Sweet Married Couple#dew1";
- next;
- mes "[Sweet Wife]";
- mes "Really? I'm that pretty? I love you, sweetie~";
- emotion e_kis2;
- next;
- mes "[Sweet Married Couple]";
- mes "Hahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahaha";
- mes "Hohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohohoho";
- emotion e_heh,0,"Sweet Married Couple#dew1";
- emotion e_heh;
- next;
- mes "Come on now, this bores me. Let's move on.";
- close;
-}
-
-dewata,279,213,4 script Tourist#dew-2 4_M_LIEMAN,2,3,{
-OnTouch:
- mes "[Reclining Tourist]";
- mes "Wow~ This is really comfy~";
- next;
- mes "[Reclining Tourist]";
- mes "I'm having a great time just relaxing.";
- next;
- mes "[Reclining Tourist]";
- mes "You should lie down here too.";
- mes "Once you do, you'll never want to get up.";
- next;
- mes "[Reclining Tourist]";
- mes "That's why I haven't moved in a whole week! Hahahaha~";
- emotion e_heh;
- close;
-}
-
-dewata,269,208,4 script Little Kid in Town#dew 4_M_DEWBOY,2,3,{
-OnTouch:
- mes "[Kid]";
- mes "Hey "+((Sex)?"bro":"sis")+", look at that man!";
- next;
- mes "[Kid]";
- mes "He's been lying there for a week doin' nothin'...";
- next;
- mes "[Kid]";
- mes "Who IS that man?";
- emotion e_what;
- next;
- mes "[Kid]";
- mes "I don't want to be a lazybones like him when I grow up.";
- close;
-}
-
-dewata,227,129,4 script Sarr#dew 4_M_DEWBOY,2,3,{
-OnTouch:
- mes "[Sarr]";
- mes "They're hiding so I should seek.";
- mes "I'll find them for sure!-";
- next;
- mes "[Sarr]";
- mes "One~";
- next;
- mes "[Sarr]";
- mes "Two~ Three~";
- next;
- mes "[Sarr]";
- mes "Four~ Five~ Six~";
- next;
- mes "[Sarr]";
- mes "... ... ... ...";
- next;
- mes "[Sarr]";
- mes "Ninty nine~ One hundred!!! Now I'm coming~";
- close;
-}
-
-dewata,239,140,4 script Siyak#dew 4_M_DEWGIRL,2,3,{
-OnTouch:
- mes "[Siyak]";
- mes "Hey come on, move over~ He's gonna find me~~";
- next;
- mes "[Sarr]";
- mes "I found Siyak!! Come out, come out!!";
- emotion e_gg,0,"Sarr#dew";
- emotion e_omg;
- emotion e_gg,0,"Sipo#dew";
- emotion e_omg,1;
- next;
- mes "[Siyak]";
- mes "Arrgg!! This is all your fault~!!";
- emotion e_an;
- close;
-}
-
-dewata,193,145,4 script Sipo#dew 4_M_DEWBOY,2,3,{
-OnTouch:
- mes "[Sipo]";
- mes "Sarr won't find me here, right?";
- next;
- mes "[Sarr]";
- mes "I found Siyak!! Come out come out!!";
- emotion e_gg,0,"Sarr#dew";
- emotion e_omg,0,"Siyak#dew";
- emotion e_gg;
- emotion e_omg,1;
- next;
- mes "[Sipo]";
- mes "Hehe~ Now Siyak is IT~ I'll just keep hiding in here.";
- close;
-}
-
-dewata,228,177,4 script Majya#dew 4_M_DEWBOY,2,3,{
-OnTouch:
- mes "[Majya]";
- mes "I was playing hide-and-seek with my friends...";
- next;
- mes "[Majya]";
- mes "I've been just standing here, and they haven't found me for 3 hours...";
- emotion e_hmm;
- next;
- mes "[Majya]";
- mes "What should I do? Come out? I don't want to be IT...";
- close;
-}
-
-dewata,278,100,4 script Missing Child#dew 4_F_KID2,2,3,{
-OnTouch:
- mes "[Ukki]";
- mes "WaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaa~";
- emotion e_sob;
- emotion e_swt2;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hey, kid...";
- next;
- mes "[Ukki]";
- mes "WaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaaWaa~";
- emotion e_sob;
- next;
- mes "[Ukki]";
- mes "Mama~ Papa~ Where are youuu~ Waa~";
- emotion e_sob;
- emotion e_swt2;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "... ... ...";
- emotion e_dots,1;
- close;
-}
-
-dewata,249,87,4 script Mum#dew 4W_F_01,2,3,{
-OnTouch:
- mes "[Mum]";
- mes "Ukki~ Ukki~ Where did she go?";
- emotion e_wah;
- next;
- mes "[Mum]";
- mes "I can't take my eyes of her for a second...";
- next;
- mes "[Mum]";
- mes "Ukki~";
- emotion e_wah;
- close;
-}
-
-dewata,251,85,6 script Poppa#dew 4W_M_01,2,3,{
-OnTouch:
- mes "[Poppa]";
- mes "Honey, is Ukki lost again?";
- emotion e_what;
- next;
- mes "[Poppa]";
- mes "Arrgg... I can't go anywhere with her... How many times already?";
- emotion e_swt2;
- next;
- mes "[Daddy]";
- mes "She's gotten lost in Louyang, Amatsu, Moscovia, Brasilis, Kunlun,";
- mes "and in Ayothaya...";
- emotion e_swt2;
- next;
- mes "[Daddy]";
- mes "What!! It's already been 7 times including this time in Dewata... 7 times!!!!!!";
- emotion e_otl;
- close;
-}
-
-dewata,278,281,4 script Happily Married Grandpa 4_M_DEWOLDMAN,{
- mes "[Happily Married Grandpa]";
- mes "Today, I should ask my lady to";
- mes "cook me some ^006400fried rice^000000.";
- next;
- mes "[Happily Married Grandpa]";
- mes "My wife's ^006400fried rice^000000 is";
- mes "always very special!";
- next;
- mes "[Happily Married Grandpa]";
- mes "It makes me love her even more.";
- mes "You can't imagine the wonderful flavor!";
- emotion e_lv;
- close;
-}
-
-dewata,280,277,4 script Happily Married Grandma 4_M_DEWOLDWOMAN,{
- mes "[Happily Married Grandma]";
- mes "In my younger days,";
- mes "there were many gentleman callers";
- mes "who wanted to court me.";
- emotion e_swt2;
- next;
- mes "[Happily Married Grandma]";
- mes "Yet, I met just the right guy,";
- mes "and got married.";
- mes "I asked what he likes best";
- mes "about me, he said it was";
- mes "my homemade ^006400fried rice^000000";
- next;
- mes "[Happily Married Grandma]";
- mes "And since then, he only asks me";
- mes "to make ^006400fried rice^000000 for dinner.";
- mes "Over 40 years of marriage";
- mes "and he still doesn't get tired ot it.";
- next;
- mes "[Happily Married Grandma]";
- mes "I always think it was lucky";
- mes "to be growing old with a guy";
- mes "who loves what I cook.";
- emotion e_lv;
- close;
-}
-
-dewata,165,103,6 script Adventurer Semangat#dew 4_M_DEWOLDMAN,{
- mes "[Adventurer Semangat]";
- mes "I also traveled around the World";
- mes "When I was young like you.";
- mes "^FF0000Monkey, Cuttlefish^000000";
- mes "^FF0000Eagle, and Snake^000000,";
- mes "all were good friends I met";
- mes "during my travels.";
- next;
- mes "[Adventurer Semangat]";
- mes "I still have passion for adventure and traveling.";
- mes "But, I can't just leave";
- mes "my beloved wife and";
- mes "grandchildren behind...";
- next;
- mes "[Adventurer Semangat]";
- mes "You will also have something";
- mes "or someone that is as precious";
- mes "in your heart someday.";
- close;
-}
-
-dewata,139,114,6 script Semangat's Wife#dew 4_M_DEWOLDWOMAN,{
- mes "[Semangat's Wife]";
- mes "Where's that old man";
- mes "gone off to again?";
- mes "Have you seen my husband around?";
- next;
- switch(select("I think I saw him there..:No I haven't..")) {
- case 1:
- mes "[Semangat's Wife]";
- mes "He ran away when";
- mes "I was looking for him.";
- mes "Should be somewhere, telling tall tales";
- mes "to some travelers, like always.";
- next;
- mes "[Semangat's Wife]";
- mes "I apologize";
- mes "on behalf of my husband.";
- mes "Please don't believe his foolish stories";
- mes "saying he met with ^FF0000Monkeys and Snakes^000000, or";
- mes "that he fought alongside a ^FF0000Cuttlefish^000000.";
- next;
- mes "[Semangat's Wife]";
- mes "He has been living here";
- mes "for entire life.";
- mes "Yet, always find some travelers,";
- mes "and who will listen to his made-up tales.";
- close;
- case 2:
- mes "[Semangat's Wife]";
- mes "Oh. Please let me know";
- mes "if you ever see him around.";
- close;
- }
-}
-
-dewata,181,88,6 script Young Man#dew-2 4_M_DEWMAN,{
- mes "[Young Man]";
- mes "Isn't ^8B4513Dewata^000000 beach";
- mes "really beautiful?";
- mes "The children always play";
- mes "at this beach. It really";
- mes "reminds me of my youth.";
- next;
- mes "[Young Man]";
- mes "At the evening, you can see";
- mes "fireworks from the beach.";
- mes "With ocean breeze, the crashing waves,";
- mes "and fireworks lighting the sky,";
- mes "the nighttime is a time of beauty here!";
- close;
-}
-
-dewata,179,204,4 script Young Lady#dew 4_M_DEWWOMAN,{
- mes "[Young Lady]";
- mes "When you are outside of the town,";
- mes "and meet ^FF0000Tiger, Monkey, or pig^000000,";
- mes "make sure to avoid them.";
- next;
- select("What do you mean?");
- mes "[Young Lady]";
- mes "I haven't seen yet,";
- mes "but legend says there's a";
- mes "cruel monster named ^FF0000Leak^000000";
- mes "which can transform into an animal";
- mes "and hypnotize people into killing.";
- next;
- mes "[Young Lady]";
- mes "You know the dangers of this world.";
- mes "It's never hurts to be careful";
- mes "even if it's just an urban legend.";
- //emotion ET_SCRATCH; //TODO
- close;
-}
-
-dewata,280,236,4 script Settler#dew 4_F_JOB_BLACKSMITH,{
- mes "[Settler]";
- mes "I'm not really from ^8B4513Dewata^000000.";
- mes "But while traveling,";
- mes "I found this place...";
- mes "And made my decision";
- mes "to live in this beautiful town.";
- next;
- mes "[Settler]";
- mes "I've been happy to live here";
- mes "and to find and experience";
- mes "all these beautiful sights.";
- mes "It's a dream come true.";
- next;
- mes "[Settler]";
- mes "Would you ever think of";
- mes "settling here too?";
- close;
-}
-
-dewata,204,230,6 script Dieting Lady#dew 4_M_DEWWOMAN,{
- if (countitem(11533) == 0) {
- mes "[Dieting Lady]";
- mes "Ah~ I'm starving!!";
- mes "I should be on a diet now.";
- mes "Why am I still hungry?";
- next;
- mes "[Dieting Lady]";
- mes "Don't talk to me too much!!";
- mes "I want to try that grilled ^006400Satay^000000";
- mes "so much~!!!!!";
- close;
- }
- mes "[Dieting Lady]";
- mes "Is that mouth-watering";
- mes "^006400Satay^000000 for me?";
- next;
- switch(select("Yes, want a taste?:No, it's for me!")) {
- case 1:
- delitem 11533,1; //Satay
- mes "[Dieting Lady]";
- mes "Thanks so much!";
- mes "I've been so hungry~!!";
- mes "This smell of this ^006400Satay^000000";
- mes "is so good~!";
- next;
- getitem 11533,1; //Satay
- mes "[Dieting Lady]";
- mes "Ah... gotta come back to my senses,";
- mes "too much of a good thing is bad...";
- mes "I should stick with my diet.";
- mes "Sorry, I'll give it back to you.";
- emotion e_sob;
- close;
- case 2:
- mes "[Dieting Lady]";
- mes "Arrgg.. You are so greedy!";
- mes "Since you don't want to share.";
- mes "Anyway, I shouldn't cheat on my diet";
- mes "even for something that looks and smells so good...";
- emotion e_pif;
- close;
- }
-}
-
-dewata,117,156,6 script Dreaming Kid#dew 4_M_DEWBOY,{
- mes "[Dreaming Kid]";
- mes "My granny says";
- mes "There was once a bird named ^FF0000Garuda^000000";
- mes "who flew above this town.";
- mes "Afterwards we had some great harvests";
- mes "and were able to live happily.";
- next;
- mes "[Dreaming Kid]";
- mes "I want to see that bird";
- mes "flying above our town again!";
- mes "Then my mom, dad";
- mes "granny, and grandpa";
- mes "can be happy like the old times.";
- mes "What do you think?";
- close;
-}
-
-dewata,144,216,4 script Energetic Kid#dew 4_M_DEWBOY,{
- mes "[Energetic Kid]";
- mes "My parents used to tell me...";
- next;
- mes "- ^006400Son,^000000 -";
- mes "- ^006400You should study hard.^000000 -";
- mes "- ^006400Be happy.^000000 -";
- mes "- ^006400Live a slow^000000 -";
- mes "- ^006400and safe life.^000000 -";
- mes "- ^006400The mountain over yonder^000000 -";
- mes "- ^006400will always be there for you.^000000 -";
- next;
- mes "[Energetic Kid]";
- mes "Isn't it a great philosophy?";
- mes "I want to live that way";
- mes "and become a great person,";
- mes "and help all of the people in our town";
- mes "live happily ever after!";
- close;
-}
-
-dewata,127,248,6 script Wishing Kid#dew 4_M_DEWGIRL,{
- mes "[Kid wishing to be an adult]";
- mes "My family has been brewing";
- mes "traditional Dewata wine for ages.";
- mes "I want to drink it myself,";
- mes "but my dad says I'm too young.";
- mes "He said I can drink it";
- mes "only after I sleep for over ^FF0000100 days^000000.";
- next;
- mes "[Kid wishing to be an adult]";
- mes "All grown-ups love to drink";
- mes "my dad's wine.";
- mes "I want to try some so bad.";
- mes "But, what should I do...?";
- mes "I've forgotten how many ^FF0000nights^000000";
- mes "I've already slept... boo hoo!";
- emotion e_sob;
- close;
-}
-
-dew_fild01,101,259,6 script Jaty Tribe Gatekeeper 4_M_DEWZATIMAN,{
- mes "[Jaty Tribe Gatekeeper]";
- mes "Welcome to ^FF0000Jaty^000000 town.";
- mes "Our tribe reveres strength and bravery.";
- mes "We wish you a safe and restful time here.";
- close;
-}
-
-dew_fild01,106,306,4 script R. Jaty Tribe Warrior 4_M_DEWZATIMAN,{
- mes "[Reserved Jaty Warrior]";
- mes "I want to be the very best";
- mes "like no one ever was.";
- next;
- mes "[Reserved Jaty Warrior]";
- mes "I'm learning hunting skills";
- mes "these days. And I'm getting";
- mes "better and better";
- mes "every day!";
- next;
- mes "[Reserved Jaty Warrior]";
- mes "I won't stop until";
- mes "I become a true warrior!";
- close;
-}
diff --git a/npc/re/cities/dicastes.txt b/npc/re/cities/dicastes.txt
deleted file mode 100644
index 90130c3ab..000000000
--- a/npc/re/cities/dicastes.txt
+++ /dev/null
@@ -1,716 +0,0 @@
-//===== Hercules Script ======================================
-//= El Dicastes Town
-//===== By: ==================================================
-//= 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
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//= 1.1 Standardized. [Euphy]
-//= 1.2 Updated to match the official script. [Joseph]
-//= 1.2a Moved Guide to a separate file. [Euphy]
-//= 1.3 Updated to match official script. [SkittleNugget]
-//============================================================
-
-dicastes01,194,159,5 script Excited Galten#a 4_MAN_GALTUN1,{
- mes "[Excited Galten]";
- if (isequipped(2782)) {
- mes "I can't get beautiful";
- mes "Ahat's image out of my head.";
- emotion e_lv;
- mes "As long as we have him,";
- mes "it will only be a matter of time before Sapha";
- mes "will rule this land.";
- close;
- }
- mes "¡ø¢²¢£ ¡Ð ¡ò¡ð¡ð";
- mes "¡÷¡ø¡ñ ¡ü ¡ü";
- mes "¡ù¢²¢³ ¢²";
- mes "¡ó¡õ¡ô ¢£ ¡Ð¡û¡ü ¡ò ¡ð¡ö¢£";
- mes "¢¤¡õ¡þ ¡÷ ¡ñ";
- close;
-}
-
-dicastes01,202,86,3 script Sentinel#a 4_MAN_GALTUN1,{
- mes "[Sentinel]";
- if (isequipped(2782)) {
- mes "El Dicastes, the";
- mes "capital city of Sapha.";
- mes "The land is pretty";
- mes "rough so many outsiders can't get in. Ha ha";
- next;
- mes "[Sentinel]";
- mes "...";
- next;
- mes "[Sentinel]";
- mes "Hey, you are an outsider!";
- close;
- }
- mes "¡ô¢±¢± ¡û ¡ó¡Ð¡ñ ¢£ ¢¤¡ú";
- mes "¡ø¡ó¢² ¢¤ ";
- mes "¡õ¡ó¡Ð ¢³ ¡Ð¡õ¢£ ¡û ¡ú¡ï";
- next;
- mes "[Sentinel]";
- mes "¡ù";
- next;
- mes "[Sentinel]";
- mes "¡ñ¡ö¡ï ¡ú ¡ó¢³¡ô";
- close;
-}
-
-dicastes01,194,95,5 script Sentinel#b 4_MAN_GALTUN,{
- mes "[Sentinel]";
- if (isequipped(2782)) {
- mes "I permit your entry.";
- mes "But if you dare to cause trouble";
- mes "you won't know what hit you. Beware!";
- close;
- }
- mes "¡ø¡ô¡ü ¡ø ¡ó";
- mes "¡ø¡ï¡û ¡ó ¡û¢¤¢² ¡÷ ¢£";
- mes "¢¤¡ô¡ø ¢³ ¡÷¡û¡ö ¡õ ¡ø";
- close;
-}
-
-dicastes01,234,158,0 script Training Galten#a 4_MAN_GALTUN,{
- mes "[Training Galten]";
- if (isequipped(2782)) {
- mes "I'll be ready for anything";
- mes "if I keep up with my training every day.";
- close;
- }
- mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø";
- mes "¡ô ¡ø";
- next;
- mes "Don't know what it means.";
- close;
-}
-
-dicastes01,244,166,0 script Training Galten#b 4_MAN_GALTUN,{
- mes "[Training Galten]";
- if (isequipped(2782)) {
- mes "I wonder if Ahat knows how";
- mes "hard I am training.";
- close;
- }
- mes "¡ø¡ô¡ü ¡ø";
- mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø";
- next;
- mes "Don't know what it means.";
- close;
-}
-
-dicastes01,272,166,0 script Training Galten#c 4_MAN_GALTUN,{
- mes "[Training Galten]";
- if (isequipped(2782)) {
- mes "[Training Galten]";
- mes "I am a Sapha warrior.";
- mes "I am never lazy with my training.";
- close;
- }
- mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø";
- mes "¡ø¡ô¡ü ¡ø";
- next;
- mes "Don't know what it means.";
- close;
-}
-
-dicastes01,248,129,0 script Training Galten#d 4_MAN_GALTUN,{
- mes "[Training Galten]";
- if (isequipped(2782)) {
- mes "[Training Galten]";
- mes "I heard this isn't training";
- mes "equipment but a massager";
- mes "for trainees like me.";
- close;
- }
- mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü";
- mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø";
- next;
- mes "Don't know what it means.";
- close;
-}
-
-/*
-dicastes01,271,152,0 script Training Galten#e 4_MAN_GALTUN,{
- mes "[Training Galten]";
- if (isequipped(2782)) {
- mes "I will get great results";
- mes "if I do my best, right?";
- close;
- }
- mes "¡ø¢²¡û ¡ô ¢£¢³¡ô";
- mes "¡ü¡ô";
- close;
-}
-*/
-
-dic_in01,349,282,4 script Waiting Galten#in_1 4_MAN_GALTUN1,{
- if (isequipped(2782)) {
- mes "[Waiting Galten]";
- mes "Here is the Battle Station.";
- mes "We are all tensed up to be ready for action.";
- close;
- }
- mes "[¢²¡Ð¡û ¡ù ¡Ð]";
- mes "¡ñ¡õ¡ü ¢£ ¡ó";
- mes "¢¤¡ó¡õ ¢£ ¢£¡ò¡ô ¡ö ¡ú¢¤¡ú ¢¤ ¡ò¡ö¡õ ¢¤ ";
- close;
-}
-
-dic_in01,370,261,1 script Waiting Galten#in_2 4_MAN_GALTUN1,{
- if (isequipped(2782)) {
- mes "[Waiting Galten]";
- mes "Boring.";
- close;
- }
- mes "[¢²¡Ð¡û ¡ù ¡Ð]";
- mes "¡ù¢¤¢±";
- close;
-}
-
-dic_in01,381,261,1 script Waiting Galten#in_3 4_MAN_GALTUN1,{
- if (isequipped(2782)) {
- mes "[Waiting Galten]";
- mes "Zzzzz...";
- close;
- }
- mes "[¢²¡Ð¡û ¡ù ¡Ð]";
- mes "¡ú¡ô";
- close;
-}
-
-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;
- }
- mes "[¢²¡Ð¡û ¡ù ¡Ð]";
- mes "¡ï¡ï¢³ ¡þ ¡ö¢³¢£ ¢± ¢³¡û¡õ ¡ø ¡þ¡ï¡ï ¡ø ¡û";
- close;
-}
-
-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;
- }
- mes "[¡õ¡ø¡ò ¡ü ¢¤]";
- mes "¡ï¡õ¡ù ¡ö ¡ò¡ð¢² ¢³ ¡ö";
- close;
-}
-
-dic_in01,365,197,1 script Resting Galten#in_6 4_MAN_GALTUN1,{
- if (isequipped(2782)) {
- mes "[Resting Galten]";
- mes "Galten can also rest while standing up like this.";
- next;
- mes "[Resting Galten]";
- mes "You say I don't look like I'm resting? But I'm already used to this.";
- close;
- }
- mes "[¡õ¡ø¡ò ¡ü ¢¤]";
- mes "¡ô¡ï¢¤ ¡ö ¡ù¡ð¡ñ ¡ü ¡ó¡û¡û";
- mes "¡ï¢£¡ó ¡ù ¢³¡ô¡ð ¢£ ¡Ð¡û¡ô ¡ô ¡Ð¡ú¡ù ¡ô ¡ó";
- close;
-}
-
-dic_in01,87,102,5 script Resting Piom#01 4_MAN_PIOM,{
- end;
-}
-
-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;
- }
- mes "[¢£¡ù¡ò ¢¤ ¡ù]";
- mes "¡ü¢²¡ð ¡Ð ¡ò¡ø¢² ¡ô ¢²¡õ";
- close;
-}
-
-dic_in01,91,113,5 script Suspicious Piom#a 4_MAN_PIOM6,{
- mes "[Suspicious Piom]";
- if (isequipped(2782)) {
- mes "Have you heard of the";
- mes "rumor about Ahat?";
- next;
- if(select("Nope!:You first.") == 1) {
- mes "[Suspicious Piom]";
- mes "Never mind.";
- close;
- }
- mes "[Suspicious Piom]";
- mes "Oh, you do seem to know?";
- mes "I need to collect information.";
- mes "You first.";
- mes "You heard of the rumor, right?";
- next;
- if(select("Something is fishy?:If you're not going to spill it, me neither!") == 1) {
- mes "[Suspicious Piom]";
- mes "I'm only a very curious";
- mes "ordinary Piom.";
- close;
- }
- mes "[Suspicious Piom]";
- mes "I am not going to say anything, either!";
- close;
- }
- mes "¡ó¢³¡ó ¡ó ¡ó¡þ¡ö";
- mes "¡õ ¢³¢²¡÷ ¡ó¡ó";
- next;
- if(select("Can't tell what it means:Is it a curse??") == 2) {
- mes "[Suspicious Piom]";
- mes "Too bad.";
- close;
- }
- mes "[Suspicious Piom]";
- mes "Be on your";
- mes "way, shoo";
- close;
-}
-
-dic_in01,168,116,5 script Tired Piom#c 4_MAN_PIOM5,{
- mes "[Tired Piom]";
- if (isequipped(2782)) {
- mes "If you need any";
- 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;
- }
- mes "¡þ¡õ¡ð ¢³ ¢³¡þ";
- mes "¡þ¡ø¡ð ¡ö ¡ñ¡ú¡ð ¡ò";
- mes "¡ï¡ñ¡ú ¡ô ¡ö¡ö¡ò ¡û ¡ó¢¤¡ø ¡ø ¢² ¡ø";
- mes "¢¤¢²¡ø ¡ò ¡ú¡ó¢±";
- close;
-}
-
-dic_in01,149,104,5 script Tired Piom#b 4_MAN_PIOM2,{
- mes "[Tired Piom]";
- if (isequipped(2782)) {
- mes "I feel so stiff...";
- mes "I will need another dose of Bradium.";
- mes "I think the effects are weaker than before,";
- mes "or is it just me?";
- emotion e_what;
- close;
- }
- mes "¡ð¡Ð¡ú ¡ø ¢²";
- mes "¡ö¡õ¡ó ¢¤ ¡ò¡ò¢³ ¡ô ¡ô¡ó¡ñ";
- mes "¢£¡ñ¡þ ¡ü ¢²¡û¡ó ¡ò ¡ð¡þ";
- mes "¡ö¡ú¡ñ ¢³";
- emotion e_what;
- close;
-}
-
-dic_in01,341,113,3 script Tired Piom#a 4_MAN_PIOM5,{
- mes "[Tired Piom]";
- if (isequipped(2782)) {
- mes "[Tired Piom]";
- mes "I think I look better in";
- mes "robes than in leather.";
- mes "I may have to change to knitting.";
- mes "But mining does seem to suit me.";
- next;
- mes "[Tired Piom]";
- mes "...";
- next;
- emotion e_swt;
- mes "[Tired Piom]";
- mes "I'll be rejected again, right?";
- close;
- }
- mes "¡÷¡ò¡û ¡ó ¡ó¡Ð¢±";
- mes "¡ó¡õ¡ù ¡þ ¡ò¢±¡ñ ¡õ ¢£";
- mes "¡ü¡ð¢¤ ¡ù ¡ò¡ô¡õ ¡ò ¡ñ";
- mes "¢³¡ú¢³ ¡Ð ¡ñ¡õ¡ù ¡÷ ¡÷¢±";
- next;
- mes "[Tired Piom]";
- mes "¡þ";
- next;
- emotion e_swt;
- mes "[Tired Piom]";
- mes "¡ø¡ú¡ø ¢± ¡ö¡ò";
- close;
-}
-
-dic_in01,252,103,3 script Eating Adventurer#tre 4_F_05,{
- mes "[Eating Adventurer]";
- mes "Hey, do you have any emergency rations on you from Midgard?";
- next;
- mes "[Eating Adventurer]";
- mes "I came all the way here with a hungry stomach because I heard there was a Midgard pub but I've never tasted this food anywhere in Midgard.";
- next;
- mes "[Eating Adventurer]";
- mes "No, I'm sure nobody in Midgard would want to try this.";
- next;
- mes "[Eating Adventurer]";
- mes "I really would like a nice hot meal.";
- mes "I go to this great little restaurant in Geffen often and I really miss that place now.";
- close;
-}
-
-dic_in01,32,54,5 script Venknick#el_01 4_MAN_BENKUNI,{
- if (isequipped(2782)) {
- mes "[Venknick]";
- mes "Oh feels so refreshed.";
- mes "The refined Bradium was the best ever. Do you want to try some?";
- close;
- }
- mes "[¡ó¡ò¡ð]";
- mes "¡ù¡ó¢¤ ¢± ¢£";
- mes "¡õ¡þ¡ï ¢£ ¡÷¡÷¢¤ ¡ú ¡ó¡ñ¡ö ¢² ¡þ¢²¢¤ ¢² ¢£?";
- close;
-}
-
-dic_in01,372,116,3 script Thrilled Piom#a 4_MAN_PIOM4,{
- mes "[Thrilled Piom]";
- if (isequipped(2782)) {
- mes "Ahat is the one";
- mes "and only Sapha pride.";
- mes "We have plenty of Bradium";
- mes "because of him!";
- next;
- mes "[Thrilled Piom]";
- mes "...";
- next;
- mes "[Thrilled Piom]";
- mes "You don't feel his";
- mes "blessing?";
- close;
- }
- mes "¡ò¡õ¢³ ¡õ ¡ô";
- mes "¢£¡ó¡ø ¢² ¡ô¡÷";
- mes "¡ò¡ô¢³ ¡ù ¢±¡ó¢± ¡õ";
- mes "¡ó¡ü¡Ð ¡ø ¢²¡ü¡Ð ¡õ ¡ï";
- next;
- mes "[Thrilled Piom]";
- mes "¢£";
- next;
- mes "[Thrilled Piom]";
- mes "¡Ð¢¤¡ù ¢£ ¡ó¡ó";
- mes "¡ù¡ó¡÷ ¡û ¡þ¡ô";
- close;
-}
-
-dic_in01,360,125,5 script Serious Venknicka 4_MAN_BENKUNI,{
- mes "[Serious Venknick]";
- if (isequipped(2782)) {
- mes "A sudden increase in Bradium production.";
- mes "Why?";
- mes "I will have to get more factory lines running.";
- close;
- }
- mes "¡û¡õ¡ñ ¢² ¢²¢¤¡Ð ¢² ¡ü¡ñ¡õ";
- mes "¡þ¡ó¡ö ¢²";
- mes "¡ö¡÷¡û ¡ú ¡÷¡Ð¢³ ¢³";
- close;
-}
-
-dic_in01,42,250,5 script Guide#diel_1 4_MAN_PIOM6,{
- if (isequipped(2782)) {
- if (ep13_3_invite > 5) {
- mes "[Guide]";
- mes "I'm Dior, your kind guide for El Dicastes.";
- mes "How can I help you?";
- next;
- mes "[Guide]";
- mes "You may submit your civil complaints here.";
- mes "Civil services and El Dicastes zones are managed in the Situation Room upstairs.";
- next;
- mes "[Guide]";
- mes "The Administrative Office is located on the top floor and handles very important matters.";
- mes "The Archive Room is in the lower level where you can obtain a vast amount of information.";
- next;
- mes "[Guide]";
- mes "By the way, you may use the elevator in the back to go to the other floors.";
- next;
- mes "[Guide]";
- mes "Oh, you didn't ask?";
- mes "But since I'm Dior, the kind guide. He he.";
- close;
- }
- mes "- The guide looks at you with an alert expression. -";
- close;
- }
- mes "[¢³¡ñ]";
- mes "¡õ¢£¡ó ¡Ð ¡õ¡ñ¡ò ¢¤ ¡ø¡ø¢£ ¢± ¢²¢³¡÷ ¢±";
- mes "¡ö¡ò¡ð ¡ó ¡ô¡ô?";
- next;
- mes "[¢³¡ñ]";
- mes "¡Ð¡ù¡ó ¡ù ¡ü¢²¡Ð ¢± ¡÷¡ö¡þ";
- mes "¡ñ¡þ¢² ¡ø ¡ó¡ï¡ï ¡ù ¡ð¡ñ¡Ð ¡ù ¢³¡ò¡þ ¡ù ¡ø¡ð¡õ ¡õ ¢¤";
- next;
- mes "[¢³¡ñ]";
- mes "¡û¡ù¡ô ¡ø ¡ð¡þ¡÷ ¢³ ¡þ¡ù¡ñ ¡ú ¡ü¢¤¡ò ¡ú ¡ô¢£";
- mes "¡÷¡ò¢¤ ¡ø ¡û¢³";
- next;
- mes "[¢³¡ñ]";
- mes "¡ô¡ð¡ñ ¢¤ ¡ó¡÷¢³ ¡þ ¡ó¡õ¡÷ ¡ö ¡ó ¡ö";
- next;
- mes "[¢³¡ñ]";
- mes "¡ò¡ô¡ø ¡÷ ¡õ¡ø¡ð ¡ó ¢¤¡Ð¡ô ¡ø ¡ñ¡ñ¡ñ ¡ø ¡ú¡ö¡ø ¡ü";
- mes "¡ï¢³¡ð ¢¤ ¡ð¡ö¢£ ¢± ¡ô¡ø";
- close;
-}
-
-dic_in01,335,34,5 script Talkative Piom#a 4_MAN_PIOM4,{
- mes "[Talkative Piom]";
- 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;
- }
- mes "¡ü¡ù¢± ¢³";
- mes "¡÷¡ø¡ï ¡þ ¡ó¡ó";
- mes "¡ñ¡õ¡ò ¡ó ¡÷¡ü¡ù ¡ö";
- mes "¡ñ¡ø¡ü ¡ú ¡ô";
- mes "¡þ¡ú¡ò ¢± ¡û¡ò¡ò ¡ù ¡÷";
- mes "¢³¡ò¡ò ¡ù ¢±¢£¡ò";
- close;
-}
-
-dic_in01,387,30,1 script Manuk Piom#a 4_MAN_PIOM,{
- mes "[Manuk 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;
- }
- mes "¡ü¡ó¡þ ¡ó ¡ï¡ð¢¤ ¡ü ¡ð¢±";
- mes "¡ù¡ô¡ï ¡ú ¡ñ¡ù¢³ ¡ó ¡ò¡ö¡ó ¡ô¡ô";
- close;
-}
-
-dicastes01,282,210,4 script Free Knit#a 4_MAN_NITT,{
- mes "[Free Knit]";
- if (isequipped(2782)) {
- mes "As long as we have a steady";
- mes "supply of Bradium";
- mes "Saphas can live forever.";
- mes "Our childhood lasts 10 years,";
- mes "which is short.";
- close;
- }
- mes "¡ñ¡þ¡ð ¡ó ¡ü¡ò¡ö ¡÷";
- mes "¢³¡ð¡ï ¢£ ¡ù¡ô¡ò ¡ô ¡ó¡þ¡ñ ¢² ¡ñ¡û¢£ ¢²";
- mes "¡ô¡ó¡ð ¡þ ¢£¡ð¢¤ ¡õ ¡û¢³¡ü";
- mes "¡ó¢³¡ò ¢± ¡ô¢£¢² ¡÷ ¡÷¡ñ";
- mes "¡ò¢²¡ï ¢£ ¡ö¡ö";
- close;
-}
-
-dicastes01,246,210,3 script Free Venknick#a 4_MAN_BENKUNI,{
- mes "[Free Venknick]";
- if (isequipped(2782)) {
- mes "At least we have plenty of Bradium.";
- mes "Look,";
- mes "You can see Bradium";
- mes "everywhere you go.";
- next;
- mes "[Free Venknick]";
- mes "?";
- next;
- mes "[Free Venknick]";
- mes "The thing rolling around is a gem,";
- mes "but why are you interested in it?";
- close;
- }
- mes "¡ô¡ï¢£ ¢¤ ¡÷¡õ¢± ¡ü ¡ñ¡õ";
- mes "¡ü¢³";
- mes "¡ö¡ù¢¤ ¢² ¡ù¡ó¡ô";
- mes "¡ü¢£¢³ ¡ø ¡û¡ð¡ü ¡õ";
- next;
- mes "[Free Venknick]";
- mes "¡ù";
- next;
- mes "[Free Venknick]";
- mes "¡þ¢¤¢£ ¢± ¡ó¡ò¢³ ¡ü ¡ñ¡ð";
- mes "¢±¡û¢£ ¡ö ¡ü¡ò¡÷ ¡û ¡õ¡ò¡÷ ¢²¢²";
- close;
-}
-
-dicastes01,235,245,4 script Excited Piom#a 4_MAN_PIOM4,{
- if (isequipped(2782)) {
- mes "[Excited Piom]";
- mes "Have you seen Ahat?";
- emotion e_ho;
- mes "His popularity here in El Discastes is phenomenal!";
- close;
- }
- mes "[Excited Piom]";
- mes "¡ú¡þ¡ó ¢³ ¡ü¢²¡ñ ¢±";
- emotion e_ho;
- mes "¢³¡ó¡ñ ¡õ ¡ð¡ô¡þ ¡÷ ¡ú¡ò¡õ ¡ø ¢² ¡ø";
- close;
-}
-
-dicastes01,284,262,3 script Favorable Knit#a 4_MAN_NITT,{
- mes "[Favorable Knit]";
- if (isequipped(2782)) {
- mes "Unlike the Raphine, we Saphas";
- mes "are a very close community.";
- 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;
- }
- mes "¡ô¢±¡ó ¡õ ¡ú¡÷¡Ð ¡õ";
- mes "¡ü¡ï¡Ð ¡õ ¡ô¡ó¡ü ¡ó ¢³";
- mes "¡ñ¡ô¡ü ¡þ ¢¤¡ñ¢¤ ¡ô ¡û¡ï¡ù";
- mes "¡ú¡ö¡ô ¡ó ¢£¡ú¡þ ¡ø ¡ø¡ò";
- mes "¢²¢³¡û ¢¤ ¡ú¡ñ¡ù ¡û ¢³¡ò¡ø ¡õ¡õ";
- close;
-}
-
-dicastes01,164,180,4 script Limpy Piom#a 4_MAN_PIOM6,{
- mes "[Limpy Piom]";
- if (isequipped(2782)) {
- mes "They say there is a";
- mes "war going on with the Splendide in Manuk.";
- mes "I hope everything goes well.";
- mes "I hope it doesn't come all";
- mes "the way to the capital city here.";
- emotion e_dots;
- close;
- }
- mes "¢²¡ô¡þ ¡ù ¡õ¡Ð";
- mes "¢³¡ô¡û ¡ú ¡ø";
- mes "¢³¡þ¢¤ ¡ó ¡õ¡÷¡Ð";
- mes "¡ñ¡ò¡ü ¡ü ¡ù¡þ¢±";
- mes "¢¤¡ò¡þ ¢¤ ¢£¡ñ ¢¤ ¢£¡ñ";
- emotion e_dots;
- close;
-}
-
-dicastes01,191,202,4 script Complaining Galten#fihs 4_MAN_GALTUN,{
- if (isequipped(2782)) {
- mes "[Complaining Galten]";
- mes "That crazy Vanknick always";
- mes "talks about the legend of that statue.";
- next;
- mes "[Complaining Galten]";
- mes "Have you ever talked";
- mes "to him?";
- next;
- if(select("No:Yes") == 1) {
- 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;
- }
- emotion e_gg,0,"Crazy Venknick#fihsing1";
- mes "[Complaining Galten]";
- mes "You also fell for that crazy man.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Yes";
- emotion e_sob,1;
- next;
- mes "[Complaining Galten]";
- mes "Just forget about it quickly for your own good.";
- close;
- }
- mes "[¡õ¢£¡ö ¡ú ]";
- mes "¡õ¡ò¡û ¡ò ¢£¡û¡÷ ¡÷ ";
- mes "¡û¡ù¡û ¡÷ ¡ü¡þ¡û ¢³ ¡ó";
- next;
- mes "[¡õ¢£¡ö ¡ú ]";
- mes "¡ð¢±¡ü ¡û ¡õ¡÷¢¤";
- mes "¢¤¡þ¡ø ¢² ¡÷";
- next;
- mes "Don't know what it means.";
- close;
-}
-
-dicastes01,202,197,4 script Crazy Venknick#fihsing1 4_MAN_BENKUNI,{
- if (isequipped(2782)) {
- mes "[Crazy Venknick]";
- mes "At only 5000 Zeny";
- mes "I will tell you the sad legend behind that statue.";
- next;
- if(select("Give 5000 Zeny.:Don't give 5000 Zeny.") == 2) {
- mes "[Crazy Venknick]";
- mes "Don't come back with regrets.";
- close;
- }
- if (Zeny < 5000) {
- mes "[Crazy Venknick]";
- mes "I have";
- mes "no legend to share with";
- mes "the poor.";
- close;
- }
- Zeny -= 5000;
- mes "[Crazy Venknick]";
- mes "Thanks.";
- emotion e_gg,0,"Complaining Galten#fihs";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What is the sad legend?";
- next;
- emotion e_dots;
- mes "["+strcharinfo(0)+"]";
- mes "I asked what the sad legend is about!";
- next;
- mes "[Crazy Venknick]";
- mes "I don't believe in legends.";
- next;
- emotion e_dots,1;
- mes "["+strcharinfo(0)+"]";
- mes "Was I tricked?";
- sc_start SC_BLIND,20000,0;
- next;
- mes "You feel outraged at being tricked.";
- close;
- }
- mes "[¡ö¡ú¡ù ¢³ ]";
- mes "¢²¡û¡ó ¡ó ¡ù¢¤¡ø";
- mes "¢¤¡ð¢² ¢± ¡ñ¡ö¢² ¡ø ¡ï¡ö¡ü";
- next;
- mes "Don't know what it means.";
- close;
-}
-
-dic_in01,98,110,5 script Worried Piom#a 4_MAN_PIOM6,{
- if (isequipped(2782)) {
- mes "[Worried Piom]";
- mes "I haven't seen my friends for the last few hours.";
- mes "It's about time for them to have";
- mes "their Bradium. Hmm..";
- close;
- }
- mes "[Worried Piom]";
- mes "¡û¢±¡÷ ¢² ¡ï¡þ¡ò ¡ü ¡ï¡û¢²";
- mes "¡ï¡÷¢¤ ¡Ð ¡ï¡ï¡Ð ¢¤ ¢£";
- mes "¡÷¡þ¡ð ¡ó ¡ñ";
- close;
-}
-
-dic_in01,98,96,3 script Lost Galten#a 4_MAN_GALTUN1,{
- if (isequipped(2782)) {
- mes "[Lost Galten]";
- mes "I've been living as a Piom for too long";
- mes "now it's like a bad habit.";
- mes "and I find myself here all the time.";
- close;
- }
- mes "[Lost Galten]";
- mes "¡ó¡ô¡ï ¡û ¢³¡ú";
- mes "¡ü¡ø¡ñ ¢£ ";
- mes "¡ö¡ï¢² ¡û ¡ö¡ó";
- close;
-}
diff --git a/npc/re/cities/eclage.txt b/npc/re/cities/eclage.txt
deleted file mode 100644
index 2ea4e4cd5..000000000
--- a/npc/re/cities/eclage.txt
+++ /dev/null
@@ -1,485 +0,0 @@
-//===== Hercules Script ======================================
-//= Eclage Town
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= Eclage Town Script
-//===== Additional Comments: =================================
-//= 1.0 Nearly complete iRO town NPCs. [Euphy]
-//============================================================
-
-// Generic Eclage NPCs - Set 1
-//============================================================
-ecl_fild01,92,316,4 script Tourist#ep14_2f2 4_CAT_SAILOR2,{
- mes "[Tourist]";
- mes "I can't believe I have to wait this long......";
- mes "When is it going to be my turn?";
- emotion e_sob;
- close;
-}
-
-ecl_fild01,106,312,4 script Tourist#ep14_2f3 4_F_RAFLE_VI,{
- mes "[Tourist]";
- mes "I'm actually done with my documentation, but I'm just sticking around to appreciate all of these flowers.";
- emotion e_lv2;
- next;
- mes "[Tourist]";
- mes "I'm just getting through the night with my sleeping bag!";
- mes "It's alright as long as you can withstand the security guard's annoyance with you.";
- close;
-}
-
-ecl_fild01,108,320,6 script Tourist#ep14_2f4 4_F_DST_CHILD,{
- mes "[Tourist]";
- mes "I wonder how beautiful of a city Eclage would be.";
- mes "It just makes my heart beat thinking about it.";
- emotion e_lv;
- close;
-}
-
-ecl_fild01,105,320,2 script Tourist#ep14_2f5 4_F_FAIRYKID,{
- mes "[Tourist]";
- mes "No, I'm not a visitor. I'm an Eclage citizen!";
- emotion e_an;
- next;
- mes "[Tourist]";
- mes "I can't believe I can't even enter because of all these tourists!";
- emotion e_omg;
- close;
-}
-
-ecl_fild01,103,319,4 script Tourist#ep14_2f6 4_M_HUMERCHANT,{
- mes "[Tourist]";
- mes "I hear their acorns are delicious without a hint of bitterness.";
- next;
- mes "[Tourist]";
- mes "You could probably make the world's best acorn jello.";
- emotion e_omg;
- close;
-}
-
-ecl_fild01,110,316,2 script Tourist#ep14_2f7 4_M_HUBOY,{
- mes "[Tourist]";
- mes "It's important to keep your belongings light when traveling.";
- next;
- mes "[Tourist]";
- mes "It's going to increase as you go along anyways.";
- next;
- mes "[Tourist]";
- mes "Perhaps you could consider it as the weight of life?";
- emotion e_awsm,0;
- close;
-}
-
-ecl_fild01,92,318,4 script Tourist#ep14_2f8 4_M_RAFLE_OLD,{
- mes "[Tourist]";
- mes "Cool cool.";
- close;
-}
-
-ecl_fild01,93,318,2 script Tourist#ep14_2f9 1_M_PAY_ELDER,{
- mes "[Tourist]";
- mes "Snorrrreee....Erhem....";
- next;
- mes "[Tourist]";
- mes "Err.... No.....";
- mes "Curry.... Curry rice.... Snorrreeeee";
- emotion e_hlp;
- close;
-}
-
-ecl_fild01,94,313,4 script Tourist#ep14_2f10 4_M_PIERROT,{
- mes "[Tourist]";
- mes "Oh! Are you also from Midgard?";
- next;
- mes "[Tourist]";
- mes "It's encouraging to see so many Midgard people nowadays.";
- emotion e_com;
- close;
-}
-
-ecl_fild01,101,320,4 script Tourist#ep14_2f11 4_M_RAFLE_OR,{
- mes "[Tourist]";
- mes "Ow.... My legs...";
- mes "You're saying I have to wait after all this traveling through Bifrost?!";
- emotion e_an;
- close;
-}
-
-ecl_fild01,88,315,4 script Tourist#ep14_2f12 4_WHITE_COW,{
- mes "[Tourist]";
- mes "Ahh...";
- mes "Why are there so many people...?";
- next;
- mes "[Tourist]";
- mes "I want to be alone......Sniff!";
- emotion e_otl;
- close;
-}
-
-// Generic Eclage NPCs - Set 2
-//============================================================
-ecl_fild01,183,190,4 script Catering#eclbig 4_M_FAIRYSOLDIER,{
- mes "[Catering]";
- mes "Wahahaha! How do you do!";
- mes "It's perfect weather for a picnic, no?";
- next;
- emotion e_wah;
- mes "[Catering]";
- mes "You say it's hard to pack for a picnic?";
- next;
- emotion e_no1;
- mes "[Catering]";
- mes "Don't you worry!";
- next;
- emotion e_gasp;
- mes "[Catering]";
- mes "This is a specialty combining acorns with 7 different kinds and 7 different levels of flavor collected by squirrels of Eclage!";
- next;
- emotion e_cash;
- mes "[Catering]";
- mes "This specialty to-go box is only 2,999 coins!!!";
- next;
- emotion e_omg;
- mes "[Catering]";
- mes "Such a remarkable price!";
- next;
- emotion e_lv;
- mes "[Catering]";
- mes "If you order now, we also give you a disposable fork that feels like new even with a hundred uses!";
- close;
-}
-
-ecl_fild01,134,109,4 script Warao#eclbig 4_M_FAIRYKID5,{
- mes "[Warao]";
- mes "Ah~ I'm so hungry. What should I eat today?";
- next;
- mes "[Warao]";
- mes "Come to think of it, I wonder how this foreigner will taste?";
- next;
- emotion e_gg;
- mes "[Warao]";
- mes "Hey hey, you know I'm kidding, right?";
- close;
-}
-
-ecl_fild01,70,285,4 script Giranni#eclbig 4_F_FAIRY2,{
- mes "[Giranni]";
- mes "I wonder where he went. It should be around here...";
- close;
-}
-
-eclage,106,61,4 script Markoza#eclbig 4_M_FAIRYKID3,{
- mes "[Markoza]";
- mes "I also want to visit foreign lands.";
- next;
- mes "[Markoza]";
- mes "But would foreigners leave me be when I am this adorable?";
- next;
- emotion e_pif;
- mes "[Markoza]";
- mes "Man, wherever I go, my cuteness just complicates everything...";
- close;
-}
-
-eclage,101,130,5 script Wutapoa#eclbig 4_F_FAIRY,{
- mes "[Wutapoa]";
- mes "I recently moved out of my parent's place!";
- mes "I am so glad I finally have my own Yai!";
- next;
- mes "[Wutapoa]";
- mes "I'm going to make it the most decorative, beautiful Yai in Eclage!";
- next;
- emotion e_heh;
- mes "[Wutapoa]";
- mes "Yay, woohoo!!!";
- close;
-}
-
-eclage,200,272,4 script Masione#eclbig 4_F_FAIRYKID2,{
- mes "[Masione]";
- mes "Whoa! Hey!";
- mes "Would you please stop appearing out of nowhere?";
- emotion e_omg;
- next;
- mes "[Masione]";
- mes "I'm a fragile, sensitive being!";
- close;
-}
-
-ecl_in01,55,25,3 script Mijani#eclbig 4_F_MORAFINE1,{
- mes "[Mijani]";
- mes "You are not from around here?";
- mes "Welcome.";
- next;
- mes "[Mijani]";
- mes "Of course, as long as you don't disrupt Eclage.";
- close;
-}
-
-ecl_in01,38,37,4 script A kneeling boy#eclbig 4_F_FAIRYKID6,{
- mes "[A kneeling boy]";
- mes "Why am I kneeling like this?";
- next;
- mes "[A kneeling boy]";
- mes "At first, it was because it was comfortable. Now it's because I can't stretch my legs out anymore.";
- next;
- emotion e_sob;
- mes "[A kneeling boy]";
- mes "I try to stretch them out, and my legs are all asleep!!";
- mes "Does that mean I have to fly around with my legs flexed like this?";
- close;
-}
-
-ecl_in02,168,41,2 script Pambo#eclbig 4_F_FAIRYKID3,{
- mes "[Pambo]";
- mes "Do you like things that twinkle?";
- next;
- emotion e_lv2;
- mes "[Pambo]";
- mes "I love them so much!";
- next;
- mes "[Pambo]";
- mes "Twinkle twinkle~ Twinkle twinkle~";
- next;
- mes "[Pambo]";
- mes "Twinkle twinkle~ Twinkle twinkle~";
- mes "Sparkle sparkle~ Sparkle sparkle~";
- next;
- mes "[Pambo]";
- mes "Twinkle twinkle~ Twinkle twinkle~";
- mes "Sparkle sparkle~ Sparkle sparkle~";
- mes "Mmhahah~ Hahaha~ Hehehe~";
- mes "Heh heh heh~ Huhuhe~ Hoho~";
- mes "Kehehe~ Halala~ Fufu~";
- next;
- emotion e_sob;
- mes "[Pambo]";
- mes "But there's nothing twinkling here...";
- close;
-}
-
-ecl_in01,41,103,1 script A blushing girl#eclbig 4_F_FAIRYKID4,{
- mes "[A blushing girl]";
- mes "Do you see this balcony up top?";
- mes "Mayor Jun appears there everytime there is an important occasion!";
- next;
- emotion e_lv2;
- mes "[A blushing girl]";
- mes "He's so handome!! Ahhh~";
- close;
-}
-
-ecl_in01,53,92,4 script Lafiki#eclbig 4_M_FAIRYKID3,{
- mes "[Lafiki]";
- mes "My fashion sense today is excellent as usual. Heh-";
- next;
- emotion e_lv2;
- mes "[Lafiki]";
- mes "Hello~ My beautiful body~";
- mes "Every strand of hair is so beautiful!";
- next;
- mes "[Dandy]";
- mes "Yes, it's definitely your garbage fashion sense that wreaks of trash as usual.";
- emotion e_gg,0,"Dandy#eclbig";
- close;
-}
-
-ecl_in01,54,91,2 script Dandy#eclbig 4_M_FAIRYKID2,{
- mes "[Dandy]";
- mes "Take a look at me! How's this? Am I not so fabulous?";
- next;
- mes "[Dandy]";
- mes "A Laphine can freely change in between different clothes, but not any Laphine looks this great!";
- next;
- mes "[Lafiki]";
- mes "What nonsensical nonsense are you saying? No matter who looks at it, this region's best looker is me!";
- emotion e_pif,0,"Lafiki#eclbig";
- close;
-}
-
-ecl_in01,52,102,4 script Choir Conductor#eclbig 4_M_FAIRYKID,{
- mes "[Choir conductor]";
- mes "We are Eclage's Tree Wing Choir~";
- mes "We bring you heavenly harmonies~";
- next;
- mes "[Choir conductor]";
- mes "Hello foreigner, we'll give you a taste of our harmony~";
- next;
- emotion e_ho;
- mes "[Choir]";
- mes "Aaa~";
- next;
- emotion e_ho,0,"Choir member#eclbig01";
- mes "[Choir]";
- mes "Aaa~~";
- mes "Aaa~";
- next;
- emotion e_ho,0,"Choir member#eclbig02";
- mes "[Choir]";
- mes "Aaa~~~";
- mes "Aaa~~";
- mes "Aaa~";
- next;
- emotion e_ho,0,"Choir member#eclbig03";
- mes "[Choir]";
- mes "Aaa~~~~";
- mes "Aaa~~~";
- mes "Aaa~~";
- mes "Aaa~";
- next;
- emotion e_ho,0,"Choir member#eclbig04";
- mes "[Choir]";
- mes "Aaa~~~~~";
- mes "Aaa~~~~";
- mes "Aaa~~~";
- mes "Aaa~~";
- mes "Aaa~";
- next;
- emotion e_ho,0,"Choir member#eclbig05";
- mes "[Choir]";
- mes "Aaa~~~~~~";
- mes "Aaa~~~~~";
- mes "Aaa~~~~";
- mes "Aaa~~~";
- mes "Aaa~~";
- mes "Aaa~";
- next;
- emotion e_ho;
- emotion e_ho,0,"Choir member#eclbig01";
- emotion e_ho,0,"Choir member#eclbig02";
- emotion e_ho,0,"Choir member#eclbig03";
- emotion e_ho,0,"Choir member#eclbig04";
- emotion e_ho,0,"Choir member#eclbig05";
- mes "[Choir]";
- mes "Uhhurukukuruhuuhhurukukuruhuuh";
- mes "Try to feel this~ The melody that flows~";
- next;
- mes "[Choir conductor]";
- mes "How is it!! Our harmony!!";
- close;
-}
-
-ecl_in01,51,103,4 script Choir member#eclbig01 4_M_FAIRYKID,{
- mes "[Choir member]";
- mes "Aaa~";
- emotion e_ho;
- close;
-}
-ecl_in01,53,103,4 duplicate(Choir member#eclbig01) Choir member#eclbig02 4_M_FAIRYKID
-ecl_in01,50,104,4 duplicate(Choir member#eclbig01) Choir member#eclbig03 4_M_FAIRYKID
-ecl_in01,52,104,4 duplicate(Choir member#eclbig01) Choir member#eclbig04 4_M_FAIRYKID
-ecl_in01,54,104,4 duplicate(Choir member#eclbig01) Choir member#eclbig05 4_M_FAIRYKID
-
-// Generic Eclage NPCs - Set 3
-//============================================================
-ecl_fild01,190,93,4 script Fili#1 4_M_FAIRYANG,{
- mes "[Fili]";
- mes "Looking at this beautiful field, the song sings itself~";
- emotion e_ho;
- close;
-}
-
-ecl_fild01,83,263,4 script Watering Laphine#1 4_M_FAIRYKID3,{
- mes "[Watering Laphine]";
- mes "I think the earth is running dry.";
- close;
-}
-
-ecl_fild01,163,196,4 script Dancing Laphine#1 4_F_FAIRYKID3,{
- mes "[Dancing Laphine]";
- mes "It's important to warm up like this before you start dancing. One, two, three, four....";
- close;
-}
-
-// Eclage Prison & Clinic
-//============================================================
-ecl_in01,8,71,4 script Eclage Guard#pri_inn 4_M_FAIRYSOLDIER,{
- mes "[Eclage Guard]";
- mes "This path will take you to the lower parts of Eclage. You'll find a prison and a clinic there.";
- close;
-}
-
-ecl_in02,96,22,2 script Sign#prison_inn 2_BOARD1,{
- mes "[North] Prison";
- mes "[West] Clinic";
- close;
-}
-
-ecl_in02,164,56,2 script Receptionist#Laphine 4_F_FAIRYKID2,{
- mes "[Receptionist]";
- mes "Welcome to Eclage Clinic.";
- next;
- switch(select("Save Location:Rest:Finish the conversation")) {
- case 1:
- mes "[Receptionist]";
- mes "Clinic has been set as your save point. Be careful though~";
- savepoint "ecl_in02",162,49;
- close;
- case 2:
- mes "[Receptionist]";
- mes "Restore your mind and body at our clinic. It's filled with Eclage's clean energy.";
- mes "We charge 1 Splendide Coin normally, but we offer a special discount for travelers. Your total is 5,000 zeny.";
- next;
- switch(select("Pay with Splendide Coin:Pay with Zeny:Forget it")) {
- case 1:
- if (countitem(6081) == 0) {
- mes "[Receptionist]";
- mes "It seems like you don't have enough coins. Would you check your account again, please?";
- close;
- }
- delitem 6081,1; //Splendide_Coin
- break;
- case 2:
- if (Zeny < 5000) {
- mes "[Receptionist]";
- mes "It seems like you don't have enough zeny. Would you check your account again, please?";
- close;
- }
- Zeny -= 5000;
- break;
- case 3:
- close;
- }
- mes "[Receptionist]";
- mes "Make yourself at home~";
- close2;
- percentheal 100,100;
- warp "ecl_in02",167,49;
- end;
- case 3:
- close;
- }
-}
-
-ecl_in02,137,44,2 script Doctor Laphine#doctor 4_M_FAIRYKID,{
- mes "[Injured Laphine]";
- mes "Ooww...";
- mes "Where...am...I?";
- next;
- mes "[Doctor]";
- mes "You're at a clinic. Don't worry.";
- mes "We stopped the bleeding and casted emergency spells.";
- mes "You were bleeding a lot. That was close, you know.";
- next;
- mes "[Injured Laphine]";
- mes "......";
- mes "What, no, I...I don't feel anything...what's going on?";
- next;
- mes "[Doctor]";
- mes "Umm...the arrow damaged your wing pretty badly...";
- next;
- mes "[Injured Laphine]";
- mes "...what do you mean??";
- next;
- mes "[Doctor]";
- mes "Well...I was going to tell you after you recover, but you should know. You can't decorate the Yai anymore.";
- mes "In other words, you injured your wing. The arrow went through the most critical part in the wing.";
- next;
- mes "[Injured Laphine]";
- mes "What? No way...please...doctor!! No!!";
- close;
-}
-ecl_in02,135,45,4 duplicate(Doctor Laphine#doctor) Injured Laphine 4_F_FAIRYKID6
diff --git a/npc/re/cities/izlude.txt b/npc/re/cities/izlude.txt
deleted file mode 100644
index 6c6734cd1..000000000
--- a/npc/re/cities/izlude.txt
+++ /dev/null
@@ -1,105 +0,0 @@
-//===== Hercules Script ======================================
-//= Izlude Town Renewal
-//===== By: ==================================================
-//= Masao
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Izlude town NPCs.
-//===== Additional Comments: =================================
-//= 1.0 First Version. Still missing many new NPCs and their dialogues. [Masao]
-//= 1.1 Updated to match the official script. [Euphy]
-//= 1.2 Added Channel Warper and Izlude duplicates. [Euphy]
-//============================================================
-
-// Izlude
-//============================================================
-izlude,197,205,1 duplicate(Sailor_izlude) Sailor#izlude 4W_SAILOR
-izlude_a,197,205,1 duplicate(Sailor_izlude) Sailor#izlude_a 4W_SAILOR
-izlude_b,197,205,1 duplicate(Sailor_izlude) Sailor#izlude_b 4W_SAILOR
-izlude_c,197,205,1 duplicate(Sailor_izlude) Sailor#izlude_c 4W_SAILOR
-izlude_d,197,205,1 duplicate(Sailor_izlude) Sailor#izlude_d 4W_SAILOR
-
-izlude,71,92,2 duplicate(Bonne_izlude) Bonne#izlude 4_F_01
-izlude_a,71,92,2 duplicate(Bonne_izlude) Bonne#izlude_a 4_F_01
-izlude_b,71,92,2 duplicate(Bonne_izlude) Bonne#izlude_b 4_F_01
-izlude_c,71,92,2 duplicate(Bonne_izlude) Bonne#izlude_c 4_F_01
-izlude_d,71,92,2 duplicate(Bonne_izlude) Bonne#izlude_d 4_F_01
-
-izlude,172,215,4 duplicate(Charfri_izlude) Charfri#izlude 4_F_02
-izlude_a,172,215,4 duplicate(Charfri_izlude) Charfri#izlude_a 4_F_02
-izlude_b,172,215,4 duplicate(Charfri_izlude) Charfri#izlude_b 4_F_02
-izlude_c,172,215,4 duplicate(Charfri_izlude) Charfri#izlude_c 4_F_02
-izlude_d,172,215,4 duplicate(Charfri_izlude) Charfri#izlude_d 4_F_02
-
-izlude,174,164,4 duplicate(Cuskoal_izlude) Cuskoal#izlude 4_F_TELEPORTER
-izlude_a,174,164,4 duplicate(Cuskoal_izlude) Cuskoal#izlude_a 4_F_TELEPORTER
-izlude_b,174,164,4 duplicate(Cuskoal_izlude) Cuskoal#izlude_b 4_F_TELEPORTER
-izlude_c,174,164,4 duplicate(Cuskoal_izlude) Cuskoal#izlude_c 4_F_TELEPORTER
-izlude_d,174,164,4 duplicate(Cuskoal_izlude) Cuskoal#izlude_d 4_F_TELEPORTER
-
-izlude,85,103,4 duplicate(Dega_izlude) Dega#izlude 4_M_02
-izlude_a,85,103,4 duplicate(Dega_izlude) Dega#izlude_a 4_M_02
-izlude_b,85,103,4 duplicate(Dega_izlude) Dega#izlude_b 4_M_02
-izlude_c,85,103,4 duplicate(Dega_izlude) Dega#izlude_c 4_M_02
-izlude_d,85,103,4 duplicate(Dega_izlude) Dega#izlude_d 4_M_02
-
-izlude,140,186,4 duplicate(Kylick_izlude) Kylick#izlude 4W_M_01
-izlude_a,140,186,4 duplicate(Kylick_izlude) Kylick#izlude_a 4W_M_01
-izlude_b,140,186,4 duplicate(Kylick_izlude) Kylick#izlude_b 4W_M_01
-izlude_c,140,186,4 duplicate(Kylick_izlude) Kylick#izlude_c 4W_M_01
-izlude_d,140,186,4 duplicate(Kylick_izlude) Kylick#izlude_d 4W_M_01
-
-izlude,57,159,2 duplicate(Red_izlude) Red#izlude 4_M_03
-izlude_a,57,159,2 duplicate(Red_izlude) Red#izlude_a 4_M_03
-izlude_b,57,159,2 duplicate(Red_izlude) Red#izlude_b 4_M_03
-izlude_c,57,159,2 duplicate(Red_izlude) Red#izlude_c 4_M_03
-izlude_d,57,159,2 duplicate(Red_izlude) Red#izlude_d 4_M_03
-
-izlude,55,159,2 duplicate(Cebalis_izlude) Cebalis#izlude 4W_M_02
-izlude_a,55,159,2 duplicate(Cebalis_izlude) Cebalis#izlude_a 4W_M_02
-izlude_b,55,159,2 duplicate(Cebalis_izlude) Cebalis#izlude_b 4W_M_02
-izlude_c,55,159,2 duplicate(Cebalis_izlude) Cebalis#izlude_c 4W_M_02
-izlude_d,55,159,2 duplicate(Cebalis_izlude) Cebalis#izlude_d 4W_M_02
-
-izlude,165,156,2 duplicate(Soldier_izlude) Soldier#izlude 8W_SOLDIER
-izlude_a,165,156,2 duplicate(Soldier_izlude) Soldier#izlude_a 8W_SOLDIER
-izlude_b,165,156,2 duplicate(Soldier_izlude) Soldier#izlude_b 8W_SOLDIER
-izlude_c,165,156,2 duplicate(Soldier_izlude) Soldier#izlude_c 8W_SOLDIER
-izlude_d,165,156,2 duplicate(Soldier_izlude) Soldier#izlude_d 8W_SOLDIER
-
-- script ::Guard_izlude -1,{
- mes "[Izlude Guard]";
- mes "Welcome to Izlude.";
- close;
-}
-prt_fild08,350,219,4 duplicate(Guard_izlude) Guard#izlude 8W_SOLDIER
-prt_fild08a,350,219,4 duplicate(Guard_izlude) Guard#izlude_a 8W_SOLDIER
-prt_fild08b,350,219,4 duplicate(Guard_izlude) Guard#izlude_b 8W_SOLDIER
-prt_fild08c,350,219,4 duplicate(Guard_izlude) Guard#izlude_c 8W_SOLDIER
-prt_fild08d,350,219,4 duplicate(Guard_izlude) Guard#izlude_d 8W_SOLDIER
-
-// Channel Warper
-//============================================================
-function script F_IzludeChannel {
- mes "[Izlude Copy Warper]";
- mes "Izlude is a verly lively place is it not?";
- mes "I am here to help make Izlude feel more smooth!";
- mes "I can send you to another copy of Izlude.";
- mes "Do you want to go to another copy?";
- next;
- .@i = select(getarg(0)+":Never mind");
- if (.@i < 6) {
- setarray .@maps$[1],"izlude","izlude_a","izlude_b","izlude_c","izlude_d";
- savepoint .@maps$[.@i],128,98;
- warp .@maps$[.@i],128,98;
- end;
- }
- close;
-}
-izlude,122,105,5 script Izlude Copy Warper 1_M_WIZARD,{ callfunc "F_IzludeChannel",":Go to copy 2:Go to copy 3:Go to copy 4:Go to copy 5"; }
-izlude_a,122,105,5 script Izlude Copy Warper#_a 1_M_WIZARD,{ callfunc "F_IzludeChannel","Go to copy 1::Go to copy 3:Go to copy 4:Go to copy 5"; }
-izlude_b,122,105,5 script Izlude Copy Warper#_b 1_M_WIZARD,{ callfunc "F_IzludeChannel","Go to copy 1:Go to copy 2::Go to copy 4:Go to copy 5"; }
-izlude_c,122,105,5 script Izlude Copy Warper#_c 1_M_WIZARD,{ callfunc "F_IzludeChannel","Go to copy 1:Go to copy 2:Go to copy 3::Go to copy 5"; }
-izlude_d,122,105,5 script Izlude Copy Warper#_d 1_M_WIZARD,{ callfunc "F_IzludeChannel","Go to copy 1:Go to copy 2:Go to copy 3:Go to copy 4:"; }
diff --git a/npc/re/cities/jawaii.txt b/npc/re/cities/jawaii.txt
deleted file mode 100644
index 61f27341c..000000000
--- a/npc/re/cities/jawaii.txt
+++ /dev/null
@@ -1,20 +0,0 @@
-//===== Hercules Script =======================================
-//= Jawaii Town Renewal
-//===== By: ==================================================
-//= Daegaladh, Masao
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Jawaii town NPCs.
-//===== Additional Comments: =================================
-//= 1.0 First Version. Renewal coordinates by Masao.
-//= 1.1 Moved "Honeymoon Helper" NPC.
-//= 1.2 Added Izlude duplicates. [Euphy]
-//============================================================
-
-izlude,180,224,3 duplicate(Honeymoon_Helper_Izlude) Honeymoon Helper#Izlude 1_F_LIBRARYGIRL
-izlude_a,180,224,3 duplicate(Honeymoon_Helper_Izlude) Honeymoon Helper#Iz_a 1_F_LIBRARYGIRL
-izlude_b,180,224,3 duplicate(Honeymoon_Helper_Izlude) Honeymoon Helper#Iz_b 1_F_LIBRARYGIRL
-izlude_c,180,224,3 duplicate(Honeymoon_Helper_Izlude) Honeymoon Helper#Iz_c 1_F_LIBRARYGIRL
-izlude_d,180,224,3 duplicate(Honeymoon_Helper_Izlude) Honeymoon Helper#Iz_d 1_F_LIBRARYGIRL
diff --git a/npc/re/cities/malangdo.txt b/npc/re/cities/malangdo.txt
deleted file mode 100644
index 7e597a140..000000000
--- a/npc/re/cities/malangdo.txt
+++ /dev/null
@@ -1,433 +0,0 @@
-//===== Hercules Script ======================================
-//= Malangdo Town
-//===== By: ==================================================
-//= Muad_Dib
-//===== Current Version: =====================================
-//= 1.5
-//===== Description: =========================================
-//= [Official Conversion]
-//= Malangdo Town Script
-//===== Additional Comments: =================================
-//= 1.0 First version. [Euphy]
-//= 1.1 Added entrance scripts.
-//= 1.2 Moved "Odgnalam" coordinates.
-//= 1.3 Fixed dialogues.
-//= 1.4 Dialogue edits, source iRO.
-//= 1.5 Added Izlude duplicates.
-//============================================================
-
-// Malangdo Transportation :: malangdo_go
-//============================================================
-- script Dolangmal -1,{
- if (!questprogress(5091)) {
- mes "[Dolangmal]";
- mes "Hey~! Hi human~ This is Mr. Dolangmal. kakaka~";
- next;
- mes "[Dolangmal]";
- mes "We are sent to here to take you to the heaven of cats, ^A2314BMalangdo^000000.";
- next;
- mes "[Dolangmal]";
- .@s$ = "Why don't you go to ^A2314BMalangdo^000000?";
- switch(atoi(strnpcinfo(2))) {
- case 1: mes "How is that? The crowded city of Prontera is good, but why don't you go our heaven of the cats, ^A2314BMalangdo^000000?"; break;
- case 2: mes "Why don't you go to ^A2314BMalangdo^000000? That place is better than Geffen, where there are only crowds of simple honest wizards."; break;
- case 3: mes "The fresh air of Payon is not bad, but why don't you go better place like the heaven of the cats, ^A2314BMalangdo^000000?"; break;
- case 4: mes .@s$+"The beautiful and quiet place is better than Aldebaran, where it's so noisy with the tick-tock sound of the clock."; break;
- case 5: mes .@s$+"The beautiful and quiet place is better than Morroc, with its heat and sandstorms."; break;
- case 6: mes .@s$+"The beautiful place is better than Yuno, which is full of books and headaches."; break;
- case 7: mes .@s$+"The complex place is better than Rachel, where it's too horribly quiet."; break;
- case 8: mes .@s$+"The safe place is better than Lighthanlzen, which is too dangerous."; break;
- case 9: mes .@s$+"The smell of this sea place is better than Mora, which is full of a grassy smell."; break;
- }
- next;
- if(select("No:^A2314BMalangdo^000000~ Go~ Go~") == 1) {
- mes "[Dolangmal]";
- mes "What!? You don't want to go ^A2314BMalangdo^000000? Chet!";
- next;
- mes "[Dolangmal]";
- mes "You're such an annoying guy. If you don't go, why did you talk to me... but...";
- next;
- mes "[Dolangmal]";
- mes "^9E1837Admiral Tomas^000000 said to kidnap humans... No... Bring them politely?";
- next;
- mes "[Dolangmal]";
- mes "Anyway, I got you. Whenever you want to go, just tell me.";
- close;
- }
- mes "[Dolangmal]";
- mes "Ok! I like your attitude. Full of passion.";
- next;
- mes "[Dolangmal]";
- mes "Now, before you go ^A2314BMalangdo^000000, let me give you some warnings.";
- next;
- mes "[Dolangmal]";
- mes "First!! It is natural that when you arrive on ^A2314BMalangdo^000000, you should notify ^9E1837Admiral Tomas^000000 that you are here.";
- next;
- mes "[Dolangmal]";
- mes "If you don't do that, you might be attacked by scary and wild cats when you walk through dark streets.";
- next;
- mes "[Dolangmal]";
- mes "Secondly!! This ^A2314BMalangdo^000000 is absolutely our island of cats, even though we open to humans.";
- next;
- mes "[Dolangmal]";
- mes "We have a personality... no... no... respect us like one catality because we are cats.";
- next;
- mes "[Dolangmal]";
- mes "And the next one is...";
- next;
- mes "Dolangmal proceeds and gives hundreds of warnings.";
- next;
- mes "[Dolangmal]";
- mes "Ok! Those are all the warnings!! They're easy and simple... right? Can you remember them?";
- next;
- switch(select("Remember his warnings:Can't remember")) {
- case 1:
- mes "[Dolangmal]";
- mes "Ok! Do not bite two mice with one mouth. ^9E1837Admiral Tomas^000000 is located at the ^A2314Bcenter of the ship in Malangdo^000000.";
- next;
- mes "[Dolangmal]";
- mes "Don't forget to give him notice of your arrival.";
- next;
- mes "[Dolangmal]";
- mes "Alright. Let's go to the heaven of the cats, ^A2314BMalangdo^000000~";
- setquest 5091;
- completequest 5091;
- warp "malangdo",217,85;
- close;
- case 2:
- mes "[Dolangmal]";
- mes "What!? Can't you keep these easy rules? Chet!";
- next;
- mes "[Dolangmal]";
- mes "You're such an annoying guy. If you can't keep these, why didn't you tell me during our conversation? I told you everything... but..";
- next;
- mes "[Dolangmal]";
- mes "^9E1837Admiral Tomas^000000 said to kidnap humans... No... Bring them politely?";
- next;
- mes "[Dolangmal]";
- mes "Anyway, I got you. Just tell me whenever you want to go.";
- close;
- }
- }
- mes "[Dolangmal]";
- mes "Uh? You must be the one from last time...? Alright. Did you visit ^A2314BMalangdo^000000?";
- next;
- switch(select("Take me to ^A2314BMalangdo^000000 again:I have visited")) {
- case 1:
- mes "[Dolangmal]";
- mes "I really want to send you there, but I can't because of the policy. It is difficult to send people who have visited ^A2314BMalangdo^000000 already.";
- next;
- mes "[Dolangmal]";
- mes "And that was roughly it... It's supposed to be rule 53...";
- next;
- mes "[Dolangmal]";
- mes "Actually, let me tell you rule 53. I am an indulgent cat.";
- next;
- mes "[Dolangmal]";
- mes "If you want to go back to ^A2314BMalangdo^000000, take the ship at Izlude or Alberta.";
- next;
- mes "[Dolangmal]";
- mes "If you enjoy that pleasant sea trip, you will arrive at the heaven of cats, ^A2314BMalangdo^000000.";
- next;
- mes "[Dolangmal]";
- mes "So easy! Isn't it? Well, good bye~";
- close;
- case 2:
- mes "[Dolangmal]";
- mes "How was it? You liked it? I knew it. Kakaka~";
- next;
- mes "[Dolangmal]";
- mes "Ah! I just want to make sure...";
- next;
- mes "[Dolangmal]";
- mes "Again, if you want to go back to ^A2314BMalangdo^000000, do you know where to take a ship at Izlude or Alberta?";
- next;
- mes "[Dolangmal]";
- mes "Hm~ You might know because you're a smart person. Well, see you again~";
- close;
- }
-}
-prontera,114,77,6 duplicate(Dolangmal) Dolangmal#1 4_CAT_DOWN
-geffen,109,61,6 duplicate(Dolangmal) Dolangmal#2 4_CAT_DOWN
-payon,200,106,4 duplicate(Dolangmal) Dolangmal#3 4_CAT_DOWN
-aldebaran,170,104,4 duplicate(Dolangmal) Dolangmal#4 4_CAT_DOWN
-morocc,168,275,4 duplicate(Dolangmal) Dolangmal#5 4_CAT_DOWN
-yuno,165,122,4 duplicate(Dolangmal) Dolangmal#6 4_CAT_DOWN
-rachel,121,126,4 duplicate(Dolangmal) Dolangmal#7 4_CAT_DOWN
-lighthalzen,254,83,5 duplicate(Dolangmal) Dolangmal#8 4_CAT_DOWN
-mora,57,150,4 duplicate(Dolangmal) Dolangmal#9 4_CAT_DOWN
-
-- script ::Odgnalam -1,{
- mes "This cat is sleeping in the warm "+((strnpcinfo(2) == "albe")?"Alberta":"Izlude")+" sun.";
- next;
- if(select("Let him sleep:Talk to him") == 1) close;
- mes "[Odgnalam]";
- mes "Meow? Huh?";
- next;
- if (ep13_yong1 == 0) {
- .@price = 1000;
- .@s1$ = "Huh! You are so annoying. Let me send you to ^A2314BMalangdo^000000 for ^0000FF1000 Zeny^000000.";
- .@s2$ = "Money? Where is the money? You can't go anywhere without the money. Shame on you.";
- } else if (ep13_yong1 < 60) {
- .@price = 999;
- .@s1$ = "You have a little relationship with fleet of cat. I'll give you special discount price ^0000FF999 Zeny^000000 to ^A2314BMalangdo^000000, because you have relationship with fleet.";
- .@s2$ = "Where is the money? You don't have a sense of honor.";
- } else if (ep13_yong1 > 59 && ep13_yong1 < 80) {
- .@price = 500;
- .@s1$ = "You gave several help to our cat's fleet so let me give you special that with 50% discount price ^0000FF500 Zeny^000000. I'll send you to ^A2314BMalangdo^000000.";
- .@s2$ = "You don't have any money for paying 50% discount price? I can't believe it.";
- } else {
- mes "[Odgnalam]";
- mes "You are a hero of cat's fleet. Your activity is the legend between us.";
- next;
- mes "[Odgnalam]";
- mes "As you are a hero of the cat fleet let me send you to ^A2314BMalangdo^000000 for free.";
- next;
- if(select("Send me to Malangdo!:Do not go.") == 1) {
- mes "[Odgnalam]";
- mes "Have a comfortable trip... Alright let's go~";
- warp "malangdo",217,85;
- }
- close;
- }
- mes "[Odgnalam]";
- mes .@s1$;
- next;
- if(select("Send me to Malangdo!:Do not go.") == 2) close;
- if (Zeny < .@price) {
- mes "[Odgnalam]";
- mes "Money? Where is the money? You can't go anywhere without the money. Shame on you.";
- close;
- }
- Zeny -= .@price;
- mes "[Odgnalam]";
- mes "Let me send you right away. Let's go~";
- warp "malangdo",217,85;
- close;
-}
-alberta,200,151,4 duplicate(Odgnalam) Odgnalam#albe 4_CAT_REST
-izlude,182,218,4 duplicate(Odgnalam) Odgnalam#iz 4_CAT_REST // Old coordinates: (182,192)
-izlude_a,182,218,4 duplicate(Odgnalam) Odgnalam#iz_a 4_CAT_REST
-izlude_b,182,218,4 duplicate(Odgnalam) Odgnalam#iz_b 4_CAT_REST
-izlude_c,182,218,4 duplicate(Odgnalam) Odgnalam#iz_c 4_CAT_REST
-izlude_d,182,218,4 duplicate(Odgnalam) Odgnalam#iz_d 4_CAT_REST
-
-malangdo,219,86,4 script Kong#malang 4_CAT_SAILOR2,{
- mes "[Kong]";
- mes "Did you have fun in Malangdo?";
- mes "The fleet has a service to Izlude and Alberta.";
- next;
- if (ep13_yong1 == 0) {
- .@price = 1000;
- .@s1$ = "1000 zeny";
- .@s2$ = "Have a nice day in Malangdo.";
- .@no_money$ = "It is difficult for free.";
- .@yes_money$ = "Have a nice trip.";
- mes "[Kong]";
- mes "The fee of ship is only 1000 zeny, where do you want to go?";
- next;
- } else if (ep13_yong1 < 60) {
- .@price = 999;
- .@s1$ = "999 zeny";
- .@s2$ = "Have a full of fortune day in Malangdo...";
- .@no_money$ = "It is difficult even though you have a relationship with the fleet.";
- .@yes_money$ = "Thanks, have a wonderful trip.";
- mes "[Kong]";
- mes "You have a connection with our fleet. Apply special price 999 zeny. Where do you want to go?";
- next;
- } else if (ep13_yong1 > 59 && ep13_yong1 < 80) {
- .@price = 500;
- .@s1$ = "500 zeny";
- .@s2$ = "There are full of fortune and jackpot in Malangdo.";
- .@no_money$ = "Oh my god. You don't have 500 zeny? It is difficult for free.";
- .@yes_money$ = "Have a nice trip and come again.";
- mes "[Kong]";
- mes "Wow~ You contributed to our fleet a lot. Alright!! Special discount price 500 zeny. Where do you want to go?";
- next;
- } else {
- .@price = 0;
- .@s1$ = "Free for the hero of our fleet!!";
- .@s2$ = "No one objects to the hero of our fleet staying in Malangdo...";
- mes "[Kong]";
- mes "Ah... You are the legendary hero of our cat's fleet.";
- next;
- mes "[Kong]";
- mes "We can't charge the hero of our fleet. What is your destination?";
- next;
- }
- .@i = select("- Izlude destination --- "+.@s1$+":- Alberta destination --- "+.@s1$+":- Stay on Malangdo");
- mes "[Kong]";
- if (.@i == 3) {
- mes .@s2$;
- close;
- }
- if (ep13_yong1 > 80) {
- mes "Have a comfortable trip.";
- if (.@i == 1)
- warp "izlude",195,212; // Old coordinates: (194,180)
- else
- warp "alberta",192,150;
- close;
- }
- if (Zeny < .@price) {
- mes .@no_money$;
- close;
- }
- Zeny -= .@price;
- mes .@yes_money$;
- if (.@i == 1)
- warp "izlude",195,212;
- else
- warp "alberta",192,150;
- close;
-}
-
-// Generic Malangdo NPCs :: malang_tre
-//============================================================
-malangdo,147,117,3 script Innkeeper#malang 4_CAT_REST,{
- mes "You see a lazy cat standing on a chair.";
- mes "You guess that this is the Innkeeper.";
- next;
- switch(select("Umm... Can I rest here?:Psst... Can I save here?:Leave.")) {
- case 1:
- mes "[Innkeeper]";
- mes "Eh?";
- mes "Uh, sure you can use this hammock if you give me ^FF00005 Malangdo Cans^000000.";
- next;
- switch(select("Here you go.:Never mind.")) {
- case 1:
- if (countitem(12636) > 4) {
- delitem 12636,5; //Malang_Sp_Can
- percentheal 100,100;
- specialeffect2 EF_HEALSP;
- mes "[Innkeeper]";
- mes "Now relax.";
- emotion e_kis;
- next;
- warp "malangdo",140,121;
- close;
- }
- mes "[Innkeeper]";
- mes "This ain't no charity.";
- close;
- case 2:
- mes "[Innkeeper]";
- mes "Let me know if you want to relax.";
- close;
- }
- case 2:
- mes "[Innkeeper]";
- mes "Location saved. We should keep company, haha~";
- savepoint "malangdo",142,118;
- close;
- case 3:
- mes "[Innkeeper]";
- mes "Sometimes you just have to relax.";
- next;
- mes "- Wow, this is the laziest cat ever. -";
- close;
- }
- close;
-}
-
-malangdo,151,120,3 script Minstrel#mal 4_M_MINSTREL,{
- mes "[Minstrel]";
- mes "Boy, that lazy cat makes me want to just nap all day long.";
- next;
- mes "[Minstrel]";
- mes "He makes life look so simple.";
- close;
-}
-
-malangdo,149,120,5 script Wanderer#mal 4_F_WANDERER,5,1,{
- mes "[Wanderer]";
- mes "The cats living in here are so energetic.";
- mes "Is it weird that they make me want to dance all day?";
- mes "La di dah di dah~!";
- close;
-OnTouch:
- switch(rand(5)) {
- case 0:
- soundeffect "ring_of_nibelungen.wav",0;
- break;
- case 1:
- soundeffect "dont_forget_me_not.wav",0;
- break;
- case 2:
- soundeffect "humming.wav",0;
- break;
- case 3:
- soundeffect "assassin_of_sunset.wav",0;
- break;
- case 4:
- emotion e_ho;
- emotion e_ho,0,"Wandering Minstrel#mal";
- break;
- }
- end;
-}
-
-malangdo,216,168,3 script Cat Trainer#mal1 4_F_ALCHE_A,0,8,{
- emotion e_awsm;
- mes "[Cat Trainer]";
- mes "Ooo~ their soft puffy tails and soft fur~";
- mes "I can't stand it, this is heaven~~!!";
- next;
- emotion e_gg;
- mes "[Cat Trainer]";
- mes "My hidden card, ^FF0000Silvervine Fruit^000000, can make all cats in Malangdo my slaves~ haha!";
- next;
- select("^FF0000Silvervine Fruit^000000?");
- mes "[Cat Trainer]";
- mes "It is such a rare item!";
- mes "I can barely get it.";
- mes "But these cudly cats can't resist it~";
- next;
- select("Where can I get ^FF0000Silvervine Fruit^000000?");
- mes "[Cat Trainer]";
- mes "Why would I tell you when I can barely get it?";
- mes "I wouldn't even tell you for all the zeny in the world~!";
- next;
- emotion e_gg;
- mes "[Cat Trainer]";
- mes "All the Malangdo cats are mine~!";
- mes "Muahahahaha~";
- mes "With enough ^FF0000Silvervine Fruit^000000 I can be a queen in Malangdo~ ohhhh!!!";
- close;
-OnTouch:
- emotion e_flash;
- end;
-}
-
-malangdo,164,203,3 script Cat Trainer#mal2 4_M_YURI,{
- emotion e_awsm;
- mes "[Cat Trainer]";
- mes "Ooo~ their soft puffy tails and soft fur~";
- mes "I can't stand it, this is heaven~~!!";
- next;
- emotion e_gg;
- mes "[Cat Trainer]";
- mes "This is my little secret called";
- mes "^FF0000Silvervine Fruit^000000. I can use";
- mes "it to make the Malangdo cats my";
- mes "slaves~ muahahahaha~!";
- next;
- select("^FF0000Silvervine Fruit^000000?");
- mes "[Cat Trainer]";
- mes "Hmm, I guess it's no wonder you don't know.";
- mes "These Malangdo cats can't resist it.";
- mes "But it's too rare of an item to get so you shouldn't bother trying to find it.";
- next;
- select("Where can I get ^FF0000Silvervine Fruit^000000?");
- mes "[Cat Trainer]";
- mes "Actually, it's simple. You just...";
- next;
- mes "[Cat Trainer]";
- mes "Hey, you almost made me tell my secret.";
- next;
- emotion e_gg;
- mes "[Cat Trainer]";
- mes "One day these cats will be mine.";
- mes "I can be a king in Malangdo~ ohhh~!";
- close;
-}
diff --git a/npc/re/cities/malaya.txt b/npc/re/cities/malaya.txt
deleted file mode 100644
index f806d4908..000000000
--- a/npc/re/cities/malaya.txt
+++ /dev/null
@@ -1,932 +0,0 @@
-//===== Hercules Script ======================================
-//= Port Malaya
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= [Official Conversion]
-//= Port Malaya Town Script
-//===== Additional Comments: =================================
-//= 0.1 Alberta sailors only. [Euphy]
-//= 0.2 Adapted from Masao's conversion.
-//= 1.0 Added remaining NPCs.
-//= 1.1 Added Jeepney script. [DeadlySilence]
-//============================================================
-
-// Port Malaya Transportation
-//============================================================
-// Old coordinates: alberta (237,71)
-alberta,196,202,3 script Optamara Crew#alberta 4W_SAILOR,{
- mes "[Optamara Crew]";
- mes "Hey, there!";
- mes "It's 10,000 Zeny to go to Port Malaya. Interested?";
- next;
- switch(select("About Port Malaya.:Go to Port Malaya.:Cancel.")) {
- case 1:
- mes "[Optamara Crew]";
- mes "Port Malaya is a small village you could reach by sailing southwest from Alberta.";
- next;
- mes "[Optamara Crew]";
- mes "I couldn't visit the village because they had some issues there but now it seems all is clear!";
- next;
- mes "[Optamara Crew]";
- mes "I don't know for sure but it was a village that's like a comfortable and cozy park.";
- next;
- mes "[Optamara Crew]";
- mes "I was this close to not coming back to cozy Alberta again.";
- next;
- mes "[Optamara Crew]";
- mes "I'm sure you'll feel the same once you reach Port Malaya.";
- close;
- case 2:
- if (Zeny < 10000) {
- mes "[Optamara Crew]";
- mes "Oh God!!";
- mes "You don't know how far it is from here. Of course it's not free. Please come back with 10,000 Zeny. Sorry!";
- close;
- }
- mes "[Optamara Crew]";
- mes "Great!";
- mes "Heading for Port Malaya!!";
- Zeny -= 10000;
- close2;
- warp "malaya",271,55;
- end;
- case 3:
- mes "[Optamara Crew]";
- mes "Adventurers these days act like they are busy. Come back when you have the time and we could go visit Port Malaya together.";
- close;
- }
-}
-
-malaya,276,55,4 script Optamara Crew#malaya 4W_SAILOR,{
- if (malaya_hi < 10) {
- mes "[Optamara Crew]";
- mes "I think the village is still busy. Done with your visit? There is always a ship heading for Alberta.";
- next;
- } else if (malaya_hi < 20) {
- mes "[Optamara Crew]";
- mes "I think a nameless adventurer helped take a load off the villagers' minds. Yahoo! Would you like to go back to Alberta?";
- next;
- } else {
- mes "[Optamara Crew]";
- mes "Would you like to go back to Alberta with me?";
- next;
- }
- switch(select("Return.:Do not return.")) {
- case 1:
- mes "[Optamara Crew]";
- mes "Great! Let's leave now for Alberta!!";
- close2;
- warp "alberta",239,68;
- end;
- case 2:
- mes "[Optamara Crew]";
- mes "That's okay. Come here if you ever want to go back to Alberta.";
- close;
- }
-}
-
-// Generic Port Malaya NPCs
-//============================================================
-ma_in01,30,94,4 script Inn Keeper#ma 4_F_MALAYA,{
- if (malaya_hi < 10) {
- mes "[Inn Keeper]";
- mes "Oh my! Visiting?";
- mes "What bad timing. The village is a bit unorganized at the moment so I'm actually closed. Sorry.";
- close;
- } else if (malaya_hi < 20) {
- mes "[Inn Keeper]";
- mes "So you are the adventurer villagers are talking about? I reopened my inn thanks to you. Thank you.";
- next;
- } else {
- mes "[Inn Keeper]";
- mes "Welcome.";
- mes "This is Port Malaya's best inn, 'Cabin in the City'.";
- next;
- }
- mes "[Inn Keeper]";
- mes "Come for a rest? Lodging will be 5,000 Zeny.";
- next;
- switch(select("Store.:Lodge. - 5,000z:Cancel.")) {
- case 1:
- mes "[Inn Keeper]";
- mes "Successfully stored. See you next time.";
- savepoint "ma_in01",43,98;
- close;
- case 2:
- if (Zeny < 5000) {
- mes "[Inn Keeper]";
- mes "Sorry. I think you are a bit short.";
- close;
- }
- mes "[Inn Keeper]";
- mes "Hope you enjoy your stay.";
- close2;
- Zeny -= 5000;
- percentheal 100,100;
- warp "ma_in01",43,98;
- end;
- case 3:
- close;
- }
-}
-
-- script Unidentified Creature#i -1,{
- end;
-OnInit:
- switch(atoi(strnpcinfo(2))) {
- case 1: setarray .@npc$,"01","02","03","04"; break;
- case 5: setarray .@npc$,"05","06","07","08"; break;
- case 9: setarray .@npc$,"09","10","11"; break;
- default: end;
- }
- .@size = getarraysize(.@npc$);
- .@rand = rand(.@size);
- for(.@i = 0; .@i<.@size; ++.@i)
- donpcevent "Unidentified Creature#"+.@npc$[.@i]+"::"+((.@i == .@rand)?"OnEnable":"OnDisable");
- end;
-OnEnable:
- enablenpc strnpcinfo(0);
- end;
-OnDisable:
- disablenpc strnpcinfo(0);
- end;
-OnBingx2:
- switch(atoi(strnpcinfo(2))) {
- case 1: setarray .@npc$,"02","03","04"; break;
- case 5: setarray .@npc$,"06","07","08"; break;
- case 9: setarray .@npc$,"10","11"; break;
- }
- .@size = getarraysize(.@npc$);
- .@rand = rand(.@size);
- for(.@i = 0; .@i<.@size; ++.@i)
- donpcevent "Unidentified Creature#"+.@npc$[.@i]+"::"+((.@i == .@rand)?"OnEnable":"OnDisable");
- donpcevent strnpcinfo(0)+"::OnDisable";
- end;
-OnTouch:
- if (getcharid(1)) {
- if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
- donpcevent strnpcinfo(0)+"::OnBingx2";
- mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
- close;
- }
- if (rand(1,5)%2) {
- switch(atoi(strnpcinfo(2))) {
- case 1: $ma_name04$ = strcharinfo(0); break;
- case 5: $ma_name05$ = strcharinfo(0); break;
- case 9: $ma_name06$ = strcharinfo(0); break;
- }
- }
- donpcevent strnpcinfo(0)+"::OnBingx2";
- mes "The unidentified creature gets a glimpse of you and disappears.";
- close;
- }
- donpcevent strnpcinfo(0)+"::OnBingx2";
- mes "The unidentified creature looks at you and runs away.";
- close;
-}
-ma_fild01,74,367,6 duplicate(Unidentified Creature#i) Unidentified Creature#01 4_MAL_BUDIDAI,2,2
-ma_fild02,282,41,4 duplicate(Unidentified Creature#i) Unidentified Creature#05 4_MAL_BUDIDAI,2,2
-ma_scene01,195,92,4 duplicate(Unidentified Creature#i) Unidentified Creature#09 4_MAL_BUDIDAI,2,2
-
-- script Unidentified Creature#j -1,{
- end;
-OnEnable:
- enablenpc strnpcinfo(0);
- end;
-OnDisable:
- disablenpc strnpcinfo(0);
- end;
-OnBingx2:
- switch(atoi(strnpcinfo(2))) {
- case 2: setarray .@npc$,"01","03","04"; break;
- case 3: setarray .@npc$,"01","02","04"; break;
- case 4: setarray .@npc$,"01","02","03"; break;
- case 6: setarray .@npc$,"05","07","08"; break;
- case 7: setarray .@npc$,"05","06","08"; break;
- case 8: setarray .@npc$,"05","06","07"; break;
- case 10: setarray .@npc$,"09","11"; break;
- case 11: setarray .@npc$,"09","10"; break;
- }
- .@size = getarraysize(.@npc$);
- .@rand = rand(.@size);
- for(.@i = 0; .@i<.@size; ++.@i)
- donpcevent "Unidentified Creature#"+.@npc$[.@i]+"::"+((.@i == .@rand)?"OnEnable":"OnDisable");
- donpcevent strnpcinfo(0)+"::OnDisable";
- end;
-OnTouch:
- .@i = atoi(strnpcinfo(2));
- if (.@i%4 == 2) {
- if (getcharid(0) == getpartyleader(getcharid(1),2))
- .@pass = 1;
- } else if (.@i%4 == 3) {
- if (questprogress(4229,PLAYTIME) && questprogress(9223,PLAYTIME) && questprogress(12278,PLAYTIME))
- .@pass = 1;
- } else if (.@i%4 == 0) {
- if (rand(1,100)%10 == 7)
- .@pass = 1;
- }
- if (.@pass) {
- if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) {
- donpcevent strnpcinfo(0)+"::OnBingx2";
- mes "The unidentified creature gets a glimpse of you, blushes and then disappears.";
- close;
- }
- if (rand(1,5)%2) {
- switch(.@i) {
- case 2:
- case 3:
- case 4:
- $ma_name04$ = strcharinfo(0);
- break;
- case 6:
- case 7:
- case 8:
- $ma_name05$ = strcharinfo(0);
- break;
- case 10:
- case 11:
- $ma_name06$ = strcharinfo(0);
- break;
- }
- }
- donpcevent strnpcinfo(0)+"::OnBingx2";
- mes "The unidentified creature gets a glimpse of you and disappears.";
- close;
- }
- donpcevent strnpcinfo(0)+"::OnBingx2";
- mes "The unidentified creature looks at you and runs away.";
- close;
-}
-ma_fild01,109,116,4 duplicate(Unidentified Creature#j) Unidentified Creature#02 4_MAL_BUDIDAI,2,2
-ma_fild01,280,150,6 duplicate(Unidentified Creature#j) Unidentified Creature#03 4_MAL_BUDIDAI,2,2
-ma_fild01,309,221,6 duplicate(Unidentified Creature#j) Unidentified Creature#04 4_MAL_BUDIDAI,2,2
-ma_fild02,246,324,4 duplicate(Unidentified Creature#j) Unidentified Creature#06 4_MAL_BUDIDAI,2,2
-ma_fild02,71,296,6 duplicate(Unidentified Creature#j) Unidentified Creature#07 4_MAL_BUDIDAI,2,2
-ma_fild02,32,263,4 duplicate(Unidentified Creature#j) Unidentified Creature#08 4_MAL_BUDIDAI,2,2
-ma_scene01,158,139,4 duplicate(Unidentified Creature#j) Unidentified Creature#10 4_MAL_BUDIDAI,2,2
-ma_scene01,167,112,6 duplicate(Unidentified Creature#j) Unidentified Creature#11 4_MAL_BUDIDAI,2,2
-
-malaya,227,311,4 script Grandma#ma01 4_F_BARYO_OLD,{
- if (malaya_hi < 10) {
- mes "[Grandma]";
- mes "You're not from around here? Take care of yourself.";
- next;
- mes "[Grandma]";
- mes "I'm worried because my daughter-in-law is pregnant. I hope nothing goes wrong.";
- close;
- } else if (malaya_hi < 20) {
- mes "[Grandma]";
- mes "I heard there is an outsider that is helping the village.";
- next;
- mes "[Grandma]";
- mes "Then my daughter-in-law will be safe.";
- close;
- }
- if (rand(1,3) == 2) {
- mes "[Grandma]";
- mes "Heard there is this "+getd("$ma_name0"+rand(1,6)+"$")+" that follows Meoneonuncle around.";
- next;
- mes "[Grandma]";
- mes "I will cheer for their forbidden love.";
- close;
- }
- mes "[Grandma]";
- mes "I'm worried about my pregnant daughter-in-law. Hope Meoneonuncle won't bother her.";
- next;
- select("Meoneonuncle?");
- mes "[Grandma]";
- mes "Not from around here? Let me tell you why even a foreigner like you should be careful.";
- next;
- mes "[Grandma]";
- mes "Meoneonuncle was a woman who lived in Port Malaya long ago. She married a decent man and also had a baby.";
- next;
- mes "[Grandma]";
- mes "But happiness never lasts forever, right? The baby was miscarried from an accident...";
- next;
- mes "[Grandma]";
- mes "She eventually passed away after grieving over her lost baby for days.";
- next;
- select("That is a sad story.");
- mes "[Grandma]";
- mes "Meoneonuncle then started to appear in spirit and take away babies from pregnant women in the village.";
- next;
- mes "[Grandma]";
- mes "If you ever walk around Port Malaya at night...";
- next;
- mes "[Grandma]";
- mes "And hear either tik-tik or wak-wak, be cautious because that is the sound of Meoneonuncle's wings flapping.";
- close;
-}
-
-malaya,189,263,4 script Drumming Young Man#ma02 4_M_BARYO_MAN,{
- if (malaya_hi < 10) {
- emotion e_omg;
- mes "[Drumming Young Man]";
- mes "Ugh... it's just like that time before...";
- next;
- emotion e_omg;
- mes "[Drumming Young Man]";
- mes "When the moon was swallowed. Argh!";
- close;
- } else if (malaya_hi < 20) {
- mes "[Drumming Young Man]";
- mes "I think the village was saved by a nameless adventurer.";
- next;
- emotion e_sigh;
- mes "[Drumming Young Man]";
- mes "Phew... I thought Bakonawa appeared again.";
- close;
- }
- if (rand(1,3) == 2) {
- mes "[Drumming Young Man]";
- mes getd("$ma_name0"+rand(1,6)+"$")+" is said to have stopped Bakonawa from swallowing the moon. Isn't it awesome? I'm so relieved.";
- close;
- }
- mes "[Drumming Young Man]";
- mes "Bakonawa is also known as the 'monster that swallows the moon' in Port Malaya.";
- next;
- mes "[Drumming Young Man]";
- mes "But I know that Bakonawa could also 'swallow people', too.";
- next;
- select("Huk! Then isn't it dangerous?");
- emotion e_gg;
- mes "[Drumming Young Man]";
- mes "Ha ha ha. There is a way to stop Bakonawa from swallowing a person.";
- next;
- mes "[Drumming Young Man]";
- mes "Yes, there is a weakness to even the worst monster that swallowed 6 moons already.";
- next;
- select("Wow. What is it?");
- mes "[Drumming Young Man]";
- mes "He is sensitive to noise so when he's about to swallow the moon!!";
- next;
- mes "[Drumming Young Man]";
- mes "That's your chance!! It doesn't matter what kind of noise!! Whether it's a caldron, symbol, drum, pot or fry pan, just keep on making noise.";
- next;
- mes "[Drumming Young Man]";
- mes "Then Bakonawa will get surprised, spit out the moon and run away!";
- next;
- mes "[Drumming Young Man]";
- mes "Carry a drum around with you. You'll find it handy.";
- close;
-}
-
-malaya,270,59,4 script Port Guard#ma03 4_MAL_SOLDIER,{
- if (malaya_hi < 10) {
- emotion e_swt2;
- mes "[Port Guard]";
- mes "The village is chaotic these days. Is it okay for me to be off like this?";
- close;
- } else if (malaya_hi < 20) {
- emotion e_no;
- mes "[Port Guard]";
- mes "The village is somewhat stable now but you should still be careful walking around at night.";
- close;
- }
- if (rand(1,3) == 2) {
- mes "[Port Guard]";
- mes getd("$ma_name0"+rand(1,6)+"$")+" is said to escape from Buwaya alive after being captured. This person must be powerful.";
- close;
- }
- emotion e_omg;
- mes "[Port Guard]";
- mes "What!! Port all clear!!";
- next;
- mes "[Port Guard]";
- mes "Huh? You're not the captain? You scared me. Shoot! Ah, right! I received an official document for travelers.";
- next;
- select("What document?");
- mes "[Port Guard]";
- mes "It says that travelers should be careful of monsters when walking in the village at night.";
- next;
- mes "[Port Guard]";
- mes "Buwaya don't come to the village often but there are cases when they snatch people in the boxes they carry at night.";
- next;
- mes "[Port Guard]";
- mes "Huh?! And it says here that a monster named Wokwok especially visits the village often at night and should be avoided.";
- next;
- switch(select("I see.:Is there any way to prevent them from coming?")) {
- case 1:
- mes "[Port Guard]";
- mes "Be careful at night!";
- close;
- case 2:
- mes "[Port Guard]";
- mes "They say you can attack Buwaya's weak point inside the box they carry if you ever get caught in one.";
- next;
- mes "[Port Guard]";
- mes "And you should run into the nearest building when you hear Wokwoks wings fluttering from afar.";
- next;
- emotion e_hmm;
- mes "[Port Guard]";
- mes "But if the fluttering sound is small or if you don't hear anything, let's just say you should prepare for attack and wish for luck.";
- close;
- }
-}
-
-malaya,88,252,4 script Little Girl#ma04 4_F_BARYO_GIRL,{
- if (malaya_hi < 10) {
- mes "[Little Girl]";
- mes "I'm scared but I have to visit the fairy in the forest.";
- close;
- } else if (malaya_hi < 20) {
- mes "[Little Girl]";
- mes "He he. Father said I can visit the fairy in the forest when the village calms down.";
- close;
- }
- if (rand(1,3) == 2) {
- .@name$ = getd("$ma_name0"+rand(1,6)+"$");
- mes "[Little Girl]";
- mes "A little while ago "+.@name$+" came and told me a fun story.";
- next;
- mes "[Little Girl]";
- mes "'I planted a pair of pear trees in the yard.'";
- mes "He he. Isn't it fun? "+.@name$+" seems like a fun person.";
- close;
- }
- mes "[Little Girl]";
- mes "Father said I won't catch skin diseases once I'm friends with the fairy from the forest.";
- next;
- select("What is this fairy?");
- mes "[Little Girl]";
- mes "Encan'to! Encan'to fairies live in big trees or rocks in the forest. There are boy fairies and girl fairies...";
- next;
- mes "[Little Girl]";
- mes "But boy fairies are prettier. Why is that?";
- close;
-}
-
-malaya,219,92,6 script Little Kid#ma05 4_M_BARYO_BOY,{
- if (malaya_hi < 10) {
- mes "[Little Kid]";
- mes "My mom told me not to play outside because its dangerous. Why?";
- close;
- } else if (malaya_hi < 20) {
- mes "[Little Kid]";
- mes "My mom told me I can play but only in Port Malaya.";
- next;
- mes "[Little Kid]";
- mes "He he. But I never thought of going outside of Port Malaya.";
- close;
- }
- if (rand(1,3) == 2) {
- mes "[Little Kid]";
- mes "I heard someone took Jejelings hat in Baryo Mahiwaga.";
- next;
- mes "[Little Kid]";
- mes "Why would someone steal a monster's hat? "+getd("$ma_name0"+rand(1,6)+"$")+" must be desperate.";
- next;
- mes "[Little Kid]";
- mes "Oh wait! This was suppose to be a secret. Shsh! Please pretend you didn't hear me.";
- close;
- }
- mes "[Little Kid]";
- mes "I think someone is stealing all the hats in the village.";
- next;
- mes "[Little Kid]";
- mes "The hat my mom washed yesterday disappeared. Our neighbor's hat also disappeared a few days ago.";
- next;
- mes "[Little Kid]";
- mes "Hmm... do you think Jejeling took it?";
- next;
- mes "[Little Kid]";
- mes "I visited a friend in Baryo Mahiwaga and he said he saw Jejeling wearing the missing hat...";
- close;
-}
-
-malaya,363,283,4 script Local#ma06 4_M_MALAYA,{
- if (malaya_hi < 10) {
- mes "[Local]";
- mes "Hmm... is it time to be careful of the witches' curse?";
- next;
- mes "[Local]";
- mes "Beware of Mongkukurums needle, foreigner.";
- close;
- } else if (malaya_hi < 20) {
- mes "[Local]";
- mes "Welcome to Port Malaya, foreigner..";
- next;
- mes "[Local]";
- mes "The village is chaotic these days. If you see someone with red eyes, try not to stare at their eyes.";
- close;
- }
- .@name$ = getd("$ma_name0"+rand(1,6)+"$");
- switch(rand(1,6)) {
- case 1:
- mes "[Local]";
- mes "Be careful walking around the village at night. "+.@name$+" was taken down by Wokwok.";
- close;
- case 2:
- mes "[Local]";
- mes .@name$+" is said to have successfully tamed a Tikbalang. This person must be courageous. Wonder if I'll get to see this tamed Tikbalang?";
- close;
- case 3:
- mes "[Local]";
- mes "Have you ever seen Bongisungisu? I heard "+.@name$+" is hunting down Bongisungisus.";
- close;
- case 4:
- mes "[Local]";
- mes "If you plan to go out of the village, be careful of Tiucknuc. "+.@name$+" is said to be tricked by Tiucknuc and had to go to the hospital.";
- close;
- case 5:
- case 6:
- break;
- }
- mes "[Local]";
- mes "The village is chaotic these days. Looks like Mongkukurum is back in the village.";
- next;
- select("Mongkukurum?");
- mes "[Local]";
- mes "A monster that is also called witch. Looks like a person and also wears clothes.";
- next;
- mes "[Local]";
- mes "Mongkukurum makes a doll out of the people it sees and curses it with needles.";
- next;
- select("Is there a way to recognize this monster?");
- mes "[Local]";
- mes "There is one way. All Mongkukurum have red eyes.";
- next;
- mes "[Local]";
- mes "You can recognize them by their eyes but! You must remember one thing.";
- next;
- mes "[Local]";
- mes "You will be captivated by Mongkukurum if you stare at their eyes too long.";
- next;
- mes "[Local]";
- mes "Never ever stare into their eyes for too long.";
- close;
-}
-
-malaya,41,127,6 script Old Man #ma07 4_M_BARYO_OLD,{
- if (malaya_hi < 10) {
- mes "[Old Man]";
- mes "Foreigners are not welcomed that much when our village is chaotic like these days.";
- close;
- } else if (malaya_hi < 20) {
- mes "[Old Man]";
- mes "You are out of luck visiting the village at a time like this and not being welcomed.";
- close;
- }
- if (rand(1,3) == 2) {
- mes "[Old Man]";
- mes getd("$ma_name0"+rand(1,6)+"$")+" is said to throw out Jellopy in this village.";
- next;
- mes "[Old Man]";
- mes "Tsk, tsk... Must be a person that isn't worthy of a Jellopy.";
- close;
- }
- mes "[Old Man]";
- mes "You must also look out to see if Bangungot lives in a tree you are about to cut down.";
- next;
- mes "[Old Man]";
- mes "Because strange things happen if logs from trees that Bangungot lived in are used as building pillars.";
- next;
- select("What happens?");
- mes "[Old Man]";
- mes "Well, for a Bangungot, it means losing its home so they get vengeful.";
- next;
- mes "[Old Man]";
- mes "When you try to sleep near the pillar, it will keep awake by playing pranks at first.";
- next;
- mes "[Old Man]";
- mes "But as time goes by and their vengeance grows, they sit on top of you until you suffocate.";
- next;
- select("Oh, gosh...");
- mes "[Old Man]";
- mes "Ha ha ha. There are no Bangungots in normal pillars, so don't lose sleep over it.";
- close;
-}
-
-malaya,63,185,4 script Woman#ma08 4_F_MALAYA,{
- if (malaya_hi < 10) {
- mes "[Woman]";
- mes "I don't have anything to share with you.";
- close;
- } else if (malaya_hi < 20) {
- mes "[Woman]";
- mes "Im worried about the children. I hope they aren't terrified from whats going on in the village.";
- close;
- }
- if (rand(1,3) == 2) {
- .@name$ = getd("$ma_name0"+rand(1,6)+"$");
- .@rand = rand(1,10);
- if (.@rand < 5) {
- mes "[Woman]";
- mes "I like fun stories. Not so long ago, "+.@name$+" came and told me a funny story.";
- next;
- }
- switch(.@rand) {
- case 1:
- mes "[Woman]";
- mes "'My aunt stepped on an ant.'";
- next;
- break;
- case 2:
- mes "[Woman]";
- mes "'You eat chili on a chilly day.'";
- next;
- break;
- case 3:
- mes "[Woman]";
- mes "'Why are you putting flour on that flower?'";
- next;
- break;
- case 4:
- mes "[Woman]";
- mes "At the Tool Store, 'Ill buy the needle and thread! You buy the hay to lose the needle in.'";
- next;
- mes "[Woman]";
- mes .@name$+" said that and was kicked out of the Tool Store.";
- next;
- break;
- case 5:
- mes "[Woman]";
- mes "A Kafra Employee I'm friends with told me a story about a customer.";
- next;
- mes "[Woman]";
- mes "'Kafra, the wise never marry and when they marry, they become otherwise.'";
- next;
- mes "[Woman]";
- mes "He he... I do like funny stories but a bit difficult for my taste.";
- close;
- default:
- mes "[Woman]";
- mes "I like fun stories. Oh by the way! "+.@name$+", love is photogenic. Don't you agree?";
- next;
- mes "[Woman]";
- mes "It needs darkness to develop.";
- next;
- }
- mes "[Woman]";
- mes "He he. Isn't it fun?";
- close;
- }
- mes "[Woman]";
- mes "If you hear a baby crying from the forest outside of the village, never go near it.";
- next;
- select("Why?");
- mes "[Woman]";
- mes "There is a monster named Tiucknuc that roams around outside of the village and cries after transforming himself into a baby.";
- next;
- mes "[Woman]";
- mes "But when kind travelers pick up the baby, it turns back into its original form and attacks.";
- next;
- select("Sounds like a sneaky monster.");
- mes "[Woman]";
- mes "Yes, this monster is bad to trick the kindness of travelers but...";
- next;
- mes "[Woman]";
- mes "There is rumor that the monster came from the soul of a baby that never been born. So sad.";
- close;
-}
-
-// Jeepneys
-//============================================================
-function script F_Malaya_Jeepney {
- .@mapname$ = getarg(0);
- .@passengers = getarg(1);
-
- // set the other messages of varying amount)
- for (.@i = 5; .@i < getargcount(); .@i++) {
- setd(".@msgJeepneyInfo$[" + (.@i - 5) + "]", getarg(.@i));
- }
-
- if (malaya_hi < 10) {
- mes "[Jeepney Driver]";
- mes getarg(2);
- close;
- } else if ((malaya_hi >= 10) && (malaya_hi < 20)) {
- mes "[Jeepney Driver]";
- mes getarg(3);
- close;
- } else {
- mes "[Jeepney Driver]";
- mes getarg(4);
- next;
- }
- switch(select("Board [Passenger " + getmapusers(.@mapname$) + "/" + .@passengers +"]:Jeepney?:Are there any other Jeepneys?:Ah... Yes...")) {
- case 1:
- if (getmapusers(.@mapname$) >= .@passengers) {
- mes "[Jeepney Driver]";
- mes "I'm afraid the Jeepney is full.";
- mes "I'm sorry but how about some other Jeepney?";
- close;
- } else {
- mes "[Jeepney Driver]";
- mes "Have a nice day.";
- close2;
- warp .@mapname$,29,24;
- end;
- }
- case 2:
- // iterate through all the jeepney information for this specific NPC
- for (.@i = 0; .@i < getarraysize(.@msgJeepneyInfo$); .@i++) {
- mes "[Jeepney Driver]";
- mes getd(".@msgJeepneyInfo$[" + .@i + "]");
-
- if (.@i < (getarraysize(.@msgJeepneyInfo$) - 1)) {
- next;
- }
- }
- close;
- case 3:
- mes "[Jeepney Driver]";
- mes "Oh! Other Jeepneys are in operation, of course.";
- next;
- mes "[Jeepney Driver]";
- mes "In Port Malaya there are 12, 30 and 60 passenger Jeepneys with 3 each operating.";
- next;
- mes "[Jeepney Driver]";
- mes "Would you like to know the location of other cars?";
- next;
- switch (select("I'd like to know where the 12 passenger car is.:I'd like to know where the 30 passenger car is.:I'd like to know where the 60 passenger car is.")) {
- case 1:
- viewpoint 1, 237, 240, 1, 0xF7E009;
- viewpoint 1, 67 , 44 , 2, 0xF7E009;
- viewpoint 1, 282, 129, 3, 0xF7E009;
- .@zif_in = 12;
- break;
- case 2:
- viewpoint 1, 134, 250, 4, 0xF7E009;
- viewpoint 1, 341, 153, 5, 0xF7E009;
- viewpoint 1, 293, 290, 6, 0xF7E009;
- .@zif_in = 30;
- break;
- case 3:
- viewpoint 1, 242, 221, 7, 0xF7E009;
- viewpoint 1, 62 , 245, 8, 0xF7E009;
- viewpoint 1, 257, 58 , 9, 0xF7E009;
- .@zif_in = 60;
- break;
- }
- mes "[Jeepney Driver]";
- mes .@zif_in+" passenger Jeepney's location has been marked on your map.";
- next;
- break;
- }
- mes "[Jeepney Driver]";
- mes "Have a nice trip.";
- close;
-}
-
-malaya,237,240,4 script Jeepney Driver#01 4_M_MALAYA,{
- callfunc(
- "F_Malaya_Jeepney",
- "ma_zif01",
- 12,
-
- // Messages for malaya_hi checks.
- "UUrgghhhh.... I'm scared... so scared... what happened to this place?",
- "The place is still a mess... I wonder if I can operate a jeepney here...",
- "Ha ha ha Welcome. I am ^1561EAVol^000000, operating the 12 man Jeepney here.",
-
- // Monologues of variable lengths.
- "Is this your first time in Port Malaya?",
- "Jeepney drivers here also promote Jeepneys, so let me explain them to you.",
- "Jeepneys were first developed to transport goods quickly, but are now used as public transport.",
- "Since everybody has different tastes, you can see those with cool and elaborate decorations.",
- "Of course you don't need to drive them yourselves, but you can ride them so please feel free to do so."
- );
-}
-
-malaya,67,44,4 script Jeepney Driver#02 4_M_MALAYA,{
- callfunc(
- "F_Malaya_Jeepney",
- "ma_zif02",
- 12,
-
- "Wha... What's... Going on in that hospital...",
- "I think the moaning coming from the hospital has lessened...",
- "I'm ^1561EAChui^000000, operating a 12 man Jeepney. Hi there~",
-
- "Is this your first time in Port Malaya?",
- "Jeepney drivers here also promote Jeepneys, so let me explain them to you.",
- "Jeepneys were first developed to transport goods quickly, but are now used as public transport.",
- "I modified my Jeepney myself...",
- "For safety reasons there's a limit to the number of passengers, and it's safe so no worries..."
- );
-}
-
-malaya,282,129,4 script Jeepney Driver#03 4_M_MALAYA,{
- callfunc(
- "F_Malaya_Jeepney",
- "ma_zif03",
- 12,
-
- "It's not good for outsiders to have a chat... Perhaps the Mumbaki Leader may have the solution for this.",
- "Are you the adventurer who recently met Mumbaki? No wait... Then you shouldn't be here... Yes it's a ghost... Arghhhh...",
- "The name's ^1561EATop^000000, operating one of the 3 12 man Jeepneys in town.",
-
- "First time in town?",
- "Jeepney drivers here also promote Jeepneys, so let me explain them to you.",
- "Jeepneys were first developed to transport goods quickly, but are now used as public transport.",
- "They all look different depending on their drivers...",
- "Now it is the fame of Port Malaya."
- );
-}
-
-malaya,134,250,6 script Jeepney Driver#04 4_M_MALAYA,{
- callfunc(
- "F_Malaya_Jeepney",
- "ma_zif04",
- 30,
-
- "G...Go... Go away...",
- "Arghh... Scared the devil out of me... Go away... Shoo...",
- "^1561EABrav^000000, 30 man Jeepney driver at your service, driving as safely as I can since I get scared easily.",
-
- "Is this your first time in Port Malaya?",
- "Jeepneys were first developed to transport goods quickly, but are now used as public transport.",
- "The modified cars are decorated by their operators.",
- "You come to Port Malaya, you must ride a Jeepney.",
- "Ha ha ha, of course you can't drive it yourself."
- );
-}
-
-malaya,341,153,4 script Jeepney Driver#05 4_M_MALAYA,{
- callfunc(
- "F_Malaya_Jeepney",
- "ma_zif05",
- 30,
-
- "G... Ghosts in town... Hey... Do you have one on you?",
- "I think there are fewer ghosts now... The town is slightly quieter...",
- "Hi I'm ^1561EALivil^000000 operator for the 30 man Jeepney. Safety is my priority.",
-
- "First time in town?",
- "I'll give you a quick guide as a service.",
- "Jeepneys were first developed to transport goods quickly, but are now used as public transport.",
- "For safety reasons, Jeepneys have a limit on the number of passengers.",
- "Some carried 180 people, but there aren't any of those in Port Malaya today."
- );
-}
-
-malaya,293,290,6 script Jeepney Driver#06 4_M_MALAYA,{
- callfunc(
- "F_Malaya_Jeepney",
- "ma_zif06",
- 30,
-
- "Gu... Guards... What are the guards doing...",
- "Did the guards finally do something? Phew... What a rush...",
- "I'm ^1561EAGad^000000, the trustworthy 30 man Jeepney driver.",
-
- "I see you're new to this town.",
- "To guide travelers is also my task!! Let me explain.",
- "Jeepneys were goods transport vehicles, now decorated and modified with Port Malaya's new technology!!",
- "This Jeepney is my very own handiwork. Ha ha ha... It's cool right? Ha ha ha",
- "Even though the customer is king, I can't let you drive it... Ha ha ha"
- );
-}
-
-malaya,242,221,4 script Jeepney Driver#07 4_M_MALAYA,{
- callfunc(
- "F_Malaya_Jeepney",
- "ma_zif07",
- 60,
-
- "Oh no... I think the whole village is bewitched by ghosts... Maybe... I should give the Mumbaki Leader a visit...",
- "Ghost... I'm sure the Mumbaki Leader knows how to get rid of these ghosts...",
- "^1561EAHott^000000, at your service, the safest 60 man Jeepney Operator.",
-
- "Jeepney is the public transportation of Port Malaya.",
- "Therefore they are everywhere. And it's free! I know they all have different passenger limits, but that's no problem because they're everywhere."
- );
-}
-
-malaya,62,245,6 script Jeepney Driver#08 4_M_MALAYA,{
- callfunc(
- "F_Malaya_Jeepney",
- "ma_zif08",
- 60,
-
- "Shoo~ Be gone if you're a ghost, and go away even if you're human~ Shoo~",
- "Hey... You... Are human right? Right? Huh? Say you are... Please...",
- "Hullo, I'm ^1561EAMuyan^000000, operator of this 60 man Jeepney. Nice to meet you.",
-
- "Jeepneys are public transport, so safety is our priority.",
- "My Jeepney received the best class of Port Malaya, a '60 man Jeepney' certificate.",
- "Meaning!! That it is perfectly safe!! Don't you worry about the ride."
- );
-}
-
-malaya,257,58,6 script Jeepney Driver#09 4_M_MALAYA,{
- callfunc(
- "F_Malaya_Jeepney",
- "ma_zif09",
- 60,
-
- "...You're an outsider... Don't go touching anything and be careful in town...",
- "The town is still quite dangerous. Best not touch anything until it is safe.",
- "Hi there. I'm ^1561EAGramma^000000, Operator of the 60 man Jeepney of Port Malaya.",
-
- "Is this your first time in Port Malaya?",
- "We Jeepney drivers here also promote Jeepneys, so let me explain them to you.",
- "Jeepneys were first developed to transport goods quickly, but are now used as public transport.",
- "Since everybody have different tastes, you can see those with cool and elaborate decorations.",
- "Of course you don't need to drive them yourselves, but you can ride them so please feel free to do so."
- );
-}
diff --git a/npc/re/cities/mora.txt b/npc/re/cities/mora.txt
deleted file mode 100644
index 5fefc2059..000000000
--- a/npc/re/cities/mora.txt
+++ /dev/null
@@ -1,1186 +0,0 @@
-//===== Hercules Script ======================================
-//= Mora Village
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.4
-//===== Description: =========================================
-//= [Official Conversion]
-//= Mora Town Script
-//===== Additional Comments: =================================
-//= 1.0 First version. [SuperHulk]
-//= 1.1 Translations to English. [Flaid]
-//= 1.1a Standardized. [Euphy]
-//= 1.2 Added new NPCs. [Flaid]
-//= 1.3 Replaced with full iRO town NPCs. [Euphy]
-//= 1.4 Updated to match the official scripts. [Euphy]
-//============================================================
-
-// Set 1 :: mora_resident
-//============================================================
-mora,52,138,5 script Mungmung#p 4_M_RAFLE_GR,{
- mes "[Mungmung]";
- mes "I'm not the innkeeper!";
- mes "Why do people want to pay me when they see me?";
- close;
-}
-
-mora,160,123,3 script Nemnem#p 4_M_RAFLE_OLD,{
- mes "[Nemnem]";
- mes "My pain is getting worse and worse";
- mes "since the crevice appeared in Bifrost.";
- mes "Are you responsible for it, young one?";
- next;
- switch(select("Of course I am!:That's an unfair accusation!")) {
- case 1:
- mes "[Nemnem]";
- mes "Bra~vo!";
- emotion e_awsm;
- close;
- case 2:
- mes "[Nemnem]";
- mes "If not, never mind!";
- emotion e_swt2,1;
- close;
- }
-}
-
-mora,105,104,3 script Boaster#podo 4_M_DOGTRAVELER2,{
- mes "[Boaster]";
- mes "So the situation";
- mes "was at its worst.";
- next;
- mes "[Raffles]";
- mes "Oh~!";
- next;
- mes "[Boaster]";
- mes "Bored to death, I started to cry.";
- mes "Then I fell asleep, tired from all the crying.";
- mes "And when I woke up,";
- mes "I was even more bored";
- mes "than before!";
- next;
- mes "[Raffles]";
- mes "Oh, oh!";
- mes "That's terrible, so terrible.";
- mes "How could that happen?!";
- next;
- mes "[Boaster]";
- mes "So the situation got";
- mes "more and more serious...";
- mes "Now give me some more coins.";
- emotion e_swt2,1;
- close;
-}
-
-mora,105,100,1 script Rangrang#p 4_F_RAFLE_PK,{
- mes "[Rangrang]";
- mes "I've never heard such a boring and sad story.";
- mes "I feel like crying!";
- close;
-}
-
-/*
-// Disabled due to overlapping with RangRang,
-// and is not clickable on official servers.
-mora,105,100,1 script Gurgur#p 4_M_RAFLE_GR,{
- mes "[Gurgur]";
- mes "He's been crying, falling asleep,";
- mes "and then waking up for 210 times now.";
- mes "Isn't it just so original?";
- mes "I wonder how the story will end.";
- close;
-}
-*/
-
-mora,99,100,7 script Decoy#podo 4_F_DOGTRAVELER,{
- mes "[A Decoy]";
- mes "Oh~!";
- mes "That's just so";
- mes "unbelievable!";
- mes "I'm so curious, let's give him some coins!";
- close;
-}
-
-mora,98,104,5 script Moved Raffle#podo 4_M_RAFLE_GR,{
- mes "[Moved Raffle]";
- mes "This is sad, too sad!";
- mes "I'm not sure why,";
- mes "but it must be sad";
- mes "because everybody else says so.";
- close;
-}
-
-mora,102,107,5 script Relieved Raffle#podo 4_M_RAFLE_OLD,{
- mes "[Relieved Raffle]";
- mes "Wow~!";
- mes "This is exciting.";
- mes "He woke up safe and sound again!";
- mes "Well, I'm sure he will next time!";
- mes "...";
- next;
- mes "[Relieved Raffle]";
- mes "Eh?";
- close;
-}
-
-mora,101,107,5 script Excited Raffle#podo 4_F_RAFLE_PK,{
- mes "[Excited Raffle]";
- mes "Wow~";
- mes "The story is no fun at all.";
- mes "Wow~!";
- mes "But it's as if we were singing in chorus -";
- mes "it's really fun.";
- mes "Wow~!";
- close;
-}
-
-mora,103,100,5 script Impressed Raffle#podo 4_F_RAFLE_PK,{
- mes "[Impressed Raffle]";
- mes "Wow! Wow!";
- close;
-}
-
-mora,123,94,7 script Visitor to Mora#podo1 4_F_DOGTRAVELER,{
- mes "[Visitor to Mora]";
- mes "I'm stuck here because of the crevice, which appeared out of nowhere.";
- mes "Ha......";
- close;
-}
-
-mora,155,72,3 script Visitor to Mora#podo2 4_M_DOGTRAVELER,{
- mes "[Visitor to Mora]";
- mes "Isn't this one cheerful village?";
- mes "With Bifrost blocked like that, I'm thinking of settling here permanently.";
- close;
-}
-
-mora,184,169,5 script Worker#mo1 4_M_RAFLE_GR,{
- mes "[Worker]";
- mes "I heard that somebody made it out of the Labyrinth Forest alive.";
- mes "Whoever it is, I want to meet this person myself.";
- close;
-}
-
-mora,179,155,1 script Novice Worker#mo 4_M_RAFLE_GR,{
- mes "[Novice Worker]";
- mes "I'll come out of the Labyrinth Forest and become a hero!";
- next;
- mes "[Indifferent Worker]";
- mes "I hear somebody already did that.";
- next;
- mes "[Novice Worker]";
- mes "What if I say I'm that somebody?";
- next;
- mes "[Indifferent Worker]";
- mes "Forget it. It's more believable";
- mes "to say I did it.";
- next;
- mes "[Novice Worker]";
- mes "Well, that's true.";
- close;
-}
-
-mora,177,157,5 script Indifferent Worker#mo 4_F_RAFLE_PK,{
- mes "[Novice Worker]";
- mes "I'll come out of the Labyrinth Forest and become a hero!";
- next;
- mes "[Indifferent Worker]";
- mes "I hear somebody already did that.";
- next;
- mes "[Novice Worker]";
- mes "What if I say I'm that somebody?";
- next;
- mes "[Indifferent Worker]";
- mes "Forget it. It's more believable";
- mes "to say I did it.";
- next;
- mes "[Novice Worker]";
- mes "Well, that's true.";
- close;
-}
-
-mora,108,182,5 script Worker#mo4 4_M_RAFLE_GR,{
- mes "[Worker]";
- mes "Stay clear of the Labyrinth Forest.";
- mes "Don't ever dream of peeking in out of curiosity.";
- mes "Lots of travelers have gone missing after going there.";
- close;
-}
-
-// Set 2 :: npc
-//============================================================
-mora,122,97,6 script Relaxing Raffle#ep14_1 4_M_RAFLE_OLD,{
- mes "[Relaxing Rafflesia]";
- mes "The public bath in the center of the village is a symbol of Mora Village.";
- next;
- mes "[Relaxing Rafflesia]";
- mes "It's not just a simple puddle.";
- mes "It has tremendous power";
- mes "to heal wounds.";
- next;
- mes "[Relaxing Rafflesia]";
- mes "Try walking in the bath";
- mes "if you want to see for yourself.";
- mes "It will slowly but surely heal your wounds.";
- close;
-}
-
-mora,174,171,0 script Warehouse Worker#mo1 4_F_RAFLE_PK,{
- mes "[Shortffle]";
- mes "I want to climb the ladder,";
- mes "but my legs are too short to do that.";
- emotion e_sob;
- next;
- mes "[Shortffle]";
- mes "I wonder who brought it here.";
- close;
-}
-
-mora,113,185,4 script Reading Raffle#ep14_1 4_M_RAFLE_GR,{
- mes "You see a Rafflesia";
- mes "lost in reading.";
- next;
- switch(select("See what he's reading.:Leave him alone.")) {
- case 1:
- mes "Curious about what he's reading,";
- mes "you quietly approach him from behind.";
- mes "The Rafflesia is reading in a low voice.";
- next;
- mes "[Reading Rafflesia]";
- mes "Seiren was going to Eremes's.";
- mes "He was going there to borrow";
- mes "Eremes's reference books,";
- next;
- mes "[Reading Rafflesia]";
- mes "but he also hoped to see";
- mes "his beautiful sister, Seiren.";
- mes "Seiren knocked on Eremes's door";
- mes "with his heart pounding.";
- next;
- mes "[Reading Rafflesia]";
- mes "Knock! Knock! Knock!";
- mes "Excuse me. Is anybody there?";
- mes "... ... ...";
- mes "He doesn't hear anything.";
- next;
- mes "[Reading Rafflesia]";
- mes "Is there nobody home?";
- mes "He knocked again,";
- mes "afraid that he might have";
- mes "made the trip for nothing.";
- next;
- mes "[Reading Rafflesia]";
- mes "Knock! Knock! Knock!";
- mes "No answer again. Is there nobody home?";
- mes "He knew it was rude to do that,";
- mes "but he decided to enter anyway";
- mes "and wait for Eremes to come back home.";
- next;
- mes "[Reading Rafflesia]";
- mes "Seiren opened the front door";
- mes "with his heart throbbing.";
- mes "*squeak*";
- mes "The door wasn't locked.";
- mes "Eremes seems to be away for a while.";
- next;
- mes "[Reading Rafflesia]";
- mes "Seiren entered the house hesitantly.";
- mes "The moment he stepped into the house,";
- mes "he heard a sound of water running.";
- next;
- mes "[Reading Rafflesia]";
- mes "Seiren suddenly came to his senses,";
- mes "and turned back to go out.";
- mes "But right at the moment!!";
- next;
- mes "[Reading Rafflesia]";
- mes "*thud*";
- mes "The bathroom door opened,";
- mes "and with white steam pouring out came a foot.";
- next;
- mes "[Reading Rafflesia]";
- mes "Seiren's heart almost stopped";
- mes "at the sight of it. And a moment later,";
- mes "somebody came out from the bathroom,";
- mes "with just a towel around her body.";
- next;
- mes "[Reading Rafflesia]";
- mes "With her body still wet";
- mes "from the shower...";
- next;
- mes "[Reading Rafflesia]";
- mes "*gasp* Who are you? How long";
- mes "were you standing there? How rude.";
- emotion e_omg;
- next;
- mes "The Rafflesia closed the book hastily.";
- mes "You're curious what will happen next,";
- mes "but you've been rude enough,";
- mes "so you just give up.";
- close;
- case 2:
- mes "You leave the place quietly";
- mes "in order not to disturb";
- mes "the Rafflesia, who was lost in reading.";
- close;
- }
-}
-
-mora,99,65,6 script Banana Rafflesia#ep14_1 4_M_RAFLE_GR,{
- mes "[Banana Rafflesia]";
- mes "You want a banana?";
- next;
- switch(select("Yes, I do.:No, thanks.")) {
- case 1:
- mes "[Banana Rafflesia]";
- mes "Take it if you can.";
- mes "If you are successful, you can have it for free.";
- emotion e_ok;
- close;
- case 2:
- mes "[Banana Rafflesia]";
- mes "Well, I was going to give it for free,";
- mes "but if you don't want it, it's fine with me.";
- emotion e_pif;
- close;
- }
-}
-
-mora,30,128,4 script Relaxing Traveler#ep14_1 4_M_DOGTRAVELER2,{
- mes "[Traveler]";
- mes "The Mora Inn is famous";
- mes "for its unusual pieces of furniture.";
- mes "Mushroom closets and apple dressers...";
- mes "Aren't they so innovative?";
- next;
- select("... ... ...");
- mes "[Traveler]";
- mes "Sorry... maybe it's just me...";
- emotion e_sry;
- close;
-}
-
-mora,130,96,4 script Relaxing Traveler#ep14_2 4_M_DOGTRAVELER,{
- mes "[Traveler]";
- mes "The Rafflesia in Mora Village all look alike, so it's so confusing.";
- mes "It's like looking at centuplets...";
- next;
- mes "[Traveler]";
- mes "However! If you look closely,";
- mes "you'll find each of them has a personality.";
- mes "To find it is one of the fun things";
- mes "you can do in the village.";
- close;
-}
-
-mora,43,113,4 script Wounded Rafflesia#ep14_1 4_M_RAFLE_OLD,{
- mes "[Wounded Raffle]";
- mes "Ugghh... What was it";
- mes "that was in the bath... Arrrghh...";
- mes "To attack suddenly like that... Be careful...";
- mes "Whatever it is in there, it's very aggressive.";
- close;
-}
-
-mora,168,161,4 script Warehouse Worker#mo2 4_M_DOGTRAVELER,{
- mes "[Lively]";
- mes "The inn over there~";
- mes "It should've been mine~";
- next;
- mes "[Lively]";
- mes "The store over there~";
- mes "It should've been mine as well~";
- next;
- mes "[Lively]";
- mes "The warehouse here~";
- mes "and all the things in it~";
- mes "All of those should've been mine~";
- mes "All of those should've been mine~";
- next;
- mes "[Lively]";
- mes "Ahhh... I'd like to make money...";
- emotion e_sob;
- close;
-}
-
-mora,175,161,6 script Warehouse Worker#mo3 4_F_RAFLE_PK,{
- mes "[Kuorita]";
- mes "Oh... this duck...";
- next;
- mes "[Kuorita]";
- mes "Its slender red beak...";
- mes "and the blush on its cheeks...";
- mes "and its wings, ready to take off";
- mes "any moment...";
- emotion e_shy;
- next;
- mes "[Kuorita]";
- mes "I want to have it badly...";
- mes "What would happen if I stole it?";
- emotion e_rice;
- close;
-}
-
-mora,140,186,3 script Raffle Philosopher 4_M_RAFLE_OLD,{
- mes "[Raffle Philosopher]";
- mes "With a little token of appreciation, I will tell you a quote that will help you in your life.";
- next;
- if(select("Give him a token of appreciation.:Can't you just tell me?") == 2) {
- mes "[Raffle Philosopher]";
- mes "You don't get something for nothing.";
- close;
- }
- mes "[Raffle Philosopher]";
- mes "How much are you willing to give me?";
- mes "You can pay me in the currencies listed below.";
- mes "Enter the sum you're willing to pay. Enter 0 if you don't want to pay anything.";
- next;
- input .@input;
- if (.@input == 0) {
- mes "[Raffle Philosopher]";
- mes "So you don't want to hear a quote, eh?";
- close;
- } else if (.@input < 100 || .@input > 1000000) {
- mes "[Raffle Philosopher]";
- mes "You can pay between ^FF0000100 and 1000000^000000.";
- close;
- } else if (Zeny < .@input) {
- mes "[Raffle Philosopher]";
- mes "So you think this is what my time is worth?";
- close;
- }
- mes "[Raffle Philosopher]";
- mes "The quote I'm going to tell you is...";
- mes "Let's see... Wait a second.";
- Zeny -= .@input;
- next;
- mes ". . . . . . . . .";
- next;
- mes ". . . . . . . . .";
- next;
- mes ". . . . . . . . .";
- next;
- mes "[Raffle Philosopher]";
- mes "Okay! I think this is the one for you.";
- next;
- mes "[Raffle Philosopher]";
- mes strcharinfo(0)+", the quote I'm going to tell you is...";
- switch(rand(1,70)) {
- case 1:
- mes "Nothing is more difficult,";
- mes "and therefore more precious,";
- mes "than to be able to decide.";
- mes "- Napoleon Bonaparte -";
- break;
- case 2:
- mes "Sometimes we stare so long at a door that is closing,";
- mes "that we see too late the one that is open.";
- mes "- Alexander Graham Bell -";
- break;
- case 3:
- mes "If it's that painful, why do you keep doing it?";
- mes "The answer's simple.";
- mes "Because it makes my heart beat,";
- mes "because it excites me.";
- mes "My body might suffer, but I'm a lot happier";
- mes "doing what I have always wanted to do.";
- mes "- Biya Han -";
- break;
- case 4:
- mes "You cannot persuade anybody";
- mes "before you change yourself.";
- mes "- Cheoljong Ko -";
- break;
- case 5:
- mes "Never regret what you have chosen.";
- mes "- Miyoung Ko -";
- break;
- case 6:
- mes "A man is not finished when he is defeated.";
- mes "He is finished when he quits.";
- mes "- Richard Nixon -";
- break;
- case 7:
- mes "Failure is instructive.";
- mes "The person who really thinks";
- mes "learns quite as much from his failures";
- mes "as from his successes.";
- mes "- John Dewey -";
- break;
- case 8:
- mes "We sow our thoughts, and we reap our actions;";
- mes "we sow our actions, and we reap our habits;";
- mes "we sow our habits, and we reap our characters;";
- mes "we sow our characters, and we reap our destiny.";
- mes "- Erasmus -";
- break;
- case 9:
- mes "There is no greater folly";
- mes "in the world";
- mes "than for a man to despair.";
- mes "- Miguel de Cervantes -";
- break;
- case 10:
- mes "Humility is the most difficult";
- mes "of all virtues to achieve,";
- mes "nothing dies harder than the desire";
- mes "to think well of oneself.";
- mes "- T. S. Eliot -";
- break;
- case 11:
- mes "You have to assess your talent...";
- mes "and ask yourself if this is going to be";
- mes "an avocation or a job.";
- mes "- Norma Clayton -";
- break;
- case 12:
- mes "An eye for an eye";
- mes "only ends up";
- mes "making the whole world blind.";
- mes "- Gandhi-";
- break;
- case 13:
- mes "A man of no talent";
- mes "craves long life,";
- mes "yet a fool, if offered eternity,";
- mes "would not know what to do with it.";
- mes "- Solzhenitsyn -";
- break;
- case 14:
- mes "It is not because the truth is too difficult to see that we make mistakes...";
- mes "we make mistakes because the easiest and most comfortable course for us";
- mes "is to seek insight where it accords with our emotions - especially selfish ones.";
- mes "- Solzhenitsyn -";
- break;
- case 15:
- mes "Beware of a man";
- mes "of one book.";
- mes "- English Proverb -";
- break;
- case 16:
- mes "Bees drink water to make honey,";
- mes "and snakes drink water to make poison.";
- mes "- English Proverb -";
- break;
- case 17:
- mes "Despair is an illness leading to death.";
- mes "- Kierkegaard -";
- break;
- case 18:
- mes "To eat bread without hope is";
- mes "still slowly to starve to death.";
- mes "- Pearl Buck -";
- break;
- case 19:
- mes "Optimism is the faith that leads to achievement.";
- mes "Nothing can be done";
- mes "without hope and confidence.";
- mes "- Helen Keller -";
- break;
- case 20:
- mes "Look deep into nature,";
- mes "and then you will understand";
- mes "everything better.";
- mes "- Albert Einstein -";
- break;
- case 21:
- mes "Many of life's failures are";
- mes "people who did not realize";
- mes "how close they were";
- mes "to success";
- mes "when they gave up.";
- mes "- Thomas Edison -";
- break;
- case 22:
- mes "I have more fun and enjoy more financial success";
- mes "when I stop trying";
- mes "to get what I want";
- mes "and start helping other people ";
- mes "get what they want.";
- mes "- Spencer Johnson, Larry Wilson -";
- break;
- case 23:
- mes "Age is like love, it cannot be hid.";
- mes "- Thomas Dekker -";
- break;
- case 24:
- mes "We can't become";
- mes "what we need to be";
- mes "by remaining what we are.";
- mes "- Oprah Winfrey -";
- break;
- case 25:
- mes "Turn your wounds.";
- mes "into wisdom.";
- mes "- Oprah Winfrey -";
- break;
- case 26:
- mes "Pain is the great teacher of mankind.";
- mes "- Marie E. Eschenbach -";
- break;
- case 27:
- mes "The superior man thinks always";
- mes "of virtue; the common man";
- mes "thinks of comfort.";
- mes "- Confucius -";
- break;
- case 28:
- mes "Pleasure is often spoiled by describing it.";
- mes "- Stendhal -";
- break;
- case 29:
- mes "The end comes when we";
- mes "no longer talk with ourselves.";
- mes "It is the end of genuine thinking";
- mes "and the beginning of the final loneliness.";
- mes "- Edward Gibbon -";
- break;
- case 30:
- mes "They who have conquered doubt and fear";
- mes "have conquered failure.";
- mes "- James Allen -";
- break;
- case 31:
- mes "Our greatest pride was";
- mes "not that we never fail, but rather";
- mes "that we always stand up when we fall.";
- mes "- Confucius -";
- break;
- case 32:
- mes "When you love a person";
- mes "all fear disappears.";
- mes "And when you are afraid all love disappears.";
- mes "- Osho Rajneesh -";
- break;
- case 33:
- mes "The power of our unconscious mind is enormous;";
- mes "what we cannot do in our conscious state";
- mes "we can do with the help";
- mes "of the unconscious mind";
- mes "more sensible than the conscious.";
- mes "- Osho Rajneesh -";
- break;
- case 34:
- mes "Truth is simple. Very simple-";
- mes "so simple that a child can understand it.";
- mes "In fact, so simple that only a child can understand it.";
- mes "Unless you become a child again";
- mes "you will not be able to understand it.";
- mes "It is an experience, not speculation.";
- mes "- Osho Rajneesh -";
- break;
- case 35:
- mes "The best and most beautiful things in the world";
- mes "cannot be seen or even touched -";
- mes "they must be felt with the heart.";
- mes "- Helen Keller -";
- break;
- case 36:
- mes "Never bend your head. Always hold it high.";
- mes "Look the world straight in the eye.";
- mes "- Helen Keller -";
- break;
- case 37:
- mes "Alone we can do so little;";
- mes "together we can do so much.";
- mes "- Helen Keller -";
- break;
- case 38:
- mes "The highest result of education is tolerance.";
- mes "- Helen Keller -";
- break;
- case 39:
- mes "We are, each of us";
- mes "angels with only one wing;";
- mes "and we can only fly";
- mes "by embracing one another.";
- mes "- Luciano de Crescenzo -";
- break;
- case 40:
- mes "He that feeds himself from waiting could die of hunger.";
- mes "- Danish Proverb -";
- break;
- case 41:
- mes "A bad peace is better";
- mes "than a good war.";
- mes "- Russian Proverb -";
- break;
- case 42:
- mes "He who wants to warm himself";
- mes "in old age must build";
- mes "a fireplace in his youth.";
- mes "- German Proverb -";
- break;
- case 43:
- mes "Those who are choosy often pick the worst.";
- mes "- Ilocano Proverb -";
- break;
- case 44:
- mes "Even a God will lose money";
- mes "after three days of gambling.";
- mes "- Chinese Proverb -";
- break;
- case 45:
- mes "I fear not the man";
- mes "who has practiced 10,000 kicks once,";
- mes "but I fear the man";
- mes "who has practiced one kick 10,000 times.";
- mes "- Bruce Lee -";
- break;
- case 46:
- mes "The best way to be remembered";
- mes "is to have a life.";
- mes "worth remembering.";
- mes "- Bruce Lee -";
- break;
- case 47:
- mes "To know oneself is to study oneself";
- mes "in action with another person.";
- mes "- Bruce Lee -";
- break;
- case 48:
- mes "I'm not one of those,";
- mes "who do not believe";
- mes "in love at first sight,";
- mes "but I believe in taking a second look.";
- mes "- Bruce Lee -";
- break;
- case 49:
- mes "One should never rush marriage.";
- mes "Unlike fruit, marriage is";
- mes "always in season.";
- mes "- Leo Tolstoy -";
- break;
- case 50:
- mes "Those who want to succeed";
- mes "will find a way, those who";
- mes "don't will find an excuse.";
- mes "- Leo Aguila -";
- break;
- case 51:
- mes "Motivation is what gets you started.";
- mes "Habit is what keeps you going.";
- mes "- Jim Ryan -";
- break;
- case 52:
- mes "He has achieved success who has lived well,";
- mes "laughed often, and loved much.";
- mes "- Bessie Stanley -";
- break;
- case 53:
- mes "A poor person spends his money";
- mes "and invests the rest.";
- mes "A rich person invests his money";
- mes "and spends what's left.";
- mes "- Jim Rohn -";
- break;
- case 54:
- mes "If you can't find the key to success,";
- mes "pick the lock.";
- mes "One of the most important principles of success is";
- mes "developing the habit of going the extra mile.";
- mes "- Napoleon Hill -";
- break;
- case 55:
- mes "The human race has";
- mes "one really effective weapon,";
- mes "and that is laughter.";
- mes "- Mark Twain -";
- break;
- case 56:
- mes "A day without laughter is a day wasted.";
- mes "- Charlie Chaplin -";
- break;
- case 57:
- mes "He who laughs best today,";
- mes "will also laugh last.";
- mes "- Nietzsche -";
- break;
- case 58:
- mes "Laughter is the sun that";
- mes "drives winter from the human face.";
- mes "- Victor Hugo -";
- break;
- case 59:
- mes "Laugh, and the world laughs";
- mes "with you; weep, and";
- mes "you weep alone.";
- mes "- Ella Wheeler Wilcox -";
- break;
- case 60:
- mes "It is impossible for you to be angry";
- mes "and laugh at the same time.";
- mes "Anger and laughter are mutually exclusive";
- mes "and you have the power to choose either.";
- mes "- Wayne Dyer -";
- break;
- case 61:
- mes "We don't laugh because we're happy";
- mes "- we're happy because we laugh.";
- mes "- William James -";
- break;
- case 62:
- mes "The person who knows how to laugh at himself";
- mes "will never cease to be amused.";
- mes "- Shirley MacLaine -";
- break;
- case 63:
- mes "The young man who has not wept is a savage,";
- mes "and the older man who will not laugh is a fool.";
- mes "- George Santayana -";
- break;
- case 64:
- mes "I do not have much patience";
- mes "with a thing of beauty";
- mes "that must be explained";
- mes "to be understood.";
- mes "If it does need additional interpretation";
- mes "then I question";
- mes "whether it has fulfilled its purpose.";
- mes "- Charlie Chaplin -";
- break;
- case 65:
- mes "Life is a tragedy";
- mes "when seen in close-up,";
- mes "but a comedy";
- mes "in long-shot.";
- mes "- Charlie Chaplin -";
- break;
- case 66:
- mes "The clearest sign of wisdom is continued cheerfulness.";
- mes "- Michel de Montaigne -";
- break;
- case 67:
- mes "The time you enjoyed wasting";
- mes "was not wasted.";
- mes "- John Lennon -";
- break;
- case 68:
- mes "True humor springs not more from the head than from the heart.";
- mes "It is not contempt; its essence is love.";
- mes "It issues not in laughter,";
- mes "but in still smiles, which lie far deeper.";
- mes "- Thomas Carlyle -";
- break;
- case 69:
- mes "Through humor, you can soften";
- mes "some of the worst blows";
- mes "that life delivers.";
- mes "And once you find laughter,";
- mes "no matter how painful";
- mes "your situation might be,";
- mes "you can survive it.";
- mes "- Bill Cosby -";
- break;
- case 70:
- mes "My great hope is to laugh";
- mes "as much as I cry;";
- mes "to get my work done";
- mes "and try to love somebody";
- mes "and have the courage";
- mes "to accept the love in return.";
- mes "- Maya Angelou -";
- break;
- }
- next;
- mes "[Raffle Philosopher]";
- mes "People take what they hear";
- mes "differently.";
- next;
- mes "[Raffle Philosopher]";
- mes "I wonder what you think";
- mes "about what I've told you.";
- next;
- input .@inputstr$;
- mes "[Raffle Philosopher]";
- mes "So you think that "+.@inputstr$+".";
- next;
- mes "[Raffle Philosopher]";
- mes "... ... ... ...";
- next;
- mes "[Raffle Philosopher]";
- mes "I don't know. There is no one answer";
- mes "to this question...";
- mes "Hold onto your thought.";
- close;
-}
-
-- script #mora_traveler -1,{
- mes "[Upset Traveler]";
- mes "You... you dare play a game with me?";
- emotion e_ag,0,"Traveler#ep14_1_1";
- next;
- mes "[Traveler That Posed the Question]";
- mes "What...? Do you have proof?";
- mes "Do you have proof?!!";
- emotion e_an,0,"Traveler#ep14_1_2";
- next;
- mes "[Traveler Trying to Stop the Fight]";
- mes "Look, stop it, just stop it!";
- mes "I'm afraid it will turn into a big fight...";
- emotion e_swt2,0,"Traveler#ep14_1_3";
- next;
- mes "[Traveler Trying to Stop the Fight]";
- mes "Oh! Why don't we ask";
- mes "that person there...?";
- next;
- mes "[Upset Traveler]";
- mes "Oh, yes! That's a great idea.";
- mes "Well~ Hello there~";
- mes "You there, traveler!";
- emotion e_ic,0,"Traveler#ep14_1_1";
- next;
- mes "They seem to be calling out to you.";
- next;
- if(select("See what the matter is.:I have nothing to do with it.") == 2) {
- mes "You went on your way";
- mes "leaving the travelers behind you.";
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "What's happening here?";
- emotion e_what,1;
- next;
- mes "[Upset Traveler]";
- mes "I'll tell you what.";
- mes "Rose's mother had 10 sons.";
- mes "The eldest son is called Roseone,";
- mes "the second Rosetwo,";
- mes "the third Rosethree...";
- mes "the ninth Rosenine...";
- mes "you get how it works, right?";
- emotion e_ag,0,"Traveler#ep14_1_1";
- next;
- mes "[Traveler That Posed the Question]";
- mes "Right, that's how it works.";
- mes "So I asked what the youngest one would be called,";
- mes "and when I told him the answer,";
- mes "he got all upset and started cursing me.";
- emotion e_an,0,"Traveler#ep14_1_2";
- next;
- mes "[Upset Traveler]";
- mes "You... you bastard!";
- mes "Hey there, what do you think";
- mes "the answer to the question is?";
- emotion e_ag,0,"Traveler#ep14_1_1";
- next;
- switch(select("Roseten.:Rose.:How would I know that?")) {
- case 1:
- mes "["+strcharinfo(0)+"]";
- mes "The answer to the question is Roseten.";
- mes "Why are you fighting over such a trivial matter?";
- next;
- mes "[Upset Traveler]";
- mes "See? Even this traveler says";
- mes "Roseten is the answer.";
- mes "How dare you try to play tricks on me?";
- emotion e_gg,0,"Traveler#ep14_1_1";
- next;
- mes "[Traveler That Posed the Question]";
- mes "You idiot... you don't have the slightest clue!";
- emotion e_an,0,"Traveler#ep14_1_2";
- break;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "The answer to the question is Rose.";
- mes "You said Rose's mother had 10 sons.";
- mes "So even if the other sons' names are";
- mes "Roseone, Rosetwo, ... Rosenine,";
- mes "the youngest one must be Rose,";
- mes "or she wouldn't be called Rose's mother.";
- next;
- mes "[Traveler That Posed the Question]";
- mes "That's exactly what I mean!";
- mes "I can't hang around with him.";
- mes "I guess we live in two different worlds.";
- emotion e_ok,0,"Traveler#ep14_1_2";
- next;
- mes "[Upset Traveler]";
- mes "You bastard... What did you";
- mes "get from this guy...?";
- emotion e_ag,0,"Traveler#ep14_1_1";
- break;
- case 3:
- mes "["+strcharinfo(0)+"]";
- mes "I have no idea.";
- mes "Try to sort it out yourselves.";
- next;
- mes "[Traveler Trying to Stop the Fight]";
- mes "You good-for-nothing bastard,";
- mes "you're trying to leave this mess to me?";
- emotion e_an,0,"Traveler#ep14_1_3";
- break;
- }
- next;
- mes "*thud*";
- mes "You feel a sudden impact on the back of your head.";
- mes "Your sight is going blurry.";
- specialeffect2 EF_HIT1;
- sc_start SC_BLIND,20000,0;
- next;
- mes "You feel somebody rummaging through your pockets before you pass out.";
- if (Zeny >= 5000)
- Zeny -= 5000;
- else
- Zeny = 0;
- close2;
- percentheal -99,0;
- warp "mora",31,132;
- end;
-}
-mora,140,72,4 duplicate(#mora_traveler) Traveler#ep14_1_1 4_M_DOGTRAVELER //Upset Traveler
-mora,138,72,6 duplicate(#mora_traveler) Traveler#ep14_1_2 4_M_DOGTRAVELER //Traveler That Posed the Question
-mora,139,73,4 duplicate(#mora_traveler) Traveler#ep14_1_3 4_M_DOGTRAVELER //Traveler Trying to Stop the Fight
-
-// Set 3 :: tre
-//============================================================
-mora,132,185,5 script Mora Villager#sleep5 4_F_RAFLE_PK,{
- mes "[Mora Villager]";
- mes "Phew~ Phew~";
- close;
-}
-
-mora,133,185,5 script Mora Villager#sleep2 4_M_RAFLE_VI,{
- mes "[Mora Villager]";
- mes "Snore...";
- close;
-}
-
-mora,134,185,3 script Mora Villager#sleep1 4_F_RAFLE_VI,{
- mes "[Mora Villager]";
- mes "Snort--";
- close;
-}
-
-mora,132,184,5 script Mora Villager#sleep6 4_M_RAFLE_OR,{
- mes "[Mora Villager]";
- mes "Snort--";
- close;
-}
-
-mora,133,184,1 script Mora Villager#sleep4 G_RAFFLESIA,{
- mes "[Mora Villager]";
- mes "Moan...";
- end;
-}
-
-mora,134,184,1 script Mora Villager#sleep3 4_M_RAFLE_GR,{
- mes "[Mora Villager]";
- mes "Phew phew pheeew~";
- close;
-}
-
-mora,132,183,7 script Mora Villager#sleep7 4_M_RAFLE_VI,{
- mes "[Mora Villager]";
- mes "z Z";
- close;
-}
-
-mora,133,183,7 script Mora Villager#sleep8 4_F_RAFLE_PK,{
- mes "[Mora Villager]";
- mes "z Z";
- end;
-}
-
-mora,134,183,1 script Mora Villager#sleep9 4_M_RAFLE_OR,{
- mes "[Mora Villager]";
- mes "z Z";
- close;
-}
-
-mora,43,127,3 script Innkeeper#mora_inn 4_M_RAFLE_OR,{
- mes "[Innkeeper]";
- mes "Oh~ looks like we have another adventurer.";
- mes "Where are you from?";
- next;
- switch(select("Just save the game.:I'd like to get some rest.:The place I used to live is called...:How can I use the warehouse?")) {
- case 1:
- mes "[Innkeeper]";
- mes "Wow, what's the rush?";
- mes "You've just come here, and you're already going someplace else?";
- next;
- mes "[Innkeeper]";
- mes "You know, haste makes waste. Tsk tsk.";
- mes "Well, the game's been saved.";
- savepoint "mora",56,143;
- close;
- case 2:
- mes "[Innkeeper]";
- mes "My my, I need some rest also.";
- mes "The rate is 5000 zeny. Do you want a room?";
- next;
- switch(select("Yes:No")) {
- case 1:
- if (Zeny < 5000) {
- mes "[Innkeeper]";
- mes "The rate is 5000z.";
- close;
- }
- mes "[Innkeeper]";
- mes "Make yourself at home.";
- close2;
- Zeny -= 5000;
- percentheal 100,100;
- warp "mora",32,123;
- end;
- case 2:
- mes "[Innkeeper]";
- mes "If you don't have the money, go soak yourself in the puddle in the center of the village.";
- mes "It will warm you up.";
- close;
- }
- case 3:
- input .@inputstr$;
- mes "["+strcharinfo(0)+"]";
- mes "I come from a place called "+.@inputstr$+".";
- next;
- mes "[Innkeeper]";
- mes "Oh, I think I've heard about the place before!";
- next;
- if (.@inputstr$ == "Shinlim") {
- mes "[Innkeeper]";
- mes "I heard there's an old tower where horrible witches put Savages in a giant cauldron and cast evil spells on them, right?";
- next;
- mes "[Innkeeper]";
- mes "What's worse is that whoever takes medicine made out of Savages will come back for more!";
- mes "And he will wander around looking for the tower, and eventually turn into an enormous Savage!";
- emotion e_no,1;
- next;
- } else {
- mes "[Innkeeper]";
- mes "I heard that there are creeps there who won't get up at all even if it rains or snows, or their sweethearts or parents call them!";
- mes "And that black clouds hover over them all the time, causing a storm!";
- next;
- }
- mes "[Innkeeper]";
- mes "How terrible!";
- close;
- case 4:
- mes "[Innkeeper]";
- mes "Search through the vegetable-shaped drawer to my right.";
- close;
- }
-}
-
-mora,48,128,0 script Drawer#mora_warehouse HIDDEN_NPC,{
- if(basicskillcheck() && getskilllv("NV_BASIC") < 6) {
- mes "- You don't remember how to open the warehouse. -";
- close;
- }
- mes "- The figure 1 0 0 is written in small letters on the vegetable-shaped drawer. -";
- next;
- switch(select("Insert 100 zeny.:Don't do anything.")) {
- case 1:
- if (Zeny < 100) {
- mes "- You don't seem to have 100 zeny with you. -";
- close;
- }
- Zeny -= 100;
- openstorage;
- close;
- case 2:
- mes "- You gave up using the warehouse. -";
- close;
- }
-}
diff --git a/npc/re/cities/yuno.txt b/npc/re/cities/yuno.txt
deleted file mode 100644
index ac2fb25fb..000000000
--- a/npc/re/cities/yuno.txt
+++ /dev/null
@@ -1,20 +0,0 @@
-//===== Hercules Script ======================================
-//= Juno City
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= [Official Conversion]
-//= NPCs for the City of Juno
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//============================================================
-
-yuno,150,283,4 duplicate(JunoSoldier1) Juno Soldier#juno 4_M_EIN_SOLDIER
-yuno,165,283,4 duplicate(JunoSoldier2) Juno Soldier#2juno 4_M_EIN_SOLDIER
-yuno,227,292,4 duplicate(JunoSoldier3) Juno Soldier#3juno 4_M_EIN_SOLDIER
-yuno,165,228,4 duplicate(JunoSoldier4) Juno Soldier#4juno 4_M_EIN_SOLDIER
-yuno,150,228,4 duplicate(JunoSoldier5) Juno Soldier#5juno 4_M_EIN_SOLDIER
-yuno,334,182,4 duplicate(JunoSoldier6) Juno Soldier#6juno 4_M_EIN_SOLDIER
-yuno,263,320,4 duplicate(JunoSoldier7) Juno Soldier#7juno 4_M_EIN_SOLDIER
diff --git a/npc/re/events/halloween_2014.txt b/npc/re/events/halloween_2014.txt
deleted file mode 100644
index 1a9635258..000000000
--- a/npc/re/events/halloween_2014.txt
+++ /dev/null
@@ -1,2556 +0,0 @@
-//===== Hercules Script ========================================================
-//= Halloween Event (2014)
-//===== By: ====================================================================
-//= Kisuka
-//===== Current Version: =======================================================
-//= 1.0.0
-//===== File Encoding ==========================================================
-//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8.
-//===== Description: ===========================================================
-//= The Official 2014 Halloween Event
-//=
-//= Help an Exhausted Priest collect souls in exchange for Candy Holders.
-//= Help some spirits in Niflheim figure out which one among them isn't dead.
-//= Collect 10 Red Scarf and 10 Hanging Doll for a spirit by the name of Loru.
-//= Hunt 20 Hylozoists and 20 Bloody Murderers for a spirit by the name of Devi.
-//===== Additional Comments: ===================================================
-//= 1.0.0 Initial Release. [Kisuka]
-//==============================================================================
-
-//= Exhausted Priest
-//==============================================================================
-- script Exhausted Priest#14hal::Hal14Priest 4_M_MINISTER,{
- if (!checkweight("Orcish_Axe", 3)) {
- mes "[Exhausted Priest]";
- mes "Why don't you reduce your weight to catch the soul?";
- mes "They are faster than you think.";
- close;
- }
- if (BaseLevel < 50) {
- mes "[Mighty Priest]";
- mes "I..I am too exhausted!";
- mes "Oh..Dear Odin, why have you caused this pain for me...";
- next;
- mes "[Mighty Priest]";
- mes "I hope that someone very strong and patient will help me..";
- close;
- } else {
- if (questprogress(14450) == 2) {
- mes "[Mighty Priest]";
- mes ""+(Sex ? "Brother" : "Sister")+", it's good to see you again!";
- mes "came here to see me because of that?";
- next;
- mes "[Mighty Priest]";
- mes "You brought the Soul, right?";
- mes "Let's take a look at it.";
- next;
- if (countitem("Captured_Soul") > 4 && countitem("Black_Soul") > 0) {
-
- mes "[Mighty Priest]";
- mes "Wow, this is so strong!";
- mes "You may be better than our priests!";
- next;
- mes "[Mighty Priest]";
- mes "Let's keep doing this!";
- mes "Here you are. See you next time!";
- close2;
- delitem Captured_Soul, 5;
- delitem Black_Soul, 1;
- getitem Something_Candy_Holder, 1;
- getitem DARK_INVITATION, 1;
- end;
- } else {
- mes "[Mighty Priest]";
- mes "oh.. it's weird... Did they run away??";
- mes "You should hold them firmly, or else they will get away.";
- next;
- mes "[Mighty Priest]";
- mes "Well, can you catch them again?";
- mes "You need to bring ^0000cd5 Captured Souls^000000 from Wandering Soul, and ^0000cd1 Black Soul^000000 from Dark Soul.";
- next;
- mes "[Mighty Priest]";
- mes "How is that?";
- mes "Too easy, huh?";
- close;
- }
- } else if (questprogress(14450) == 1) {
- if (countitem("Captured_Soul") > 2 && countitem("Black_Soul") > 0) {
- mes "[Mighty Priest]";
- mes "Welcome! Did you bring the soul?";
- mes "Let me see~";
- next;
- mes "[Mighty Priest]";
- mes "Wow, you captured a crucial one!";
- mes "I knew you would do well!";
- next;
- mes "[Mighty Priest]";
- mes "Didn't I say I would give you some gift?";
- mes "Let me give you some snacks from the Order...";
- next;
- mes "[Mighty Priest]";
- mes "I feel a bit uncomfortable for this though... oops.. no! It got a lot of sweets!!";
- mes "Please take this invitation too. This is a Niflheim Express Ticket.";
- next;
- mes "[Mighty Priest]";
- mes "It would be a great chance to go sight seeing there.";
- mes "However, I'm too busy to go there myself.";
- next;
- mes "[Mighty Priest]";
- mes "Oops! I almost forgot to say this.";
- mes "If you bring 5 Captured Souls and 1 Black Soul next time, I will give you another invitation and Candy Holder.";
- next;
- mes "[Mighty Priest]";
- mes "You might think that you got more gifts next time, but it's just not, actually!";
- emotion e_heh, "Exhausted Priest#pron14hal";
- next;
- mes "[Mighty Priest]";
- mes "You can get them from any of the other priests in town.";
- mes "See you next time!";
- close2;
- delitem Captured_Soul, 3;
- delitem Black_Soul, 1;
- getitem Something_Candy_Holder, 1;
- getitem DARK_INVITATION, 1;
- completequest 14450;
- end;
- } else {
- mes "[Mighty Priest]";
- mes "Welcome! Did you bring the soul?";
- mes "Let me see~";
- next;
- mes "[Mighty Priest]";
- mes "oh.. it's weird... Did they run away??";
- mes "You should hold them firmly, or else they will get away.";
- next;
- mes "[Mighty Priest]";
- mes "Well, can you catch them again?";
- mes "You need to bring ^0000cd5 Captured Souls^000000 from Wandering Soul, and ^0000cd 1 Black Soul^000000 from Dark Soul.";
- next;
- mes "[Mighty Priest]";
- mes "How is that?";
- mes "Too easy, huh?";
- close;
- }
- } else if (!questprogress(14450)) {
- mes "[Mighty Priest]";
- mes "Ha... no time to rest!";
- mes "My arms and legs hurt~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "If you're so tired... why don't you heal?";
- next;
- mes "[Mighty Priest]";
- mes "Wow!! You're a genius!!!";
- mes "Hold on...";
- next;
- mes "[Mighty Priest]";
- mes "Dear Odin, show me your love!";
- mes "Heal me with your love! Great!! Bam!!!!!";
- specialeffect EF_HEAL2,AREA,"Exhausted Priest#pron14hal";
- emotion e_swt, 1;
- next;
- mes "[Mighty Priest]";
- mes "I feel much better now!";
- mes ""+(Sex ? "Brother" : "Sister")+", thank you so much for waking me up.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What made you so tired?";
- next;
- mes "[Mighty Priest]";
- mes ""+(Sex ? "Brother" : "Sister")+", you didn't have any damage yet?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What happened to you?";
- next;
- mes "[Mighty Priest]";
- mes "Ha? You don't know?";
- mes "You don't know about the power of the dead in Niflheim during Halloween?";
- next;
- mes "[Mighty Priest]";
- mes "It doesn't matter if just normal dead people came here...";
- next;
- mes "[Mighty Priest]";
- mes "But the problem is... dangerous people are coming here too.";
- next;
- mes "[Mighty Priest]";
- mes "We priests have been given an order to capture all the dangerous one.";
- next;
- mes "[Mighty Priest]";
- mes "However, our forces are so limited. We're getting very exhausted.";
- next;
- mes "[Mighty Priest]";
- mes "Oh, right!!";
- mes "Could you maybe help me out?";
- next;
- mes "[Mighty Priest]";
- mes "They would not damage you at all, "+(Sex ? "brother" : "sister")+".";
- mes "I would also give you a reward for the trouble.";
- next;
- mes "[Mighty Priest]";
- mes "What do you think?";
- mes "Do you want to help out this pitiful priest?";
- next;
- if(select("Yes I want to help.", "No, I don't think so.") == 2) {
- emotion e_sob, "Exhausted Priest#pron14hal";
- mes "[Mighty Priest]";
- mes "Well now...";
- mes "You could have said it more kindly... even if you don't want to...";
- next;
- mes "[Mighty Priest]";
- mes "I'm sorry for disturbing you.";
- mes "Excuse me while I go capture more dangerous dead people now.";
- close;
- }
- mes "[Mighty Priest]";
- mes "Faith in humanity restored!!";
- mes "So, may I ask a favor of you?";
- next;
- mes "[Mighty Priest]";
- mes "Can you find ^0000cdWandering Souls^000000 in the fields? They should not be here.";
- next;
- mes "[Mighty Priest]";
- mes "They got the fake skin to come to land of the living, so you don't have to capture them directly.";
- next;
- mes "[Mighty Priest]";
- mes "If you killed them, they will drop a Captured Soul. You need to bring the ^0000cdCaptured Souls^000000.";
- mes "Also, if you kill any Black Souls, then you should bring ^0000cdBlack Souls^000000 too.";
- next;
- mes "[Mighty Priest]";
- mes "Let me see... since this is your first attempt, I want you to bring back only a small amount.";
- mes "^0000cd3 Captured Souls, 1 Black Soul^000000!";
- mes "How is that? Can you do this??";
- next;
- mes "[Mighty Priest]";
- mes "See you soon! I will wait for your return.";
- close2;
- setquest 14450;
- end;
- }
- }
-}
-
-alberta,114,66,5 duplicate(Hal14Priest) Exhausted Priest#albe14h 4_M_MINISTER
-aldebaran,147,117,3 duplicate(Hal14Priest) Exhausted Priest#alde14h 4_M_MINISTER
-geffen,123,75,3 duplicate(Hal14Priest) Exhausted Priest#gef14h 4_M_MINISTER
-morocc,150,103,5 duplicate(Hal14Priest) Exhausted Priest#moc14h 4_M_MINISTER
-payon,179,107,3 duplicate(Hal14Priest) Exhausted Priest#pay14h 4_M_MINISTER
-prontera,156,194,3 duplicate(Hal14Priest) Exhausted Priest#pron14h 4_M_MINISTER
-yuno,162,192,3 duplicate(Hal14Priest) Exhausted Priest#yuno14h 4_M_MINISTER
-
-//= Bolak
-//==============================================================================
-niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{
- if (!checkweight("Orcish_Axe", 3)) {
- mes "[Bolak]";
- mes "You have too many items.";
- mes "Please come back after making space in your inventory!";
- close;
- }
- if (BaseLevel < 50) {
- mes "[Bolak]";
- mes "Only dead people can be here.";
- mes "Or someone strong...";
- next;
- mes "[Bolak]";
- mes "It seems you are neither.";
- close;
- } else {
- if (questprogress(14457) == 2) {
- mes "[Bolak]";
- mes "Are you enjoying the festival?";
- mes "Maybe it's too hard for you to enjoy?";
- next;
- mes "[Bolak]";
- mes "If you come back again later, come and find me.";
- mes "I will give you a job.";
- close;
- } else if (questprogress(14457) == 1) {
- mes "[Jack]";
- mes "Someone's Coming!";
- next;
- mes "[Bolak]";
- mes "Who?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I came back!";
- next;
- mes "[Bolak]";
- mes "Oh, have you arrived?";
- next;
- mes "[Loru]";
- mes "You know, that guy, fake-dead man, he suddenly-";
- next;
- mes "[Devi]";
- mes "disappeared.";
- next;
- mes "[Loru]";
- mes "I was going to say that!";
- mes "Don't interrupt me when I'm speaking!";
- next;
- mes "[Jack]";
- mes "I am wondering what have done-";
- next;
- mes "[Bolak]";
- mes "yeah, you've done it? right??";
- next;
- mes "[Nathan]";
- mes "Aww~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yes, I've had help from church this time as well.";
- mes "His body is still alive. His soul is not supposed to come here yet.";
- next;
- mes "[Bolak]";
- mes "Huh, that is great!";
- next;
- mes "[Nathan]";
- mes "Mama~";
- next;
- mes "[Loru]";
- mes "Are you jealous??";
- next;
- mes "[Bolak]";
- mes "No way!";
- next;
- mes "[Jack]";
- mes "The suffering continues day in, and day out";
- next;
- mes "[Bolak]";
- mes "I like this place, look how peaceful and joyful this place is!";
- next;
- mes "[Devi]";
- mes "It seems like you're jealous.";
- next;
- mes "[Bolak]";
- mes "No, I said no! Anyway, maybe having hard time for good deed.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "By the way, that guy.. Richard? Why is he still here?";
- next;
- mes "[Loru]";
- mes "Ah.. No need to bother.";
- mes "Ah.. Bolak put that thing there, he feels like it is a bit weird without having Richard around here.";
- next;
- mes "[Devi]";
- mes "He complains that he's fake, but he seems to be attached to him a lot.";
- next;
- mes "[Jack]";
- mes "Hmm, it is weird-";
- next;
- mes "[Bolak]";
- mes "Ah you know, look at us standing now, in a perfect circle.";
- mes "If one person is missing, the shape would look weird!!!";
- next;
- mes "[Loru]";
- mes "We would just need to move a bit...";
- mes "Don't make excuses.";
- next;
- mes "[Bolak]";
- mes "Stop saying nonsense!";
- mes "Hey! Give me something of yours!";
- next;
- mes "[Loru]";
- mes "Why??";
- next;
- mes "[Bolak]";
- mes "We, of course, need to give a reward to this person who had a hard time!";
- next;
- mes "[Loru]";
- mes "Are you blackmailing us??";
- next;
- mes "[Devi]";
- mes "I don't have much...";
- next;
- mes "[Jack]";
- mes "Come empty.. return empty...-";
- next;
- mes "[Nathan]";
- mes "Bba...bba...";
- next;
- mes "[Bolak]";
- mes "Nathan you are okay, I will do it for you.";
- mes "Hey, show what you have!";
- next;
- mes "[Loru]";
- mes "The only thing I have is this. Take it.";
- next;
- mes "[Devi]";
- mes "Yeah, me too.";
- next;
- mes "[Bolak]";
- mes "Sorry to give you such a small gift, please take this as a sign of our gratitude.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "wow... I don't know what to say...";
- next;
- mes "[Bolak]";
- mes "It's nothing special, just take it!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Thank you so much, see you around.";
- next;
- mes "[Loru]";
- mes "Hey, wait!";
- mes "Before you go ^0000cdCome here and talk with me.^000000";
- next;
- mes "[Devi]";
- mes "^0000cdYeah, talk with me as well!^000000";
- next;
- mes "[Bolak]";
- mes "what are you guys going to talk about?!";
- next;
- mes "[Jack]";
- mes "The suffering continues day in, and day out...";
- getitem Something_Candy_Holder, 7;
- getitem Trans_Candy_Red, 5;
- getitem Trans_Candy_Blue, 5;
- getitem Trans_Candy_Yellow, 5;
- getitem Trans_Candy_Green, 5;
- completequest 14457;
- setquest 14458;
- setquest 14459;
- close;
- } else if (questprogress(14456) == 1 || questprogress(14455) == 1 || questprogress(14454) == 1) {
- mes "[Bolak]";
- mes "How's it going with the thing?";
- mes "You are not going to run away, are you?";
- next;
- mes "[Bolak]";
- mes "I prefer a person who has done their work well.";
- mes "and don't want to be in chaos anymore.";
- close;
- } else if (questprogress(14453) == 1) {
- if (countitem("Sacred_Rosary") > 0) {
- mes "["+strcharinfo(0)+"]";
- mes "Will this really work...?";
- next;
- mes "[Jack]";
- mes "Something is coming.. something fierce..!";
- next;
- mes "[Bolak]";
- mes "What is coming?";
- next;
- mes "[Nathan]";
- mes "Aww!!!";
- next;
- mes "[Bolak]";
- mes "Huh???";
- next;
- mes "[Loru]";
- mes "Ah, There! There! that thing working off something weird spirit!";
- next;
- mes "[Devi]";
- mes "Go away!! They've brought a ^0000cdhalidom^000000 to kill us!!!";
- mes "Go away!!!";
- emotion e_omg, "Bolak#14hal";
- emotion e_an, "Devi#14hal";
- emotion e_omg, "Nathan#14hal";
- emotion e_omg, "Loru#14hal";
- emotion e_what, "Richard#14hal01";
- emotion e_omg, "Jack#14hal";
- next;
- mes "[Bolak]";
- mes "What is your intention bringing us a halidom?!";
- mes "I asked you to way to distinguish dead men with living one!! You are going to kill us!!!";
- next;
- mes "[Jack]";
- mes "Dead men are already dead-";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "W..Wait, There's a situation!!";
- mes "Calm down..!";
- next;
- mes "[Nathan]";
- mes "Aww....A..h....bba..bba!!";
- next;
- mes "[Bolak]";
- mes "Whatever situation it is, get that thing out of my sight!!";
- next;
- mes "[Richard]";
- mes "What is going on? what happened?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "^0000cdThat man is a living man^000000!!!";
- mes "Living men don't react to a halidom!";
- next;
- mes "[Loru]";
- mes "Anyway, get that thing out of my sight!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Okay.";
- mes "I will get that thing away from here.";
- specialeffect2 EF_SPRINKLESAND;
- next;
- mes "[Bolak]";
- mes "Much better.";
- mes "Anyway, I knew this man was living!";
- next;
- mes "[Loru]";
- mes "Well.. that's why he is a bit weird.";
- mes "Are you showing off that you are living man?";
- next;
- mes "[Devi]";
- mes "Execute him!!!";
- mes "Make him a dead man!!!";
- next;
- mes "[Jack]";
- mes "Hey guys, let him talk.";
- next;
- mes "[Nathan]";
- mes "Mamang.....";
- next;
- mes "[Richard]";
- mes "This is unfair!!!";
- mes "I.. I came here yesterday!";
- next;
- mes "[Richard]";
- mes "Ah... I... I... was dead...";
- mes "I died for sure... I came here... Where strong warriors go...";
- next;
- mes "[Richard]";
- mes "I died!! The fact that I am here is proof!";
- mes "Isn't that a fake halidom?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hey, calm down. Thaink clearly.";
- next;
- mes "[Richard]";
- mes "I was really a dead man..?";
- mes "But how come I died?";
- next;
- mes "[Jack]";
- mes "He's speaking nonsense.";
- next;
- mes "[Bolak]";
- mes "Hey, Do you really think we believe in your poor acting?";
- mes "Do you think we haven't seen a guy like you?";
- next;
- mes "[Richard]";
- mes "Really... It's true! Why would I lie to you guys?!";
- mes "I died!!! I'm dead... I came here yesterday!";
- next;
- mes "[Jack]";
- mes "If you came here yesterday, there would be ^0000cd someone you might know in living man's country^000000, is that so?";
- next;
- mes "[Bolak]";
- mes "True, if you were dead and came here yesterday, there must be, ^0000cdsomeone who knows about you^000000.";
- mes "It will be more clear once we ask them.";
- next;
- mes "[Bolak]";
- mes "But in any case, I am not going to the world of the living.";
- mes "Neither is Nathan.";
- next;
- mes "[Nathan]";
- mes "Da..d?";
- next;
- mes "[Loru]";
- mes "Me neither.";
- next;
- mes "[Devi]";
- mes "Me neither!";
- next;
- mes "[Richard]";
- mes "I won't go either! You guys just want to kick me out of this place!!!";
- next;
- mes "[Jack]";
- mes "There may be someone we can ask a favor from...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Why... why are you guys looking at me like that?";
- next;
- mes "[Bolak]";
- mes "I am sorry but, you should go there for us.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Why should I?";
- next;
- mes "[Loru]";
- mes "Which makes more sense? A living soul goes to the world of the living, or a dead man?";
- next;
- mes "[Devi]";
- mes "Totally.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hold on! I am here traveling.";
- mes "I'm just trying to have fun!";
- next;
- mes "[Jack]";
- mes "You will come here again anyway once you die...";
- next;
- mes "[Nathan]";
- mes "Aww~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hmm... it seems like I have no choice. I'll go, but where am I going?";
- next;
- mes "[Richard]";
- mes "I... I... died.";
- next;
- mes "[Bolak]";
- mes "Hey, you are asking us where to go?";
- mes "Where did you live when you were alive?";
- next;
- mes "[Jack]";
- mes "It's ruined...";
- next;
- mes "[Richard]";
- mes "a cold place... snow all year long...";
- mes "^0000cdWarm place... behind Lutie Santa Clause..^000000";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I will go find it.";
- next;
- mes "[Jack]";
- mes "Hey babe, I will be waiting for you~";
- next;
- mes "[Loru]";
- mes "What kind of joke is that?";
- next;
- mes "[Jack]";
- mes "Just kidding.";
- delitem Sacred_Rosary, 1;
- erasequest 14453;
- setquest 14454;
- close;
- } else {
- mes "[Bolak]";
- mes "Have you been there? Did you find a solution?";
- mes "What have you brought? Nothing?";
- next;
- mes "[Bolak]";
- mes "How can you figure out? huh? Is there any way to figure out?";
- close;
- }
- } else if (questprogress(14452) == 1 || questprogress(14451) == 1) {
- mes "[Bolak]";
- mes "Have you been there? did you find a solution?";
- next;
- mes "[Jack]";
- mes "I saw... They didn't go any where, they've just been wandering around...";
- next;
- mes "[Devi]";
- mes "Don't go to the cathedral but stay here.";
- next;
- mes "[Bolak]";
- mes "What are you talking about?";
- mes "Go there! I want to have fun at the festival!";
- close;
- } else if (!questprogress(14451)) {
- mes "[Bolak]";
- mes "Is that you?";
- next;
- emotion e_an, "Devi#14hal";
- mes "[Devi]";
- mes "I am not!!! ^0000cdI am not!!!^000000";
- mes "How dare you!";
- next;
- mes "[Bolak]";
- mes "Then is that you?";
- next;
- emotion e_pif, "Richard#14hal01";
- mes "[Richard]";
- mes "Huh.. I think it's you. I am suspicious when I see someone fussing around all the time.";
- next;
- emotion e_ok, "Loru#14hal";
- mes "[Loru]";
- mes "That is true!!!";
- next;
- mes "[Bolak]";
- mes "It's impossible I am a dead man. I've been dead for ^0000cd568 years^000000!";
- mes "You've been with me this entire time! You know that.";
- next;
- mes "[Loru]";
- mes "You could be a 'fake'!";
- next;
- mes "[Nathan]";
- mes "Da...d¡¦?";
- next;
- mes "[Bolak]";
- mes "Nathan!! Even you doubt your own father?";
- mes "Come on!";
- next;
- mes "[Nathan]";
- mes "Ma..ma...?";
- next;
- mes "[Bolak]";
- mes "No, I am not your mother!";
- mes "I am your father!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What is all this about?";
- next;
- mes "[Loru]";
- mes "Wow, a living man! Isn't that him?";
- next;
- mes "[Devi]";
- mes "No, he is different.";
- next;
- mes "[Bolak]";
- mes "Ah yeah, we can ask to him!";
- mes "As you can see, this place is ^0000cdthe land of the dead^000000.";
- next;
- mes "[Bolak]";
- mes "During this time of year, there's no boundary between the land of the living and the dead.";
- mes "We can come and go freely, but only dead men are accepted here.";
- mes "But a foreign substance has come.";
- next;
- mes "[Jack]";
- mes "We don't call people substances.";
- next;
- mes "[Devi]";
- mes "There is a ^0000cdliving man^000000 among us.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Who is that?";
- next;
- mes "[Loru]";
- mes "If we knew, don't you think we would have done something?";
- next;
- mes "[Bolak]";
- mes "Normally it is distinguishable. But we can't figure it out this time.";
- mes "They all say they are dead men. I really can't find the truth.";
- next;
- mes "[Richard]";
- mes "It's really bizarre that a living man is in a group of dead men.";
- next;
- mes "[Nathan]";
- mes "Aww~";
- next;
- mes "[Bolak]";
- mes "You are not, you are my son. I know you've been a dead man for ^0000cd568 years^000000. I know that.";
- next;
- mes "[Loru]";
- mes "How about that newbie, Richard...?";
- next;
- mes "[Richard]";
- mes "No way... I don't have an arm! You are insulting me! I was fighting with ^0000cd17 men and died^000000!";
- next;
- mes "[Devi]";
- mes "Hmm well, I have a doubt with Loru. You look like a ^0000cdliving man^000000. Don't you?";
- next;
- mes "[Loru]";
- mes "What? Then you are definitely a dead man.";
- mes "You look like such a mess.";
- next;
- mes "[Devi]";
- mes "Are you insulting me?";
- next;
- mes "[Jack]";
- mes "Well... What do you think about me?";
- next;
- mes "[Bolak]";
- mes "Hey! We've seen each other ^0000cdfor more than 500 years^000000. Come on.";
- mes "You want to be a newbie?";
- next;
- mes "[Jack]";
- mes "Nah... I am just saying it because nobody has mentioned me..";
- next;
- mes "[Bolak]";
- mes "So who do you think is a living soul among us?";
- next;
- switch(select("Bolak", "Jack", "Loru", "Devi", "Richard")) {
- case 1:
- mes "[Bolak]";
- mes "What? You think I am a living soul? This is so humiliating!";
- next;
- mes "[Nathan]";
- mes "Da..d....?";
- next;
- mes "[Bolak]";
- mes "Nathan, I told you already, I am your father!";
- next;
- break;
- case 2:
- mes "[Jack]";
- mes "It's such an honor to be chosen as a living soul..";
- next;
- mes "[Bolak]";
- mes "No! He's not! I can guarantee you!!!";
- next;
- break;
- case 3:
- mes "[Loru]";
- mes "Wow, you are saying I am living soul? Do you think I look that attractive?";
- next;
- mes "[Devi]";
- mes "Get away from me!!!!";
- next;
- break;
- case 4:
- mes "[Devi]";
- mes "I am not a living soul!";
- next;
- mes "[Loru]";
- mes "You really think Devi is living soul? haha!!";
- next;
- break;
- case 5:
- mes "[Richard]";
- mes "Look at my arm!!!";
- next;
- mes "[Jack]";
- mes "True... without his arm, he looks like a undead soul.";
- next;
- break;
- }
- mes "["+strcharinfo(0)+"]";
- mes "Hmm.. everyone.. please calm down.";
- next;
- mes "[Loru]";
- mes "We'll never reach a decision! Never!";
- next;
- mes "[Devi]";
- mes "Halloween will be over by the time we finish arguing about this!";
- next;
- mes "[Richard]";
- mes "Ah.. I expected so much from Halloween. It's my first Halloween.";
- next;
- mes "[Nathan]";
- mes "Mo..m.....";
- next;
- mes "[Bolak]";
- mes "Hey, you adventurer. You figure out how to distinguish ^0000cddead men with living men in living men's country^000000.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Me? why??";
- next;
- mes "[Bolak]";
- mes "Because we don't want to leave here, and you know many things as you are a living soul.";
- mes "You know many things about the ^0000cdCathedral^000000 as well.";
- next;
- mes "[Loru]";
- mes "Yeah that is true.";
- next;
- mes "[Devi]";
- mes "What? Cathedral? It will kill us all!!!!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hmm, okay then I will go and figure this out.";
- next;
- mes "[Nathan]";
- mes "D..ad..a..-";
- next;
- mes "[Jack]";
- mes "Such a good boy. Look after yourself.";
- setquest 14451;
- close;
- } else {
- mes "[Bolak]";
- mes "Hmm. Some unpleasant smell...";
- mes "something unpleasant.";
- close;
- }
- }
-}
-
-//= Nathan
-//==============================================================================
-niflheim,195,183,1 script Nathan#14hal 4_LUDE,{
- mes "[Nathan]";
- mes "Ma?";
- mes "Dada!!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "How cute!!~";
- next;
- mes "[Nathan]";
- mes "What are you looking at? Are you look down on me since I look like a baby?";
- next;
- mes "[Nathan]";
- mes "I've been living here much more than you.";
- next;
- mes "[Nathan]";
- mes "Get your hands off and go away before I get really mad.";
- close;
-}
-
-//= Jack
-//==============================================================================
-niflheim,192,182,7 script Jack#14hal 4_JACK,{
- mes "[Jack]";
- mes "Come empty, return empty...";
- mes "The suffering continues, day in, day out.";
- next;
- mes "[Jack]";
- mes "Don't you want to have a peaceful life here?";
- close;
-}
-
-//= Richard
-//==============================================================================
-niflheim,190,185,5 script Richard#14hal01 4_M_NFDEADSWDMAN,{
- if (questprogress(14457) > -1) {
- mes "A doll which resembles Richard.";
- } else {
- mes "[Richard]";
- mes "Me having only one arm is like a badge of honor!";
- }
- close;
-}
-
-//= Loru
-//==============================================================================
-niflheim,194,189,3 script Loru#14hal 4_LOLI_RURI,{
- if (!checkweight("Orcish_Axe", 3)) {
- mes "[Loru]";
- mes "Why are you carrying so much? If you have something good, give it to me~";
- mes "Or take these things out of my sight!";
- close;
- }
- if (questprogress(14464) == 1) {
- if (!questprogress(14464, PLAYTIME)) {
- mes "[Loru]";
- mes "Hmm, why do you come here?";
- mes "Time is not over yet?";
- next;
- mes "[Loru]";
- mes "I told you to come again after a day.";
- mes "Idiot!";
- close;
- } else {
- mes "[Loru]";
- mes "You've come here again.";
- mes "Well.. Can I ask you one more favor?";
- next;
- if(select("Yes", "No") == 2) {
- mes "[Loru]";
- mes "Yeah? okay.";
- mes "I don't know why you can't accept my favor.. ";
- next;
- mes "[Loru]";
- mes "Come visit me again if you are willing to accept my favor!";
- close;
- } else {
- if (BaseLevel < 100) {
- mes "[Loru]";
- mes "Wow!!!";
- mes "I like you!! you accept all my favors!";
- next;
- mes "[Loru]";
- mes "Then please hunt ^0000cd10 wandering soul^000000!";
- mes "Once you hunt them all, Niflheim comes along as well. get me 10 of them.";
- next;
- mes "[Loru]";
- mes "Thank you! I will wait for you!";
- erasequest 14464;
- setquest 14460;
- close;
- } else {
- mes "[Loru]";
- mes "Wow!!!";
- mes "I like you!! you accept all my favors!";
- next;
- mes "[Loru]";
- mes "Please bring me ^0000cd 10 Red Scarf and 10 Hanging Doll!^000000 ?";
- mes "Thank you! I will wait for you!";
- erasequest 14464;
- setquest 14461;
- close;
- }
- }
- }
- } else {
- if (questprogress(14461) == 1 || questprogress(14460) == 1) {
- if (questprogress(14461) == 1) {
- mes "[Loru]";
- mes "Hey you are here. How's going with what I asked??";
- mes "Huh? You are not going to disappoint me, aren't you?";
- next;
- if (countitem("Red_Scarf") > 9 && countitem("Hanging_Doll") > 9) {
- mes "[Loru]";
- mes "Hmm, let me see.. wow!";
- mes "You bring all I asked?";
- next;
- mes "[Loru]";
- mes "In additon, it looks more special and beautiful?";
- mes "You selected beautiful ones for me? huh??";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hmm.. no..t.. really...";
- next;
- mes "[Loru]";
- mes "Haha, hey.";
- mes "You can just say yes! i did.?";
- next;
- mes "[Loru]";
- mes "Anyway, thank you.";
- mes "Here's your reward. Then, see you ^0000cd tomorrow^000000!.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Tomorrow? again??";
- next;
- mes "[Loru]";
- mes "Ah, you didn't know. Here, we give away decoration when people leave the party.";
- mes "We should put new decoration everyday.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I've never heard of it..";
- next;
- mes "[Loru]";
- mes "Of course, you haven't. This place is dead man's country.";
- mes "Keep what I said in your mind as you will come here someday. Bye!~";
- delitem Red_Scarf, 10;
- delitem Hanging_Doll, 10;
- getitem Trans_Candy_Yellow, 10;
- getitem Trans_Candy_Green, 10;
- erasequest 14461;
- setquest 14464;
- close;
- } else {
- mes "[Loru]";
- mes "You return empty-handed?";
- mes "Have you forgotten? or are you messing around with me??";
- next;
- mes "[Loru]";
- mes "I want to have joyful and luxurious party~";
- mes "So, Please bring me ^0000cd 10 Red Scarf and 10 Hanging Doll^000000.";
- close;
- }
- } else {
- if (questprogress(14460, HUNTING) == 2) {
- mes "[Loru]";
- mes "Wow~ Welcome!";
- mes "The party gets more excited, thank you!!";
- next;
- mes "[Loru]";
- mes "Everyone seems to enjoy the most of it.";
- mes "So.. I want to repay your effort.";
- next;
- mes "[Loru]";
- mes "It's not much but hope you like it! then see you ^0000cdtomorrow^000000 again!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Tomorrow.. again??";
- next;
- mes "[Loru]";
- mes "Yeah, when the party is over, everyone will leave.";
- mes "They won't come again voluntarily, so we should make them. Then bye bye~";
- erasequest 14460;
- setquest 14464;
- getitem Trans_Candy_Yellow, 10;
- getitem Trans_Candy_Green, 10;
- close;
- } else {
- mes "[Loru]";
- mes "Why so early? you haven't done it yet?";
- mes "You forget what to do?";
- next;
- mes "[Loru]";
- mes "^0000cd 10 Wandering Soul!^000000";
- mes "The more people there is, the funnier party will be!";
- next;
- mes "[Loru]";
- mes "Please go and find them.";
- mes "They will be nice once you hit them a bit.";
- close;
- }
- }
- } else if (questprogress(14458) == 1) {
- mes "[Loru]";
- mes "You didn't forget to come?";
- mes "Hey.. I have a favor to ask. You seem to be a good. Would you do my favor??";
- next;
- if(select("Yes", "No") == 2) {
- mes "[Loru]";
- mes "Then why do you come and talk to me?";
- mes "Go!! go away!!!";
- close;
- } else {
- mes "[Loru]";
- mes "You know, everyone gets really excited because of Halloween?";
- mes "And people here are just gathering around and having fun.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yes.";
- next;
- if (BaseLevel < 100) {
- mes "[Loru]";
- mes "But people, who were supposed to have party together, have gone to living man's country.";
- mes "You know, party is fun when there's many people. so... Could you bring them here.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Who? and how many??";
- next;
- mes "[Loru]";
- mes "Oh, You do my favor?? ^0000cd10 Wandering Soul^000000!";
- mes "Once you hunt them all, Niflheim comes along as well. get me 10 of them.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I can do that.";
- next;
- mes "[Loru]";
- mes "Thank you so much, i will wait for you!";
- erasequest 14458;
- setquest 14460;
- close;
- } else {
- mes "[Loru]";
- mes "Look around. It looks so empty.";
- mes "Nobody would dance and have fun in a place like this?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What can I do for you?";
- next;
- mes "[Loru]";
- mes "^0000cd 10 Red Scarf and 10 Hanging Doll^000000! Could you bring me all this??";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Are you decorating with those? Your taste...seems....";
- next;
- mes "[Loru]";
- mes "What? do you have any problem with that!";
- mes "You don't know nothing about latest trend. you've been living only for decades!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Sorry, I made a mistake.";
- mes "so, 10 Red Scarf and 10 Hanging Doll, right??";
- next;
- mes "[Loru]";
- mes "Yes! See you!!!";
- erasequest 14458;
- setquest 14461;
- close;
- }
- }
- } else {
- mes "[Loru]";
- mes "Hmm.. I am bored. How come it is so boring! It's Halloween?";
- mes "Boring! Boring!!!";
- close;
- }
- }
-}
-
-//= Devi
-//==============================================================================
-niflheim,191,188,5 script Devi#14hal 4_DEVIRUCHI,5,5,{
- if (!checkweight("Orcish_Axe", 3)) {
- mes "[Devi]";
- mes "Why do you carry so much? If you have something awesome, give it to me.";
- mes "Otherwise, go and organize your inventory!";
- close;
- }
- if (questprogress(14465) == 1) {
- if (!questprogress(14465, PLAYTIME)) {
- mes "[Devi]";
- mes "Why? Do you have something to talk about?";
- mes "Hmm, It's not because of what I said yesterday, is it?";
- next;
- mes "[Devi]";
- mes "Hey, a day hasn't passed yet";
- mes "I am not a living man but i know what 'a day' means?";
- next;
- mes "[Devi]";
- mes "Come back again when you have time.";
- close;
- } else {
- mes "[Devi]";
- mes "Oh, you again.";
- mes "You are going to help me like you did yesterday, aren't you?";
- next;
- mes "[Devi]";
- mes "That's why you are here for, right??";
- next;
- if(select("Yes", "No") == 2) {
- mes "[Devi]";
- mes "Yeah? Hmm.. okay.";
- mes "Hmm.. it's a shame.";
- next;
- mes "[Devi]";
- mes "Not me, you! .";
- close;
- } else {
- mes "[Devi]";
- mes "It seems to be in the middle of chaos, today and yesterday as well.";
- next;
- if (BaseLevel < 100) {
- mes "[Devi]";
- mes "You escape from here and bring troublemakers in living man's country.";
- mes "I can't go anywhere as I am too busy.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Okay. I don't want dead men create chaos in living man's country.";
- next;
- mes "[Devi]";
- mes "You got it. Cool.";
- mes "Then please bring ^0000cd 10 Dark Soul^000000. Once you hunt them, they will come here.";
- next;
- mes "[Devi]";
- mes "Thank you in advance.";
- erasequest 14465;
- setquest 14462;
- close;
- } else {
- mes "[Devi]";
- mes "Please catch them. they are making a chaos.";
- mes "I can't go anywhere as I am too busy.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Okay.";
- next;
- mes "[Devi]";
- mes "You got it. Cool.";
- mes "Then, please bring ^0000cd20 Hylozoist and 20 Bloody Murderer^000000.";
- next;
- mes "[Devi]";
- mes "Thank you in advance.";
- erasequest 14465;
- setquest 14463;
- close;
- }
- }
- }
- } else {
- if (questprogress(14463) == 1 || questprogress(14462) == 1) {
- mes "[Devi]";
- mes "Oh, it's you.";
- mes "You come here earlier than I thought you would.";
- next;
- if (questprogress(14463) == 1) {
- if (questprogress(14463, HUNTING) == 2) {
- mes "[Devi]";
- mes "And you've done when you have to do perfectly.";
- mes "Good, Very well done.";
- next;
- mes "[Devi]";
- mes "So, if you are not busy, please come again ^0000cdtomorrow^000000.";
- mes "I want you to do this job.";
- next;
- mes "[Devi]";
- mes "Then, we will see again tomorrow.";
- mes "See you.";
- erasequest 14463;
- setquest 14465;
- getitem Trans_Candy_Red, 10;
- getitem Trans_Candy_Blue, 10;
- close;
- } else {
- mes "[Devi]";
- mes "But you haven't done what I asked as you rush too much?";
- mes "take your time and get them.";
- next;
- mes "[Devi]";
- mes "^0000cd20 Hylozoist and 20 Bloody Murderer.^000000";
- mes "It's not a big deal, isn't it?";
- close;
- }
- } else {
- if (questprogress(14462, HUNTING) == 2) {
- mes "[Devi]";
- mes "And you've done when you have to do perfectly.";
- mes "Good, Very well done.";
- next;
- mes "[Devi]";
- mes "So, if you are not busy, please come again ^0000cdtomorrow^000000.";
- mes "I want you to do this job.";
- next;
- mes "[Devi]";
- mes "Then, we will see again tomorrow.";
- mes "See you.";
- erasequest 14462;
- setquest 14465;
- getitem Trans_Candy_Red, 10;
- getitem Trans_Candy_Blue, 10;
- close;
- } else {
- mes "[Devi]";
- mes "But you haven't done what I asked as you rush too much?";
- mes "take your time and get them.";
- next;
- mes "[Devi]";
- mes "^0000cd 10 Black Soul!^000000";
- mes "It's not a big deal, isn't it?";
- close;
- }
- }
- } else if (questprogress(14459) == 1) {
- mes "[Devi]";
- mes "Oh, you really came back. I didn't expect you to come.";
- mes "I am just kidding, you know that";
- next;
- mes "[Devi]";
- mes "Yes, I have one favor to ask.";
- mes "Hope you don't reject it..";
- next;
- if(select("Okay", "No, I want to reject.") == 2) {
- mes "[Devi]";
- mes "Yeah? Hmm.. okay.";
- mes "Hmm.. it's a shame.";
- next;
- mes "[Devi]";
- mes "Not me! you!";
- close;
- } else {
- mes "[Devi]";
- mes "Good, very good.";
- mes "Apparently, I am kind of a leader here.";
- next;
- mes "[Devi]";
- mes "You know what it takes.";
- mes "It's hard to control when there are too many people in a group.";
- next;
- if (BaseLevel < 100) {
- mes "[Devi]";
- mes "You escape from here and bring troublemakers in living man's country.";
- mes "I can't go anywhere as I am too busy.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Okay. I don't want dead men create chaos in living man's country.";
- next;
- mes "[Devi]";
- mes "You got it. Cool.";
- mes "Then please bring ^0000cd 10 Dark Soul^000000. Once you hunt them, they will come here.";
- next;
- mes "[Devi]";
- mes "Thank you in advance.";
- erasequest 14459;
- setquest 14462;
- close;
- } else {
- mes "[Devi]";
- mes "Please catch them. they are making a chaos.";
- mes "I can't go anywhere as I am too busy.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Okay.";
- next;
- mes "[Devi]";
- mes "You got it. Cool.";
- mes "Then, please bring ^0000cd20 Hylozoist and 20 Bloody Murderer^000000.";
- next;
- mes "[Devi]";
- mes "Thank you in advance.";
- erasequest 14459;
- setquest 14463;
- close;
- }
- }
- } else {
- mes "[Devi]";
- mes "It's hard, really hard..";
- mes "whatever it is,, It is too hard.";
- close;
- }
- }
-}
-
-//= Bonfire
-//==============================================================================
-niflheim,193,186,6 script Bonfire Spirit#14hal 4_TRACE,{
- mes "[Bonfire Spirit]";
- mes "Ahahah! Don't touch me with such cold hands!!!";
- mes "Fire, fire might die!!!";
- close;
-
- OnInit:
- initnpctimer;
- end;
-
- OnEnable:
- stopnpctimer;
- initnpctimer;
- end;
-
- OnTimer1000:
- OnTimer3000:
- OnTimer21000:
- OnTimer23000:
- OnTimer25000:
- specialeffect EF_TORCH,AREA,"Bonfire Spirit#14hal";
- specialeffect EF_DRAGONSMOKE,AREA,"Bonfire Spirit#14hal";
- end;
-
- OnTimer5000:
- OnTimer8000:
- OnTimer10000:
- OnTimer13000:
- OnTimer14000:
- OnTimer16000:
- specialeffect EF_DRAGONSMOKE,AREA,"Bonfire Spirit#14hal";
- end;
-
- OnTimer19000:
- npctalk "Oh, No! The fire is dying!!!! Fire!!!!!!!!!!!!";
- specialeffect EF_DRAGONSMOKE,AREA,"Bonfire Spirit#14hal";
- end;
-
- OnTimer20000:
- specialeffect EF_SIGHTRASHER,AREA,"Bonfire Spirit#14hal";
- end;
-
- OnTimer27000:
- donpcevent "Bonfire Spirit#14hal::OnEnable";
- end;
-}
-
-//= Sister / Nun
-//==============================================================================
-prt_church,96,91,4 script Spiritual Sister#14hal 1_F_PRIEST,5,5,{
- if (!checkweight("Orcish_Axe", 3)) {
- mes "[Spiritual Sister]";
- mes "What do you carry that so heavily? it looks really heavy.";
- mes "When you come here you should empty your body and mind.";
- close;
- }
- if (questprogress(14456) == 1) {
- mes "[Sister Haley]";
- mes "Oh? Haven't you left yet?";
- mes "Did you forget what you need to prepare?";
- next;
- mes "[Sister Haley]";
- mes "^0000cd1 of Leaf Of Yggdrasil and 1 Live Coal^000000 should be prepared and breathe in the smoke from burning leaves.";
- mes "And never forget to pray to the soul to return.";
- close;
- } else if (questprogress(14455) == 1) {
- mes "[Sister Haley]";
- mes "I hope all is well with everyone visiting here~";
- mes "Oh! Is it you, "+(Sex ? "brother" : "sister")+"? How is it going with the thing you need to do?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Well.. I could identify the live ones.";
- next;
- mes "[Sister Haley]";
- mes "I knew it! Any side effects?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "But then there was another problem.";
- mes "this is the reason I came here..";
- next;
- mes "[Sister Haley]";
- mes "Oh? What happen?";
- mes "Tell me anything!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "There was a person who did not react on the halidom, but he insisted that he is dead.";
- mes "So I went the place he lived, the body is alive. Just in a comma.";
- next;
- mes "[I told her what happened in Niflheim and story I heard from Rutie.]";
- next;
- mes "[Sister Haley]";
- mes "Oh, dear, I can't believe it!!";
- mes "Sometimes the soul is separated from the body if there was some big impact on the body, and ^0000cdsome spirits think they forget they are alive and move to the death's land^000000.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Is there anything I can do about?";
- next;
- mes "[Sister Haley]";
- mes "Simple! ";
- mes "Make them to realize that they have their living body.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "So, How..";
- mes "They believe they are dead, but I should talk to them to make them return?";
- next;
- mes "[Sister Haley]";
- mes "Of course not. There are secret method in this church.";
- mes "We have been trough lots of stuff, we have all kinds of solution.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "So How..";
- next;
- mes "[Sister Haley]";
- mes "You know Leaf Of Yggdrasil is good for resurrection?";
- mes "Leaf Of Yggdrasil is a leaf from Yggdrasil and has a strong power of life.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Well, That is like common sense, so just tell me the materials and method to do that..";
- next;
- mes "[Sister Haley]";
- mes "There is nothing else than Leaf of Yggdrasil to resurrect the character.";
- mes "Even our priest used Leaf Of Yggdrasil!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "so, I mean! tell me the material I need and the method!";
- next;
- mes "[Sister Haley]";
- mes "Oh.. My my.";
- mes "I just want to explain you how good it is.";
- next;
- mes "[Sister Haley]";
- mes "the material and the method is quite simple.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yes, I like simple thing, so tell me briefly.";
- next;
- mes "[Sister Haley]";
- mes "^0000cd1 Leaf Of Yggdrasil and 1 live Coal^000000 are what you need.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Only that?";
- next;
- mes "[Sister Haley]";
- mes "Of course not~ ^0000cdyour prayer^000000 that is so desperate to bring the soul near death to here!";
- mes "Bring these 3 things and burn the Leaf Of Yggdrasil.";
- next;
- mes "[Sister Haley]";
- mes "Once they breathe in the smoke, they will remember where their bodies are and come back to real life.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Is that all?";
- next;
- mes "[Sister Haley]";
- mes "Yes. Indeed~";
- mes "One think you must remember: The longer the soul left their body, the less chance he will get to come back.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You should have told me earlier!";
- next;
- mes "[Sister Haley]";
- mes "When you need my help, come and visit me anytime~";
- erasequest 14455;
- setquest 14456;
- close;
- } else if (questprogress(14454) == 1) {
- mes "[Sister Haley]";
- mes "Did you experience the holy Rosary effect?";
- mes "We often use it since it is simple. Of course, it make evils not to approach.";
- close;
- } else if (questprogress(14453) == 1) {
- mes "[Sister Haley]";
- mes "How is it? the holy Rosary?";
- mes "did you use it?";
- next;
- mes "[Sister Haley]";
- mes "If you have any problem, please come to me any time.";
- close;
- } else if (questprogress(14452) == 1) {
- if ((countitem("Rosary_") > 0 || countitem("Rosary") > 0) && countitem("Holy_Water") > 5) {
- mes "[Sister Haley]";
- mes "Did you prepare all?";
- mes "Even if you hide it, I can see it~";
- next;
- mes "[Sister Haley]";
- mes "Well.. 6 Rosaries and .... holy .. water..";
- mes "Oops, you spilled the holy water little bit. but that is fine.";
- next;
- mes "[Sister Haley]";
- mes "This is enough. I can make it soon.";
- mes "Odin Crystal power! with Holy light!!!!";
- next;
- specialeffect EF_HOLYHIT,AREA,"Spiritual Sister#14hal";
- mes "[Sister Haley]";
- mes "Whoa~ It's done.";
- mes "Hold ^0000cd this in your pocket^000000 and go to the crowd with live and dead ones, you will see who is dead or live.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Is that it? Awesome.";
- mes "But.. Um.. you know.. is.. it affecting to me.. like in bad way?";
- next;
- mes "[Sister Haley]";
- mes "Of course not!";
- mes "if ^0000cdHoly Rosary^000000 were a dangerous stuff, we would not be alive.";
- next;
- mes "[Sister Haley]";
- mes "But, For those who are dead.. Oh! I don't mean it's deadly threat, but it will give them little bit of pain.";
- mes "So use it carefully not to damage the good dead people.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ok.";
- mes "Thank you for making this!";
- next;
- mes "[Sister Haley]";
- mes "No worries!";
- mes "Please come back again if you need my help!";
- if (countitem("Rosary") > 0)
- delitem Rosary, 1;
- else
- delitem Rosary_, 1;
- delitem Holy_Water, 6;
- getitem Sacred_Rosary, 1;
- erasequest 14452;
- setquest 14453;
- close;
- } else {
- mes "[Sister Haley]";
- mes "Did you prepare all?";
- mes "Even if you hide it, I can see it~";
- next;
- mes "[Sister Haley]";
- mes "Oh, Look. You are not ready.";
- mes "Please bring ^0000cd 1 Rosary and 6 Holy Water^000000.";
- next;
- mes "[Sister Haley]";
- mes "With our church's secret, I will make more holy halidom.";
- close;
- }
- } else if (questprogress(14451) == 1) {
- mes "[Sister Haley]";
- mes "I hope all is well with everyone visiting here~";
- mes "What makes you come here, "+(Sex ? "brother" : "sister")+"?";
- next;
- mes "[I told her what happened in Nifflheim.]";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "So I came here.";
- mes "But, I cannot tell who is dead and who is alive, is there any way ^0000cdto check that^000000?";
- next;
- mes "[Sister Haley]";
- mes "Of course, there is. Very ^0000cdgood method^000000!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Really? I was not sure if I found the right place.";
- mes "I think I found well!";
- next;
- mes "[Sister Haley]";
- mes "We study everything to make dead and live ones to peace.";
- mes "There is secret way to do that, it kept secretly in our church.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Tell me the way..";
- next;
- mes "[Sister Haley]";
- mes "That is simple! Make ^0000cdspecial halidom^000000!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "S, so how..?";
- next;
- mes "[Sister Haley]";
- mes "How you make it? Bring ^0000cd1 Rosary and 6 Holy Water^000000 to me.";
- mes "Then I will make it for you. It's simple";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Y, yes!!";
- erasequest 14451;
- setquest 14452;
- close;
- } else {
- mes "[Sister Haley]";
- mes "I hope all is well with everyone visiting here~";
- close;
- }
-
- OnTouch:
- if (questprogress(14451) == 1) {
- mes "[Sister Haley]";
- mes "I hope all is well with everyone visiting here~";
- mes "If anyone needs help, please come to me~ I will do my best to help you.";
- close;
- }
- end;
-}
-
-//= Richard's Wife
-//==============================================================================
-xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{
- if (questprogress(14456) == 1) {
- if (countitem("Leaf_Of_Yggdrasil") > 0 && countitem("Live_Coal") > 0) {
- mes "[Richard's Daughter]";
- mes "Dad, Dad~ Wake up! It's time to wake up!";
- mes "I even made the stew for you. Wake and eat it.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Everyone, I am here.";
- next;
- mes "[Richard's Wife]";
- mes "Oh, dear, Adventurer! Welcome!";
- mes "Did you find the way to make him back?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yes! But I need your help to do this.";
- next;
- mes "[Richard's Wife]";
- mes "How can I help you?";
- mes "I will do my best to do it!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Just pray hard to get him back.";
- next;
- mes "[Richard's Daughter]";
- mes "I will do it!";
- mes "I can do it!!!";
- next;
- mes "[Richard's Wife]";
- mes "I will pray hard!";
- mes "Please!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Well, So I will burn.. this.";
- specialeffect2 EF_TORCH;
- sleep2 1000;
- specialeffect2 EF_SMOKE;
- sleep2 1000;
- specialeffect2 EF_SMOKE;
- sleep2 1000;
- specialeffect2 EF_SMOKE;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "It's almost ran out.. Why not he wakes up..";
- mes "Oh!!";
- specialeffect EF_RESURRECTION,AREA,"Richard#14hal02";
- next;
- mes "[Richard]";
- mes "Uhh.. Umm..";
- mes "My arm.. ugh..";
- emotion e_an, "Richard#14hal02";
- next;
- mes "[Richard's Wife]";
- mes "Honey!! Can you see me?";
- next;
- mes "[Richard's Daughter]";
- mes "Dad! is it you?";
- mes "Are you really my dad? Are you alright?";
- next;
- mes "[Richard]";
- mes "I, I was dead.. where..";
- mes "I was dead.. ..";
- next;
- mes "[Richard's Wife]";
- mes "You didn't die!";
- mes "This is your house! It's your daughter and I!";
- next;
- mes "[Richard's Daughter]";
- mes "Dad! Your home!";
- next;
- mes "[Richard]";
- mes "H.. ome..? Home..?";
- mes "am.. I.. alive..?";
- next;
- mes "[Richard's Wife]";
- mes "What?";
- mes "maybe.. it's like ...a side effect..?";
- next;
- mes "[Richard's Daughter]";
- mes "Dad!!!";
- specialeffect EF_SONICBLOWHIT,AREA,"Richard#14hal02";
- next;
- mes "[Richard]";
- mes "O, Ouch!!!";
- mes "I told you not to hit me!";
- next;
- mes "[Richard's Daughter]";
- mes "Do you really see me now?";
- mes "It's your home!";
- next;
- mes "[Richard]";
- mes "Home.. home!!!";
- mes "what.. what about my arm??";
- next;
- mes "[Richard's Wife]";
- mes "You have been injured, but it's okay.";
- mes "I am so happy that you are awake! Really..";
- next;
- mes "[Richard]";
- mes "I.. came back.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Thank god. Seriously.";
- mes "It would have been really dangerous if I was a little late.";
- next;
- mes "[Richard]";
- mes "You saved me?";
- mes "Thank you! Thank you!";
- next;
- mes "[Richard's Daughter]";
- mes "Dad! Mom and I also helped!!";
- next;
- mes "[Richard]";
- mes "Yes, yes. You and your mom are the best!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You can go to Niflheim later.";
- mes "Why were you in a rush? You have a family.";
- next;
- mes "[Richard]";
- mes "I know. How could I forget my family?";
- mes "Anyway I could not even say good bye when I leave..";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I will go and send your regards.";
- next;
- mes "[Richard]";
- mes "Thank you so much!";
- next;
- mes "[Richard's Wife]";
- mes "I am really appreciated. There is no words to thank you on this.";
- next;
- mes "[Richard's Daughter]";
- mes "Thank you!";
- delitem Live_Coal, 1;
- delitem Leaf_Of_Yggdrasil, 1;
- erasequest 14456;
- setquest 14457;
- close;
- } else {
- mes "[Richard's Daughter]";
- mes "Dad, Dad~ Wake up! It's time to wake up!";
- mes "I even made the stew for you. Wake and eat it.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Everyone, I am here.";
- next;
- mes "[Richard's Wife]";
- mes "Oh, dear, Adventurer! Welcome!";
- mes "Did you find a way to bring him back?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yes! Oh, w.wait..";
- mes "There is something missing. I will get it and come back.";
- close;
- }
- } else if (questprogress(14455) == 1) {
- mes "[Richard's Wife]";
- mes "How was the meeting with the sister in Prontera?";
- mes "My sweet heart.. can he come back?";
- close;
- } else if (questprogress(14454) == 1) {
- mes "["+strcharinfo(0)+"]";
- mes "If it's correct, it should be around here..";
- next;
- mes "[Richard's Wife]";
- mes "Honey, Wake up.";
- mes "It's.. time to wake up.";
- emotion e_sob, "Worried Wife#14hal";
- next;
- mes "[Richard's Daughter]";
- mes "Dad, I want to see your eyes.";
- mes "Play with me~";
- emotion e_sob, "Worried Daughter#14hal";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hi, Is this Richard's house?";
- mes "I think I am right..";
- next;
- mes "[Richard's Wife]";
- mes "Who is this?";
- next;
- mes "[Richard's Daughter]";
- mes "Who..?";
- next;
- mes "[Richard's Wife]";
- mes "Did you find my husband?";
- mes "But he is right now.. he hasn't waken up since after the accident..";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "So, he is still alive?";
- mes "And.. his... arm is attached to his body?";
- next;
- mes "[Richard's Wife]";
- mes "Huh? Of course.. he is badly injured but ^0000cddidn't lose his arm.^000000";
- mes "But for some reason ^0000cdhe won't wake up.^000000";
- next;
- mes "[Richard's Daughter]";
- mes "How can you treat my ^0000cdliving dad^000000 as if he is dead?!";
- mes "You're mean!";
- next;
- mes "[Richard's Wife]";
- mes "Is there anything I can help you with..?";
- mes "You seem to know my husband.. Do you know something?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I think we should find out why he is like this.";
- next;
- mes "[Richard's Wife]";
- mes "He used to be a swordsman. He had a dream to become the best swordsman in the world.";
- mes "But he met me and we had a daughter, so he had to leave his dream for awhile.";
- next;
- mes "[Richard's Wife]";
- mes "Here, he fixes train rails.";
- mes "Whether it is used or not, he did his best.";
- next;
- mes "[Richard's Wife]";
- mes "But the weather here isn't good.";
- mes "There was snow storm coming, and he fell off from the rail.";
- next;
- mes "[Richard's Wife]";
- mes "I told him not to go, but he eventually went there and did not come back for long time.";
- mes "and then..";
- next;
- mes "[Richard's Wife]";
- mes "Luckily he only injured his arm, but otherwise he was fine.";
- mes "But for some reason, he is not waking up.";
- mes "The doctor said it's nothing but a concussion and that he'll wake up soon..";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I see.";
- mes "His soul is in Niflhiem. He thinks he is dead.";
- next;
- mes "[Richard's Daughter]";
- mes "^0000cdNiflhiem?!^000000";
- mes "The strong dead soldier's land?!";
- next;
- mes "[Richard's Wife]";
- mes "Oh my god.. Niflhiem.. He always said he want to go there after he died..";
- next;
- mes "[Richard's Wife]";
- mes "He wanted to be a swordsman.. He must have wanted it so deeply.";
- mes "He never showed it to us..";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "It seems he went there even though he is not dead.";
- mes "Something must be wrong.";
- next;
- mes "[Richard's Wife]";
- mes "Can.. can he come back?";
- mes "He is still alive here..";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hmm.. what should I do..?";
- mes "Oh, yes! I should go to ^0000cdProntera Church^000000.";
- next;
- mes "[Richard's Daughter]";
- mes "Prontera?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "There is ^0000cda nun I get help from sometimes^000000, I should ask if she can help me.";
- next;
- mes "[Richard's Wife]";
- mes "Please bring him back.";
- mes "Please.";
- erasequest 14454;
- setquest 14455;
- close;
- } else {
- mes "[Richard's Wife]";
- mes "My sweet heart, you are the best husband and dad ever.";
- mes "I hope he can smile again.";
- close;
- }
-}
-
-//= Richard's Daughter
-//==============================================================================
-xmas_in,163,178,3 script Worried Daughter#14hal 4_F_NFLOSTGIRL,{
- mes "[Richard's Daughter]";
- if (questprogress(14457)) {
- mes "Thank you for helping my dad and mom.";
- mes "You really are a nice person.";
- } else if (questprogress(14456) || questprogress(14455)) {
- mes "Can you fix my dad if you go prontera?";
- mes "I wish he could wake up again.";
- } else if (questprogress(14454)) {
- mes "My dad.. he won't wake up.";
- mes "We are waiting for him to wake up...";
- } else {
- mes "Dad, wake up and play with me~";
- mes "I even made a paper doll for you.";
- }
- close;
-}
-
-//= Richard
-//==============================================================================
-xmas_in,160,178,3 script Richard#14hal02 4_M_DIEMAN,{
- mes "[Richard]";
- if (questprogress(14457) == 2) {
- mes "I am happy to hear that everyone is doing well.";
- mes "I am doing good here as well with my wife and daughter. Thank god to be alive.";
- } else if (questprogress(14457) || questprogress(14456)) {
- mes "Please send my regards to everyone in Niflheim.";
- mes "I feel like I messed up.";
- } else {
- mes "......";
- mes "......";
- }
- close;
-}
-
-//= Event Monsters
-//==============================================================================
-gld_dun01_2,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-gld_dun02_2,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-gld_dun03_2,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-gld_dun04_2,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-gld2_ald,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-gld2_gef,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-gld2_pay,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-gld2_prt,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-lhz_dun04,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-iz_dun05,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-mal_dun01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-dic_dun03,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-dew_fild01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-dew_dun01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-dew_dun02,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-mal_dun01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-iz_dun05,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-man_fild01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-man_fild03,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-spl_fild02,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-spl_fild03,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-man_fild02,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-spl_fild01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-nyd_dun01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-bra_fild01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-bra_dun01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-bra_dun02,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-dic_fild01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-dic_fild02,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-dic_dun01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-dic_dun02,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-bif_fild01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-bif_fild02,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-abbey01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-abbey02,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-abbey03,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-abyss_01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-abyss_02,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-abyss_03,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-alde_dun01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-alde_dun02,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-alde_dun03,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-alde_dun04,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-ama_dun01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-ama_dun02,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-ama_dun03,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-ama_fild01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-anthell01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-anthell02,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-ayo_dun01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-ayo_dun02,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-ayo_fild01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-ayo_fild02,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-beach_dun,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-beach_dun2,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-beach_dun3,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-c_tower1,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-c_tower2,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-c_tower3,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-c_tower4,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-cmd_fild01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-cmd_fild02,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-cmd_fild03,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-cmd_fild04,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-cmd_fild06,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-cmd_fild07,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-cmd_fild08,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-cmd_fild09,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-ein_dun01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-ein_dun02,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-ein_fild03,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-ein_fild04,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-ein_fild05,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-ein_fild06,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-ein_fild07,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-ein_fild08,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-ein_fild09,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-gef_dun00,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-gef_dun01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-gef_dun02,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-gef_fild00,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-gef_fild01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-gef_fild02,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-gef_fild03,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-gef_fild04,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-gef_fild05,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-gef_fild06,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-gef_fild07,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-gef_fild08,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-gef_fild09,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-gef_fild10,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-gef_fild11,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-gef_fild13,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-gefenia01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-gefenia02,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-gefenia03,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
-gefenia04,0,0,0,0 monster Dark Soul 3381,2,5000,0,0
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-cmd_fild08,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-cmd_fild09,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ein_dun01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ein_dun02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ein_fild03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ein_fild04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ein_fild05,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ein_fild06,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ein_fild07,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ein_fild08,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ein_fild09,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gef_dun00,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gef_dun01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gef_dun02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gef_fild00,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gef_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gef_fild02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gef_fild03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gef_fild04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gef_fild05,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gef_fild06,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gef_fild07,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gef_fild08,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gef_fild09,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gef_fild10,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gef_fild11,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gef_fild13,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gefenia01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gefenia02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gefenia03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gefenia04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gl_cas01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gl_cas02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gl_church,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gl_chyard,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gl_dun01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gl_dun02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gl_in01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gl_knt01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gl_knt02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gl_prison,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gl_prison1,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gl_sew01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gl_sew02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gl_sew03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gl_sew04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gl_step,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-glast_01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gon_dun01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gon_dun02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gon_dun03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gon_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-hu_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-hu_fild02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-hu_fild04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-hu_fild05,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-hu_fild06,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ice_dun01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ice_dun02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ice_dun03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-in_sphinx1,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-in_sphinx2,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-in_sphinx3,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-in_sphinx4,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-in_sphinx5,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-iz_dun00,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-iz_dun01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-iz_dun02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-iz_dun03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-iz_dun04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-jupe_core,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-juperos_01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-juperos_02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-kh_dun01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-kh_dun02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-lhz_dun01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-lhz_dun02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-lhz_dun03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-lhz_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-lhz_fild02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-lhz_fild03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-lou_dun01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-lou_dun02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-lou_dun03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-lou_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-mag_dun01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-mag_dun02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-man_fild02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-mjo_dun01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-mjo_dun02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-mjo_dun03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-mjolnir_01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-mjolnir_02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-mjolnir_03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-mjolnir_04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-mjolnir_05,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-mjolnir_06,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-mjolnir_07,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-mjolnir_08,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-mjolnir_09,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-mjolnir_10,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-mjolnir_11,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-mjolnir_12,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-moc_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-moc_fild02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-moc_fild03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-moc_fild04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-moc_fild05,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-moc_fild06,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-moc_fild07,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-moc_fild08,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-moc_fild09,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-moc_fild10,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-moc_fild11,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-moc_fild12,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-moc_fild13,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-moc_fild14,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-moc_fild15,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-moc_fild16,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-moc_fild17,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-moc_fild18,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-moc_pryd01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-moc_pryd02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-moc_pryd03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-moc_pryd04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-moc_pryd05,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-moc_pryd06,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-nameless_n,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-nif_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-nif_fild02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-nyd_dun01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-odin_tem01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-odin_tem02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-odin_tem03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-orcsdun01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-orcsdun02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-pay_dun00,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-pay_dun01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-pay_dun02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-pay_dun03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-pay_dun04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-pay_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-pay_fild02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-pay_fild03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-pay_fild04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-pay_fild06,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-pay_fild07,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-pay_fild08,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-pay_fild09,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-pay_fild10,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-prt_fild00,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-prt_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-prt_fild02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-prt_fild03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-prt_fild04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-prt_fild05,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-prt_fild06,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-prt_fild07,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-prt_fild08,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-prt_fild09,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-prt_fild10,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-prt_fild11,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-prt_maze01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-prt_maze02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-prt_maze03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-prt_sewb1,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-prt_sewb2,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-prt_sewb3,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ra_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ra_fild03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ra_fild04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ra_fild05,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ra_fild06,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ra_fild08,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ra_fild12,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ra_san01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ra_san02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ra_san03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ra_san04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ra_san05,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-spl_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-tha_t01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-tha_t02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-tha_t03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-tha_t04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-tha_t05,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-tha_t06,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-tha_t07,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-tha_t08,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-tha_t09,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-tha_t10,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-tha_t11,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-tha_t12,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-thor_v01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-thor_v02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-thor_v03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-treasure01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-treasure02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-tur_dun01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-tur_dun02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-tur_dun03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-tur_dun04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-um_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-um_fild02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-um_fild03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-um_fild04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ve_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ve_fild02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ve_fild03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ve_fild04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ve_fild05,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ve_fild07,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-xmas_dun01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-xmas_dun02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-xmas_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-yuno_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-yuno_fild02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-yuno_fild03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-yuno_fild04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-yuno_fild06,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-yuno_fild07,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-yuno_fild08,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-yuno_fild09,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-yuno_fild10,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-yuno_fild12,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ecl_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ecl_tdun01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ecl_tdun02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ecl_tdun03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-ecl_tdun04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-moc_prydn1,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-moc_prydn2,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-prt_fild08a,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-prt_fild08b,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-prt_fild08c,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-prt_fild08d,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gl_chyard_,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
-gl_cas02_,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0
diff --git a/npc/re/guides/guides_alberta.txt b/npc/re/guides/guides_alberta.txt
deleted file mode 100644
index 2f7c2320b..000000000
--- a/npc/re/guides/guides_alberta.txt
+++ /dev/null
@@ -1,212 +0,0 @@
-//===== Hercules Script ======================================
-//= Alberta Guides
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= [Official Conversion]
-//= Guides for the city of Alberta
-//===== Additional Comments: =================================
-//= 1.0 First version, Renewal guides.
-//= 1.1 Navigation system update. [Euphy]
-//============================================================
-
-alberta,23,238,4 script Guide#01alberta::AlbertaGuide 8W_SOLDIER,{
- cutin "prt_soldier",2;
- mes "[Alberta Guide]";
- mes "Welcome to ^8B4513Alberta^000000,";
- mes "the Port City.";
- mes "Do you need help navigating the city?";
- F_Navi("[Alberta Guide]");
- next;
- .@str$ = "Would you like to check any other locations?";
- while (1) {
- switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:[ Destination Ports ]:Remove Marks from Mini-Map:Cancel")) {
- case 1:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Tool Shop ]:[ Forge ]:[ Weapon & Armor Shop ]:[ Inn ]:[ Beauty Salon ]:[ Merchant Guild ]:Previous Menu")) {
- case 1:
- mes "[Alberta Guide]";
- mes "Let me mark the location of the";
- mes "the "+F_Navi("Tool Shop","alberta,98,154","^0000FF");
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,98,154,0,0x0A82FF;
- next;
- break;
- case 2:
- mes "[Alberta Guide]";
- mes "The "+F_Navi("Forge","alberta,35,41","^B9062F")+" is currently";
- mes "located inside the Merchant Guild building.";
- mes .@str$;
- viewpoint 1,35,41,1,0xFF0000;
- next;
- break;
- case 3:
- mes "[Alberta Guide]";
- mes "Let me mark the location of the";
- mes "the "+F_Navi("Weapon & Armor Shop","alberta,117,37","^FF5400");
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,117,37,2,0xFFB400;
- next;
- break;
- case 4:
- mes "[Alberta Guide]";
- mes "Let me mark the location of the";
- mes "the "+F_Navi("Inn","alberta,65,233","^006400");
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,65,233,3,0xAAFF00;
- next;
- break;
- case 5:
- mes "[Alberta Guide]";
- mes "Let me mark the location of the";
- mes "the "+F_Navi("Beauty Salon","alberta,48,145","^7F3300");
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,48,145,4,0xD2691E;
- next;
- break;
- case 6:
- mes "[Alberta Guide]";
- mes "The "+F_Navi("Merchant Guild","alberta,33,41")+" is where";
- mes "you can change your job to ^800080Merchant^000000.";
- mes "Let me mark its location";
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,33,41,5,0xDA70D6;
- next;
- break;
- case 7:
- .@loop = 0;
- break;
- }
- }
- break;
- case 2:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Eden Teleport Officer ]:[ Kafra Employee ]:[ Cool Event Employee ]:[ Bullet Merchant ]:[ Cooking Ingredient Merchant ]:Previous Menu")) {
- case 1:
- mes "[Alberta Guide]";
- mes "^B9062FEden Teleport Officers^000000 are located in "+F_Navi("south Alberta","alberta,121,68");
- mes "and inside the "+F_Navi("Merchant Guild","alberta,33,41")+" building.";
- mes "Let me mark their locations on your mini-map.";
- mes .@str$;
- viewpoint 1,33,41,6,0xFF0000;
- viewpoint 1,121,68,7,0xFF0000;
- next;
- break;
- case 2:
- mes "[Alberta Guide]";
- mes "Let me mark the location of the";
- mes "^0000FFKafra Employees^000000";
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,33,41,8,0x0A82FF;
- viewpoint 1,113,60,9,0x0A82FF;
- next;
- break;
- case 3:
- mes "[Alberta Guide]";
- mes "When you win event items,";
- mes "you can claim them through the "+F_Navi("Cool Event Employee","alberta,148,57","^FF5400")+".";
- mes .@str$;
- viewpoint 1,148,57,10,0xFFB400;
- next;
- break;
- case 4:
- mes "[Alberta Guide]";
- mes "The ^7F3300Bullet Merchants^000000 for ^7F3300Gunslingers^000000";
- mes "are located";
- mes "near the "+F_Navi("center of the city","alberta,117,158")+".";
- mes .@str$;
- viewpoint 1,117,158,11,0xD2691E;
- next;
- break;
- case 5:
- mes "[Alberta Guide]";
- mes "The "+F_Navi("Chef Assistant","alberta,167,135","^006400")+" in Alberta";
- mes "has many regular customers,";
- mes "especially for his ^006400Delicious Fishes^000000.";
- mes .@str$;
- viewpoint 1,167,135,12,0xAAFF00;
- next;
- break;
- case 6:
- .@loop = 0;
- break;
- }
- }
- break;
- case 3:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Port - Northern Dock ]:[ Port - Central Dock ]:[ Port - Southern Dock ]:Previous Menu")) {
- case 1:
- mes "[Alberta Guide]";
- mes "You can use the "+F_Navi("Northern Dock","alberta,192,196");
- mes "to go to ^0000FFPort Malaya^000000 or ^0000FFDewata^000000.";
- mes .@str$;
- viewpoint 1,192,196,13,0xFF0000;
- next;
- break;
- case 2:
- mes "[Alberta Guide]";
- mes "You can use the "+F_Navi("Central Dock","alberta,192,151");
- mes "to go to the ^B9062FSunken Ship^000000 or ^B9062FIzlude Marina^000000.";
- mes .@str$;
- viewpoint 1,192,151,14,0xFF0000;
- next;
- break;
- case 3:
- mes "[Alberta Guide]";
- mes "You can use the "+F_Navi("Southern Dock","alberta,245,86");
- mes "to go to ^0000FFTurtle Island^000000, ^0000FFBrasilis^000000, ^0000FFAmatsu^000000, ^0000FFKunlun^000000, ^0000FFMoscovia^000000, ^0000FFLouyang^000000, or ^0000FFAyothaya^000000.";
- mes .@str$;
- viewpoint 1,245,86,15,0xFF0000;
- next;
- break;
- case 4:
- .@loop = 0;
- break;
- }
- }
- break;
- case 4:
- mes "[Alberta Guide]";
- mes "Sure, I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,1,1,0,0xFFFF00;
- viewpoint 2,1,1,1,0x000000;
- viewpoint 2,1,1,2,0xFF0000;
- viewpoint 2,1,1,3,0xFFFF00;
- viewpoint 2,1,1,4,0xFFFF00;
- viewpoint 2,1,1,5,0xFFFF00;
- viewpoint 2,1,1,6,0xFFFF00;
- viewpoint 2,1,1,7,0xFFFF00;
- viewpoint 2,1,1,8,0xFFFF00;
- viewpoint 2,1,1,9,0xFFFF00;
- viewpoint 2,1,1,10,0xFFFF00;
- viewpoint 2,1,1,11,0xFFFF00;
- viewpoint 2,1,1,12,0x000000;
- viewpoint 2,1,1,13,0xFFFF00;
- viewpoint 2,1,1,14,0xFFFF00;
- viewpoint 2,1,1,15,0xFFFF00;
- next;
- break;
- case 5:
- mes "[Alberta Guide]";
- mes "Enjoy your stay.";
- close2;
- cutin "prt_soldier",255;
- end;
- }
- }
-}
-alberta,120,60,3 duplicate(AlbertaGuide) Guide#02alberta 8W_SOLDIER
-alberta,184,143,4 duplicate(AlbertaGuide) Guide#03alberta 8W_SOLDIER
diff --git a/npc/re/guides/guides_aldebaran.txt b/npc/re/guides/guides_aldebaran.txt
deleted file mode 100644
index 174e14499..000000000
--- a/npc/re/guides/guides_aldebaran.txt
+++ /dev/null
@@ -1,150 +0,0 @@
-//===== Hercules Script ======================================
-//= Al De Baran Guides
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= [Official Conversion]
-//= Guides for the city of Al De Baran.
-//===== Additional Comments: =================================
-//= 1.0 First version, Renewal guide.
-//= 1.1 Navigation system update. [Euphy]
-//= Optimized.
-//============================================================
-
-aldebaran,139,63,4 script Guide#01aldebaran::GuideAldearan 8W_SOLDIER,{
- cutin "prt_soldier",2;
- mes "[Al De Baran Guide]";
- mes "Welcome to ^8B4513Al De Baran^000000,";
- mes "the Border City.";
- mes "Do you need help navigating the city?";
- F_Navi("[Al De Baran Guide]");
- next;
- .@str$ = "Would you like to check any other locations?";
- while (1) {
- switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
- case 1:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Kafra Headquarters ]:[ Alchemist Guild ]:[ Clock Tower ]:[ Inn & Tool Shop ]:[ Repair & Buy Equipment ]:[ Tavern ]:Previous Menu")) {
- case 1:
- callsub L_Mark, F_Navi("Kafra Headquarters","aldebaran,61,229","^B9062F");
- mes .@str$;
- viewpoint 1,61,229,0,0xFF0000;
- next;
- break;
- case 2:
- callsub L_Mark, F_Navi("Alchemist Guild","aldebaran,60,60","^0000FF");
- mes .@str$;
- viewpoint 1,60,60,1,0x0A82FF;
- next;
- break;
- case 3:
- callsub L_Mark, F_Navi("Clock Tower","aldebaran,139,133","^FF5400");
- mes .@str$;
- viewpoint 1,139,133,2,0xFFB400;
- next;
- break;
- case 4:
- mes "[Al De Baran Guide]";
- mes "Let me mark the location of the";
- mes F_Navi("Inn & Tool Shop","aldebaran,197,70","^006400")+" building";
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,197,70,3,0xAAFF00;
- next;
- break;
- case 5:
- mes "[Al De Baran Guide]";
- mes "If you'd like to ";
- mes F_Navi("Buy or Repair Equipment","aldebaran,197,70","^7F3300")+",";
- mes "then this is the place you'll want to visit.";
- mes .@str$;
- viewpoint 1,72,197,4,0xD2691E;
- next;
- break;
- case 6:
- callsub L_Mark, F_Navi("Tavern","aldebaran,231,106","^800080");
- viewpoint 1,231,106,5,0xDA70D6;
- next;
- break;
- case 7:
- .@loop = 0;
- break;
- }
- }
- break;
- case 2:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Eden Teleport Officer ]:[ Kafra Employee ]:[ Mr. Claus ]:[ Chef Assistant ]:Previous Menu")) {
- case 1:
- callsub L_Mark, F_Navi("Eden Teleport Officer","aldebaran,133,119","^B9062F");
- mes .@str$;
- viewpoint 1,133,119,6,0xFF0000;
- next;
- break;
- case 2:
- callsub L_Mark, "^0000FFKafra Employee^000000";
- viewpoint 1,143,119,7,0x0A82FF;
- next;
- break;
- case 3:
- mes "[Al De Baran Guide]";
- mes "Mr. Claus can teleport";
- mes "you to "+F_Navi("Lutie","aldebaran,168,168","^006400")+".";
- mes "Let me mark his location";
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,168,168,8,0xAAFF00;
- next;
- break;
- case 4:
- callsub L_Mark, F_Navi("Chef Assistant","aldebaran,165,107","^7F3300");
- mes .@str$;
- viewpoint 1,165,107,9,0xD2691E;
- next;
- break;
- case 5:
- .@loop = 0;
- break;
- }
- }
- break;
- case 3:
- mes "[Al De Baran Guide]";
- mes "Sure, I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,1,1,0,0xFFFF00;
- viewpoint 2,1,1,1,0x000000;
- viewpoint 2,1,1,2,0xFF0000;
- viewpoint 2,1,1,3,0xFFFF00;
- viewpoint 2,1,1,4,0xFFFF00;
- viewpoint 2,1,1,5,0xFFFF00;
- viewpoint 2,1,1,6,0xFFFF00;
- viewpoint 2,1,1,7,0xFFFF00;
- viewpoint 2,1,1,8,0xFFFF00;
- viewpoint 2,1,1,9,0xFFFF00;
- next;
- break;
- case 4:
- mes "[Al De Baran Guide]";
- mes "Alright then,";
- mes "enjoy your stay!";
- close2;
- cutin "prt_soldier",255;
- end;
- }
- }
- end;
-L_Mark:
- mes "[Al De Baran Guide]";
- mes "Let me mark the location of the";
- mes getarg(0);
- mes "on your mini-map.";
- return;
-}
-aldebaran,243,143,2 duplicate(GuideAldearan) Guide#02aldebaran 8W_SOLDIER
-aldebaran,135,243,4 duplicate(GuideAldearan) Guide#03aldebaran 8W_SOLDIER
-aldebaran,36,135,6 duplicate(GuideAldearan) Guide#04aldebaran 8W_SOLDIER
diff --git a/npc/re/guides/guides_amatsu.txt b/npc/re/guides/guides_amatsu.txt
deleted file mode 100644
index e08569831..000000000
--- a/npc/re/guides/guides_amatsu.txt
+++ /dev/null
@@ -1,91 +0,0 @@
-//===== Hercules Script ======================================
-//= Amatsu Guide
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Guide for the city of Amatsu.
-//===== Additional Comments: =================================
-//= 1.0 First version, Renewal guide.
-//= 1.1 Optimized. [Euphy]
-//= 1.2 Navigation system update. [Euphy]
-//============================================================
-
-amatsu,202,91,3 script Amatsu Guide#amatsu 4_F_JPN,{
- mes "[Amachang]";
- mes "Welcome to ^8B4513Amatsu^000000,";
- mes "the town of kind towners";
- mes "and beautiful cherry blossoms.";
- next;
- mes "[Amachang]";
- mes "I'm Amachang,";
- mes "the 13th Miss Amatsu.";
- mes "I will guide you about town";
- mes "as Miss Amatsu.";
- mes "Please tell me";
- mes "if you want to know something.";
- F_Navi("[Amachang]");
- while (1) {
- next;
- switch(select("[ Kafra Employee ]:[ Bar ]:[ Weapon Dealer ]:[ Tool Dealer ]:[ Amatsu Palace ]:[ Chef Assistant ]:[ Ninja Guild Building ]:[ Sea Captain ]:Remove Marks from Mini-Map:Cancel")) {
- case 1:
- callsub L_Mark, "^0000FFKafra Employee^000000";
- viewpoint 1,102,149,0,0x0A82FF;
- break;
- case 2:
- callsub L_Mark, F_Navi("Bar","amatsu,215,116","^006400");
- viewpoint 1,215,116,1,0xAAFF00;
- break;
- case 3:
- callsub L_Mark, F_Navi("Weapon Dealer","amatsu,129,117","^008080");
- viewpoint 1,129,117,2,0x008080;
- break;
- case 4:
- callsub L_Mark, F_Navi("Tool Dealer","amatsu,97,117","^FF1493");
- viewpoint 1,97,117,3,0xFF1493;
- break;
- case 5:
- callsub L_Mark, F_Navi("Amatsu Palace","amatsu,87,235","^8B4513");
- viewpoint 1,87,235,4,0x8B4513;
- break;
- case 6:
- callsub L_Mark, F_Navi("Chef Assistant","amatsu,206,150","^8A2BE2");
- viewpoint 1,206,150,5,0x8A2BE2;
- break;
- case 7:
- callsub L_Mark, F_Navi("Ninja Guild Building","amatsu,148,137","^4B0082");
- viewpoint 1,148,137,6,0x4B0082;
- break;
- case 8:
- callsub L_Mark, F_Navi("Sea Captain","amatsu,195,79","^00BFFF");
- viewpoint 1,195,79,7,0x00BFFF;
- break;
- case 9:
- mes "[Amachang]";
- mes "I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,1,1,0,0xFFFFFF;
- viewpoint 2,1,1,1,0xFFFFFF;
- viewpoint 2,1,1,2,0xFFFFFF;
- viewpoint 2,1,1,3,0xFFFFFF;
- viewpoint 2,1,1,4,0xFFFFFF;
- viewpoint 2,1,1,5,0xFFFFFF;
- viewpoint 2,1,1,6,0xFFFFFF;
- viewpoint 2,1,1,7,0xFFFFFF;
- break;
- case 10:
- mes "[Amachang]";
- mes "Enjoy your trip~!!";
- close;
- }
- }
- end;
-L_Mark:
- mes "[Amachang]";
- mes "The "+getarg(0)+" is";
- mes "marked on your mini-map.";
- mes "Is there anything else I can do for you?";
- return;
-}
diff --git a/npc/re/guides/guides_ayothaya.txt b/npc/re/guides/guides_ayothaya.txt
deleted file mode 100644
index ef3e7bbc7..000000000
--- a/npc/re/guides/guides_ayothaya.txt
+++ /dev/null
@@ -1,93 +0,0 @@
-//===== Hercules Script ======================================
-//= Ayothaya Guide
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Guide for the city of Ayothaya.
-//===== Additional Comments: =================================
-//= 1.0 First version, Renewal guide.
-//= 1.1 Added missing case. [Joseph]
-//= 1.2 Navigation system update. [Euphy]
-//============================================================
-
-ayothaya,203,169,4 script Ayothaya Guide Noi#01ay 4_F_THAIGIRL,{
- if (strnpcinfo(0) == "Ayothaya Guide Noi#01ay")
- .@n$ = "[Noi]";
- else
- .@n$ = "[Noa]";
- mes .@n$;
- mes "Hello~";
- mes "Welcome to ^8B4513Ayothaya^000000.";
- mes "This town is linked to a river through the wild forest.";
- mes "It's a really calm country.";
- mes "Take your time to look around.";
- F_Navi(.@n$);
- while (1) {
- next;
- switch(select("[ Weapon Shop ]:[ Tool Shop ]:[ Tavern ]:[ Shrine ]:[ Fishing Spot ]:[ Aibakthing ]:Remove Marks from Mini-Map:Cancel")) {
- case 1:
- mes .@n$;
- mes "The "+F_Navi("Weapon Shop","ayothaya,163,90","^0000FF");
- mes "in Ayothaya has special weapons.";
- mes "You can find great weapons there.";
- mes "Is there anything else I can do for you?";
- viewpoint 1,163,90,0,0x0A82FF;
- break;
- case 2:
- mes .@n$;
- mes "Our citizens purchase many products in the "+F_Navi("Tool Shop","ayothaya,131,86","^006400")+".";
- mes "Make sure you get all you need there.";
- mes "Do you need anything else?";
- viewpoint 1,131,86,1,0xAAFF00;
- break;
- case 3:
- mes .@n$;
- mes "Part of adventuring is collecting information.";
- mes "The "+F_Navi("Tavern","ayothaya,229,72","^008080")+" is crowded with lots of travelers where you can get useful information.";
- mes "Is there anything else I can do for you?";
- viewpoint 1,229,72,2,0x008080;
- break;
- case 4:
- mes .@n$;
- mes "To calm your heart, go to the "+F_Navi("Shrine","ayothaya,208,280","^FF1493")+" and say a prayer.";
- mes "Is there anything else I can do for you?";
- viewpoint 1,208,280,3,0xFF1493;
- break;
- case 5:
- mes .@n$;
- mes "Ayothaya is close to the beach, so most people enjoy fishing.";
- mes "They really love to fish.";
- mes "Go "+F_Navi("fishing","ayothaya,255,99","^8B4513")+" and try to grab a big fish.";
- mes "Is there anything else I can do for you?";
- viewpoint 1,255,99,4,0x8B4513;
- break;
- case 6:
- mes .@n$;
- mes "If you want to return home";
- mes "find "+F_Navi("Aibakthing","ayothaya,151,68","^00BFFF");
- mes "and ask him to send you back.";
- mes "Is there anything else I can do for you?";
- viewpoint 1,151,68,5,0x00BFFF;
- break;
- case 7:
- mes .@n$;
- mes "I'll remove all marks from your mini-map.";
- mes "Do you need anything else??";
- viewpoint 2,1,1,0,0xFFFFFF;
- viewpoint 2,1,1,1,0xFFFFFF;
- viewpoint 2,1,1,2,0xFFFFFF;
- viewpoint 2,1,1,3,0xFFFFFF;
- viewpoint 2,1,1,4,0xFFFFFF;
- viewpoint 2,1,1,5,0xFFFFFF;
- break;
- case 8:
- mes .@n$;
- mes "Enjoy your trip~!";
- close;
- }
- }
-}
-ayothaya,146,86,4 duplicate(Ayothaya Guide Noi#01ay) Ayothaya Guide Noa#02ay 4_F_THAIGIRL
diff --git a/npc/re/guides/guides_brasilis.txt b/npc/re/guides/guides_brasilis.txt
deleted file mode 100644
index 05f6a47d7..000000000
--- a/npc/re/guides/guides_brasilis.txt
+++ /dev/null
@@ -1,75 +0,0 @@
-//===== Hercules Script ======================================
-//= Brasilis Guide
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Guide for the city of Brasilis.
-//===== Additional Comments: =================================
-//= 1.0 First Version, Renewal guide.
-//= 1.1 Added a missing close.
-//= 1.2 Navigation system update. [Euphy]
-//============================================================
-
-brasilis,219,97,3 script Brasilis Guide 4_F_BRZ_WOMAN,{
- mes "[Brasilis Guide]";
- mes "Welcome to ^8B4513Brasilis^000000, a country as passionate as the sun.";
- mes "If you have any questions, please ask me.";
- F_Navi("[Brasilis Guide]");
- next;
- switch(select("Ask about locations:Remove Marks from Mini-Map:Cancel")) {
- case 1:
- mes "[Brasilis Guide]";
- mes "Where can I guide you?";
- next;
- switch(select("[ Hotel ]:[ Jungle Cable ]:[ Art Museum ]:[ Market ]:[ Verass Monument ]")) {
- case 1:
- mes "[Brasilis Guide]";
- mes "The "+F_Navi("Brasilis Hotel","brasilis,274,151")+" is located just above, ^FF3355+^000000.";
- mes "Is there anything else I can do for you?";
- viewpoint 1,274,151,2,0xFF3355;
- close;
- case 2:
- mes "[Brasilis Guide]";
- mes "Do you want to go through the rough jungle? You can take a ";
- mes F_Navi("Jungle Cable","brasilis,308,335")+" here ^CE6300+^000000.";
- mes "Is there anything else I can do for you?";
- viewpoint 1,308,335,3,0xCE6300;
- close;
- case 3:
- mes "[Brasilis Guide]";
- mes "The pride of Brasilis, the world scale "+F_Navi("Art Museum","brasilis,137,167")+" is at ^A5BAAD+^000000.";
- mes "Is there anything else I can do for you?";
- viewpoint 1,137,167,4,0x00FF00;
- close;
- case 4:
- mes "[Brasilis Guide]";
- mes "You can buy items for hunting at the "+F_Navi("Market","brasilis,254,248")+" here ^55FF33+^000000.";
- mes "Is there anything else I can do for you?";
- viewpoint 1,254,248,5,0x55FF33;
- close;
- case 5:
- mes "[Brasilis Guide]";
- mes "The iconic monument of Brasilis, the "+F_Navi("Verass Monument","brasilis,195,222")+" stands at ^3355FF+^000000.";
- mes "Is there anything else I can do for you?";
- viewpoint 1,195,235,6,0x3355FF;
- close;
- }
- case 2:
- mes "[Brasilis Guide]";
- mes "I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 0,274,151,2,0x00FF00;
- viewpoint 0,308,335,3,0x00FF00;
- viewpoint 0,137,167,4,0x00FF00;
- viewpoint 0,254,248,5,0x00FF00;
- viewpoint 0,195,235,6,0x00FF00;
- close;
- case 3:
- mes "[Brasilis Guide]";
- mes "Wandering on your own is always the best way to explore. Anyway, take care.";
- close;
- }
-}
diff --git a/npc/re/guides/guides_comodo.txt b/npc/re/guides/guides_comodo.txt
deleted file mode 100644
index 97d2c028a..000000000
--- a/npc/re/guides/guides_comodo.txt
+++ /dev/null
@@ -1,181 +0,0 @@
-//===== Hercules Script ======================================
-//= Comodo Guides
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Guides for the city of Comodo.
-//===== Additional Comments: =================================
-//= 1.0 First version, Renewal guide.
-//= 1.1 Fixed and optimized. [Euphy]
-//= 1.2 Navigation system update. [Euphy]
-//============================================================
-
-comodo,322,178,4 script Comodo Guide#01comodo::GuideComodo 8_F_GIRL,{
- mes "[Comodo Guide]";
- mes "Welcome to ^8B4513Comodo^000000,";
- mes "the Beach Town of the Rune-Midgarts Kingdom.";
- mes "Do you need help navigating the town?";
- F_Navi("[Comodo Guide]");
- next;
- while (1) {
- switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel:About ^8B4513Comodo^000000")) {
- case 1:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Tavern ]:[ Casino ]:[ Weapon & Armor Shop ]:[ Tool Shop ]:[ Campsite ]:[ Souvenir Vendor ]:[ East Cave Mao ]:[ West Cave Karu ]:[ North Cave Ruanda ]:[ Hula Dance Stage ]:[ Kafra Co. Western Branch ]:Previous Menu")) {
- case 1:
- callsub L_Mark, F_Navi("Tavern","comodo,161,315","^FF0000");
- viewpoint 1,166,298,0,0xFF0000;
- next;
- break;
- case 2:
- callsub L_Mark, F_Navi("Casino","comodo,140,111","^FFA500");
- viewpoint 1,140,98,1,0xFFA500;
- next;
- break;
- case 3:
- callsub L_Mark, F_Navi("Weapon & Armor Shop","comodo,266,74","^FF4500");
- viewpoint 1,266,70,2,0xFF4500;
- next;
- break;
- case 4:
- callsub L_Mark, F_Navi("Tool Shop","comodo,92,128","^B8860B");
- viewpoint 1,86,128,3,0xB8860B;
- next;
- break;
- case 5:
- callsub L_Mark, F_Navi("Campsite","comodo,209,308","^32CD32");
- viewpoint 1,210,308,4,0x32CD32;
- next;
- break;
- case 6:
- callsub L_Mark, F_Navi("Souvenir Vendor","comodo,293,125","^6B8E23");
- viewpoint 1,298,124,5,0x6B8E23;
- next;
- break;
- case 7:
- callsub L_Mark, F_Navi("East Cave Mao","comodo,333,175","^008B8B");
- viewpoint 1,333,175,6,0x008B8B;
- next;
- break;
- case 8:
- callsub L_Mark, F_Navi("West Cave Karu","comodo,24,214","^1E90FF");
- viewpoint 1,24,214,7,0x1E90FF;
- next;
- break;
- case 9:
- callsub L_Mark, F_Navi("North Cave Ruanda","comodo,176,358","^0000CD");
- viewpoint 1,176,358,8,0x0000CD;
- next;
- break;
- case 10:
- callsub L_Mark, F_Navi("Hula Dance Stage","comodo,188,168","^C71585");
- viewpoint 1,188,168,9,0xC71585;
- next;
- break;
- case 11:
- mes "[Comodo Guide]";
- mes "Let me mark the location of the";
- mes F_Navi("Kafra Corporation Western Branch","comodo,131,195","^DB7093");
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,136,202,10,0xDB7093;
- next;
- break;
- case 12:
- .@loop = 0;
- break;
- }
- }
- break;
- case 2:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Chief's House ]:[ Bor Robin ]:[ Kafra Employee ]:[ Roaming Bard ]:Previous Menu")) {
- case 1:
- callsub L_Mark, F_Navi("Chief's House","comodo,115,290","^6495ED");
- viewpoint 1,114,294,11,0x6495ED;
- next;
- break;
- case 2:
- mes "[Comodo Guide]";
- mes F_Navi("Bor Robin","comodo,193,151","^228B22");
- mes "helps adventurers to become ^228B22Dancers^000000.";
- mes "Would you like to check any other locations?";
- viewpoint 1,193,151,12,0x228B22;
- next;
- break;
- case 3:
- callsub L_Mark,"^1E90FFKafra Employee^000000";
- viewpoint 1,195,149,13,0x1E90FF;
- next;
- break;
- case 4:
- mes "[Comodo Guide]";
- mes "The "+F_Navi("Roaming Bard","comodo,211,155","^DB7093");
- mes "helps adventurers to become ^DB7093Bards^000000.";
- mes "Would you like to check any other locations?";
- viewpoint 1,211,155,14,0xDB7093;
- next;
- break;
- case 5:
- .@loop = 0;
- break;
- }
- }
- break;
- case 3:
- mes "[Comodo Guide]";
- mes "Sure, I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,166,298,0,0xFFFFFF;
- viewpoint 2,140,98,1,0xFFFFFF;
- viewpoint 2,266,70,2,0xFFFFFF;
- viewpoint 2,86,128,3,0xFFFFFF;
- viewpoint 2,210,308,4,0xFFFFFF;
- viewpoint 2,298,124,5,0xFFFFFF;
- viewpoint 2,333,175,6,0xFFFFFF;
- viewpoint 2,24,214,7,0xFFFFFF;
- viewpoint 2,176,358,8,0xFFFFFF;
- viewpoint 2,188,168,9,0xFFFFFF;
- viewpoint 2,136,202,10,0xFFFFFF;
- viewpoint 2,114,294,11,0xFFFFFF;
- viewpoint 2,193,151,12,0xFFFFFF;
- viewpoint 2,195,149,13,0xFFFFFF;
- viewpoint 2,211,155,14,0xFFFFFF;
- next;
- break;
- case 4:
- mes "[Comodo Guide]";
- mes "Enjoy your stay.";
- close;
- case 5:
- mes "[Comodo Guide]";
- mes "^8B4513Comodo^000000 is";
- mes "located inside a cave";
- mes "and can never be reached by natural sunlight.";
- next;
- mes "[Comodo Guide]";
- mes "The villagers of ^8B4513Comodo^000000";
- mes "have overcome their poor natural surroundings";
- mes "to create a popular tourist site.";
- mes "Is there anything else I can do for you?";
- next;
- break;
- }
- }
- end;
-L_Mark:
- mes "[Comodo Guide]";
- mes "Let me mark the location of";
- mes "the "+getarg(0);
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- return;
-}
-comodo,181,347,4 duplicate(GuideComodo) Comodo Guide#02comodo 8_F_GIRL
-comodo,197,149,3 duplicate(GuideComodo) Comodo Guide#03comodo 8_F_GIRL
-comodo,37,219,4 duplicate(GuideComodo) Comodo Guide#04comodo 8_F_GIRL
diff --git a/npc/re/guides/guides_dewata.txt b/npc/re/guides/guides_dewata.txt
deleted file mode 100644
index 91786f2d6..000000000
--- a/npc/re/guides/guides_dewata.txt
+++ /dev/null
@@ -1,82 +0,0 @@
-//===== Hercules Script ======================================
-//= Dewata Guide
-//===== By: ==================================================
-//= Muad_Dib
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= [Official Conversion]
-//= Guide for the city of Dewata.
-//===== Additional Comments: =================================
-//= 1.0 First version. [Lemongrass]
-//= 1.1 Navigation system update. [Euphy]
-//============================================================
-
-dewata,202,106,4 script Dewata Guide#dewata01 4_M_DEWOLDWOMAN,{
- mes "[Dewata Guide]";
- mes "Welcome to ^8B4513Dewata Island^000000,";
- mes "a place with dazzling waves and charming views it's a great place to relax.";
- mes "If you have any questions, please ask me.";
- next;
- mes "[Dewata Guide]";
- mes "Where can I guide you?";
- F_Navi("[Dewata Guide]");
- while (1) {
- next;
- switch(select("[ Kafra Employee ]:[ Weapon Dealer ]:[ Armor Dealer ]:[ Tool Dealer ]:[ Restauranteur ]:[ Krakatau Gatekeeper ]:[ Alberta Sailor ]:Remove marks from Mini-Map:Cancel")) {
- case 1:
- callsub L_Mark, "^0000FFKafra Employee^000000";
- viewpoint 1,202,184,0,0x000FFF;
- break;
- case 2:
- callsub L_Mark, F_Navi("Weapon Dealer","dewata,218,164","^008080");
- viewpoint 1,218,163,1,0x008080;
- break;
- case 3:
- callsub L_Mark, F_Navi("Armor Dealer","dewata,158,182","^008080");
- viewpoint 1,158,182,2,0x008080;
- break;
- case 4:
- callsub L_Mark, F_Navi("Tool Dealer","dewata,182,164","^FF1493");
- viewpoint 1,182,164,3,0xFF1493;
- break;
- case 5:
- callsub L_Mark, F_Navi("Restauranteur","dewata,146,109","^FF1493");
- viewpoint 1,146,109,4,0xFF1493;
- break;
- case 6:
- callsub L_Mark, F_Navi("Krakau Gatekeeper","dewata,235,56","^8A2BE2");
- viewpoint 1,235,56,5,0x8A2BE2;
- break;
- case 7:
- callsub L_Mark, F_Navi("Alberta Sailor","dewata,229,49","^00BFFF");
- viewpoint 1,229,49,6,0x00BFFF;
- break;
- case 8:
- mes "[Dewata Guide]";
- mes "I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,202,184,0,0xFFFFFF;
- viewpoint 2,218,163,1,0xFFFFFF;
- viewpoint 2,158,182,2,0xFFFFFF;
- viewpoint 2,182,164,3,0xFFFFFF;
- viewpoint 2,232,59,4,0xFFFFFF;
- viewpoint 2,195,235,5,0xFFFFFF;
- viewpoint 2,230,52,6,0xFFFFFF;
- break;
- case 9:
- mes "[Dewata Guide]";
- mes "Enjoy your trip!!";
- close;
- }
- }
-
-L_Mark:
- mes "[Dewata Guide]";
- mes "The "+getarg(0)+" is";
- mes "marked on your mini-map.";
- mes "Check your mini-map.";
- mes "Is there anything else I can do for you?";
- return;
-}
-dewata,197,184,4 duplicate(Dewata Guide#dewata01) Dewata Guide#dewata02 4_M_DEWOLDWOMAN
diff --git a/npc/re/guides/guides_dicastes.txt b/npc/re/guides/guides_dicastes.txt
deleted file mode 100644
index 9feca9df7..000000000
--- a/npc/re/guides/guides_dicastes.txt
+++ /dev/null
@@ -1,90 +0,0 @@
-//===== Hercules Script ======================================
-//= El Dicastes Guide
-//===== By: ==================================================
-//= Muad_Dib
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Guide for the city of El Dicastes.
-//===== Additional Comments: =================================
-//= 1.0 First version. [Joseph]
-//= 1.1 Fixed viewpoint syntax. [Euphy]
-//= 1.2 Navigation system update. [Euphy]
-//============================================================
-
-dicastes01,181,191,5 script Traveler Ichack#info 4_M_SHADOWCHASER,2,2,{
- mes "[Traveler Ichack]";
- mes "Oh!! You are a stranger!";
- mes "I'm Ichack, the first adventurer that arrived here in El Dicastes!";
- next;
- mes "[Traveler Ichack]";
- mes "There was someone in the expedition team claiming that he was the first, but it WAS me. That's right.";
- next;
- mes "[Traveler Ichack]";
- mes "That's why I will provide a service to guide adventurers from Rune-Midgard.";
- mes "What would you like to know?";
- F_Navi("[Traveler Ichack]");
- next;
- switch(select("Dicastes Diel:Residential Area:Training Room:Factory:Pub:Cat Hand Caravan")) {
- case 1:
- mes "[Traveler Ichack]";
- mes "Ah~ That's a beautiful building.";
- mes "It's said they discuss important things...";
- next;
- mes "[Traveler Ichack]";
- mes "Please make sure you signed in at the "+F_Navi("Diel","dicastes01,198,351")+", otherwise you'll get in trouble.";
- mes "Go directly north from here and you can't miss it.";
- viewpoint 1,198,351,0,0x00FF00;
- close;
- case 2:
- mes "[Traveler Ichack]";
- mes "The Sapha tribe is so weird. How can they sleep in there?";
- next;
- mes "[Traveler Ichack]";
- mes "You don't understand?";
- mes "You won't believe me until you see it! Go see it for yourself!";
- next;
- mes "[Traveler Ichack]";
- mes "The residential area is divided into 2 areas.";
- mes "The "+F_Navi("lower residential area","dicastes01,136,106")+" is around 7 o'clock, and the ";
- mes F_Navi("upper area","dicastes01,280,283")+" is around 1 o'clock.";
- viewpoint 1,280,283,1,0x01FF01;
- viewpoint 1,136,106,2,0x0066FF;
- close;
- case 3:
- mes "[Traveler Ichack]";
- mes "Because of the dangers here, we need better security...";
- mes "Have you ever been to the ";
- mes F_Navi("training room","dicastes01,255,172")+"? The training guards seem to never sleep!";
- viewpoint 1,255,172,3,0xFFCCCC;
- close;
- case 4:
- mes "[Traveler Ichack]";
- mes "This is one of the most important reasons why they live here.";
- mes "If you go to the "+F_Navi("factory","dicastes01,97,256")+", you can see the recently refined Bradium.";
- viewpoint 1,97,256,4,0x0066FF;
- close;
- case 5:
- mes "[Traveler Ichack]";
- mes "Although I arrived here as the first adventurer, the owner of the pub was the first person here.";
- mes F_Navi("Bumen Florine's pub","dicastes01,136,106")+" is located underground in the lower residential area.";
- mes "He might have some valuable information for you.";
- viewpoint 1,136,106,5,0xFF3300;
- close;
- case 6:
- mes "[Traveler Ichack]";
- mes "The "+F_Navi("cats","dicastes01,199,39")+" don't seem to have a good relationship with the Sapha like we do.";
- mes "Perhaps it's because trading is involved.";
- mes "Poor cats. They must be shivering from the cold out there.";
- next;
- mes "[Traveler Ichack]";
- mes "You can find their caravan just outside the gates.";
- viewpoint 1,199,39,6,0x9933FF;
- close;
- }
-OnTouch:
- if (ep13_3_invite == 6)
- emotion e_gasp,0;
- end;
-}
diff --git a/npc/re/guides/guides_eclage.txt b/npc/re/guides/guides_eclage.txt
deleted file mode 100644
index 177813e1c..000000000
--- a/npc/re/guides/guides_eclage.txt
+++ /dev/null
@@ -1,49 +0,0 @@
-//===== Hercules Script ======================================
-//= Eclage Guides
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= Guides for the city of Eclage.
-//===== Additional Comments: =================================
-//= 1.0 First version. [Euphy]
-//============================================================
-
-ecl_in01,48,60,4 script Eclage Guard#obb 4_M_FAIRYSOLDIER,{
- mes "[Eclage Guard]";
- mes "Welcome, Adventurer. This is the plaza of Eclage, a great and sacred tree. How can I help you?";
- next;
- switch(select("Palace:Orb:Store:Prison:Clinic:Residential Area:Finish the conversation")) {
- case 1:
- mes "[Eclage Guard]";
- mes "Our great king, courageous generals, and scholars are all staying at the palace.";
- mes "The palace is located at the top of Eclage. We usually fly there, but I see you don't have wings. Follow the path on your right then. It will lead you to the palace.";
- close;
- case 2:
- mes "[Eclage Guard]";
- mes "The Orb behind me is like a symbol of us Laphines.";
- mes "It's filled with great and mysterious power. We always keep an eye on it and guard it carefully.";
- close;
- case 3:
- mes "[Eclage Guard]";
- mes "This is the plaza of Eclage. You'll find everything you need around here.";
- close;
- case 4:
- mes "[Eclage Guard]";
- mes "Prison is a place for criminals. Why would an adventurer like you go there?";
- mes "Well, it's a little suspicious...but I'll tell you the location. Follow the path on your left. They don't let anyone in though.";
- close;
- case 5:
- mes "[Eclage Guard]";
- mes "All your pain and weariness melt away in the arms of nature. Restore your mind and body at Eclage Clinic.";
- mes "Follow the path on your left.";
- close;
- case 6:
- mes "[Eclage Guard]";
- mes "Haven't you seen our decorations for Yai? Take a trip outside. You'll see our residential area.";
- close;
- case 7:
- close;
- }
-}
diff --git a/npc/re/guides/guides_einbroch.txt b/npc/re/guides/guides_einbroch.txt
deleted file mode 100644
index fc52983ca..000000000
--- a/npc/re/guides/guides_einbroch.txt
+++ /dev/null
@@ -1,292 +0,0 @@
-//===== Hercules Script ======================================
-//= Einbroch and Einbech Guides
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= [Official Conversion]
-//= Guides for the cities of Einbroch and Einbech.
-//===== Additional Comments: =================================
-//= 1.0 First version, Renewal guides.
-//= 1.1 Navigation system update. [Euphy]
-//============================================================
-
-einbroch,72,202,4 script Einbroch Guide#ein01::GuideEinbroch 4_M_EIN_SOLDIER,{
- cutin "ein_soldier",2;
- mes "[Einbroch Guide]";
- mes "Welcome";
- mes "to ^8B4513Einbroch^000000,";
- mes "the City of Steel.";
- mes "Please ask me if you";
- mes "have any questions.";
- F_Navi("[Einbroch Guide]");
- next;
- while (1) {
- switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
- case 1:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Airport ]:[ Factory ]:[ Plaza ]:[ Hotel ]:[ Train Station ]:[ Weapon Shop ]:[ Laboratory ]:[ Monument ]:[ Blacksmith Guild ]:[ Gunslinger Guild ]:Previous Menu")) {
- case 1:
- mes "[Einbroch Guide]";
- mes "The "+F_Navi("Airport","einbroch,64,204","^FF0000")+" is located";
- mes "in the northwestern part";
- mes "of the city. There you can";
- mes "see our city's pride and joy, the Airship. Remember that you must pay admission to board the Airship.";
- viewpoint 1,64,204,0,0xFF0000;
- next;
- break;
- case 2:
- mes "[Einbroch Guide]";
- mes "The "+F_Navi("Factory","einbroch,129,79")+", perhaps the";
- mes "most important facility in";
- mes "Einbroch, is located in the";
- mes "southern part of the city.";
- viewpoint 1,129,79,1,0xFF4500;
- next;
- break;
- case 3:
- mes "[Einbroch Guide]";
- mes "The "+F_Navi("Plaza","einbroch,129,79")+", our biggest";
- mes "shopping district, can be";
- mes "found just east from the";
- mes "center of Einbroch.";
- viewpoint 1,254,199,2,0xDAA520;
- next;
- break;
- case 4:
- mes "[Einbroch Guide]";
- mes "The "+F_Navi("Hotel","einbroch,254,199")+" is east of";
- mes "the Plaza and offers top";
- mes "caliber accomodations.";
- mes "There, you can enjoy your";
- mes "stay in Einbroch in comfort~";
- viewpoint 1,254,199,3,0x008000;
- next;
- break;
- case 5:
- mes "[Einbroch Guide]";
- mes "The "+F_Navi("Train Station","einbroch,232,272")+" is";
- mes "located in the northeast";
- mes "part of Einbroch. Trains";
- mes "running between here";
- mes "and Einbech run all day";
- mes "long, everyday.";
- viewpoint 1,232,272,4,0x0000FF;
- next;
- break;
- case 6:
- mes "[Einbroch Guide]";
- mes "The "+F_Navi("Weapon Shop","einbroch,216,211")+" is";
- mes "located north from the";
- mes "Plaza. There you can";
- mes "purchase weapons for";
- mes "your personal use.";
- viewpoint 1,216,211,5,0x000080;
- next;
- break;
- case 7:
- mes "[Einbroch Guide]";
- mes "The "+F_Navi("Laboratory","einbroch,55,52")+" is an";
- mes "annex of the Factory and";
- mes "is located in the southwest";
- mes "sector of Einbroch.";
- viewpoint 1,55,52,6,0x800080;
- next;
- break;
- case 8:
- mes "[Einbroch Guide]";
- mes "I will mark the location";
- mes "of the "+F_Navi("Monument","einbroch,178,173","^808080");
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,178,173,7,0x808080;
- next;
- break;
- case 9:
- mes "[Einbroch Guide]";
- mes "The "+F_Navi("Blacksmith Guild","einbroch,255,110")+" is";
- mes "located in the southeast";
- mes "part of Einbroch. You can";
- mes "upgrade your equipment";
- mes "by using their services.";
- viewpoint 1,255,110,8,0x556B2F;
- next;
- break;
- case 10:
- mes "[Einbroch Guide]";
- mes "I will mark the location";
- mes "of the "+F_Navi("Gunslinger Guild","einbroch,130,197","^008080");
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,130,197,9,0x008080;
- next;
- break;
- case 11:
- .@loop = 0;
- break;
- }
- }
- break;
- case 2:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Armsmith ]:[ Kafra Employees ]:[ Eden Teleport Officer ]:Previous Menu")) {
- case 1:
- mes "[Einbroch Guide]";
- mes "You may go to ^FF1493Manthasman^000000,";
- mes "the ^FF1493Armsmith^000000";
- mes "on the 1st basement floor in the Blacksmith Guild.";
- viewpoint 1,255,110,10,0xFF1493;
- next;
- mes "[Einbroch Guide]";
- mes "I will mark the location";
- mes "of the "+F_Navi("Armsmith","einbroch,255,110","^FF1493");
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- next;
- break;
- case 2:
- mes "[Einbroch Guide]";
- mes "I will mark the locations";
- mes "of the ^DA70D6Kafra Employees^000000";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,242,205,11,0xDA70D6;
- viewpoint 1,59,203,12,0xDA70D6;
- next;
- break;
- case 3:
- mes "[Einbroch Guide]";
- mes "You can find";
- mes "the ^CD1039Eden Teleport Officer^000000";
- mes "on the 1st floor of the Gunslinger Guild.";
- viewpoint 1,130,197,13,0xCD1039;
- next;
- mes "[Einbroch Guide]";
- mes "I will mark the location";
- mes "of the "+F_Navi("Eden Teleport Officer","einbroch,130,197","^CD1039");
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- next;
- break;
- case 4:
- .@loop = 0;
- break;
- }
- }
- break;
- case 3:
- mes "[Einbroch Guide]";
- mes "I'll remove the marks from your mini-map.";
- mes "Do you need any other help?";
- viewpoint 2,64,204,0,0xFFFFFF;
- viewpoint 2,129,79,1,0xFFFFFF;
- viewpoint 2,254,199,2,0xFFFFFF;
- viewpoint 2,254,199,3,0xFFFFFF;
- viewpoint 2,232,272,4,0xFFFFFF;
- viewpoint 2,216,211,5,0xFFFFFF;
- viewpoint 2,55,52,6,0xFFFFFF;
- viewpoint 2,178,173,7,0xFFFFFF;
- viewpoint 2,255,110,8,0xFFFFFF;
- viewpoint 2,130,197,9,0xFFFFFF;
- viewpoint 2,255,110,10,0xFFFFFF;
- viewpoint 2,242,205,11,0xFFFFFF;
- viewpoint 2,59,203,12,0xFFFFFF;
- viewpoint 2,130,197,13,0xDA70D6;
- next;
- break;
- case 4:
- mes "[Einbroch Guide]";
- mes "Have a safe journey!";
- close2;
- cutin "ein_soldier",255;
- end;
- }
- }
-}
-einbroch,155,43,4 duplicate(GuideEinbroch) Einbroch Guide#ein02 4_M_EIN_SOLDIER
-einbroch,162,317,4 duplicate(GuideEinbroch) Einbroch Guide#ein03 4_M_EIN_SOLDIER
-einbroch,252,320,3 duplicate(GuideEinbroch) Einbroch Guide#ein04 4_M_EIN_SOLDIER
-
-einbech,67,37,4 script Einbech Guide#einbech01::GuideEinbech 4_M_EIN_SOLDIER,{
- cutin "ein_soldier",2;
- mes "[Einbech Guide]";
- mes "Welcome to ^8B4513Einbech^000000,";
- mes "the Mining Town. We're";
- mes "here to assist tourists,";
- mes "so if you have any questions,";
- mes "please feel free to ask us.";
- F_Navi("[Einbech Guide]");
- next;
- while (1) {
- switch(select("[ Tavern ]:[ Tool Shop ]:[ Train Station ]:[ Mine ]:[ Kafra Employee ]:Remove Marks from Mini-Map:Cancel")) {
- case 1:
- mes "[Einbech Guide]";
- mes "The "+F_Navi("Tavern","einbech,157,106")+" is located";
- mes "in the southern part of";
- mes "Einbech. It's a nice place";
- mes "to relax after a long day.";
- viewpoint 1,157,106,0,0x497649;
- next;
- break;
- case 2:
- mes "[Einbech Guide]";
- mes "You can find the "+F_Navi("Tool Shop","einbech,177,133")+" in the center of";
- mes "Einbech. There, you can";
- mes "purchase any tools you";
- mes "might need for your travels.";
- viewpoint 1,177,133,1,0xFA8072;
- next;
- break;
- case 3:
- mes "[Einbech Guide]";
- mes "The "+F_Navi("Train Stations","einbech,39,215")+" are";
- mes "located in the northwest";
- mes "and northeast parts of";
- mes "Einbech. There, you can";
- mes "take a train to Einbroch.";
- viewpoint 1,39,215,2,0xCD1039;
- next;
- break;
- case 4:
- mes "[Einbech Guide]";
- mes "The "+F_Navi("Mine","einbech,137,248")+", which is";
- mes "Einbech's major industry,";
- mes "is located in the northern";
- mes "part of this town. It's where";
- mes "we get all our ores, although monsters get in the miners' way.";
- viewpoint 1,137,248,3,0xDA70D6;
- next;
- break;
- case 5:
- mes "[Einbech Guide]";
- mes "I will mark the location";
- mes "of the ^FF1493Kafra Employee^000000";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,181,132,4,0xFF1493;
- next;
- break;
- case 6:
- mes "[Einbech Guide]";
- mes "I'll remove the marks from your mini-map.";
- mes "Do you need any other help?";
- viewpoint 2,157,106,0,0xFFFFFF;
- viewpoint 2,177,133,1,0xFFFFFF;
- viewpoint 2,39,215,2,0xFFFFFF;
- viewpoint 2,137,248,3,0xFFFFFF;
- viewpoint 2,181,132,4,0xFFFFFF;
- next;
- break;
- case 7:
- mes "[Einbech Guide]";
- mes "Have a safe journey!";
- close2;
- cutin "ein_soldier",255;
- end;
- }
- }
-}
-einbech,48,214,4 duplicate(GuideEinbech) Einbech Guide#einbech02 4_M_EIN_SOLDIER
diff --git a/npc/re/guides/guides_geffen.txt b/npc/re/guides/guides_geffen.txt
deleted file mode 100644
index 67985d380..000000000
--- a/npc/re/guides/guides_geffen.txt
+++ /dev/null
@@ -1,170 +0,0 @@
-//===== Hercules Script ======================================
-//= Geffen Guides
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Guides for the city of Geffen.
-//===== Additional Comments: =================================
-//= 1.0 First version, Renewal guide.
-//= 1.1 Fixed and optimized. [Euphy]
-//= 1.2 Navigation system update. [Euphy]
-//============================================================
-
-geffen,203,116,4 script Guide#01geffen::GuideGeffen 4_M_GEF_SOLDIER,{
- cutin "gef_soldier",2;
- mes "[Geffen Guide]";
- mes "Welcome to ^8B4513Geffen^000000,";
- mes "the City of Magic.";
- mes "Do you need help navigating the city?";
- F_Navi("[Geffen Guide]");
- next;
- while (1) {
- switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
- case 1:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Magic Academy ]:[ Geffen Tower ]:[ Fountain ]:[ Tool Shop ]:[ Buy & Repair Equipment ]:[ Inn ]:[ Tavern ]:[ Christopher's Forge ]:Previous Menu")) {
- case 1:
- mes "[Geffen Guide]";
- mes "The "+F_Navi("Magic Academy","geffen,61,180","^B9062F");
- mes "handles all magic-related affairs,";
- mes "including job changes.";
- mes "Let me mark its location";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,61,180,0,0xFF0000;
- next;
- break;
- case 2:
- callsub L_Mark, F_Navi("Geffen Tower","geffen,120,114","^0000FF");
- viewpoint 1,120,114,1,0x0000FF;
- next;
- break;
- case 3:
- callsub L_Mark, F_Navi("Fountain","geffen,126,48","^FF5400");
- viewpoint 1,126,48,2,0xFFB400;
- next;
- break;
- case 4:
- callsub L_Mark, F_Navi("Tool Shop","geffen,44,86","^006400");
- viewpoint 1,44,86,3,0xAAFF00;
- next;
- break;
- case 5:
- mes "[Geffen Guide]";
- mes "If you'd like to ";
- mes F_Navi("Buy or Repair Equipment","geffen,99,140","^7F3300");
- mes "then this is the place you'll want to visit.";
- mes "Let me mark its location";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,99,140,4,0xD2691E;
- next;
- break;
- case 6:
- callsub L_Mark, F_Navi("Inn","geffen,172,174","^800080");
- viewpoint 1,172,174,5,0xDA70D6;
- next;
- break;
- case 7:
- callsub L_Mark, F_Navi("Tavern","geffen,138,138","^B9062F");
- viewpoint 1,138,138,6,0xFF0000;
- next;
- break;
- case 8:
- mes "[Geffen Guide]";
- mes F_Navi("Christopher's Forge","geffen,182,59","^0000FF")+" is";
- mes "where you can purchase";
- mes "Refining materials.";
- mes "It used to be the old Blacksmith Guild.";
- viewpoint 1,182,59,6,0x0000FF;
- next;
- break;
- case 9:
- .@loop = 0;
- break;
- }
- }
- break;
- case 2:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Eden Teleport Officer ]:[ Kafra Employee ]:[ Pet Groomer ]:[ Chef Assistant ]:[ Dimensional Arcanist Guide ]:Previous Menu")) {
- case 1:
- callsub L_Mark, F_Navi("Eden Teleport Officers","geffen,132,66","^B9062F");
- viewpoint 1,61,180,7,0xFF0000;
- viewpoint 1,132,66,8,0xFF0000;
- next;
- break;
- case 2:
- callsub L_Mark, "^FF5400Kafra Employees^000000";
- viewpoint 1,203,123,10,0xFFB400;
- viewpoint 1,120,62,11,0xFFB400;
- next;
- break;
- case 3:
- callsub L_Mark, F_Navi("Pet Groomer","geffen,193,152","^006400");
- viewpoint 1,193,152,12,0xAAFF00;
- next;
- break;
- case 4:
- callsub L_Mark, F_Navi("Chef Assistant","geffen,196,111","^7F3300");
- viewpoint 1,196,111,13,0xD2691E;
- next;
- break;
- case 5:
- callsub L_Mark, F_Navi("Dimensional Arcanist Guide","geffen,140,196","^800080");
- viewpoint 1,140,196,14,0xDA70D6;
- next;
- break;
- case 6:
- .@loop = 0;
- break;
- }
- }
- break;
- case 3:
- mes "[Geffen Guide]";
- mes "Sure, I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,1,1,0,0xFFFF00;
- viewpoint 2,1,1,1,0x000000;
- viewpoint 2,1,1,2,0xFF0000;
- viewpoint 2,1,1,3,0xFFFF00;
- viewpoint 2,1,1,4,0xFFFF00;
- viewpoint 2,1,1,5,0xFFFF00;
- viewpoint 2,1,1,6,0xFFFF00;
- viewpoint 2,1,1,7,0xFFFF00;
- viewpoint 2,1,1,8,0xFFFF00;
- viewpoint 2,1,1,9,0xFFFF00;
- viewpoint 2,1,1,10,0xFFFF00;
- viewpoint 2,1,1,11,0xFFFF00;
- viewpoint 2,1,1,12,0xFFFF00;
- viewpoint 2,1,1,13,0xFFFF00;
- viewpoint 2,1,1,14,0xFFFF00;
- next;
- break;
- case 4:
- mes "[Geffen Guide]";
- mes "Enjoy your stay.";
- close2;
- cutin "gef_soldier",255;
- end;
- }
- }
- end;
-L_Mark:
- mes "[Geffen Guide]";
- mes "Let me mark the location of the";
- mes getarg(0)+"^000000";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- return;
-}
-
-geffen,118,62,0 duplicate(GuideGeffen) Guide#02geffen 4_M_GEF_SOLDIER
-geffen,36,123,6 duplicate(GuideGeffen) Guide#03geffen 4_M_GEF_SOLDIER
-geffen,123,203,4 duplicate(GuideGeffen) Guide#04geffen 4_M_GEF_SOLDIER
diff --git a/npc/re/guides/guides_gonryun.txt b/npc/re/guides/guides_gonryun.txt
deleted file mode 100644
index 23f842758..000000000
--- a/npc/re/guides/guides_gonryun.txt
+++ /dev/null
@@ -1,86 +0,0 @@
-//===== Hercules Script ======================================
-//= Kunlun Guide
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Guide for the city of Kunlun.
-//===== Additional Comments: =================================
-//= 1.0 First version, Renewal guide.
-//= 1.1 Optimized. [Euphy]
-//= 1.2 Navigation system update. [Euphy]
-//============================================================
-
-gonryun,163,60,4 script Kunlun Guide#01gonryun 8_M_TWSOLDIER,{
- mes "[He Yuen Zhe]";
- mes "Ni Hao!";
- mes "Welcome to ^8B4513Kunlun^000000~";
- mes "Take a walk around and experience";
- mes "the ancient history and tradition";
- mes "of our breath taking city.";
- next;
- mes "[He Yuen Zhe]";
- mes "I am responsible for helping you";
- mes "with any questions you may have.";
- mes "Please feel free to ask me anything.";
- F_Navi("[He Yuen Zhe]");
- while (1) {
- next;
- switch(select("[ Kafra Employee ]:[ Chief's Residence ]:[ Tool Dealer ]:[ Weapon Dealer ]:[ Armor Dealer ]:[ Wine Maker ]:[ Kunlun Envoy ]:Remove Marks from Mini-Map:Cancel")) {
- case 1:
- callsub L_Mark, "^0000FFKafra Employee^000000";
- viewpoint 1,159,122,0,0x0A82FF;
- break;
- case 2:
- callsub L_Mark, F_Navi("Chief's Residence","gonryun,110,131","^006400");
- viewpoint 1,110,131,1,0xAAFF00;
- break;
- case 3:
- callsub L_Mark, F_Navi("Tool Dealer","gonryun,147,84","^D8BFD8");
- viewpoint 1,147,84,2,0xD8BFD8;
- break;
- case 4:
- callsub L_Mark, F_Navi("Weapon Dealer","gonryun,174,101","^FF1493");
- viewpoint 1,174,101,3,0xFF1493;
- break;
- case 5:
- callsub L_Mark, F_Navi("Armor Dealer","gonryun,173,84","^8B4513");
- viewpoint 1,173,84,4,0x8B4513;
- break;
- case 6:
- callsub L_Mark, F_Navi("Wine Maker","gonryun,213,115","^9400D3");
- viewpoint 1,213,115,5,0x9400D3;
- break;
- case 7:
- callsub L_Mark, F_Navi("Kunlun Envoy","gonryun,161,11","^00BFFF");
- viewpoint 1,161,11,6,0x00BFFF;
- break;
- case 8:
- mes "[He Yuen Zhe]";
- mes "I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,1,1,0,0xFFFFFF;
- viewpoint 2,1,1,1,0xFFFFFF;
- viewpoint 2,1,1,2,0xFFFFFF;
- viewpoint 2,1,1,3,0xFFFFFF;
- viewpoint 2,1,1,4,0xFFFFFF;
- viewpoint 2,1,1,5,0xFFFFFF;
- viewpoint 2,1,1,6,0xFFFFFF;
- break;
- case 9:
- mes "[He Yuen Zhe]";
- mes "Bon voyage!";
- close;
- }
- }
- end;
-L_Mark:
- mes "[He Yuen Zhe]";
- mes "The "+getarg(0)+" is";
- mes "marked on your mini-map.";
- mes "Check your mini-map.";
- mes "Is there anything else I can do for you?";
- return;
-}
diff --git a/npc/re/guides/guides_hugel.txt b/npc/re/guides/guides_hugel.txt
deleted file mode 100644
index 7781848ab..000000000
--- a/npc/re/guides/guides_hugel.txt
+++ /dev/null
@@ -1,299 +0,0 @@
-//===== Hercules Script ======================================
-//= Hugel Guides
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Guides for the city of Hugel.
-//===== Additional Comments: =================================
-//= 1.0 First version, Renewal guide.
-//= 1.1 Optimized. [Euphy]
-//= 1.2 Navigation system update. [Euphy]
-//============================================================
-
-hugel,98,56,3 script Hugel Guide Granny#hugel 4_F_LGTGRAND,{
- mes "[Hugel Guide Granny]";
- mes "Oh, hello~ you are one energetic adventurer.";
- mes "Welcome to ^8B4513Hugel^000000. I am honored to guide you in this beautiful village.";
- mes "If this is the first time for you to use the guide services, you should ask a lot of questions.";
- F_Navi("[Hugel Guide Granny]");
- next;
- .@str$ = "Would you like to know more locations?";
- while (1) {
- switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
- case 1:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Church ]:[ Inn ]:[ Pub ]:[ Airport ]:[ Weapon Shop ]:[ Tool Shop ]:[ Bingo Game Room ]:[ ^3131FFHunter Guild^000000 ]:[ Party Supplies Shop ]:[ ^3131FFShrine Expedition^000000 ]:Previous Menu")) {
- case 1:
- mes "[Hugel Guide Granny]";
- mes "Well, to me, this "+F_Navi("Church","hugel,159,113")+" is rather like a place for old folks like me, you know...";
- mes .@str$;
- viewpoint 1,159,113,0,0xFF0000;
- next;
- break;
- case 2:
- mes "[Hugel Guide Granny]";
- mes "Pudding rather than praise.";
- mes "You'd better unpack your stuff at the "+F_Navi("Inn","hugel,101,77")+" first before you start looking around this village.";
- mes .@str$;
- viewpoint 1,101,77,1,0x8B4513;
- next;
- break;
- case 3:
- mes "[Hugel Guide Granny]";
- mes "Yes, when you travel, you want to drop by a "+F_Navi("Pub","hugel,126,65")+" and make new friends.";
- mes "Go east from here, then you will arrive at the pub.";
- mes .@str$;
- viewpoint 1,126,65,2,0xDAA520;
- next;
- break;
- case 4:
- mes "[Hugel Guide Granny]";
- mes "A while ago, strangers came to the village and built that strange "+F_Navi("Airport","hugel,178,146")+" kind of thing...";
- mes "What do they call it? Airship?";
- mes .@str$;
- viewpoint 1,178,146,3,0xD7567F;
- next;
- break;
- case 5:
- mes "[Hugel Guide Granny]";
- mes "Well, we have a "+F_Navi("Weapon Shop","hugel,88,167")+" in the center of the village.";
- mes "But I don't know if there is any weapon that you find useful.";
- mes .@str$;
- viewpoint 1,88,167,4,0xCD5C5C;
- next;
- break;
- case 6:
- mes "[Hugel Guide Granny]";
- mes "Yes, I love Hugel brand Red Potions. I haven't tasted Red Potions from any other brands yet...hohoho. ";
- mes "The "+F_Navi("Tool Shop","hugel,92,163")+" is located in the center of village.";
- mes .@str$;
- viewpoint 1,92,163,5,0x000080;
- next;
- break;
- case 7:
- mes "[Hugel Guide Granny]";
- mes "I will mark the location";
- mes "of the "+F_Navi("Bingo Game Room","hugel,58,206","^800080");
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,58,206,6,0x800080;
- next;
- break;
- case 8:
- mes "[Hugel Guide Granny]";
- mes "Oh, are you an aspiring Hunter?";
- mes "Then head northeast following the beach, then you will find the "+F_Navi("Hunter Guild","hugel,209,224")+".";
- mes .@str$;
- viewpoint 1,209,224,7,0xFF1493;
- next;
- break;
- case 9:
- mes "[Hugel Guide Granny]";
- mes "I will mark the location";
- mes "of the "+F_Navi("Party Supplies Shop","hugel,95,103","^483D8B");
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,95,103,8,0x483D8B;
- next;
- break;
- case 10:
- mes "[Hugel Guide Granny]";
- mes "I heard that the ";
- mes F_Navi("Shrine Expedition","hugel,52,95")+" is staying in a house at the west.";
- mes "They have put some kind of sign in the middle of village, so I guess that they are hiring people for something...";
- mes "I wonder what they are doing in here... hmmm.";
- mes .@str$;
- viewpoint 1,52,95,9,0x834683;
- next;
- break;
- case 11:
- .@loop = 0;
- break;
- }
- }
- break;
- case 2:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Monster Race Arena ]:[ Cool Event Corp. Staff ]:Previous Menu")) {
- case 1:
- mes "[Hugel Guide Granny]";
- mes "I also like playing Monster Race games. It is pretty fun, you know?";
- mes "Oh, you haven't tried it yet? No~ you'd better try. Trust me, you will like it.";
- mes .@str$;
- viewpoint 1,60,71,10,0xFF1493;
- next;
- break;
- case 2:
- mes "[Hugel Guide Granny]";
- mes "I will mark the location";
- mes "of the ^DA70D6Cool Event Corp. Staff^000000";
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,88,168,11,0xDA70D6;
- next;
- break;
- case 3:
- .@loop = 0;
- break;
- }
- }
- break;
- case 3:
- mes "[Hugel Guide Granny]";
- mes "I'll remove the marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,159,113,0,0xFFFFFF;
- viewpoint 2,101,77,1,0xFFFFFF;
- viewpoint 2,126,65,2,0xFFFFFF;
- viewpoint 2,178,146,3,0xFFFFFF;
- viewpoint 2,88,167,4,0xFFFFFF;
- viewpoint 2,92,163,5,0xFFFFFF;
- viewpoint 2,58,206,6,0xFFFFFF;
- viewpoint 2,209,224,7,0xFFFFFF;
- viewpoint 2,95,103,8,0xFFFFFF;
- viewpoint 2,52,95,9,0xFFFFFF;
- viewpoint 2,60,71,10,0xFFFFFF;
- viewpoint 2,88,168,11,0xFFFFFF;
- next;
- break;
- case 4:
- mes "[Hugel Guide Granny]";
- mes "Ho ho ho ~!";
- mes "Guiding is very interesting.";
- close;
- }
- }
-}
-
-hugel,187,172,6 script Guide Rich King#hugel 4_M_CRU_KNT,{
- mes "[Rich King]";
- mes "What business do you have";
- mes "in this countryside village?";
- next;
- mes "[Rich King]";
- mes "This is ^8B4513Hugel^000000";
- mes "in the Schwaltzvalt Republic.";
- mes "You are very honored to receive guidance from a great person like me.";
- F_Navi("[Rich King]");
- next;
- while (1) {
- switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
- case 1:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Church ]:[ Inn ]:[ Pub ]:[ Airport ]:[ Weapon Shop ]:[ Tool Shop ]:[ Bingo Game Room ]:[ Hunter Guild ]:[ Party Supplies Shop ]:[ Shrine Expedition ]:Previous Menu")) {
- case 1:
- callsub L_Mark, F_Navi("Church","hugel,159,113","^FF0000");
- viewpoint 1,159,113,0,0xFF0000;
- next;
- break;
- case 2:
- callsub L_Mark, F_Navi("Inn","hugel,101,77","^8B4513");
- viewpoint 1,101,77,1,0x8B4513;
- next;
- break;
- case 3:
- callsub L_Mark, F_Navi("Pub","hugel,126,65","^DAA520");
- viewpoint 1,126,65,2,0xDAA520;
- next;
- break;
- case 4:
- callsub L_Mark, F_Navi("Airport","hugel,178,146","^D7567F");
- viewpoint 1,178,146,3,0xD7567F;
- next;
- break;
- case 5:
- callsub L_Mark, F_Navi("Weapon Shop","hugel,88,167","^CD5C5C");
- viewpoint 1,88,167,4,0xCD5C5C;
- next;
- break;
- case 6:
- callsub L_Mark, F_Navi("Tool Shop","hugel,92,163","^000080");
- viewpoint 1,92,163,5,0x000080;
- next;
- break;
- case 7:
- callsub L_Mark, F_Navi("Bingo Game Room","hugel,58,206","^800080");
- viewpoint 1,58,206,6,0x800080;
- next;
- break;
- case 8:
- callsub L_Mark, F_Navi("Hunter Guild","hugel,209,224","^FF1493");
- viewpoint 1,209,224,7,0xFF1493;
- next;
- break;
- case 9:
- callsub L_Mark, F_Navi("Party Supplies Shop","hugel,95,103","^483D8B");
- viewpoint 1,95,103,8,0x483D8B;
- next;
- break;
- case 10:
- callsub L_Mark, F_Navi("Shrine Expedition","hugel,52,95","^834683");
- viewpoint 1,52,95,9,0x834683;
- next;
- break;
- case 11:
- .@loop = 0;
- break;
- }
- }
- break;
- case 2:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Monster Race Arena ]:[ Cool Event Corp. Staff ]:Previous Menu")) {
- case 1:
- callsub L_Mark, "^FF1493Monster Race Arena^000000";
- viewpoint 1,60,71,10,0xFF1493;
- next;
- break;
- case 2:
- callsub L_Mark, "^DA70D6Cool Event Corp. Staff^000000";
- viewpoint 1,88,168,11,0xDA70D6;
- next;
- break;
- case 3:
- .@loop = 0;
- break;
- }
- }
- break;
- case 3:
- mes "[Rich King]";
- mes "I'll remove the marks from your mini-map.";
- mes "I know you're curious but you need to stop bugging me.";
- viewpoint 2,159,113,0,0xFFFFFF;
- viewpoint 2,101,77,1,0xFFFFFF;
- viewpoint 2,126,65,2,0xFFFFFF;
- viewpoint 2,178,146,3,0xFFFFFF;
- viewpoint 2,88,167,4,0xFFFFFF;
- viewpoint 2,92,163,5,0xFFFFFF;
- viewpoint 2,58,206,6,0xFFFFFF;
- viewpoint 2,209,224,7,0xFFFFFF;
- viewpoint 2,95,103,8,0xFFFFFF;
- viewpoint 2,52,95,9,0xFFFFFF;
- viewpoint 2,60,71,10,0xFFFFFF;
- viewpoint 2,88,168,11,0xFFFFFF;
- next;
- break;
- case 4:
- mes "[Rich King]";
- mes "I'm getting a little bit hungry after working so hard...";
- mes "I am eager to eat something!";
- close;
- }
- }
- end;
-L_Mark:
- mes "[Rich King]";
- mes "I will mark the location";
- mes "of the "+getarg(0)+".";
- mes "Do you want to know more locations?";
- mes "Are you going to keep bugging me and make me get upset?";
- return;
-}
diff --git a/npc/re/guides/guides_izlude.txt b/npc/re/guides/guides_izlude.txt
deleted file mode 100644
index 87987faad..000000000
--- a/npc/re/guides/guides_izlude.txt
+++ /dev/null
@@ -1,207 +0,0 @@
-//===== Hercules Script ======================================
-//= Izlude Guides
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.4
-//===== Description: =========================================
-//= [Official Conversion]
-//= Guides for the city of Izlude.
-//===== Additional Comments: =================================
-//= 1.0 First version, Renewal guide.
-//= 1.1 Updated to match the new Izlude Map. [Masao]
-//= 1.2 Added Renewal Izlude viewpoint coordinates.
-//= 1.3 Navigation system update. [Euphy]
-//= Optimized.
-//= 1.4 Added Izlude duplicates. [Euphy]
-//============================================================
-
-- script ::GuideIzlude -1,{
- cutin "prt_soldier",2;
- mes "[Izlude Guide]";
- mes "Welcome to ^8B4513Izlude^000000,";
- mes "Prontera's satellite town.";
- mes "Do you need help navigating the town?";
- F_Navi("[Izlude Guide]");
- next;
- .@map$ = strnpcinfo(4);
- while (1) {
- switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
- case 1:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Cryptura Academy ]:[ Marina ]:[ International Airship ]:[ Arena ]:[ Kit Shop ]:[ Swordsman Guild ]:[ Enchant Association ]:[ Forge ]:Previous Menu")) {
- case 1:
- mes "[Izlude Guide]";
- mes "Novice adventurers should go to "+F_Navi("Cryptura Academy","iz_ac01,100,39")+" to receive more information and training!";
- mes "Would you like to check any other locations?";
- viewpoint 1,128,260,0,0xD2691E;
- next;
- break;
- case 2:
- mes "[Izlude Guide]";
- mes "You can use the "+F_Navi("Marina",.@map$+",197,205","^B9062F");
- mes "to go to ^8B4513Alberta^000000 or ^8B4513Byalan Island^000000.";
- mes "Beware of ^8B4513Izlude Dungeon^000000";
- mes "on Byalan Island since it is";
- mes "filled with dreadful monsters.";
- mes "Would you like to check any other locations?";
- viewpoint 1,197,205,1,0xFF0000;
- next;
- break;
- case 3:
- mes "[Izlude Guide]";
- mes "The "+F_Navi("International Airship",.@map$+",202,75","^0000FF");
- mes "goes to ^8B4513Juno^000000 and ^8B4513Rachel^000000.";
- mes "Let me mark its location";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,210,73,2,0x0A82FF;
- next;
- break;
- case 4:
- mes "[Izlude Guide]";
- mes "The "+F_Navi("Arena",.@map$+",213,161","^FF5400");
- mes "is a perfect place to";
- mes "test your combat capabilities.";
- mes "Let me mark its location";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,213,161,3,0xFF5400;
- next;
- break;
- case 5:
- callsub L_Mark, F_Navi("Kit Shop",.@map$+",110,182","^006400");
- viewpoint 1,108,179,4,0xAAFF00;
- next;
- break;
- case 6:
- mes "[Izlude Guide]";
- mes "The "+F_Navi("Swordsman Guild",.@map$+",51,172")+" is where you can ^800080change your job to Swordsman.^000000";
- mes "Let me mark its location";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,52,172,5,0xDA70D6;
- next;
- break;
- case 7:
- callsub L_Mark, F_Navi("Enchant Association",.@map$+",97,125","^B9062F");
- viewpoint 1,97,125,6,0xDA70D6;
- next;
- break;
- case 8:
- callsub L_Mark, F_Navi("Forge",.@map$+",153,126");
- viewpoint 1,153,126,7,0xAAFF00;
- next;
- break;
- case 9:
- .@loop = 0;
- break;
- }
- }
- break;
- case 2:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Eden Teleport Officer ]:[ Kafra Employee ]:[ Hypnotist ]:[ Newlywed Helper ]:[ Mercenary Guildsman ]:[ Pet Groomer ]:Previous Menu")) {
- case 1:
- mes "[Izlude Guide]";
- mes "The "+F_Navi("Eden Teleport Officer",.@map$+",131,148","^0000FF");
- mes "is currently staying inside";
- mes "the Swordsman Guild building.";
- mes "Let me mark his location on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,131,148,8,0x0A82FF;
- next;
- break;
- case 2:
- callsub L_Mark, F_Navi("Kafra Employee",.@map$+",128,148","^FF5400"),1;
- viewpoint 1,128,148,9,0xFF5400;
- next;
- break;
- case 3:
- callsub L_Mark, F_Navi("Hypnotist",.@map$+",127,175"),1;
- viewpoint 1,127,175,10,0x006400;
- next;
- break;
- case 4:
- mes "[Izlude Guide]";
- mes "If you'd like to go on a honeymoon to";
- mes "^8B4513Jawaii^000000, the paradise of newlyweds,";
- mes "please speak to the ";
- mes F_Navi("Newlywed Helper",.@map$+",180,224","^B9062F")+".";
- mes "Would you like to check any other locations?";
- viewpoint 1,180,224,11,0xFF0000;
- next;
- break;
- case 5:
- callsub L_Mark, F_Navi("Mercenary Guildsman",.@map$+",47,170","^0000FF");
- viewpoint 1,47,170,12,0xDA70D6;
- next;
- break;
- case 6:
- callsub L_Mark, F_Navi("Pet Groomer","izlude_in,72,98"),1;
- viewpoint 1,108,179,13,0x006400;
- next;
- break;
- case 7:
- .@loop = 0;
- break;
- }
- }
- break;
- case 3:
- mes "[Izlude Guide]";
- mes "Sure, I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,1,1,0,0xFFFF00;
- viewpoint 2,1,1,1,0x000000;
- viewpoint 2,1,1,2,0xFF0000;
- viewpoint 2,1,1,3,0xFFFF00;
- viewpoint 2,1,1,4,0xFFFF00;
- viewpoint 2,1,1,5,0xFFFF00;
- viewpoint 2,1,1,6,0xFFFF00;
- viewpoint 2,1,1,7,0xFFFF00;
- viewpoint 2,1,1,8,0xFFFF00;
- viewpoint 2,1,1,9,0xFFFF00;
- viewpoint 2,1,1,10,0xFFFF00;
- viewpoint 2,1,1,11,0xFFFF00;
- viewpoint 2,1,1,12,0xFFFF00;
- viewpoint 2,1,1,13,0xFFFF00;
- next;
- break;
- case 4:
- mes "[Izlude Guide]";
- mes "Enjoy your stay.";
- mes "Bye~!";
- close2;
- cutin "prt_soldier",255;
- end;
- }
- }
- end;
-L_Mark:
- mes "[Izlude Guide]";
- if (getarg(1,0)) {
- mes "Let me mark the location of the";
- mes getarg(0);
- } else
- mes "Let me mark the location of the "+getarg(0);
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- return;
-}
-
-izlude,129,175,4 duplicate(GuideIzlude) Guide#01izlude 8W_SOLDIER
-izlude_a,129,175,4 duplicate(GuideIzlude) Guide#01izlude_a 8W_SOLDIER
-izlude_b,129,175,4 duplicate(GuideIzlude) Guide#01izlude_b 8W_SOLDIER
-izlude_c,129,175,4 duplicate(GuideIzlude) Guide#01izlude_c 8W_SOLDIER
-izlude_d,129,175,4 duplicate(GuideIzlude) Guide#01izlude_d 8W_SOLDIER
-
-izlude,133,113,4 duplicate(GuideIzlude) Guide#02izlude 8W_SOLDIER
-izlude_a,133,113,4 duplicate(GuideIzlude) Guide#02izlude_a 8W_SOLDIER
-izlude_b,133,113,4 duplicate(GuideIzlude) Guide#02izlude_b 8W_SOLDIER
-izlude_c,133,113,4 duplicate(GuideIzlude) Guide#02izlude_c 8W_SOLDIER
-izlude_d,133,113,4 duplicate(GuideIzlude) Guide#02izlude_d 8W_SOLDIER
-
-//izlude,120,206,4 duplicate(GuideIzlude) Guide#03izlude 8W_SOLDIER
diff --git a/npc/re/guides/guides_juno.txt b/npc/re/guides/guides_juno.txt
deleted file mode 100644
index f62013147..000000000
--- a/npc/re/guides/guides_juno.txt
+++ /dev/null
@@ -1,163 +0,0 @@
-//===== Hercules Script ======================================
-//= Juno Guides
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Guides for the city of Juno.
-//===== Additional Comments: =================================
-//= 1.0 First version, Renewal guide.
-//= 1.1 Fixed and optimized. [Euphy]
-//= 1.2 Navigation system update. [Euphy]
-//============================================================
-
-yuno,59,212,4 script Juno Guide#yuno01::GuideJuno 8_F_GIRL,{
- mes "[Juno Guide]";
- mes "A place that takes the vision of the future, and gives it form in the present. Welcome to";
- mes "the city of ^8B4513Juno^000000!";
- F_Navi("[Juno Guide]");
- next;
- while (1) {
- switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove marks from Mini-Map:Cancel")) {
- case 1:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Tool Shop ]:[ Forge ]:[ Airport ]:[ Government Building ]:[ Street of Book Stores ]:[ Inn & Pub ]:[ Sage Castle ]:[ Monster Academy ]:[ Library of the Republic ]:[ Weapon & Armor Shop ]:[ Juphero Plaza ]:[ Monster Museum ]:[ Schweicherbil Magic Academy ]:Previous Menu")) {
- case 1:
- callsub L_Mark, F_Navi("Tool Shop","yuno,194,140","^FF0000");
- viewpoint 1,194,140,0,0xFF0000;
- next;
- break;
- case 2:
- callsub L_Mark, F_Navi("Forge","yuno,120,137","^FF4500");
- viewpoint 1,120,137,1,0xFF4500;
- next;
- break;
- case 3:
- callsub L_Mark, F_Navi("Airport","yuno,16,261","^DAA520");
- viewpoint 1,16,261,2,0xDAA520;
- next;
- break;
- case 4:
- callsub L_Mark, F_Navi("Government Building","yuno,157,317","^008000");
- viewpoint 1,157,317,3,0x008000;
- next;
- break;
- case 5:
- callsub L_Mark, F_Navi("Street of Book Stores","yuno,172,100","^0000FF");
- viewpoint 1,172,100,4,0x0000FF;
- next;
- break;
- case 6:
- callsub L_Mark, F_Navi("Inn & Pub","yuno,51,105","^000080");
- viewpoint 1,51,105,5,0x000080;
- next;
- break;
- case 7:
- callsub L_Mark, F_Navi("Sage Castle","yuno,90,318","^800080");
- viewpoint 1,90,318,6,0x800080;
- next;
- break;
- case 8:
- callsub L_Mark, F_Navi("Monster Academy","yuno,95,184","^834683");
- viewpoint 1,95,184,7,0x834683;
- next;
- break;
- case 9:
- callsub L_Mark, F_Navi("Juno Library","yuno,338,203","^4B0082");
- viewpoint 1,338,203,8,0x4B0082;
- next;
- break;
- case 10:
- callsub L_Mark, F_Navi("Weapon & Armor Shop","yuno,120,137","^008080");
- viewpoint 1,120,137,9,0x008080;
- next;
- break;
- case 11:
- callsub L_Mark, F_Navi("Juphero Plaza","yuno,115,57","^FF1493");
- viewpoint 1,115,157,10,0xFF1493;
- next;
- break;
- case 12:
- callsub L_Mark, F_Navi("Monster Museum","yuno,278,290","^DA70D6");
- viewpoint 1,278,290,11,0xDA70D6;
- next;
- break;
- case 13:
- mes "[Juno Guide]";
- mes "I will mark the location of the";
- mes F_Navi("Schweicherbil Magic Academy","yuno,323,280","^CD1039");
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,323,280,12,0xCD1039;
- next;
- break;
- case 14:
- .@loop = 0;
- break;
- }
- }
- break;
- case 2:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Kafra Employees ]:[ Eden Teleport Officer ]:Previous Menu")) {
- case 1:
- callsub L_Mark, "^FA8072Kafra Employees^000000";
- viewpoint 1,152,187,13,0xFA8072;
- viewpoint 1,277,221,14,0xFA8072;
- viewpoint 1,327,108,15,0xFA8072;
- next;
- break;
- case 2:
- callsub L_Mark, F_Navi("Eden Teleport Officer","yuno,144,189","^803232");
- viewpoint 1,144,189,16,0x803232;
- next;
- break;
- case 3:
- .@loop = 0;
- break;
- }
- }
- break;
- case 3:
- mes "[Juno Guide]";
- mes "Sure, I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,194,140,0,0xFFFFFF;
- viewpoint 2,120,137,1,0xFFFFFF;
- viewpoint 2,16,261,2,0xFFFFFF;
- viewpoint 2,157,317,3,0xFFFFFF;
- viewpoint 2,172,100,4,0xFFFFFF;
- viewpoint 2,51,105,5,0xFFFFFF;
- viewpoint 2,90,318,6,0xFFFFFF;
- viewpoint 2,95,184,7,0xFFFFFF;
- viewpoint 2,338,203,8,0xFFFFFF;
- viewpoint 2,120,137,9,0xFFFFFF;
- viewpoint 2,115,157,10,0xFFFFFF;
- viewpoint 2,278,290,11,0xFFFFFF;
- viewpoint 2,323,280,12,0xFFFFFF;
- viewpoint 2,152,187,13,0xFFFFFF;
- viewpoint 2,277,221,14,0xFFFFFF;
- viewpoint 2,327,108,15,0xFFFFFF;
- viewpoint 2,144,189,16,0xFFFFFF;
- next;
- break;
- case 4:
- mes "[Juno Guide]";
- mes "Have fun on your adventures!";
- close;
- }
- }
- end;
-L_Mark:
- mes "[Juno Guide]";
- mes "I will mark the location";
- mes "of the "+getarg(0);
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- return;
-}
-yuno,153,47,4 duplicate(GuideJuno) Juno Guide#yuno02 8_F_GIRL
diff --git a/npc/re/guides/guides_lighthalzen.txt b/npc/re/guides/guides_lighthalzen.txt
deleted file mode 100644
index 668ac4d08..000000000
--- a/npc/re/guides/guides_lighthalzen.txt
+++ /dev/null
@@ -1,185 +0,0 @@
-//===== Hercules Script ======================================
-//= Lighthalzen Guides
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Guides for the city of Lighthalzen.
-//===== Additional Comments: =================================
-//= 1.0 First version, Renewal guide.
-//= 1.1 Optimized. [Euphy]
-//= 1.2 Navigation system update. [Euphy]
-//============================================================
-
-lighthalzen,207,310,5 script Lighthalzen Guide#lhz01::GuideLighthazlen 4_M_EIN_SOLDIER,{
- cutin "ein_soldier",2;
- mes "[Lighthalzen Guide]";
- mes "Welcome to ^8B4513Lighthalzen^000000,";
- mes "the Corporation City-State.";
- mes "If you need any guidance";
- mes "around the city, feel free";
- mes "to ask me and I'll do my";
- mes "very best to help you.";
- next;
- mes "[Lighthalzen Guide]";
- mes "Please be aware that I'm";
- mes "in charge of providing info";
- mes "regarding the West District";
- mes "of ^8B4513Lighthalzen^000000. Now, please";
- mes "select the location that you'd";
- mes "like to learn more about.";
- F_Navi("[Lighthalzen Guide]");
- next;
- while (1) {
- switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
- case 1:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Hotel ]:[ Bank ]:[ Airport ]:[ Weapon Shop ]:[ Department Store ]:[ Police Station ]:[ Jewelry Store ]:[ Cool Event Corp. ]:[ Somatology Laboratory ]:[ Alchemist Association ]:Previous Menu")) {
- case 1:
- callsub L_Mark, F_Navi("Hotel","lighthalzen,159,133","^FF0000");
- viewpoint 1,160,217,0,0xFF0000;
- next;
- break;
- case 2:
- callsub L_Mark, F_Navi("Bank","lighthalzen,203,257","^FF4500");
- viewpoint 1,203,257,1,0xFF4500;
- next;
- break;
- case 3:
- callsub L_Mark, F_Navi("Airport","lighthalzen,262,75","^DAA520");
- viewpoint 1,262,75,2,0xDAA520;
- next;
- break;
- case 4:
- callsub L_Mark, F_Navi("Weapon Shop","lighthalzen,194,35","^7B68EE");
- viewpoint 1,194,35,3,0x7B68EE;
- next;
- break;
- case 5:
- callsub L_Mark, F_Navi("Department Store","lighthalzen,199,164","^B91A4D");
- viewpoint 1,202,106,4,0xB91A4D;
- next;
- break;
- case 6:
- callsub L_Mark, F_Navi("Police Station","lighthalzen,234,276","^008000");
- viewpoint 1,234,276,5,0x008000;
- next;
- break;
- case 7:
- callsub L_Mark, F_Navi("Jewelry Store","lighthalzen,96,110","^0000FF");
- viewpoint 1,96,110,6,0x0000FF;
- next;
- break;
- case 8:
- callsub L_Mark, F_Navi("Cool Event Corp.","lighthalzen,238,217","^000080");
- viewpoint 1,238,217,7,0x000080;
- next;
- break;
- case 9:
- callsub L_Mark, F_Navi("Somatology Laboratory","lighthalzen,101,243","^800080");
- viewpoint 1,101,243,8,0x800080;
- next;
- break;
- case 10:
- callsub L_Mark, F_Navi("Alchemist Association","lighthalzen,54,132","^0A9696");
- viewpoint 1,54,132,9,0x0A9696;
- next;
- break;
- case 11:
- .@loop = 0;
- break;
- }
- }
- break;
- case 2:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Armsmith ]:[ Seiayablem ]:[ Pet Groomer ]:[ Kafra Employees ]:[ Cool Event Corp. Staff ]:Previous Menu")) {
- case 1:
- mes "[Lighthalzen Guide]";
- mes "You may go to Fulerr,";
- mes "the ^0A9696Armsmith^000000";
- mes "on the 1st floor of the Weapon Shop.";
- viewpoint 1,194,35,10,0x0A9696;
- next;
- callsub L_Mark, "^0A9696Armsmith^000000";
- next;
- break;
- case 2:
- mes "[Lighthalzen Guide]";
- mes "^4B0082Seiyablem^000000 adds";
- mes "sockets on your items";
- mes "on the 1st floor";
- mes "of the Weapon Shop.";
- viewpoint 1,194,35,11,0x4B0082;
- next;
- callsub L_Mark, "^4B0082Seiyablem^000000",1;
- next;
- break;
- case 3:
- callsub L_Mark, F_Navi("Pet Groomer","lighthalzen,222,191","^FF4500");
- viewpoint 1,222,191,12,0xFF4500;
- next;
- break;
- case 4:
- callsub L_Mark, "^008080Kafra Employees^000000";
- viewpoint 1,164,99,13,0x008080;
- viewpoint 1,164,99,14,0x008080;
- next;
- break;
- case 5:
- callsub L_Mark, F_Navi("Cool Event Corp. Staff","lighthalzen,94,247","^FF1493");
- viewpoint 1,94,247,15,0xFF1493;
- next;
- break;
- case 6:
- .@loop = 0;
- break;
- }
- }
- break;
- case 3:
- mes "[Lighthalzen Guide]";
- mes "Sure, I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,160,217,0,0xFFFFFF;
- viewpoint 2,203,257,1,0xFFFFFF;
- viewpoint 2,262,75,2,0xFFFFFF;
- viewpoint 2,194,35,3,0xFFFFFF;
- viewpoint 2,202,106,4,0xFFFFFF;
- viewpoint 2,234,276,5,0xFFFFFF;
- viewpoint 2,96,110,6,0xFFFFFF;
- viewpoint 2,238,217,7,0xFFFFFF;
- viewpoint 2,101,243,8,0xFFFFFF;
- viewpoint 2,54,132,9,0xFFFFFF;
- viewpoint 2,194,35,10,0xFFFFFF;
- viewpoint 2,194,35,11,0xFFFFFF;
- viewpoint 2,222,191,12,0xFFFFFF;
- viewpoint 2,164,99,13,0xFFFFFF;
- viewpoint 2,164,99,14,0xFFFFFF;
- viewpoint 2,94,247,15,0xFFFFFF;
- next;
- break;
- case 4:
- mes "[Lighthalzen Guide]";
- mes "Enjoy your adventures!";
- close2;
- cutin "ein_soldier",255;
- end;
- }
- }
- end;
-L_Mark:
- mes "[Lighthalzen Guide]";
- mes "I will mark the location";
- mes "of "+((getarg(1,0))?"":"the ")+getarg(0);
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- return;
-}
-lighthalzen,220,310,3 duplicate(GuideLighthazlen) Lighthalzen Guide#lhz02 4_M_EIN_SOLDIER
-lighthalzen,154,100,5 duplicate(GuideLighthazlen) Lighthalzen Guide#lhz03 4_M_EIN_SOLDIER
-lighthalzen,307,224,3 duplicate(GuideLighthazlen) Lighthalzen Guide#lhz04 4_M_EIN_SOLDIER
diff --git a/npc/re/guides/guides_louyang.txt b/npc/re/guides/guides_louyang.txt
deleted file mode 100644
index 2e043364a..000000000
--- a/npc/re/guides/guides_louyang.txt
+++ /dev/null
@@ -1,125 +0,0 @@
-//===== Hercules Script ======================================
-//= Louyang Guide
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= [Official Conversion]
-//= Guide for the city of Louyang.
-//===== Additional Comments: =================================
-//= 1.0 First version, Renewal guide.
-//= 1.1 Navigation system update. [Euphy]
-//============================================================
-
-louyang,224,104,4 script Louyang Guide#01louyang 4_F_CHNWOMAN,{
- mes "[Representative]";
- mes "Welcome to ^8B4513Louyang^000000,";
- mes "an ancient land with";
- mes "a history full of tales";
- mes "of bravery.";
- next;
- mes "[Representative]";
- mes "We now provide an ocean lane to accomodate foreign travelers and intercultural exchange from which all can benefit.";
- next;
- mes "[Representative]";
- mes "^8B4513Louyang^000000 is famous for";
- mes "its elaborate history, as well as specialties that are unique to this nation. Please take your time and enjoy your stay.";
- F_Navi("[Representative]");
- .@str$ = "Is there anything else I can do for you?";
- while (1) {
- next;
- switch(select("[ Dragon Castle ]:[ Doctor's Office ]:[ City Hall ]:[ Weapon Shop ]:[ Tool Shop ]:[ Tavern ]:[ Observatory ]:[ Return to Alberta ]:Remove Marks from Mini-Map:Cancel")) {
- case 1:
- mes "[Representative]";
- mes "The "+F_Navi("Dragon Castle","louyang,218,253")+" is located at ^0A82FF+^000000. It is where all the nobles reside, including our lord.";
- mes "Since you're an outsider, I guess it would be appropriate for you to visit our lord first.";
- mes .@str$;
- viewpoint 1,218,253,0,0x0A82FF;
- break;
- case 2:
- mes "[Representative]";
- mes "It's a famous "+F_Navi("Doctor's Office","louyang,261,93","^AAFF00");
- mes "according to rumor it can cure all diseases. But I'm not sure if it's true or not.";
- mes .@str$;
- viewpoint 1,261,93,1,0xAAFF00;
- break;
- case 3:
- mes "[Representative]";
- mes "We have a "+F_Navi("City Hall","louyang,309,78")+" where the federal government operates.";
- mes "It is located at ^008080+^000000.";
- next;
- mes "[Representative]";
- mes "If you have any problems,";
- mes "you should talk with the";
- mes "employees there.";
- mes .@str$;
- viewpoint 1,309,78,2,0x20B2AA;
- break;
- case 4:
- mes "[Representative]";
- mes "The "+F_Navi("Weapon Shop","louyang,145,172")+" is located at ^55FF33+^000000.";
- next;
- mes "[Representative]";
- mes "You will see";
- mes "marvelous weapons forged";
- mes "by the well-experienced";
- mes "Blacksmiths of Louyang.";
- mes .@str$;
- viewpoint 1,145,172,3,0xFF1493;
- break;
- case 5:
- mes "[Representative]";
- mes "The "+F_Navi("Tool Shop","louyang,138,99")+" is located at ^3355FF+^000000.";
- next;
- mes "[Representative]";
- mes "Knowing your enemy";
- mes "is half the battle!";
- mes "It's also safer to prepare yourself than to be sorry later. Why don't you go check their supplies?";
- mes .@str$;
- viewpoint 1,138,99,4,0xFF0000;
- break;
- case 6:
- mes "[Representative]";
- mes "When you get tired during your trip, I suggest that you visit the "+F_Navi("Tavern","louyang,280,165")+". It's located at ^00FF00+^000000.";
- next;
- mes "[Representative]";
- mes "The Tavern is a good place";
- mes "to meet other tourists, as well as to hear of any news that may be helpful to know.";
- mes .@str$;
- viewpoint 1,280,165,5,0xDAA520;
- break;
- case 7:
- mes "[Representative]";
- mes "You won't get a better view of the world than you can at the "+F_Navi("Observatory","louyang,136,245")+".";
- mes "It's a must see here.";
- mes .@str$;
- viewpoint 1,136,245,6,0xD8BFD8;
- break;
- case 8:
- mes "[Representative]";
- mes "If you want to return to Alberta,";
- mes "find the "+F_Navi("Girl","louyang,218,22","^00BFFF")+" outside town on the docks.";
- mes .@str$;
- viewpoint 1,218,22,7,0x00BFFF;
- break;
- case 9:
- mes "[Representative]";
- mes "I'll remove all marks from your mini-map.";
- mes .@str$;
- viewpoint 2,1,1,0,0xFFFFFF;
- viewpoint 2,1,1,1,0xFFFFFF;
- viewpoint 2,1,1,2,0xFFFFFF;
- viewpoint 2,1,1,3,0xFFFFFF;
- viewpoint 2,1,1,4,0xFFFFFF;
- viewpoint 2,1,1,5,0xFFFFFF;
- viewpoint 2,1,1,6,0xFFFFFF;
- viewpoint 2,1,1,7,0xFFFFFF;
- break;
- case 10:
- mes "[Representative]";
- mes "Enjoy your trip~!";
- close;
- }
- }
-}
diff --git a/npc/re/guides/guides_lutie.txt b/npc/re/guides/guides_lutie.txt
deleted file mode 100644
index 86f283c98..000000000
--- a/npc/re/guides/guides_lutie.txt
+++ /dev/null
@@ -1,75 +0,0 @@
-//===== Hercules Script ======================================
-//= Lutie Guide
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Guide for the city of Lutie.
-//===== Additional Comments: =================================
-//= 1.0 First version, Renewal guide.
-//= 1.1 Fixed and optimized. [Euphy]
-//= 1.2 Navigation system update. [Euphy]
-//============================================================
-
-xmas,140,137,3 script Lutie Guide#xmas 4_F_KID3,{
- mes "[Lutie Guide]";
- mes "Welcome to ^8B4513Lutie^000000,";
- mes "the Snow Village.";
- mes "Do you need help navigating the village?";
- F_Navi("[Lutie Guide]");
- while (1) {
- next;
- switch(select("[ Gift Shop ]:[ Church ]:[ Weapon & Armor Shop ]:[ Tool Shop ]:[ Santa's House ]:[ Toy Factory ]:Remove Marks from Mini-Map:Cancel")) {
- case 1:
- callsub L_Mark, F_Navi("Gift Shop","xmas,172,131","^008080");
- viewpoint 1,172,131,2,0x008080;
- break;
- case 2:
- callsub L_Mark, F_Navi("Church","xmas,104,287","^006400");
- viewpoint 1,104,287,1,0xAAFF00;
- break;
- case 3:
- callsub L_Mark, F_Navi("Weapon & Armor Shop","xmas,171,158","^FF1493");
- viewpoint 1,171,158,3,0xFF1493;
- break;
- case 4:
- callsub L_Mark, F_Navi("Tool Shop","xmas,122,131","^8B4513");
- viewpoint 1,122,131,4,0x8B4513;
- break;
- case 5:
- callsub L_Mark, F_Navi("Santa's House","xmas,149,237","^B9062F"),1;
- viewpoint 1,149,237,5,0x9400D3;
- break;
- case 6:
- callsub L_Mark, F_Navi("Toy Factory","xmas,143,312","^9400D3");
- viewpoint 1,143,312,6,0xFF0000;
- break;
- case 7:
- mes "[Lutie Guide]";
- mes "Sure, I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,1,1,0,0xFFFFFF;
- viewpoint 2,1,1,1,0xFFFFFF;
- viewpoint 2,1,1,2,0xFFFFFF;
- viewpoint 2,1,1,3,0xFFFFFF;
- viewpoint 2,1,1,4,0xFFFFFF;
- viewpoint 2,1,1,5,0xFFFFFF;
- viewpoint 2,1,1,6,0xFFFFFF;
- break;
- case 8:
- mes "[Lutie Guide]";
- mes "Be safe on your travels.";
- close;
- }
- }
- end;
-L_Mark:
- mes "[Lutie Guide]";
- mes "Let me mark the location of "+((getarg(1,0))?"":"the");
- mes getarg(0)+"^000000";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- return;
-}
diff --git a/npc/re/guides/guides_malaya.txt b/npc/re/guides/guides_malaya.txt
deleted file mode 100644
index 7120d843c..000000000
--- a/npc/re/guides/guides_malaya.txt
+++ /dev/null
@@ -1,81 +0,0 @@
-//===== Hercules Script ======================================
-//= Port Malaya Guides
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= Guides for the city of Malaya.
-//===== Additional Comments: =================================
-//= 1.0 First version. [Euphy]
-//= 1.1 Navigation system update. [Euphy]
-//============================================================
-
-malaya,71,72,4 script Port Malaya Guide#01::GuideMalaya 4_F_BARYO_WOMAN,{
- mes "[Port Malaya Guide]";
- mes "Welcome to ^8B4513Port Malaya^000000, the Breathing Village.";
- mes "Where cultures and legends come to life!";
- mes "Do you need help navigating the village?";
- F_Navi("[Port Malaya Guide]");
- while(1) {
- next;
- switch(select("[ Kafra Employees ]:[ Inn & Tavern ]:[ Weapon & Armor Shop ]:[ Tool Shop ]:[ Hospital ]:[ Park ]:[ Harbor ]:Remove marks from Mini-Map:Cancel")) {
- case 1:
- callsub L_Mark, "^0000FFKafra Employees^000000",1;
- viewpoint 1,71,79,0,0x0A82FF;
- viewpoint 1,234,204,1,0x0A82FF;
- break;
- case 2:
- callsub L_Mark, F_Navi("Inn & Tavern","malaya,193,215","^006400");
- viewpoint 1,193,215,2,0xAAFF00;
- break;
- case 3:
- callsub L_Mark, F_Navi("Weapon & Armor Shop","malaya,114,212","^008080");
- viewpoint 1,114,212,3,0x4F543C;
- break;
- case 4:
- callsub L_Mark, F_Navi("Tool Shop","malaya,297,167","^FF1493");
- viewpoint 1,297,167,4,0xFF1493;
- break;
- case 5:
- callsub L_Mark, F_Navi("Hospital","malaya,50,75","^8B4513");
- viewpoint 1,50,75,5,0x8B4513;
- break;
- case 6:
- callsub L_Mark, F_Navi("Park","malaya,280,371","^8B4513");
- viewpoint 1,280,371,6,0x8B4513;
- break;
- case 7:
- callsub L_Mark, F_Navi("Harbor","malaya,276,55","^8A2BE2");
- viewpoint 1,276,55,7,0x8A2BE2;
- break;
- case 8:
- mes "[Port Malaya Guide]";
- mes "I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,1,1,0,0xFFFFFF;
- viewpoint 2,1,1,1,0xFFFFFF;
- viewpoint 2,1,1,2,0xFFFFFF;
- viewpoint 2,1,1,3,0xFFFFFF;
- viewpoint 2,1,1,4,0xFFFFFF;
- viewpoint 2,1,1,5,0xFFFFFF;
- viewpoint 2,1,1,6,0xFFFFFF;
- viewpoint 2,1,1,7,0xFFFFFF;
- break;
- case 9:
- mes "[Port Malaya Guide]";
- mes "I hope you enjoy your journey.";
- close;
- }
- }
- end;
-L_Mark:
- mes "[Port Malaya Guide]";
- mes "The "+getarg(0)+" "+((getarg(1,0))?"are":"is");
- mes "marked on your mini-map.";
- mes "Check your mini-map.";
- mes "Is there anything else I can do for you?";
- return;
-}
-malaya,250,83,6 duplicate(GuideMalaya) Port Malaya Guide#02 4_F_BARYO_WOMAN
-malaya,224,204,6 duplicate(GuideMalaya) Port Malaya Guide#03 4_F_BARYO_WOMAN
diff --git a/npc/re/guides/guides_mora.txt b/npc/re/guides/guides_mora.txt
deleted file mode 100644
index 87de33b35..000000000
--- a/npc/re/guides/guides_mora.txt
+++ /dev/null
@@ -1,218 +0,0 @@
-//===== Hercules Script ======================================
-//= Mora Guides
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= Guides for the city of Mora.
-//===== Additional Comments: =================================
-//= 1.0 First version. [Euphy]
-//= 1.1 Navigation system update. [Euphy]
-//============================================================
-
-mora,25,158,5 script Raffle Guide#north 4_M_RAFLE_GR,{
- mes "[Raffoh]";
- mes "Laoh~!";
- mes "Welcome to the Village of Mora.";
- mes "I can tell you whatever you want to know about the village~!";
- F_Navi("[Raffoh]");
- next;
- switch(select("[ Inn ]:[ Residences ]:[ Stores ]:[ Warehouse ]:Remove markers from the mini-map:Quit")) {
- case 1:
- mes "[Raffoh]";
- mes "Laoh~!";
- mes "We have an "+F_Navi("Inn","mora,44,138")+" but we can't make travelers sleep like Raffles...";
- mes "Get some rest!";
- viewpoint 1,44,134,0,0x0A82FF;
- close;
- case 2:
- mes "[Raffoh]";
- mes "Laoh~!";
- mes F_Navi("This","mora,119,170")+" is where Raffles' houses are...";
- mes "But keep the noise down because people are asleep~!";
- viewpoint 1,119,170,1,0xAAFF00;
- close;
- case 3:
- mes "[Raffoh]";
- mes "Laoh~!";
- mes "If you are looking for souvenirs, you can buy some in this "+F_Navi("district","mora,112,110")+".";
- viewpoint 1,112,110,2,0xDA70D6;
- close;
- case 4:
- mes "[Raffoh]";
- mes "Laoh~!";
- mes F_Navi("This","mora,182,161")+" is where they keep all kinds of packages and groceries.";
- mes "There are many things that don't belong to the Raffles, so be careful!";
- viewpoint 1,182,161,3,0xFF1493;
- close;
- case 5:
- mes "[Raffoh]";
- mes "Laoh~! I'm removing them all~!";
- viewpoint 2,1,1,0,0xFFFF00;
- viewpoint 2,1,1,1,0xFFFF00;
- viewpoint 2,1,1,2,0xFFFF00;
- viewpoint 2,1,1,3,0xFFFF00;
- close;
- case 6:
- mes "[Raffoh]";
- mes "Laoh~!";
- mes "What kinds of sports are popular in your homeland?";
- close;
- }
-}
-
-mora,167,76,3 script Raffle Guide#east 4_M_RAFLE_OR,{
- mes "[Raffuh]";
- mes "Uh...";
- mes "This, this is the Village of Mora.";
- mes "Uh... which place do you want to know about?";
- F_Navi("[Raffuh]");
- next;
- switch(select("[ Inn ]:[ Residences ]:[ Stores ]:[ Warehouse ]:Remove markers from the mini-map:Quit")) {
- case 1:
- mes "[Raffuh]";
- mes "Uh...";
- mes "Are, are you sleepy?";
- mes "You can sleep "+F_Navi("here","mora,44,138")+" uh!! Put your stuff down uh! And-- and---";
- viewpoint 1,44,134,0,0x0A82FF;
- close;
- case 2:
- mes "[Raffuh]";
- mes "Uh...";
- mes "Why are you trying to find out "+F_Navi("where","mora,119,170")+" I live--?";
- mes "Uh, no... I'd like to live with my friends--";
- viewpoint 1,119,170,1,0xAAFF00;
- close;
- case 3:
- mes "[Raffuh]";
- mes "Uh...";
- mes "There are a lot of things in those "+F_Navi("stores","mora,112,110")+"-- oh, there is a hot spring also uh!";
- viewpoint 1,112,110,2,0xDA70D6;
- close;
- case 4:
- mes "[Raffuh]";
- mes "Uh...";
- mes "You can't just march into the "+F_Navi("warehouse","mora,182,161")+", or you'll be in trouble--";
- mes "Many of the things there are from outside the village-- Raffuh has been in trouble several times--";
- viewpoint 1,182,161,3,0xFF1493;
- close;
- case 5:
- mes "[Raffuh]";
- mes "Are you sure you want them removed?";
- viewpoint 2,1,1,0,0xFFFF00;
- viewpoint 2,1,1,1,0xFFFF00;
- viewpoint 2,1,1,2,0xFFFF00;
- viewpoint 2,1,1,3,0xFFFF00;
- close;
- case 6:
- mes "[Raffuh]";
- mes "Uh...";
- mes "Being a guide doesn't help much with my social phobia--";
- close;
- }
-}
-
-mora,115,138,5 script Raffle Guide#center 4_M_RAFLE_VI,{
- mes "[Raffla]";
- mes "Lala!";
- mes "Welcome to the Village of Mora la!";
- mes "If you need to know anything about the village, just ask me la!";
- F_Navi("[Raffla]");
- next;
- switch(select("[ Inn ]:[ Residences ]:[ Stores ]:[ Warehouse ]:Remove markers from the mini-map:Quit.")) {
- case 1:
- mes "[Raffla]";
- mes "Lala!";
- mes F_Navi("This","mora,44,138")+" is where travelers can rest la!";
- mes "The innkeeper is very kind, so try to talk to him a lot la!";
- viewpoint 1,44,134,0,0x0A82FF;
- close;
- case 2:
- mes "[Raffla]";
- mes "Lala!";
- mes F_Navi("This","mora,119,170")+" is where Raffles live la!";
- mes "Head over there la!";
- viewpoint 1,119,170,1,0xAAFF00;
- close;
- case 3:
- mes "[Raffla]";
- mes "Lala!";
- mes "So you want to buy something la?";
- mes "There are a lot of "+F_Navi("stores and cafes","mora,112,110")+", so check them out la!";
- viewpoint 1,112,110,2,0xDA70D6;
- close;
- case 4:
- mes "[Raffla]";
- mes "Lala!";
- mes "The "+F_Navi("Warehouse","mora,182,161")+" is where you keep your valuables la!";
- mes "Be careful so you don't get robbed la!";
- viewpoint 1,182,161,3,0xFF1493;
- close;
- case 5:
- mes "[Raffla]";
- mes "Okay, I'll remove all the markers from the map la!";
- viewpoint 2,1,1,0,0xFFFF00;
- viewpoint 2,1,1,1,0xFFFF00;
- viewpoint 2,1,1,2,0xFFFF00;
- viewpoint 2,1,1,3,0xFFFF00;
- close;
- case 6:
- mes "[Raffla]";
- mes "Lala!";
- mes "I really don't know how my family ends up doing these things la!";
- close;
- }
-}
-
-mora,72,51,3 script Raffle Guide#south 4_F_RAFLE_PK,{
- mes "[Raffli]";
- mes "Lali?";
- mes "Welcome to the Village of Mora.";
- mes "If you need to know anything about the village, just ask me.";
- F_Navi("[Raffli]");
- next;
- switch(select("[ Inn ]:[ Residences ]:[ Stores ]:[ Warehouse ]:Remove markers from the mini-map:Quit")) {
- case 1:
- mes "[Raffli]";
- mes "Lali?";
- mes F_Navi("This","mora,44,138")+" is where travelers can rest.";
- mes "The innkeeper is very kind, so get to know him.";
- viewpoint 1,44,134,0,0x0A82FF;
- close;
- case 2:
- mes "[Raffli]";
- mes "Lali?";
- mes F_Navi("This","mora,119,170")+" is where Raffles live.";
- mes "Are you coming to Raffli's house li? I'm so happy.";
- viewpoint 1,119,170,1,0xAAFF00;
- close;
- case 3:
- mes "[Raffli]";
- mes "Lali?";
- mes "There are a lot of things I want to buy.";
- mes "You can find tons of "+F_Navi("places","mora,112,110")+" to eat and shop, and tons of things to buy.";
- viewpoint 1,112,110,2,0xDA70D6;
- close;
- case 4:
- mes "[Raffli]";
- mes "Lali?";
- mes "The "+F_Navi("Warehouse","mora,182,161")+" is where you keep your valuables.";
- mes "But don't get robbed.";
- viewpoint 1,182,161,3,0xFF1493;
- close;
- case 5:
- mes "[Raffli]";
- mes "I'll remove all the markers.";
- viewpoint 2,1,1,0,0xFFFF00;
- viewpoint 2,1,1,1,0xFFFF00;
- viewpoint 2,1,1,2,0xFFFF00;
- viewpoint 2,1,1,3,0xFFFF00;
- close;
- case 6:
- mes "[Raffli]";
- mes "Lali?";
- mes "Brother seems to be upset today li. Did I do anything wrong?";
- close;
- }
-}
diff --git a/npc/re/guides/guides_morroc.txt b/npc/re/guides/guides_morroc.txt
deleted file mode 100644
index fb85d97c5..000000000
--- a/npc/re/guides/guides_morroc.txt
+++ /dev/null
@@ -1,309 +0,0 @@
-//===== Hercules Script ======================================
-//= Morroc Guides
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Guides for the city of Morroc and Morroc Ruins.
-//===== Additional Comments: =================================
-//= 1.0 First version, Renewal guide.
-//= 1.1 Fixed and optimized. [Euphy]
-//= 1.2 Navigation system update. [Euphy]
-//============================================================
-
-morocc,153,286,6 script Guide#01morocc::GuideMorroc 4_M_MOC_SOLDIER,{
- cutin "moc_soldier",2;
- mes "[Morroc Guide]";
- mes "Welcome to ^8B4513Morroc^000000,";
- mes "the Desert Town.";
- mes "Do you need help navigating the town?";
- F_Navi("[Morroc Guide]");
- next;
- while (1) {
- switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
- case 1:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Thief Guild ]:[ Sphinx Dungeon ]:[ Oasis Entrance ]:[ Forge ]:[ Weapon & Armor Shop ]:[ Inn ]:[ Tavern ]:Previous Menu")) {
- case 1:
- mes "[Morroc Guide]";
- mes "The "+F_Navi("Thief Guild","morocc,26,294","^B9062F")+" is located";
- mes "inside the ^B9062FPyramids^000000";
- mes "that is near the ^B9062FOasis^000000.";
- mes "Would you like to check any other locations?";
- viewpoint 1,26,294,0,0xFF0000;
- next;
- break;
- case 2:
- mes "[Morroc Guide]";
- mes "The "+F_Navi("Sphinx Dungeon","morocc,26,164","^0000FF")+" is";
- mes "right outside the western gate.";
- mes "Would you like to check any other locations?";
- viewpoint 1,26,164,1,0x0A82FF;
- next;
- break;
- case 3:
- mes "[Morroc Guide]";
- mes "Let me mark the entrance to the "+F_Navi("Oasis","morocc,26,294","^FF5400");
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,26,294,2,0xFFB400;
- next;
- break;
- case 4:
- callsub L_Mark, F_Navi("Forge","morocc,47,47","^006400");
- viewpoint 1,47,47,3,0xAAFF00;
- next;
- break;
- case 5:
- callsub L_Mark, F_Navi("Weapon & Armor Shop","morocc,253,56","^7F3300");
- viewpoint 1,253,56,4,0xD2691E;
- next;
- break;
- case 6:
- mes "[Morroc Guide]";
- mes "Currently the "+F_Navi("Inn","morocc,273,269","^800080");
- mes "has been shut down until further notice,";
- mes "but I'll mark its location";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,273,269,5,0xDA70D6;
- next;
- break;
- case 7:
- callsub L_Mark, F_Navi("Tavern","morocc,52,259","^B9062F");
- viewpoint 1,52,259,6,0xFF0000;
- next;
- break;
- case 8:
- .@loop = 0;
- break;
- }
- }
- break;
- case 2:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Kafra Employee ]:[ Poison Herb Salesman ]:[ Dye Maker ]:[ Seiyablem ]:Previous Menu")) {
- case 1:
- callsub L_Mark,"^0000FFKafra Employees^000000";
- viewpoint 1,156,97,7,0x0A82FF;
- viewpoint 1,160,258,8,0x0A82FF;
- next;
- break;
- case 2:
- callsub L_Mark, F_Navi("Poison Herb Salesman","morocc,191,94","^006400");
- viewpoint 1,190,96,9,0xAAFF00;
- next;
- break;
- case 3:
- mes "[Morroc Guide]";
- mes "The "+F_Navi("Dye Maker","morocc,273,269","^7F3300")+" is";
- mes "currently staying";
- mes "on the 1st floor of the Inn.";
- mes "Let me mark his location";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,273,269,10,0xD2691E;
- next;
- break;
- case 4:
- mes "[Morroc Guide]";
- mes F_Navi("Seiyablem","morocc,51,41","^800080");
- mes "is a technician";
- mes "who can create ^0000FFslots^000000 on weapons and armors,";
- mes "but not all equipment";
- mes "can be slotted. Well, that's what he says.";
- mes "Would you like to check any other locations?";
- viewpoint 1,51,41,11,0xDA70D6;
- next;
- break;
- case 5:
- .@loop = 0;
- break;
- }
- }
- break;
- case 3:
- mes "[Morroc Guide]";
- mes "Sure, I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,1,1,0,0xFFFF00;
- viewpoint 2,1,1,1,0x000000;
- viewpoint 2,1,1,2,0xFF0000;
- viewpoint 2,1,1,3,0xFFFF00;
- viewpoint 2,1,1,4,0xFFFF00;
- viewpoint 2,1,1,5,0xFFFF00;
- viewpoint 2,1,1,6,0xFFFF00;
- viewpoint 2,1,1,7,0xFFFF00;
- viewpoint 2,1,1,8,0xFFFF00;
- viewpoint 2,1,1,9,0xFFFF00;
- viewpoint 2,1,1,10,0xFFFF00;
- viewpoint 2,1,1,11,0xFFFF00;
- next;
- break;
- case 4:
- mes "[Morroc Guide]";
- mes "Be safe on your travels.";
- close2;
- cutin "moc_soldier",255;
- end;
- }
- }
- end;
-L_Mark:
- mes "[Morroc Guide]";
- mes "Let me mark the location of the";
- mes getarg(0);
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- return;
-}
-morocc,154,38,6 duplicate(GuideMorroc) Guide#02morocc 4_M_MOC_SOLDIER
-morocc,296,213,4 duplicate(GuideMorroc) Guide#03morocc 4_M_MOC_SOLDIER
-morocc,28,170,5 duplicate(GuideMorroc) Guide#04morocc 4_M_MOC_SOLDIER
-
-moc_ruins,159,53,3 script Guide#01ruins::GuideMocRuins 4_M_MOC_SOLDIER,{
- cutin "moc_soldier",2;
- mes "[Morroc Guide]";
- mes "Welcome to ^8B4513Morroc^000000,";
- mes "the Desert Town.";
- mes "Do you need help navigating the town?";
- F_Navi("[Morroc Guide]");
- next;
- while (1) {
- switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
- case 1:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Thief Guild ]:[ Sphinx Dungeon ]:[ Morroc Entrance ]:Previous Menu")) {
- case 1:
- mes "[Morroc Guide]";
- mes "The "+F_Navi("Thief Guild","moc_ruins,56,161","^B9062F")+" is located";
- mes "inside the ^B9062FPyramids^000000.";
- mes "Let me mark its location";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,56,161,0,0xFF0000;
- next;
- break;
- case 2:
- mes "[Morroc Guide]";
- mes "The "+F_Navi("Sphinx Dungeon","moc_ruins,71,19","^0000FF");
- mes "is outside the south entrance of this Oasis.";
- mes "Would you like to check any other locations?";
- viewpoint 1,71,19,1,0x0A82FF;
- next;
- break;
- case 3:
- mes "[Morroc Guide]";
- mes F_Navi("Morroc","moc_ruins,158,40","^FF5400")+" is";
- mes "right outside the southeast entrance of this Oasis.";
- mes "Let me mark its location";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,158,40,2,0xFFB400;
- next;
- break;
- case 4:
- .@loop = 0;
- break;
- }
- }
- break;
- case 2:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Eden Teleport Officer ]:[ Tool Dealer ]:[ Kafra Employee ]:[ Repairman ]:[ Pet Groomer ]:[ Chef Assistant ]:[ Leablem ]:Previous Menu")) {
- case 1:
- callsub L_Mark, F_Navi("Eden Teleport Officer","moc_ruins,68,164","^006400");
- viewpoint 1,68,164,3,0xAAFF00;
- next;
- break;
- case 2:
- mes "[Morroc Guide]";
- mes "Let me mark the location of the";
- mes F_Navi("Northern Tool Dealer","moc_ruins,92,128","^800080");
- mes "and "+F_Navi("Southern Tool Dealer","moc_ruins,114,63","^800080");
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,92,128,5,0xDA70D6;
- viewpoint 1,114,63,6,0xDA70D6;
- next;
- break;
- case 3:
- callsub L_Mark, "^B9062FKafra Employee^000000";
- viewpoint 1,59,157,7,0xFF0000;
- next;
- break;
- case 4:
- callsub L_Mark, F_Navi("Repairman","moc_ruins,107,94","^0000FF");
- viewpoint 1,107,94,8,0x0A82FF;
- next;
- break;
- case 5:
- callsub L_Mark, F_Navi("Pet Groomer","moc_ruins,118,170","^FF5400");
- viewpoint 1,118,170,9,0xFFB400;
- next;
- break;
- case 6:
- callsub L_Mark, F_Navi("Chef Assistant","moc_ruins,115,123","^006400");
- viewpoint 1,115,123,10,0xAAFF00;
- next;
- break;
- case 7:
- mes "[Morroc Guide]";
- mes F_Navi("Leablem","moc_ruins,154,86","^7F3300");
- mes "is a technician";
- mes "who can create ^0000FFslots^000000 on weapons and armors,";
- mes "but not all equipment";
- mes "can be slotted. Well, that's what he says.";
- mes "Would you like to check any other locations?";
- viewpoint 1,154,86,11,0xD2691E;
- next;
- break;
- case 8:
- .@loop = 0;
- break;
- }
- }
- break;
- case 3:
- mes "[Morroc Guide]";
- mes "Sure, I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,1,1,0,0xFFFF00;
- viewpoint 2,1,1,1,0x000000;
- viewpoint 2,1,1,2,0xFF0000;
- viewpoint 2,1,1,3,0xFFFF00;
- viewpoint 2,1,1,4,0xFFFF00;
- viewpoint 2,1,1,5,0xFFFF00;
- viewpoint 2,1,1,6,0xFFFF00;
- viewpoint 2,1,1,7,0xFFFF00;
- viewpoint 2,1,1,8,0xFFFF00;
- viewpoint 2,1,1,9,0xFFFF00;
- viewpoint 2,1,1,10,0xFFFF00;
- viewpoint 2,1,1,11,0xFFFF00;
- next;
- break;
- case 4:
- mes "[Morroc Guide]";
- mes "Be safe on your travels.";
- close2;
- cutin "moc_soldier",255;
- end;
- }
- }
- end;
-L_Mark:
- mes "[Morroc Guide]";
- mes "Let me mark the location of the";
- mes getarg(0);
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- return;
-}
-moc_ruins,70,164,3 duplicate(GuideMocRuins) Guide#02ruins 4_M_MOC_SOLDIER
-moc_ruins,65,44,5 duplicate(GuideMocRuins) Guide#03ruins 4_M_MOC_SOLDIER
diff --git a/npc/re/guides/guides_moscovia.txt b/npc/re/guides/guides_moscovia.txt
deleted file mode 100644
index 1f8810878..000000000
--- a/npc/re/guides/guides_moscovia.txt
+++ /dev/null
@@ -1,101 +0,0 @@
-//===== Hercules Script ======================================
-//= Moscovia Guide
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Guide for the city of Moscovia.
-//===== Additional Comments: =================================
-//= 1.0 First version, Renewal guide.
-//= 1.1 Optimized (a little bit). [Euphy]
-//= 1.2 Navigation system update. [Euphy]
-//============================================================
-
-moscovia,161,76,3 script Moscovia Guide#01mosc 4_F_RUSWOMAN1,{
- mes "[Moscovia Guide]";
- mes "A paradise on the sea,";
- mes "beautiful waves and warm sunshine.";
- mes "^8B4513Moscovia^000000 is waiting for you.";
- mes "I'm supporting to offer information about here.";
- mes "If you want to ask anything just feel free tell me.";
- F_Navi("[Moscovia Guide]");
- .@str$ = "Is there anything else I can do for you?";
- while (1) {
- next;
- switch(select("[ Kafra Employee ]:[ Palace ]:[ Chapel ]:[ Weapon Shop ]:[ Armor Shop ]:[ Tool Shop ]:[ Inn ]:[ Return to Alberta ]:Remove Marks from Mini-Map:Cancel")) {
- case 1:
- mes "[Moscovia Guide]";
- mes "The ^0000FFKafra Employee^000000 has";
- mes "been marked on your mini-map";
- mes "Check your mini-map.";
- mes "Do you need anything else?";
- viewpoint 1,223,191,0,0x0A82FF;
- break;
- case 2:
- mes "[Moscovia Guide]";
- mes "In the "+F_Navi("Palace","moscovia,255,140","^006400")+" you will find our Lord the Czar and other servants.";
- mes .@str$;
- viewpoint 1,255,140,1,0x0A82FF;
- break;
- case 3:
- mes "[Moscovia Guide]";
- mes "The "+F_Navi("Chapel","moscovia,253,179","^008080")+" is located here.";
- mes .@str$;
- viewpoint 1,253,179,2,0xAAFF00;
- break;
- case 4:
- mes "[Moscovia Guide]";
- mes "You can buy weapons from the best craftsmen in Moscovia if you go to the "+F_Navi("Weapon Shop","moscovia,186,191","^FF1493")+".";
- mes .@str$;
- viewpoint 1,186,191,3,0x008080;
- break;
- case 5:
- mes "[Moscovia Guide]";
- mes "You will find only the best gear at the Moscovia "+F_Navi("Armor Shop","moscovia,204,169","^8B4513")+".";
- mes .@str$;
- viewpoint 1,204,169,4,0xB200FF;
- break;
- case 6:
- mes "[Moscovia Guide]";
- mes "The "+F_Navi("Tool Shop","moscovia,221,176","^FF1493")+" is located just south from the center of town.";
- mes "You can find all sorts of things you need for your travels.";
- mes .@str$;
- viewpoint 1,221,176,5,0xFF1493;
- break;
- case 7:
- mes "[Moscovia Guide]";
- mes "The Inn "+F_Navi("Sticky Herb Tree","moscovia,227,206")+" is just north from the center of town.";
- mes "If you need to rest, there is no better place to stay.";
- mes .@str$;
- viewpoint 1,227,206,6,0x8B4513;
- break;
- case 8:
- mes "[Moscovia Guide]";
- mes "You can find the";
- mes F_Navi("Moscovia P.R. Officer","moscovia,166,53")+" at the docks if";
- mes "you want to return to Alberta.";
- viewpoint 1,166,53,7,0x00BFFF;
- break;
- case 9:
- mes "[Moscovia Guide]";
- mes "I'll remove all marks from your mini-map.";
- mes .@str$;
- viewpoint 2,1,1,0,0xFFFFFF;
- viewpoint 2,1,1,1,0xFFFFFF;
- viewpoint 2,1,1,2,0xFFFFFF;
- viewpoint 2,1,1,3,0xFFFFFF;
- viewpoint 2,1,1,4,0xFFFFFF;
- viewpoint 2,1,1,5,0xFFFFFF;
- viewpoint 2,1,1,6,0xFFFFFF;
- viewpoint 2,1,1,7,0xFFFFFF;
- break;
- case 10:
- mes "[Moscovia Guide]";
- mes "Enjoy your trip~!";
- close;
- }
- }
-}
-moscovia,226,191,4 duplicate(Moscovia Guide#01mosc) Moscovia Guide#02mosc 4_F_RUSWOMAN1
diff --git a/npc/re/guides/guides_niflheim.txt b/npc/re/guides/guides_niflheim.txt
deleted file mode 100644
index 141f14cfa..000000000
--- a/npc/re/guides/guides_niflheim.txt
+++ /dev/null
@@ -1,68 +0,0 @@
-//===== Hercules Script ======================================
-//= Niflheim Guide
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Guide for the city of Niflheim.
-//===== Additional Comments: =================================
-//= 1.0 First version, Renewal guide.
-//= 1.1 Optimized. [Euphy]
-//= 1.2 Navigation system update. [Euphy]
-//============================================================
-
-niflheim,201,187,3 script Niflheim Guide#01nif 4_M_DIEMAN,{
- mes "[Niflheim Guide]";
- mes "Welcome to.. ^8B4513Niflheim^000000...";
- mes "the Realm of the Dead...";
- mes "Do you need help navigating the realm...?";
- if (F_Navi() == 0) {
- next;
- mes "[Niflheim Guide]";
- mes "When you click on the.. ^B9062F[location name]^000000... you'll receive the most advanced ^B9062FNavigation^000000 services...!";
- }
- while (1) {
- next;
- switch(select("[ Tool Shop ]:[ Pub ]:[ Weapon Shop ]:[ Witch's Castle ]:Remove Marks from Mini-Map:Cancel")) {
- case 1:
- callsub L_Mark, F_Navi("Tool Shop","niflheim,218,196","^0000FF");
- viewpoint 1,218,196,0,0x0A82FF;
- break;
- case 2:
- callsub L_Mark, F_Navi("Pub","niflheim,189,208","^006400");
- viewpoint 1,189,208,1,0xAAFF00;
- break;
- case 3:
- callsub L_Mark, F_Navi("Weapon Shop","niflheim,218,170","^800080");
- viewpoint 1,218,170,2,0xDA70D6;
- break;
- case 4:
- callsub L_Mark, F_Navi("Witch's Castle","niflheim,255,195","^FF1493");
- viewpoint 1,255,195,3,0xFF1493;
- break;
- case 5:
- mes "[Niflheim Guide]";
- mes "Sure, I'll remove all marks from your mini-map...";
- mes "Is there anything else I can do for you...?";
- viewpoint 2,1,1,0,0xFFFFFF;
- viewpoint 2,1,1,1,0xFFFFFF;
- viewpoint 2,1,1,2,0xFFFFFF;
- viewpoint 2,1,1,3,0xFFFFFF;
- break;
- case 6:
- mes "[Niflheim Guide]";
- mes "......Bye~!..";
- close;
- }
- }
- end;
-L_Mark:
- mes "[Niflheim Guide]";
- mes "Let me mark the location of the";
- mes getarg(0)+"^000000...";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- return;
-}
diff --git a/npc/re/guides/guides_payon.txt b/npc/re/guides/guides_payon.txt
deleted file mode 100644
index b363a1dba..000000000
--- a/npc/re/guides/guides_payon.txt
+++ /dev/null
@@ -1,292 +0,0 @@
-//===== Hercules Script ======================================
-//= Payon Guides
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Guides for the city of Payon.
-//===== Additional Comments: =================================
-//= 1.0 First version, Renewal guides.
-//= 1.1 Fixed and optimized. [Euphy]
-//= 1.2 Navigation system update. [Euphy]
-//============================================================
-
-payon,163,64,3 script Guide#01payon::GuidePayon 4_M_PAY_SOLDIER,{
- cutin "pay_soldier",2;
- mes "[Payon Guide]";
- mes "Welcome to ^8B4513Payon^000000,";
- mes "the Mountain Village.";
- mes "Do you need help navigating the village?";
- F_Navi("[Payon Guide]");
- next;
- while (1) {
- switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
- case 1:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Archer Village ]:[ Tool Shop ]:[ Weapon & Armor Shop ]:[ Inn & Tavern ]:[ Central Palace ]:[ Palace Court ]:[ Royal Kitchen ]:Previous Menu")) {
- case 1:
- mes "[Payon Guide]";
- mes F_Navi("Archer Village","payon,227,328","^B9062F")+" is where";
- mes "the Archer Association resides.";
- mes "Please use the far north gate to enter the village.";
- mes "Would you like to check any other locations?";
- viewpoint 1,227,328,0,0xFF0000;
- next;
- break;
- case 2:
- callsub L_Mark, F_Navi("Tool Shop","payon,144,85","^0000FF");
- viewpoint 1,144,85,1,0x0A82FF;
- next;
- break;
- case 3:
- callsub L_Mark, F_Navi("Weapon & Armor Shop","payon,139,159","^FF5400");
- viewpoint 1,139,159,2,0xFFB400;
- next;
- break;
- case 4:
- callsub L_Mark, F_Navi("Inn & Tavern","payon,220,117","^006400");
- viewpoint 1,220,117,3,0xAAFF00;
- next;
- break;
- case 5:
- callsub L_Mark, F_Navi("Central Palace","payon,155,245","^7F3300");
- viewpoint 1,155,245,4,0xD2691E;
- next;
- break;
- case 6:
- callsub L_Mark, F_Navi("Palace Court","payon,107,325","^800080");
- viewpoint 1,107,325,5,0xDA70D6;
- next;
- break;
- case 7:
- callsub L_Mark, F_Navi("Royal Kitchen","payon,154,325","^B9062F");
- viewpoint 1,154,325,6,0xFF0000;
- next;
- break;
- case 8:
- .@loop = 0;
- break;
- }
- }
- break;
- case 2:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Eden Teleport Officer ]:[ Kafra Shop ]:[ Repair / Armsmith ]:[ Kafra Employee ]:[ Trap Specialist ]:[ Seiayblem ]:[ Leablem ]:[ Jade ]:[ Pet Groomer ]:[ Chef Assistant ]:Previous Menu")) {
- case 1:
- callsub L_Mark, F_Navi("Eden Teleport Officer","payon,177,111","^0000FF");
- viewpoint 1,177,111,7,0x0A82FF;
- next;
- break;
- case 2:
- callsub L_Mark, F_Navi("Kafra Shop Girls","payon,164,157","^FF5400");
- viewpoint 1,164,157,8,0xFFB400;
- next;
- break;
- case 3:
- callsub L_Mark, F_Navi("Repairman & Armsmith","payon,144,170","^006400");
- viewpoint 1,144,170,9,0xAAFF00;
- next;
- break;
- case 4:
- callsub L_Mark, "^7F3300Kafra Employees^000000";
- viewpoint 1,181,104,10,0xD2691E;
- viewpoint 1,175,226,11,0xD2691E;
- next;
- break;
- case 5:
- callsub L_Mark, F_Navi("Trap Specialist","payon,123,109","^800080");
- viewpoint 1,123,109,12,0xDA70D6;
- next;
- break;
- case 6:
- mes "[Payon Guide]";
- mes F_Navi("Seiyablem","payon,140,151","^B9062F");
- mes "is a technician";
- mes "who can create ^0000FFslots^000000 on weapons and armors,";
- mes "but not all equipment";
- mes "can be slotted. Well, that's what he says.";
- mes "Would you like to check any other locations?";
- viewpoint 1,140,151,13,0xFF0000;
- next;
- break;
- case 7:
- mes "[Payon Guide]";
- mes F_Navi("Leablem","payon,236,199","^0000FF");
- mes "is a technician";
- mes "who can create ^0000FFslots^000000 on weapons and armors,";
- mes "but not all equipment";
- mes "can be slotted. Well, that's what he says.";
- mes "Would you like to check any other locations?";
- viewpoint 1,236,199,14,0x0A82FF;
- next;
- break;
- case 8:
- mes "[Payon Guide]";
- mes F_Navi("Jade","payon,173,238","^FF5400");
- mes "can exchange different types of";
- mes "^FF5400Gemstones^000000.";
- mes "Would you like to check any other locations?";
- viewpoint 1,173,238,15,0xFFB400;
- next;
- break;
- case 9:
- callsub L_Mark, F_Navi("Pet Groomer","payon,177,131","^006400");
- viewpoint 1,177,131,16,0xAAFF00;
- next;
- break;
- case 10:
- callsub L_Mark, F_Navi("Chef Assistant","payon,206,119","^7F3300");
- viewpoint 1,206,119,17,0xD2691E;
- next;
- break;
- case 11:
- .@loop = 0;
- break;
- }
- }
- break;
- case 3:
- mes "[Payon Guide]";
- mes "Sure, I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,1,1,0,0xFFFF00;
- viewpoint 2,1,1,1,0x000000;
- viewpoint 2,1,1,2,0xFF0000;
- viewpoint 2,1,1,3,0xFFFF00;
- viewpoint 2,1,1,4,0xFFFF00;
- viewpoint 2,1,1,5,0xFFFF00;
- viewpoint 2,1,1,6,0xFFFF00;
- viewpoint 2,1,1,7,0xFFFF00;
- viewpoint 2,1,1,8,0xFFFF00;
- viewpoint 2,1,1,9,0xFFFF00;
- viewpoint 2,1,1,10,0xFFFF00;
- viewpoint 2,1,1,11,0xFFFF00;
- viewpoint 2,1,1,12,0xFFFF00;
- viewpoint 2,1,1,13,0xFFFF00;
- viewpoint 2,1,1,14,0xFFFF00;
- viewpoint 2,1,1,15,0xFFFF00;
- viewpoint 2,1,1,16,0xFFFF00;
- viewpoint 2,1,1,17,0xFFFF00;
- next;
- break;
- case 4:
- mes "[Payon Guide]";
- mes "Enjoy your stay.";
- close;
- cutin "pay_soldier",255;
- end;
- }
- }
- end;
-L_Mark:
- mes "[Payon Guide]";
- mes "Let me mark the location of the";
- mes getarg(0);
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- return;
-}
-
-payon,151,182,6 duplicate(GuidePayon) Guide#02payon 4_M_PAY_SOLDIER
-payon,221,85,6 duplicate(GuidePayon) Guide#03payon 4_M_PAY_SOLDIER
-payon,233,324,4 duplicate(GuidePayon) Guide#04payon 4_M_PAY_SOLDIER
-
-pay_arche,86,33,4 script Guide#05payon 4_M_PAY_SOLDIER,{
- cutin "pay_soldier",2;
- mes "[Payon Guide]";
- mes "Welcome to ^8B4513Archer Village^000000,";
- mes "a subsidiary village of Payon.";
- mes "Do you need help navigating the village?";
- F_Navi("[Payon Guide]");
- next;
- .@str$ = "Would you like to check any other locations?";
- while (1) {
- switch(select("[ Payon Dungeon ]:[ Archer Guild ]:[ Tool Shop ]:[ Kafra Employee ]:[ Mercenary Guildsman ]:[ Alchemist Guildsman ]:[ Eden Teleport Officer ]:Remove Marks from Mini-Map:Cancel")) {
- case 1:
- mes "[Payon Guide]";
- mes "Let me mark the entrance of";
- mes "the "+F_Navi("Payon Dungeon","pay_arche,38,131","^B9062F");
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,38,131,0,0xFF0000;
- next;
- break;
- case 2:
- mes "[Payon Guide]";
- mes "The "+F_Navi("Archer Guild","pay_arche,143,164","^0000FF");
- mes "is where you can change";
- mes "your job to Archer.";
- mes .@str$;
- viewpoint 1,143,164,1,0x0A82FF;
- next;
- break;
- case 3:
- mes "[Payon Guide]";
- mes "Let me mark the location of the";
- mes F_Navi("Tool Shop","pay_arche,72,156","^FF5400");
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,72,156,2,0xFFB400;
- next;
- break;
- case 4:
- mes "[Payon Guide]";
- mes "Let me mark the location of the ^006400Kafra Employee^000000";
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,55,123,3,0xAAFF00;
- next;
- break;
- case 5:
- mes "[Payon Guide]";
- mes "Let me mark the location of the";
- mes F_Navi("Mercenary Guildsman","pay_arche,101,166","^7F3300");
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,101,166,4,0xD2691E;
- next;
- break;
- case 6:
- mes "[Payon Guide]";
- mes "Let me mark the location of the";
- mes F_Navi("Alchemist Guildsman","pay_arche,126,113,","^800080");
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,127,113,5,0xDA70D6;
- next;
- break;
- case 7:
- mes "[Payon Guide]";
- mes "The "+F_Navi("Eden Teleport Officer","pay_arche,143,164","^0000FF");
- mes "is currently staying inside";
- mes "the Archer Guild building.";
- mes .@str$;
- viewpoint 1,143,164,6,0x0A82FF;
- next;
- break;
- case 8:
- mes "[Payon Guide]";
- mes "Sure, I'll remove all marks from your mini-map.";
- mes .@str$;
- viewpoint 2,1,1,0,0xFFFF00;
- viewpoint 2,1,1,1,0x000000;
- viewpoint 2,1,1,2,0xFF0000;
- viewpoint 2,1,1,3,0xFFFF00;
- viewpoint 2,1,1,4,0xFFFF00;
- viewpoint 2,1,1,5,0xFFFF00;
- viewpoint 2,1,1,6,0xFFFF00;
- next;
- break;
- case 9:
- mes "[Payon Guide]";
- mes "Enjoy your stay.";
- close2;
- cutin "pay_soldier",255;
- end;
- }
- }
-}
diff --git a/npc/re/guides/guides_prontera.txt b/npc/re/guides/guides_prontera.txt
deleted file mode 100644
index 58b5eecbe..000000000
--- a/npc/re/guides/guides_prontera.txt
+++ /dev/null
@@ -1,300 +0,0 @@
-//===== Hercules Script ======================================
-//= Prontera Guides
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= [Official Conversion]
-//= Guides for the city of Prontera.
-//===== Additional Comments: =================================
-//= 1.0 First version, Renewal guides.
-//= 1.1 Navigation system update. [Euphy]
-//= Optimized.
-//============================================================
-
-prontera,154,187,4 script Guide#01prontera::GuideProntera 8W_SOLDIER,{
- cutin "prt_soldier",2;
- mes "[Prontera Guide]";
- mes "Welcome to ^8B4513Prontera^000000,";
- mes "the beautiful capital of the";
- mes "Rune-Midgarts Kingdom.";
- mes "Do you need help navigating the city?";
- F_Navi("[Prontera Guide]");
- next;
- .@str$ = "Would you like to check any other locations?";
- while (1) {
- switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
- case 1:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Tool Shop ]:[ Weapon & Armor Shop ]:[ Forge ]:[ Sanctuary ]:[ Chivalry Office ]:[ Inn ]:[ Tavern ]:[ Library ]:[ Prontera Castle ]:[ Job Agency ]:[ City Hall ]:Previous Menu")) {
- case 1:
- callsub L_Mark, F_Navi("Tool Shop","prontera,134,221","^B9062F");
- mes .@str$;
- viewpoint 1,134,221,0,0xFF0000;
- next;
- break;
- case 2:
- callsub L_Mark, F_Navi("Weapon & Armor Shop","prontera,175,220","^0000FF");
- mes .@str$;
- viewpoint 1,175,220,1,0x0A82FF;
- next;
- break;
- case 3:
- callsub L_Mark, F_Navi("Forge","prontera,179,184","^FF5400");
- mes .@str$;
- viewpoint 1,179,184,2,0xFFB400;
- next;
- break;
- case 4:
- mes "[Prontera Guide]";
- mes "The "+F_Navi("Prontera Sanctuary","prontera,236,316","^006400")+" is";
- mes "where you can change your job to Acolyte,";
- mes "its located in the far northeast of Prontera.";
- mes "Let me mark the location on your mini-map.";
- mes .@str$;
- viewpoint 1,236,316,3,0xAAFF00;
- next;
- break;
- case 5:
- mes "[Prontera Guide]";
- mes "The "+F_Navi("Chivalry Office","prontera,46,345")+" is";
- mes "where you can change your job to ^7F3300Knight^000000";
- mes "or apply for the ^7F3300Culvert^000000 Subjugation Party.";
- mes .@str$;
- viewpoint 1,46,345,4,0xD2691E;
- next;
- break;
- case 6:
- callsub L_Mark, F_Navi("Inn","prontera,203,191","^800080");
- mes .@str$;
- viewpoint 1,204,191,5,0xDA70D6;
- next;
- break;
- case 7:
- callsub L_Mark, "^B9062FTaverns^000000";
- mes "Only the "+F_Navi("northern","prontera,208,154","^B9062F")+" tavern";
- mes "is open for now.";
- mes .@str$;
- viewpoint 1,208,154,6,0xFF0000;
- viewpoint 1,46,67,7,0xFF0000;
- next;
- break;
- case 8:
- mes "[Prontera Guide]";
- mes "The ^0000FFLibrary^000000 is";
- mes "where you can find useful information, like the Monster Encyclopedia.";
- mes "There are currently two libaries available,";
- mes "One to the "+F_Navi("northeast","prontera,120,264")+" and the other to the "+F_Navi("northwest","prontera,192,264")+".";
- mes .@str$;
- viewpoint 1,120,264,8,0x0A82FF;
- viewpoint 1,192,264,9,0x0A82FF;
- next;
- break;
- case 9:
- mes "[Prontera Guide]";
- mes "The "+F_Navi("Prontera Castle","prontera,156,360","^FF5400")+" is north from here,";
- mes "and its rear gate is connected to";
- mes "the northern Prontera Fields.";
- mes "Let me mark the castle on your mini-map.";
- mes .@str$;
- viewpoint 1,156,360,10,0xFFB400;
- next;
- break;
- case 10:
- callsub L_Mark, F_Navi("Job Agency","prontera,133,183","^006400");
- mes .@str$;
- viewpoint 1,133,183,11,0xAAFF00;
- next;
- break;
- case 11:
- mes "[Prontera Guide]";
- mes "Let me mark the location of "+F_Navi("City Hall","prontera,75,91","^7F3300");
- mes "on your mini-map.";
- mes "There's a hairstylist";
- mes "there that can change your hair color.";
- mes .@str$;
- viewpoint 1,75,91,12,0xD2691E;
- next;
- break;
- case 12:
- .@loop = 0;
- break;
- }
- }
- break;
- case 2:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Eden Teleport Officer ]:[ Peco Peco Breeder ]:[ Riding Creature Master ]:[ Magic Gear Master ]:[ Peco Peco Remover ]:[ Trading Merchants ]:[ Mercenary Guildsman ]:[ Hypnotist ]:[ Kafra Employee ]:[ Leablem ]:[ Apprentice Craftsman ]:[ Pet Groomer ]:Previous Menu")) {
- case 1:
- callsub L_Mark, F_Navi("Eden Teleport Officer","prontera,124,76","^800080"),1;
- mes .@str$;
- viewpoint 1,124,76,13,0xDA70D6;
- next;
- break;
- case 2:
- mes "[Prontera Guide]";
- mes "Two ^0000FFPeco Peco Breeders^000000 are available,";
- mes "one for ^0000FFKnights^000000 to the "+F_Navi("northwest","prontera,55,350","^0000FF");
- mes "and the other for ^0000FFCrusaders^000000 to the "+F_Navi("northeast","prontera,232,310","^0000FF")+".";
- viewpoint 1,55,350,14,0x0A82FF;
- viewpoint 1,232,310,15,0x0A82FF;
- next;
- break;
- case 3:
- mes "[Prontera Guide]";
- mes "The "+F_Navi("Riding Creature Master","prontera,131,213","^FF5400")+" provides services for";
- mes "^FF5400Rune Knights^000000 and ^FF5400Royal Guards^000000.";
- mes "Let me mark his location";
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,131,213,16,0xFFB400;
- next;
- break;
- case 4:
- mes "[Prontera Guide]";
- mes "The "+F_Navi("Magic Gear Master","prontera,163,178","^006400");
- mes "provides services for";
- mes "^006400Mechanics^000000.";
- mes "Let me mark his location";
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,163,178,17,0xAAFF00;
- next;
- break;
- case 5:
- mes "[Prontera Guide]";
- mes "If your beloved Peco Peco refuses";
- mes "to leave you,";
- mes "please talk to the "+F_Navi("Peco Peco Remover","prontera,125,208","^7F3300");
- mes "near the central fountain.";
- mes .@str$;
- viewpoint 1,125,208,18,0xD2691E;
- next;
- break;
- case 6:
- mes "[Prontera Guide]";
- mes "The Rune Merchant, Amatsu Trader, and other";
- mes F_Navi("Trading Merchants","prontera,178,244","^800080")+" have been marked";
- mes "on your mini-map.";
- mes .@str$;
- viewpoint 1,178,244,19,0xDA70D6;
- next;
- break;
- case 7:
- callsub L_Mark, F_Navi("Mercenary Guildsman","prontera,35,337","^0000FF"),1;
- mes .@str$;
- viewpoint 1,35,337,20,0x0A82FF;
- next;
- break;
- case 8:
- mes "[Prontera Guide]";
- mes "The ^FF5400Hypnotist^000000";
- mes "helps beginner adventurers";
- mes "to reset their skills.";
- mes "He has moved to Izlude, Prontera's satellite town to the southeast.";
- mes "Would you like to check any other locations?";
- mes .@str$;
- //viewpoint 1,146,232,21,0xFFB400;
- next;
- break;
- case 9:
- callsub L_Mark, "^006400Kafra Employees^000000",1;
- mes .@str$;
- viewpoint 1,152,326,22,0xAAFF00;
- viewpoint 1,30,207,23,0xAAFF00;
- viewpoint 1,282,200,24,0xAAFF00;
- viewpoint 1,151,29,25,0xAAFF00;
- viewpoint 1,146,89,26,0xAAFF00;
- next;
- break;
- case 10:
- mes "[Prontera Guide]";
- mes F_Navi("Leablem","prontera,244,169","^0000FF");
- mes "is a technician";
- mes "who can create ^0000FFslots^000000 on weapons and armors,";
- mes "As amazing as it sounds,";
- mes "not all equipment can be slotted.";
- mes .@str$;
- viewpoint 1,244,169,27,0x0A82FF;
- next;
- break;
- case 11:
- callsub L_Mark, F_Navi("Apprentice Craftsman","prontera,165,60","^800080"),1;
- mes .@str$;
- viewpoint 1,165,60,28,0xDA70D6;
- next;
- break;
- case 12:
- callsub L_Mark, F_Navi("Pet Groomer","prontera,218,211"),1;
- mes .@str$;
- viewpoint 1,218,211,29,0xFF0000;
- next;
- break;
- case 13:
- .@loop = 0;
- break;
- }
- }
- break;
- case 3:
- mes "[Prontera Guide]";
- mes "Sure, I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,1,1,0,0xFFFF00;
- viewpoint 2,1,1,1,0x000000;
- viewpoint 2,1,1,2,0xFF0000;
- viewpoint 2,1,1,3,0xFFFF00;
- viewpoint 2,1,1,4,0xFFFF00;
- viewpoint 2,1,1,5,0xFFFF00;
- viewpoint 2,1,1,6,0xFFFF00;
- viewpoint 2,1,1,7,0xFFFF00;
- viewpoint 2,1,1,8,0xFFFF00;
- viewpoint 2,1,1,9,0xFFFF00;
- viewpoint 2,1,1,10,0xFFFF00;
- viewpoint 2,1,1,11,0xFFFF00;
- viewpoint 2,1,1,12,0xFFFF00;
- viewpoint 2,1,1,13,0xFFFF00;
- viewpoint 2,1,1,14,0xFFFF00;
- viewpoint 2,1,1,15,0xFFFF00;
- viewpoint 2,1,1,16,0xFFFF00;
- viewpoint 2,1,1,17,0xFFFF00;
- viewpoint 2,1,1,18,0xFFFF00;
- viewpoint 2,1,1,19,0xFFFF00;
- viewpoint 2,1,1,20,0xFFFF00;
- //viewpoint 2,1,1,21,0xFFFF00;
- viewpoint 2,1,1,22,0xFFFF00;
- viewpoint 2,1,1,23,0xFFFF00;
- viewpoint 2,1,1,24,0xFFFF00;
- viewpoint 2,1,1,25,0xFFFF00;
- viewpoint 2,1,1,26,0xFFFF00;
- viewpoint 2,1,1,27,0xFFFF00;
- viewpoint 2,1,1,28,0xFFFF00;
- viewpoint 2,1,1,29,0xFFFF00;
- next;
- break;
- case 4:
- mes "[Prontera Guide]";
- mes "Enjoy your stay.";
- close2;
- cutin "prt_soldier",255;
- end;
- }
- }
- end;
-L_Mark:
- mes "[Prontera Guide]";
- if (getarg(1,0)) {
- mes "Let me mark the location of the";
- mes getarg(0);
- } else
- mes "Let me mark the location of the "+getarg(0);
- mes "on your mini-map.";
- return;
-}
-prontera,282,208,2 duplicate(GuideProntera) Guide#02prontera 8W_SOLDIER
-prontera,29,200,6 duplicate(GuideProntera) Guide#03prontera 8W_SOLDIER
-prontera,160,29,0 duplicate(GuideProntera) Guide#04prontera 8W_SOLDIER
-prontera,151,330,4 duplicate(GuideProntera) Guide#05prontera 8W_SOLDIER
diff --git a/npc/re/guides/guides_rachel.txt b/npc/re/guides/guides_rachel.txt
deleted file mode 100644
index 28a3c1bd6..000000000
--- a/npc/re/guides/guides_rachel.txt
+++ /dev/null
@@ -1,126 +0,0 @@
-//===== Hercules Script ======================================
-//= Rachel Guides
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= [Official Conversion]
-//= Guide for the city of Rachel.
-//===== Additional Comments: =================================
-//= 1.0 First version, Renewal guide.
-//= 1.1 Navigation system update. [Euphy]
-//============================================================
-
-rachel,138,146,5 script Rachel Guide#rachel 4_M_RASWORD,{
- mes "[Rachel Guide]";
- mes "Welcome to the capital of Arunafeltz, ^8B4513Rachel^000000 where the warm breath of the goddess Freya reaches.";
- mes "If this is the first time for you to use the guide services, I suggest you ask many questions.";
- F_Navi("[Rachel Guide]");
- next;
- while (1) {
- switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) {
- case 1:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Inn ]:[ Weapon Shop ]:[ Tool Shop ]:[ Airport ]:[ Cheshrumnir ]:[ Priest Zed's Mansion ]:Previous Menu")) {
- case 1:
- mes "[Rachel Guide]";
- mes "You can rest your fatigue of the journey in the "+F_Navi("Inn","rachel,115,144")+". The left building next to me is the Inn of Rachel.";
- mes "Would you like to check any other locations?";
- viewpoint 1,115,144,0,0xFF0000;
- next;
- break;
- case 2:
- mes "[Rachel Guide]";
- mes "Do you want to check out the weapons that are sold in Rachel? The "+F_Navi("Weapon Shop","rachel,42,82")+" is located near the west gate.";
- mes "Would you like to check any other locations?";
- viewpoint 1,42,82,1,0xFF4500;
- next;
- break;
- case 3:
- mes "[Rachel Guide]";
- mes "Rachel's "+F_Navi("Tool Shop","rachel,83,73")+" sells the best quality potions. It's located near the west gate.";
- mes "Would you like to check any other locations?";
- viewpoint 1,83,73,2,0xDAA520;
- next;
- break;
- case 4:
- mes "[Rachel Guide]";
- mes "The "+F_Navi("Airport","rachel,272,125")+" is located outside of the east gate.";
- mes "Would you like to check any other locations?";
- viewpoint 1,272,125,3,0x008000;
- next;
- break;
- case 5:
- mes "[Rachel Guide]";
- mes F_Navi("Cheshrumnir","rachel,150,243")+" is a holy ground where pope, the incarnation of goddess Freya stays.";
- mes "Take the road to the north to find the building.";
- mes "Would you like to check any other locations?";
- viewpoint 1,150,243,4,0x0000FF;
- next;
- break;
- case 6:
- mes "[Rachel Guide]";
- mes "I will mark the location";
- mes "of the "+F_Navi("Priest Zed's Mansion","rachel,98,238","^000080");
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,98,238,5,0x000080;
- next;
- break;
- case 7:
- .@loop = 0;
- break;
- }
- }
- break;
- case 2:
- .@loop = 1;
- while (.@loop) {
- switch(select("[ Cool Event Corp. Staff ]:[ Eden Teleport Officer ]:Previous Menu")) {
- case 1:
- mes "[Rachel Guide]";
- mes "I will mark the location";
- mes "of the "+F_Navi("Cool Event Corp. Staff","rachel,110,138","^803232");
- mes "on your mini map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,110,138,7,0x803232;
- next;
- break;
- case 2:
- mes "[Rachel Guide]";
- mes "I will mark the location";
- mes "of the "+F_Navi("Eden Teleport Officer","rachel,125,144","^556B2F");
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,125,144,8,0x556B2F;
- next;
- break;
- case 3:
- .@loop = 0;
- break;
- }
- }
- break;
- case 3:
- mes "[Rachel Guide]";
- mes "Sure, I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,115,144,0,0xFFFFFF;
- viewpoint 2,42,82,1,0xFFFFFF;
- viewpoint 2,83,73,2,0xFFFFFF;
- viewpoint 2,272,125,3,0xFFFFFF;
- viewpoint 2,150,243,4,0xFFFFFF;
- viewpoint 2,98,238,5,0xFFFFFF;
- viewpoint 2,110,138,7,0xFFFFFF;
- viewpoint 2,125,144,8,0xFFFFFF;
- next;
- break;
- case 4:
- mes "[Rachel Guide]";
- mes "Have a safe journey!";
- close;
- }
- }
-}
diff --git a/npc/re/guides/guides_umbala.txt b/npc/re/guides/guides_umbala.txt
deleted file mode 100644
index d2d3849ca..000000000
--- a/npc/re/guides/guides_umbala.txt
+++ /dev/null
@@ -1,100 +0,0 @@
-//===== Hercules Script ======================================
-//= Umbala Guides
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= [Official Conversion]
-//= Guides for the city of Umbala.
-//===== Additional Comments: =================================
-//= 1.0 First version, Renewal guides.
-//= 1.1 Navigation system update. [Euphy]
-//============================================================
-
-umbala,128,94,3 script Umbala Guide#01umbala::GuideUmbala 4_F_GON,{
- mes "[Umbala Guide]";
- mes "Welcome to ^8B4513Umbala^000000,";
- mes "the Village of the Utan Tribe.";
- next;
- mes "[Umbala Guide]";
- mes "Since I have been exploring here for several months.";
- mes "I am familiar with this area's geography and the points of interest in this village.";
- mes "Do you need help navigating the village?";
- F_Navi("[Umbala Guide]");
- while (1) {
- next;
- switch(select("[ Kafra Employee ]:[ Chief's House ]:[ Shaman's House ]:[ Weapon Shop ]:[ Tool Shop ]:[ Bungee Jump Area ]:[ Tree of Yggdrasil ]:Remove Marks from Mini-Map:Cancel")) {
- case 1:
- mes "[Umbala Guide]";
- mes "Let me mark the location of the";
- mes "^0000FFKafra Employee^000000";
- mes "on your mini-map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,87,160,0,0x0A82FF;
- break;
- case 2:
- mes "[Umbala Guide]";
- mes "Only the "+F_Navi("Chief","umbala,68,251","^006400")+" knows the language of the outside world.";
- mes "So you'd better visit him before anything else.";
- mes "Would you like to check any other locations?";
- viewpoint 1,68,251,1,0xAAFF00;
- break;
- case 3:
- mes "[Umbala Guide]";
- mes "The "+F_Navi("Shaman","umbala,219,188","^008080")+" has some sort of mystic power.";
- mes "People say she can create rough enchanted stones, and divide a pure enchanted stone into rough ones.";
- mes "Would you like to check any other locations?";
- viewpoint 1,219,188,2,0x008080;
- break;
- case 4:
- mes "[Umbala Guide]";
- mes "The "+F_Navi("Weapon Shop","umbala,125,155","^FF1493")+" inside Umbala";
- mes "supplies the weapons";
- mes "for defending against their enemies.";
- mes "Would you like to check any other locations?";
- viewpoint 1,125,155,3,0xFF1493;
- break;
- case 5:
- mes "[Umbala Guide]";
- mes "There are many useful things for";
- mes "traveling in the "+F_Navi("Tool Shop","umbala,136,127","^8B4513")+" in Umbala.";
- mes "Would you like to check any other locations?";
- viewpoint 1,136,127,4,0x8B4513;
- break;
- case 6:
- mes "[Umbala Guide]";
- mes "Umbala has a unique locale called";
- mes "the "+F_Navi("Bungee Jump Area","umbala,138,198")+".";
- mes "If you're interested in testing";
- mes "your courage, why don't you try it.";
- mes "Would you like to check any other locations?";
- viewpoint 1,221,176,5,0x9400D3;
- break;
- case 7:
- mes "[Umbala Guide]";
- mes "There's the "+F_Navi("Tree of Yggdrasil","umbala,107,284")+" in the northern part of town.";
- mes "You should pay it a visit since that's a place I recommend when you visit Umbala.";
- mes "Would you like to check any other locations?";
- viewpoint 1,107,284,6,0xA52A2A;
- break;
- case 8:
- mes "[Umbala Guide]";
- mes "Sure, I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,1,1,0,0xFFFFFF;
- viewpoint 2,1,1,1,0xFFFFFF;
- viewpoint 2,1,1,2,0xFFFFFF;
- viewpoint 2,1,1,3,0xFFFFFF;
- viewpoint 2,1,1,4,0xFFFFFF;
- viewpoint 2,1,1,5,0xFFFFFF;
- viewpoint 2,1,1,6,0xFFFFFF;
- break;
- case 9:
- mes "[Umbala Guide]";
- mes "Be safe on your travels.";
- close;
- }
- }
-}
-umbala,99,158,3 duplicate(GuideUmbala) Umbala Guide#02umbala 4_F_GON
diff --git a/npc/re/guides/guides_veins.txt b/npc/re/guides/guides_veins.txt
deleted file mode 100644
index 8c136f623..000000000
--- a/npc/re/guides/guides_veins.txt
+++ /dev/null
@@ -1,108 +0,0 @@
-//===== Hercules Script ======================================
-//= Veins Guides
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= [Official Conversion]
-//= Guides for the city of Veins
-//===== Additional Comments: =================================
-//= 1.0 First version, Renewal guides.
-//= 1.1 Navigation system update. [Euphy]
-//============================================================
-
-veins,210,345,5 script Veins Guide#veins01::GuideVeins 4_M_RASWORD,{
- mes "[Veins Guide]";
- mes "Thank you for coming through the rough sand storms. Welcome to ^8B4513Veins^000000, the Canyon Village.";
- mes "If this is the first time for you to use the guide services, why don't you check the \"Notice\" menu first?";
- F_Navi("[Veins Guide]");
- next;
- while (1) {
- switch(select("[ Temple ]:[ Inn ]:[ Pub ]:[ Weapon Shop ]:[ Tool Shop ]:[ Airport ]:[ Geological Research Institute ]:[ Cool Event Corp. Staff ]:Remove Marks from Mini-Map:Cancel")) {
- case 1:
- mes "[Veins Guide]";
- mes "The "+F_Navi("Temple","veins,197,256")+" is always filled with praying the faithful of the incarnation of goddess Freya.";
- mes "It's located on the North side of Veins.";
- mes "Would you like to check any other locations?";
- viewpoint 1,197,256,0,0xFF0000;
- next;
- break;
- case 2:
- mes "[Veins Guide]";
- mes "You can rest your fatigue of the journey in the "+F_Navi("Inn","veins,110,278")+". The Inn is located on the North-West side of Veins.";
- mes "Would you like to check any other locations?";
- viewpoint 1,110,278,1,0xFF4500;
- next;
- break;
- case 3:
- mes "[Veins Guide]";
- mes "If you want to talk to the Veins Towners, visit the Veins "+F_Navi("Pub","veins,150,215")+".";
- mes "The pub is located on the west side of Veins.";
- mes "Would you like to check any other locations?";
- viewpoint 1,150,215,2,0xDAA520;
- next;
- break;
- case 4:
- mes "[Veins Guide]";
- mes "You have to be able to protect your own body.";
- mes "The "+F_Navi("Weapon Shop","veins,150,175")+" in Veins is selling the good weapons at a reasonable price..";
- mes "It is located on the West side of Veins.";
- mes "Would you like to check any other locations?";
- viewpoint 1,150,175,3,0x008000;
- next;
- break;
- case 5:
- mes "[Veins Guide]";
- mes "The essential items! Check out the Veins "+F_Navi("Tool Shop","veins,230,161")+" in the center of town..";
- mes "Would you like to check any other locations?";
- viewpoint 1,230,161,4,0x0000FF;
- next;
- break;
- case 6:
- mes "[Veins Guide]";
- mes "The "+F_Navi("Airport","veins,273,287")+" of Veins is currently only used for Cargo.";
- mes "Would you like to check any other locations?";
- viewpoint 1,273,287,5,0x000080;
- next;
- break;
- case 7:
- mes "[Veins Guide]";
- mes "Are you interested in Geology?";
- mes "If so, please visit the ";
- mes F_Navi("Geological Research Institute","veins,150,175")+" at the second floor of Weapon Shop.";
- mes "Would you like to check any other locations?";
- viewpoint 1,150,175,6,0x800080;
- next;
- break;
- case 8:
- mes "[Veins Guide]";
- mes "I will mark the location";
- mes "of the "+F_Navi("Cool Event Corp. Staff","veins,209,127","^808080");
- mes "on your mini map.";
- mes "Would you like to check any other locations?";
- viewpoint 1,209,127,7,0x808080;
- next;
- break;
- case 9:
- mes "[Veins Guide]";
- mes "Sure, I'll remove all marks from your mini-map.";
- mes "Is there anything else I can do for you?";
- viewpoint 2,197,256,0,0xFFFFFF;
- viewpoint 2,110,278,1,0xFFFFFF;
- viewpoint 2,150,215,2,0xFFFFFF;
- viewpoint 2,150,175,3,0xFFFFFF;
- viewpoint 2,230,161,4,0xFFFFFF;
- viewpoint 2,273,287,5,0xFFFFFF;
- viewpoint 2,150,175,6,0xFFFFFF;
- viewpoint 2,209,127,7,0xFFFFFF;
- next;
- break;
- case 10:
- mes "[Veins Guide]";
- mes "Have a safe journey!";
- close;
- }
- }
-}
-veins,189,101,5 duplicate(GuideVeins) Veins Guide#veins02 4_M_RASWORD
diff --git a/npc/re/guides/navigation.txt b/npc/re/guides/navigation.txt
deleted file mode 100644
index b0263c93f..000000000
--- a/npc/re/guides/navigation.txt
+++ /dev/null
@@ -1,39 +0,0 @@
-//===== Hercules Script ======================================
-//= Navigation Functions
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= Controls the navigation system for Renewal guides.
-//= Clients before 2011-10-10 do not support navigation
-//= links, so disable the system if this applies to you.
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//============================================================
-
-function script F_Navi {
-
- // Uncomment to disable the navigation system.
- //.@disabled = 1;
-
- // This function takes 0 ~ 3 parameters.
- switch(getargcount()) {
- case 0: // Check if system is disabled.
- return .@disabled;
- case 1: // Display information message, if enabled.
- if (!.@disabled) {
- next;
- mes getarg(0);
- mes "When you click on the ^B9062F[location name]^000000, you'll receive the most advanced ^B9062FNavigation^000000 services!";
- }
- return;
- default: // Display navigation link, if enabled; else set text color, if available.
- if (!.@disabled)
- return "<NAVI>[" + getarg(0) + "]<INFO>" + getarg(1) + ",0,000,0</INFO></NAVI>";
- else if (getargcount() == 3)
- return getarg(2)+getarg(0)+"^000000";
- else
- return getarg(0);
- }
-}
diff --git a/npc/re/guild/invest_main.txt b/npc/re/guild/invest_main.txt
deleted file mode 100644
index 9ed49ce7a..000000000
--- a/npc/re/guild/invest_main.txt
+++ /dev/null
@@ -1,1676 +0,0 @@
-//===== Hercules Script ======================================
-//= Hall of Abyss - Core Scripts
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= [Official Conversion]
-//= Expansion for War of Emperium FE.
-//= Invest in each realm to unlock new maps:
-//= - Guild Dungeon F2, total 20,000,000z.
-//= - Hall of Abyss, total 70,000,000z.
-//===== Additional Comments: =================================
-//= 1.0 First version. Missing official times. [Euphy]
-//= 1.1 Added GM management function. [Euphy]
-//============================================================
-
-// Global Variables
-//============================================================
-// Note: an asterisk (*) represents any realm (prt, pay, gef, alde).
-/*
-$2011_agit_invest
--- 0: Inactive.
--- 1: Investment in progress.
--- 2: Investment results calculating.
--- 4: Investment calculations complete (only when at least one $*_invest_result is 3).
--- 11-21: Tie, revote required.
-
-$agit_result_notice
--- 0: Inactive.
--- 1-12: Interim statements (displaying $@vfund_*x) available.
-
-$agit_result_timer
--- 0: Inactive.
--- 0-59: Time elapsed during investment (in hours).
-
-$agit_revoting_timer
--- 0: Inactive.
--- 0-29: Time elapsed during revote (in minutes).
--- 30: Revote closed.
--- 31: Revote results calculating.
-
-$*_invest_result
--- 0: No data.
--- 1: Realm not connected.
--- 2: Guild Dungeon F2 open.
--- 3: Abyss Gate (Hall of Abyss and Gulid Dungeon F2) open.
-
-$fund_*[01-05]
--- Investment units per guild castle.
-$fund_*_extra
--- Investment units per realm.
-
-$@vfund_*[01-05]
-$@vfund_*_extra
--- Investment units, used in interim statements only.
-*/
-
-// Investment Functions & Controller
-//============================================================
-// Note: The times in this section are almost entirely custom.
-
-- script #invest_timer -1,{
-OnClock0000: // Open investments on Wed (1 hour after WoE)
- if (gettime(4) == 3 && !agitcheck()) {
- $2011_agit_invest = 1;
- donpcevent "#fund_master::OnInvest_start";
- }
- end;
-OnClock1200: // Close investments on Fri (60 hours after investments open)
- if (gettime(4) == 5 && !agitcheck()) {
- $2011_agit_invest = 2;
- donpcevent "#fund_master::OnInvest_stop";
- }
- end;
-OnClock1235: // Open dungeons on Fri (at least 31 minutes after investments close)
- if (gettime(4) == 5 && !agitcheck())
- donpcevent "#fund_master::OnResult";
- end;
-OnClock2000: // Close dungeons on Tues (1 hour before WoE)
- if (gettime(4) == 2)
- donpcevent "#fund_master::OnReset";
- end;
-}
-
-function script F_Invest_Status {
- .@day = gettime(4);
- .@hour = gettime(3);
- .@minute = gettime(2);
-
- // Inactive.
- if (agitcheck())
- return 0;
-
- // Open for investments.
- if (.@day >= 3 && (.@day < 5 || (.@day == 5 && .@hour <= 12)))
- return 1;
-
- // Investments closed, calculating results.
- if (.@day == 5 && .@hour == 12 && .@minute < 35)
- return 2;
-
- // Calculations complete, dungeons open.
- if ((.@day == 5 && (.@hour > 12 || (.@hour == 12 && .@minute >= 35))) || .@day > 5 ||
- .@day < 2 || (.@day == 2 && .@hour < 20))
- return 3;
-
- // Dungeons closed.
- return 0;
-}
-
-//callfunc "F_Invest_Abyss","<variable>","<NPC name>"{,"<addon message>"};
-function script F_Invest_Abyss {
- mes "There are 2 ways to invest, by Zeny or the Investment Certificate given out by the Cat Paw Merchant Guild.";
- mes "Which way would you like to make your investment?";
- next;
- switch(select("Invest with Zeny.:Invest with Investment Certificates.:Cancel")) {
- case 1:
- mes getarg(1);
- mes "So you've decided to invest in Zeny.";
- mes "Minimum investment unit is ^4d4dff10,000 Zeny^000000.";
- mes "You can invest a maximum of 50 units which is ^4d4dff500,000 Zeny^000000.";
- next;
- switch(select("1 unit 10,000 Zeny:10 units 100,000 Zeny:50 units 500,000 Zeny:Another amount:Cancel")) {
- case 1:
- .@units = 1;
- break;
- case 2:
- .@units = 10;
- break;
- case 3:
- .@units = 50;
- break;
- case 4:
- mes getarg(1);
- mes "Please enter the amount you want to invest.";
- mes "Please choose between 1 to 200.";
- mes "Please enter 0 to cancel.";
- next;
- input .@units;
- if (.@units < 0 || .@units > 200) {
- mes getarg(1);
- mes "You've exceeded the amount per investment.";
- mes "Please try again.";
- close;
- } else if (.@units == 0) {
- mes getarg(1);
- mes "Canceled.";
- close;
- } else
- break;
- case 5:
- mes getarg(1);
- mes "Canceled.";
- close;
- }
- .@zeny = .@units * 10000;
- if (Zeny < .@zeny) {
- mes getarg(1);
- mes "You do not have enough money.";
- close;
- }
- mes getarg(1);
- mes "You've invested "+.@units+" unit"+((.@units == 1)?"":"s")+" "+((.@units < 100)?.@units:insertchar(""+.@units,",",1))+"0,000 Zeny"+getarg(2,"")+".";
- mes "Not much but this is a small gift. You can exchange it with items in Malangdo.";
- Zeny -= .@zeny;
- setd getarg(0), getd(getarg(0)) + .@units;
- getitem 6488,.@units; //Thanks_Invest_Ticket
- close;
- case 2:
- mes getarg(1);
- mes "Wow, you've brought Investment Certificates.";
- mes "How many certificates will you submit?";
- next;
- switch(select("1 Investment Certificate:5 Investment Certificates:Another amount:Cancel")) {
- case 1:
- .@tickets = 1;
- break;
- case 2:
- .@tickets = 5;
- break;
- case 3:
- mes getarg(1);
- mes "Please enter the number of Investment Certificates you want to submit.";
- mes "Please choose between 1 to 20.";
- mes "Please enter 0 to cancel.";
- next;
- input .@tickets;
- if (.@tickets < 0 || .@tickets > 20) {
- mes getarg(1);
- mes "You've exceeded the amount per investment.";
- mes "Please try again.";
- close;
- } else if (.@tickets == 0) {
- mes getarg(1);
- mes "Canceled.";
- close;
- } else
- break;
- case 4:
- mes getarg(1);
- mes "Canceled.";
- close;
- }
- if (countitem(6489) < .@tickets) {
- mes getarg(1);
- mes "Looks like you have fewer Investment Certificates than you want to submit.";
- close;
- }
- .@units = .@tickets * 10;
- mes getarg(1);
- mes .@tickets+" Investment Certificate"+((.@tickets == 1)?" is":"s are")+" the same as an investment of "+.@units+" units ("+((.@units < 100)?.@units:insertchar(""+.@units,",",1))+"0,000z)"+getarg(2,"")+".";
- mes "Not much but this is a small gift. You can exchange it with items in Malangdo.";
- delitem 6489,.@tickets; //Cats_Invest_Certif
- setd getarg(0), getd(getarg(0)) + .@units;
- getitem 6488,.@units; //Thanks_Invest_Ticket
- close;
- case 3:
- mes getarg(1);
- mes "Canceled.";
- close;
- }
-}
-
-// Script Core
-//============================================================
-prt_gld,1,1,0 script #fund_master CLEAR_NPC,{
- end;
-OnInit:
- .@invest_status = callfunc("F_Invest_Status");
- if (.@invest_status == 1) {
- $2011_agit_invest = 1;
- end;
- }
- if ((.@invest_status == 2 && $2011_agit_invest == 1) ||
- (.@invest_status == 3 && ($2011_agit_invest == 1 || $2011_agit_invest == 2))) {
- donpcevent "#fund_master::OnCalculate";
- end;
- }
- end;
-OnCalculate_Election:
- .@force_vote = 1;
-OnCalculate:
- setarray .@cas$[0],"prt","pay","gef","alde";
- for(.@i = 0; .@i<4; ++.@i) {
- // All funds per realm are summed.
- .@funds[.@i] = getd("$fund_"+.@cas$[.@i]+"01")+getd("$fund_"+.@cas$[.@i]+"02")+getd("$fund_"+.@cas$[.@i]+"03")+getd("$fund_"+.@cas$[.@i]+"04")+getd("$fund_"+.@cas$[.@i]+"05")+getd("$fund_"+.@cas$[.@i]+"_extra");
-
- // 70,000,000z opens Hall of Abyss and F2.
- if (.@funds[.@i] >= 7000) {
- setd "$"+.@cas$[.@i]+"_invest_result",3;
- .@total_7000 = 1;
- }
- // 20,000,000z opens F2 and a chance for Hall of Abyss.
- else if (.@funds[.@i] >= 2000) {
- setd "$"+.@cas$[.@i]+"_invest_result",2;
- .@total_2000 = 1;
- }
- // Anything below that opens nothing.
- else
- setd "$"+.@cas$[.@i]+"_invest_result",1;
- }
- // No further actions if 20,000,000z isn't reached.
- if (!.@total_2000)
- end;
- // No further actions if any realm hits 70,000,000z.
- if (.@total_7000) {
- $2011_agit_invest = 4;
- end;
- }
- // Otherwise, highest investment above 20,000,000z opens Hall of Abyss.
- .@max = .@funds[0];
- for(.@i = 1; .@i<4; ++.@i) {
- if (.@funds[.@i] > .@max) {
- .@max = .@funds[.@i];
- .@ele = .@i;
- deletearray .@rand$[0], getarraysize(.@rand$);
- } else if (.@funds[.@i] == .@max && .@funds[.@i] >= 2000) {
- if (!getarraysize(.@rand$))
- .@rand$[0] = .@cas$[.@ele];
- .@rand$[getarraysize(.@rand$)] = .@cas$[.@i];
- }
- }
- if (.@max < 2000)
- end;
- if (getarraysize(.@rand$)) {
-
- // Tie: declare a random winner.
- if (!.@force_vote) {
- .@i = rand(getarraysize(.@rand$));
- setd "$"+.@rand$[.@i]+"_invest_result",3;
- $2011_agit_invest = 4;
- end;
- }
-
- // Tie: initiate a 30-minute election.
- .@str$ = implode(.@rand$,"|");
- for(.@i = 0; .@i<4; ++.@i) {
- if (compare(.@str$,.@cas$[.@i]))
- .@election = .@election | (1<<.@i);
- }
- switch(.@election) {
- case 3: $2011_agit_invest = 11; break; //Prontera|Payon
- case 9: $2011_agit_invest = 12; break; //Prontera|Al De Baran
- case 5: $2011_agit_invest = 13; break; //Prontera|Geffen
- case 10: $2011_agit_invest = 14; break; //Al De Baran|Payon
- case 6: $2011_agit_invest = 15; break; //Geffen|Payon
- case 12: $2011_agit_invest = 16; break; //Al De Baran|Geffen
- case 11: $2011_agit_invest = 17; break; //Prontera|Payon|Al De Baran
- case 7: $2011_agit_invest = 18; break; //Prontera|Payon|Geffen
- case 13: $2011_agit_invest = 19; break; //Prontera|Al De Baran|Geffen
- case 14: $2011_agit_invest = 20; break; //Al De Baran|Payon|Geffen
- case 15: $2011_agit_invest = 21; break; //Prontera|Payon|Al De Baran|Geffen
- }
- if ($2011_agit_invest >= 11)
- donpcevent "Revoting Manager#Invest1::OnStart";
- end;
- } else {
- setd "$"+.@cas$[.@ele]+"_invest_result",3;
- $2011_agit_invest = 4;
- end;
- }
- end;
-OnInvest_start:
- announce "From now on, we are going to start the investments to connect the 'Abyss Gate' in the WOE areas: Valkyrie Realm, Greenwood Lake, Luina, Britoniah.",bc_all,0xFF0000; //FW_NORMAL 10
- $fund_prt01 = 0;
- $fund_prt02 = 0;
- $fund_prt03 = 0;
- $fund_prt04 = 0;
- $fund_prt05 = 0;
- $fund_pay01 = 0;
- $fund_pay02 = 0;
- $fund_pay03 = 0;
- $fund_pay04 = 0;
- $fund_pay05 = 0;
- $fund_gef01 = 0;
- $fund_gef02 = 0;
- $fund_gef03 = 0;
- $fund_gef04 = 0;
- $fund_gef05 = 0;
- $fund_alde01 = 0;
- $fund_alde02 = 0;
- $fund_alde03 = 0;
- $fund_alde04 = 0;
- $fund_alde05 = 0;
- donpcevent "Investment_total#fund00::OnEnable";
- end;
-OnInvest_stop:
- announce "We've finished the investments to connect the 'Abyss Gate'.",bc_all,0xFF0000; //FW_NORMAL 10
- donpcevent "Investment_total#fund00::OnReset";
- donpcevent "#fund_master::OnCalculate_Election";
- end;
-OnResult:
- announce "We've got the results of the investments for the 'Abyss Gate'. You can check through the Investment Status Board in each WOE area.",bc_all,0xFF0000; //FW_NORMAL 10
- if ($2011_agit_invest == 4) {
- $fund_prt01 = 0;
- $fund_prt02 = 0;
- $fund_prt03 = 0;
- $fund_prt04 = 0;
- $fund_prt05 = 0;
- $fund_prt_extra = 0;
- $fund_pay01 = 0;
- $fund_pay02 = 0;
- $fund_pay03 = 0;
- $fund_pay04 = 0;
- $fund_pay05 = 0;
- $fund_pay_extra = 0;
- $fund_gef01 = 0;
- $fund_gef02 = 0;
- $fund_gef03 = 0;
- $fund_gef04 = 0;
- $fund_gef05 = 0;
- $fund_gef_extra = 0;
- $fund_alde01 = 0;
- $fund_alde02 = 0;
- $fund_alde03 = 0;
- $fund_alde04 = 0;
- $fund_alde05 = 0;
- $fund_alde_extra = 0;
- } else if ($2011_agit_invest == 2)
- donpcevent "#fund_master::OnCalculate";
- end;
-OnReset:
- $2011_agit_invest = 0;
- donpcevent "Investment_total#fund00::OnReset";
- end;
-}
-
-prt_gld,2,2,0 script Investment_total#fund00 CLEAR_NPC,{
- callfunc "F_GM_NPC";
- mes "Is this not working properly?";
- next;
- if (callfunc("F_GM_NPC",1854,0) == 1) {
- mes "If you think the investment timer is dead, please adjust the timer.";
- next;
- switch(select("Turn on the timer:Cancel")) {
- case 1:
- donpcevent "Investment_total#fund00::OnTimerReset";
- mes "You've turned on the timer.";
- close;
- case 2:
- mes "Canceled.";
- close;
- }
- } else {
- mes "I don't need to adjust anything now.";
- close;
- }
-
-OnInit:
- if (callfunc("F_Invest_Status") == 1) {
- initnpctimer;
- donpcevent "Investment_total#fund00::OnVarInit";
- } else {
- $agit_result_timer = 0;
- $agit_result_notice = 0;
- }
- end;
-OnVarInit:
- setarray .@cas$[0],"prt","pay","gef","alde";
- for(.@i = 0; .@i<4; ++.@i) {
- setd "$@vfund_"+.@cas$[.@i]+"01", getd("$fund_"+.@cas$[.@i]+"01");
- setd "$@vfund_"+.@cas$[.@i]+"02", getd("$fund_"+.@cas$[.@i]+"02");
- setd "$@vfund_"+.@cas$[.@i]+"03", getd("$fund_"+.@cas$[.@i]+"03");
- setd "$@vfund_"+.@cas$[.@i]+"04", getd("$fund_"+.@cas$[.@i]+"04");
- setd "$@vfund_"+.@cas$[.@i]+"05", getd("$fund_"+.@cas$[.@i]+"05");
- setd "$@vfund_"+.@cas$[.@i]+"_extra", getd("$fund_"+.@cas$[.@i]+"_extra");
- }
- end;
-OnEnable:
- $agit_result_timer = 0;
- $agit_result_notice = 0;
- initnpctimer;
- end;
-OnReset:
- $agit_result_timer = 0;
- $agit_result_notice = 0;
- stopnpctimer;
- end;
-OnTimerReset:
- initnpctimer;
- end;
-OnTimer3600000:
- if (callfunc("F_Invest_Status") == 1) {
- if ($agit_result_timer < 59) {
- $agit_result_timer = $agit_result_timer+1;
-
- // Trigger on multiples of 5 up to 55, and 58.
- if ($agit_result_timer % 10 == 5 || $agit_result_timer % 10 == 0 || $agit_result_timer == 58) {
- $agit_result_notice = $agit_result_notice+1;
- donpcevent "Investment_total#fund00::OnVarInit";
- announce "No. "+$agit_result_notice+" Interim statement is now available. You can check through the Investment Status Board in each WOE area.",bc_all,0xFF0000; //FW_NORMAL 10
- }
-
- donpcevent "Investment_total#fund00::OnTimerReset";
- } else
- stopnpctimer;
- end;
- } else {
- donpcevent "Investment_total#fund00::OnReset";
- end;
- }
-}
-
-prt_gld,164,98,3 script Revoting Manager#Invest1 4_M_BOSSCAT,{
- mes "[Revoting Manager]";
- mes "We are not accepting additional votes.";
- mes "Please wait for our results announcement.";
- close;
-OnInit:
- .@invest_status = callfunc("F_Invest_Status");
- if (.@invest_status == 2 && $2011_agit_invest >= 11 && $agit_revoting_timer < 30) {
- donpcevent "Revoting Manager#Invest2::OnEnable";
- initnpctimer;
- } else if (.@invest_status == 3 && $2011_agit_invest >= 11)
- donpcevent "Revoting Manager#Invest1::OnCalculate";
- donpcevent "Revoting Manager#Invest1::OnDisable";
- end;
-OnCalculate:
- switch($2011_agit_invest) {
- case 11: setarray.@cas$[0],"prt","pay"; break;
- case 12: setarray.@cas$[0],"prt","alde"; break;
- case 13: setarray.@cas$[0],"prt","gef"; break;
- case 14: setarray.@cas$[0],"alde","pay"; break;
- case 15: setarray.@cas$[0],"gef","pay"; break;
- case 16: setarray.@cas$[0],"alde","gef"; break;
- case 17: setarray.@cas$[0],"prt","pay","alde"; break;
- case 18: setarray.@cas$[0],"prt","pay","gef"; break;
- case 19: setarray.@cas$[0],"prt","alde","gef"; break;
- case 20: setarray.@cas$[0],"alde","pay","gef"; break;
- case 21: setarray.@cas$[0],"prt","pay","alde","gef"; break;
- default: end;
- }
- .@max = getd("$fund_"+.@cas$[0]+"_extra");
- for(.@i = 1; .@i<getarraysize(.@cas$); ++.@i) {
- .@funds = getd("$fund_"+.@cas$[.@i]+"_extra");
- if (.@funds > .@max) {
- .@max = .@funds;
- .@ele = .@i;
- deletearray .@rand$[0], getarraysize(.@rand$);
- } else if (.@funds == .@max) {
- if (!getarraysize(.@rand$))
- .@rand$[0] = .@cas$[.@ele];
- .@rand$[getarraysize(.@rand$)] = .@cas$[.@i];
- }
- }
- if (getarraysize(.@rand$)) {
- .@i = rand(getarraysize(.@rand$));
- setd "$"+.@rand$[.@i]+"_invest_result",3;
- } else
- setd "$"+.@cas$[.@ele]+"_invest_result",3;
- $2011_agit_invest = 4;
- $agit_revoting_timer = 0;
- end;
-OnEnable:
- enablenpc "Revoting Manager#Invest1";
- end;
-OnDisable:
- disablenpc "Revoting Manager#Invest1";
- end;
-OnStart:
- initnpctimer;
- donpcevent "Revoting Manager#Invest2::OnNotice_on";
- end;
-OnEnd:
- stopnpctimer;
- disablenpc "Revoting Manager#Invest1";
- end;
-OnTimerReset:
- initnpctimer;
- end;
-OnTimer60000:
- .@revote = $agit_revoting_timer;
- if (.@revote < 30) {
- $agit_revoting_timer = $agit_revoting_timer+1;
- donpcevent "Revoting Manager#Invest1::OnTimerReset";
- } else if (.@revote == 30) {
- announce "Cat Paw Merchant Guild: Now we are going to close the additional vote. We will announce the results soon.",bc_all,0xFF0000; //FW_NORMAL 10
- donpcevent "Revoting Manager#Invest2::OnDisable";
- donpcevent "Revoting Manager#Invest1::OnEnable";
- $agit_revoting_timer = $agit_revoting_timer+1;
- donpcevent "Revoting Manager#Invest1::OnTimerReset";
- } else if (.@revote == 31) {
- donpcevent "Revoting Manager#Invest1::OnCalculate";
- donpcevent "Revoting Manager#Invest1::OnDisable";
- stopnpctimer;
- end;
- } else {
- donpcevent "Revoting Manager#Invest1::OnDisable";
- stopnpctimer;
- }
- end;
-}
-
-prt_gld,164,98,3 script Revoting Manager#Invest2 4_M_BOSSCAT,{
- .@invest = $2011_agit_invest;
- if (.@invest < 11) {
- mes "[Revoting Manager]";
- mes "No! This is not the time to take a revote.";
- close2;
- disablenpc "Revoting Manager#Invest2";
- end;
- }
- .@playtime = questprogress(7349,PLAYTIME);
- if (.@playtime == 1) {
- mes "[Revoting Manager]";
- mes "You've already participated in the vote.";
- mes "Please relax and wait for the results.";
- close;
- } else if (.@playtime == 2)
- erasequest 7349;
- mes "[Revoting Manager]";
- mes "Would you like to participate in the vote for choosing where to connect the 'Abyss Gate'?";
- next;
- if(select("Participate in the vote.:Skip for now.") == 2) {
- mes "[Revoting Manager]";
- mes "You've canceled the vote.";
- close;
- }
- mes "[Revoting Manager]";
- mes "You can vote once and won't need to invest for your choice.";
- mes "Plesae choose one WOE area.";
- next;
-
- // Create menu.
- explode(.@candidates$, callsub(OnGetCandidates, .@invest),"|");
- for(.@i = 0; .@i<getarraysize(.@candidates$); ++.@i) {
- if (.@candidates$[.@i] == "alde")
- .@menu$[.@i] = "Luina";
- else if (.@candidates$[.@i] == "gef")
- .@menu$[.@i] = "Britoniah";
- else if (.@candidates$[.@i] == "pay")
- .@menu$[.@i] = "Greenwood Lake";
- else if (.@candidates$[.@i] == "prt")
- .@menu$[.@i] = "Valkyrie Realm";
- }
- .@vote = select(implode(.@menu$,":"))-1;
-
- mes "[Revoting Manager]";
- mes "You've voted for "+.@menu$[.@vote]+".";
- mes "Thanks for voting.";
- setquest 7349;
- setd "$fund_"+.@candidates$[.@vote]+"_extra", getd("$fund_"+.@candidates$[.@vote]+"_extra") + 1;
- close;
-OnGetCandidates:
- switch(getarg(0)) {
- case 11: return "prt|pay";
- case 12: return "prt|alde";
- case 13: return "prt|gef";
- case 14: return "alde|pay";
- case 15: return "gef|pay";
- case 16: return "alde|gef";
- case 17: return "prt|pay|alde";
- case 18: return "prt|pay|gef";
- case 19: return "prt|alde|gef";
- case 20: return "alde|pay|gef";
- case 21: return "prt|pay|alde|gef";
- }
- return "";
-OnInit:
- disablenpc "Revoting Manager#Invest2";
- end;
-OnEnable:
- enablenpc "Revoting Manager#Invest2";
- end;
-OnDisable:
- disablenpc "Revoting Manager#Invest2";
- stopnpctimer;
- end;
-OnNotice_on:
- initnpctimer;
- end;
-OnTimer5000:
- announce "Cat Paw Merchant Guild: As no WOE area has reached the maximum investment level to connect the 'Abyss Gate'...",bc_all,0xFF0000; //FW_NORMAL 10
- end;
-OnTimer8000:
- announce "Cat Paw Merchant Guild: We were about to connect the 'Abyss Gate' to the WOE area which invested most.",bc_all,0xFF0000; //FW_NORMAL 10
- end;
-OnTimer11000:
- announce "Cat Paw Merchant Guild: However, there were areas which invested the same amount. So we will put them to a vote.",bc_all,0xFF0000; //FW_NORMAL 10
- end;
-OnTimer14000:
- announce "Cat Paw Merchant Guild: Additional votes will be available for 30 minutes. You can vote in Valkyrie Realm.",bc_all,0xFF0000; //FW_NORMAL 10
- end;
-OnTimer20000:
- explode(.@candidates$, callsub(OnGetCandidates, $2011_agit_invest),"|");
- for(.@i = 0; .@i<getarraysize(.@candidates$); ++.@i) {
- if (.@candidates$[.@i] == "alde")
- .@choices$[.@i] = "Luina";
- else if (.@candidates$[.@i] == "gef")
- .@choices$[.@i] = "Britoniah";
- else if (.@candidates$[.@i] == "pay")
- .@choices$[.@i] = "Greenwood Lake";
- else if (.@candidates$[.@i] == "prt")
- .@choices$[.@i] = "Valkyrie Realm";
- }
- announce "Cat Paw Merchant Guild: The candidates for the additional vote are... "+implode(.@choices$," vs. ")+".",bc_all,0xFF0000; //FW_NORMAL 10
- $fund_prt_extra = 0;
- $fund_pay_extra = 0;
- $fund_gef_extra = 0;
- $fund_alde_extra = 0;
- $agit_revoting_timer = 0;
- donpcevent "Revoting Manager#Invest2::OnEnable";
- stopnpctimer;
- end;
-}
-
-/*
-prtg_cas01,2,2,0 script Abrai 1_M_JOBTESTER,{
- mes "I should quit my steward job.";
- close;
-OnAgitInvest:
- switch(callfunc("F_Invest_Status")) {
- case 0:
- $2011_agit_invest = 0;
- donpcevent "#fund_master::OnReset";
- break;
- case 1:
- $2011_agit_invest = 1;
- donpcevent "#fund_master::OnInvest_start";
- break;
- case 2:
- $2011_agit_invest = 2;
- donpcevent "#fund_master::OnInvest_stop";
- break;
- case 3:
- donpcevent "#fund_master::OnResult";
- break;
- }
- end;
-}
-*/
-
-// Realms - Merchant Guilds, Gate Managers, Status Boards
-//============================================================
-- script Cat Paw Merchant Guild -1,{
-
- if (compare(strnpcinfo(4),"alde")) {
- .@npc$ = "alde";
- .@name$ = "Megrez";
- .@realm$ = "Luina";
- .@intro$ = "Luina Branch Manager in Al De Baran";
- } else if (compare(strnpcinfo(4),"gef")) {
- .@npc$ = "gef";
- .@name$ = "Meraq";
- .@realm$ = "Britoniah";
- .@intro$ = "Britoniah Branch Manager";
- } else if (compare(strnpcinfo(4),"pay")) {
- .@npc$ = "pay";
- .@name$ = "Phecda";
- .@realm$ = "Greenwood Lake";
- .@intro$ = "Payon Greenwood Lake Branch Manager";
- } else if (compare(strnpcinfo(4),"prt")) {
- .@npc$ = "prt";
- .@name$ = "Dubae";
- .@realm$ = "Valkyrie Realm";
- .@intro$ = "Prontera Valkyrie Realm Branch Manager";
- }
- .@n$ = "["+.@name$+"]";
-
- mes .@n$;
- mes "I'm "+.@name$+", the "+.@intro$+" of the Cat Paw Merchant Guild.";
- mes "I consult about investments for the Abyss Gate development.";
- mes "How may I help you?";
- next;
- switch(select("What is the Abyss Gate?:Investing in the gate development?:I want to invest in this area.:Cancel")) {
- case 1:
- mes .@n$;
- mes "It is only called the Abyss Gate for convenience but it's simply a ^4d4dffgap to another dimension^000000.";
- next;
- mes .@n$;
- mes "More of these gaps are found here and there after Morocc created the Crack of Dimension.";
- mes "I personally think that the Abyss Gate found recently is part of the past or even from the future.";
- next;
- mes .@n$;
- mes "It is said that the Abyss Gate forcefully connects to another dimension beyond our world.";
- mes "Probably because there are those that follow the Emperium's power.";
- next;
- mes .@n$;
- mes "There are a total of 4 Abyss Gates found so far. They all connect to the Agit region overflowing with the Emperium's force.";
- next;
- mes .@n$;
- mes "We named each by dimension beyond the gap.";
- mes "^4d4dffWay of the Warrior, Hill of the Dead, Winds of the Ancient, and the Hero's Tears.^000000";
- mes "And all these four gaps are called the ^4d4dffAbyss Gate^000000.";
- next;
- mes .@n$;
- mes "The gap may lead to the past, future or even an unknown world.";
- mes "The power the Abyss Gate holds is both fearful but sweet";
- next;
- mes .@n$;
- mes "Are you also interested in exploring the Abyss Gate?";
- mes "Ha ha. You'll need to go through several steps before exploring.";
- next;
- mes .@n$;
- mes "If you are interested,";
- mes "will you take the time to sit down and talk about investing in maintaining the Abyss Gate?";
- close;
- case 2:
- mes .@n$;
- mes "Are you curious about investing in the Gate development?";
- mes "What do you want to know about?";
- next;
- switch(select("About the Gate?:About investments?:How to invest?:Benefits from investing?")) {
- case 1:
- mes .@n$;
- mes "The Gate is what it is named after, a door.";
- mes "A dimensional passageway that connects here to there.";
- next;
- mes .@n$;
- mes "The Abyss Gate was created as a very unstable path from beyond the dimensional gap,";
- mes "therefore traveling through the Gate will need an artificial dimension connection.";
- next;
- mes .@n$;
- mes "Humans are far from having the advanced technology that's needed";
- mes "but our Cat Paw Merchant Guild holds the high technology to use the Crack of Dimension.";
- next;
- mes .@n$;
- mes "So we made a proposal.";
- mes "With the promise of support the Cat Paw Merchant Guild and paying for the immense expense for maintaining the connection with the Gate,";
- mes "we will make the connection to the Crack of Dimension.";
- next;
- mes .@n$;
- mes "Of course working on the Crack of Dimension is no easy job and it does come with risks.";
- mes "There are cases where people go missing from traveling between.";
- next;
- mes .@n$;
- mes "The best maintaining duration is about 4 days";
- mes "You invest in us and we create the door that connects to the dimensional gap.";
- next;
- mes .@n$;
- mes "Doesn't this sound like the perfect win-win proposal?";
- close;
- case 2:
- mes .@n$;
- mes "Forcing through the unstable dimensional gap and creating a passageway is very dangerous.";
- mes "Not to mention the huge resources needed.";
- next;
- mes .@n$;
- mes "If you take care of the charges and also the danger pay by investing in the Cat Paw Merchant Guild,";
- mes "we'll create and maintain the gate regardless of the risks.";
- next;
- mes .@n$;
- mes "But then of course the money involved for the gate costs will be extreme.";
- mes "It will be easy if you can find investors to share the amount.";
- next;
- mes .@n$;
- mes "There is a basic charge to start connecting the gate.";
- mes "Results depend on the how much investment money is collected.";
- next;
- mes .@n$;
- mes "The Abyss Gate exists in each Agit region.";
- mes "Can you imagine how much money and sacrifice our guild will have to go through to develop in all areas?";
- next;
- mes .@n$;
- mes "This explains the regional competition in investments.";
- mes "If not enough gate maintenance costs are collected then it is obvious the region with the most investments will receive the benefits";
- next;
- mes .@n$;
- mes "If ^4d4dffthe Abyss Gate is successfully connected then the dungeon of the hideout area";
- mes "will be open to others instead of being guild exclusive^000000 which will be very attractive for investment.";
- next;
- mes .@n$;
- mes "But then again, this is only for when the gate is connected.";
- close;
- case 3:
- mes .@n$;
- mes "It's simple.";
- mes "Visit the branch manager of the ^4d4dffregion you want to invest in during the investment duration^000000 and make your investment.";
- next;
- mes .@n$;
- mes "We usually receive ^4d4dffthe common currency here, Zeny^000000.";
- mes "But since we're talking about supporting our Cat Paw Merchant Guild, you can also invest with items in demand in Malangdo.";
- next;
- mes .@n$;
- mes "Provide the items in need to Namis in Malangdo who is in charge of general affairs in our guild.";
- mes "Bring back your Investment Certificate to add it to the investment tribute.";
- next;
- mes .@n$;
- mes "You must visit and invest at the region you want in order for your investment to be counted as a tribute.";
- close;
- case 4:
- mes .@n$;
- mes "The Abyss Gate is basically contracting and connecting with the castle that owns the Agit;";
- mes "therefore, we will provide all we have once the costs for connecting and maintaining the gate are sufficient.";
- next;
- mes .@n$;
- mes "In terms of the minimum and maximum costs for the whole work,";
- mes "if the collected investment ^4d4dffexceeds the minimum costs^000000, we can connect you to the ^4d4dffdeepest layer of an unknown guild dungeon^000000.";
- next;
- mes .@n$;
- mes "If investments exceed the maximum costs, that region will be connected to the";
- mes "^4d4dffAbyss Gate^000000 regardless of the investment rank which includes the deepest layer of the guild dungeon.";
- next;
- mes .@n$;
- mes "^ff0000If there is no Agit region that reached the maximum investment, then the region with the";
- mes "highest investment participation will get the Abyss Gate connected with the investment collected from all regions.^000000";
- next;
- mes .@n$;
- mes "Once the Abyss Gate is connected, the deepest layer (2F) of the guild dungeon";
- mes "will be open to all adventurers that participated in the regional investment.";
- next;
- mes .@n$;
- mes "Visits to the dungeon will be counted for the next investment for the Agit region";
- mes "so being in good terms with the guild that claims the Agit castle will be a bonus.";
- next;
- mes .@n$;
- mes "By the way, it isn't easy to maintain the connection with the Abyss Gate and investments and reconnection is needed weekly";
- mes "so please continue your support and investment if you want the power of the unknown.";
- close;
- }
- case 3:
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again after you -";
- mes "- lose some weight. -";
- close;
- }
- if (countitem(6488) >= 4800) {
- mes .@n$;
- mes "You have too many Thank You Tickets to receive any more.";
- mes "Cannot give you any more tickets. Please use your ticket and come back.";
- mes "The ticket can be exchanged with various items in Malangdo.";
- close;
- }
- if (callfunc("F_Invest_Status") != 1) {
- mes .@n$;
- mes "We do not receive investments now.";
- mes "Please come back during the investment duration.";
- close;
- }
- .@guild = getcharid(2);
- for(.@i = 1; .@i<=5; ++.@i) {
- .@castle_name$[.@i] = getcastlename(.@npc$+"g_cas0"+.@i);
- .@owner_id[.@i] = getcastledata(.@npc$+"g_cas0"+.@i,1);
- .@owner_name$[.@i] = getguildname(.@owner_id[.@i]);
- if (.@guild == .@owner_id[.@i]) {
- .@menu$ = .@menu$+.@castle_name$[.@i]+" ["+.@owner_name$[.@i]+"] Guild:";
- .@castles_owned = .@castles_owned | (1<<.@i);
- } else
- .@menu$ = .@menu$+"^aaaaaaNot the guild that claimed "+.@castle_name$[.@i]+"^000000:";
- }
- mes .@n$;
- mes "Would you like to invest in the ^4d4dff"+.@realm$+"^000000 region?";
- mes "If there is a castle occupied already, you will invest in the castle and the guild that is occupying it.";
- next;
- if (.@castles_owned) {
- .@i = select(.@menu$+"Cancel");
- if (.@i == 6) {
- mes .@n$;
- mes "Canceled.";
- close;
- }
- if (.@guild != .@owner_id[.@i]) {
- mes .@n$;
- mes "The guild that is occupying "+.@castle_name$[.@i]+" is "+.@owner_name$[.@i]+".";
- mes "Doesn't look like your guild.";
- close;
- }
- mes .@n$;
- mes "Invest under "+.@castle_name$[.@i]+"'s"+.@owner_name$[.@i]+" guild name.";
- callfunc "F_Invest_Abyss","$fund_"+.@npc$+"0"+.@i,.@n$;
- end;
- } else {
- mes .@n$;
- callfunc "F_Invest_Abyss","$fund_"+.@npc$+"_extra",.@n$," for "+.@realm$;
- end;
- }
- case 4:
- mes .@n$;
- mes "Is that so?";
- mes "Please come back whenever you are interested in investing in the Abyss Gate development.";
- close;
- }
-}
-
-- script Gate Manager#realm -1,{
-
- if (compare(strnpcinfo(4),"alde")) {
- .@npc$ = "alde";
- .@name$ = "Alkor";
- .@gate$ = "Hero's Tears";
- .@realm$ = "Luina";
- } else if (compare(strnpcinfo(4),"gef")) {
- .@npc$ = "gef";
- .@name$ = "Mizar";
- .@gate$ = "Hill of the Dead";
- .@realm$ = "Britoniah";
- } else if (compare(strnpcinfo(4),"pay")) {
- .@npc$ = "pay";
- .@name$ = "Alkaid";
- .@gate$ = "Winds of the Ancient";
- .@realm$ = "Greenwood Lake";
- } else if (compare(strnpcinfo(4),"prt")) {
- .@npc$ = "prt";
- .@name$ = "Arios";
- .@gate$ = "Way of the Warrior";
- .@realm$ = "Valkyrie Realm";
- }
- .@n$ = "["+.@name$+"]";
-
- if (callfunc("F_Invest_Status") != 3) {
- mes .@n$;
- mes "There are currently no connected dungeon gates.";
- close;
- }
- .@status = getd("$"+.@npc$+"_invest_result");
- if (.@status == 3) {
- mes .@n$;
- mes "We've successfully connected the Abyss Gate ["+.@gate$+"] with the help from your investment.";
- mes "The Agit dungeon will be open to everyone with a small entrance fee in "+.@realm$+".";
- next;
- mes .@n$;
- mes "Please visit as often as possible since the entrance fee is saved as an investment for the region.";
- mes "Do you want to enter the Agit dungeon?";
- next;
- .@i = select(.@realm$+" Dungeon 1F - 10000z:"+.@realm$+" Dungeon 2F - 10000z:Cancel");
- if (.@i == 3) {
- mes .@n$;
- mes "Canceled.";
- close;
- }
- if (Zeny < 10000) {
- mes .@n$;
- mes "I'm collecting a small entrance fee.";
- mes "Your contribution will be saved for the next investment.";
- mes "Entrance fee is 10000z.";
- close;
- }
- mes .@n$;
- mes "I'm sending you to the "+.@realm$+" Agit Dungeon "+.@i+"F.";
- Zeny -= 10000;
- setd "$fund_"+.@npc$+"_extra", getd("$fund_"+.@npc$+"_extra") + 1;
- close2;
- if (compare(strnpcinfo(2),"alde"))
- warp "gld_dun02"+((.@i == 2)?"_2":""),32,122;
- else if (compare(strnpcinfo(2),"gef"))
- warp "gld_dun04"+((.@i == 2)?"_2":""),39,258;
- else if (compare(strnpcinfo(2),"pay"))
- warp "gld_dun01"+((.@i == 2)?"_2":""),186,165;
- else if (compare(strnpcinfo(2),"prt"))
- warp "gld_dun03"+((.@i == 2)?"_2":""),164,268;
- end;
- } else if (.@status == 2) {
- mes .@n$;
- mes "The "+.@realm$+" Agit Dungeon 2F is now available but since it is not connected with the Abyss Gate,";
- mes "the Agit dungeon is only accessible to the Agit guild.";
- close;
- } else {
- mes .@n$;
- mes .@realm$+" was not chosen to be connected with a gate this time.";
- mes "Please wait for the next investment duration.";
- close;
- }
- end;
-}
-
-- script Investment Status Board -1,{
- .@invest_status = callfunc("F_Invest_Status");
- if (.@invest_status == 1) {
- if (compare(strnpcinfo(4),"alde")) {
- .@npc$ = "alde";
- .@realm$ = "Luina";
- } else if (compare(strnpcinfo(4),"gef")) {
- .@npc$ = "gef";
- .@realm$ = "Britoniah";
- } else if (compare(strnpcinfo(4),"pay")) {
- .@npc$ = "pay";
- .@realm$ = "Greenwood Lake";
- } else if (compare(strnpcinfo(4),"prt")) {
- .@npc$ = "prt";
- .@realm$ = "Valkyrie Realm";
- }
- .@notice = $agit_result_notice;
- if (.@notice < 1 || .@notice > 12) {
- mes "There are currently no investment sums available.";
- close;
- } else if (.@notice == 1)
- .@str$ = "1st";
- else if (.@notice == 2)
- .@str$ = "2nd";
- else if (.@notice == 3)
- .@str$ = "3rd";
- else
- .@str$ = .@notice+"th";
- mes .@str$+" total (unit in 10,000z)";
- for(.@i = 1; .@i<=5; ++.@i) {
- .@map$ = .@npc$+"g_cas0"+.@i;
- .@fund[.@i] = getd("$@vfund_"+.@npc$+"0"+.@i);
- mes getcastlename(.@map$)+" "+getguildname(getcastledata(.@map$,1))+" Guild: "+.@fund[.@i];
- }
- .@fund[0] = getd("$@vfund_"+.@npc$+"_extra");
- mes .@realm$+" normal: "+.@fund[0];
- mes .@realm$+" Investment Grand Total: "+(.@fund[0]+.@fund[1]+.@fund[2]+.@fund[3]+.@fund[4]+.@fund[5]);
- close;
- } else if (.@invest_status == 2) {
- mes "!- Notice -!";
- mes "No sums are available because the total investment amount is currently being calculated.";
- mes "Please wait for the announcement of the results.";
- close;
- } else if (.@invest_status == 3) {
- setarray .@invest_result[0], $prt_invest_result,$pay_invest_result,$gef_invest_result,$alde_invest_result;
- setarray .@invest_region$[0], "Valkyrie Realm", "Greenwood Lake", "Britoniah", "Luina";
- mes "!- Investment Results of All Agit Regions -!";
- for(.@i = 0; .@i<4; ++.@i) {
- if (.@invest_result[.@i] == 1)
- mes "^aaaaaa["+.@invest_region$[.@i]+"] below minimum^000000";
- else if (.@invest_result[.@i] == 2) {
- mes "["+.@invest_region$[.@i]+"] minimum achieved";
- mes "-> Guild Dungeon Deepest Layer (2F) available";
- } else if (.@invest_result[.@i] == 3) {
- mes "^4d4dff["+.@invest_region$[.@i]+"] maximum achieved^000000";
- mes "-> Abyss Gate available";
- } else
- mes "No data for ["+.@invest_region$[.@i]+"].";
- }
- close;
- } else {
- mes "!- Notice -!";
- mes "No investment information will be announced now.";
- close;
- }
-}
-
-// Inside Castles - Gate Managers
-//============================================================
-- script Gate Manager#castle -1,{
-
- .@id = atoi(charat(strnpcinfo(2),getstrlen(strnpcinfo(2))-1));
- if (compare(strnpcinfo(2),"alde")) {
- .@npc$ = "alde";
- .@realm$ = "Luina";
- } else if (compare(strnpcinfo(2),"gef")) {
- .@npc$ = "gef";
- .@realm$ = "Britoniah";
- } else if (compare(strnpcinfo(2),"pay")) {
- .@npc$ = "pay";
- .@realm$ = "Greenwood Lake";
- } else if (compare(strnpcinfo(2),"prt")) {
- .@npc$ = "prt";
- .@realm$ = "Valkyrie Realm";
- }
-
- .@GID = getcastledata(strnpcinfo(4),1);
- if (getcharid(2) != .@GID) {
- mes "[Gate Manager]";
- mes "You don't seem to be the member of guild owning this castle.";
- mes "If you need any help, please visit any of our guild members at "+.@realm$+" Square.";
- close;
- }
- mes "[Gate Manager]";
- mes "Hello, I am the Gate Manager from Cat Paw Merchant Guild warp department.";
- mes "How may I help you today?";
- next;
- switch(select("Invest for gate connection:Deepest Layer Dungeon Access:Abyss Gate Access:Cancel")) {
- case 1:
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
- mes "[Gate Manager]";
- mes "You have too many items to receive the Thank You Ticket as a small gift for your investment.";
- mes "Please come back after making room in your inventory.";
- close;
- }
- if (countitem(6488) >= 4800) {
- mes "[Gate Manager]";
- mes "You have too many Thank You Tickets to receive any more.";
- mes "Cannot give you any more tickets. Please use your ticket and come back.";
- mes "The ticket can be exchanged with various items in Malangdo.";
- close;
- }
- if (callfunc("F_Invest_Status") != 1) {
- mes "[Gate Manager]";
- mes "We do not receive investments now.";
- mes "Please come back during the investment duration.";
- close;
- }
- if (getcharid(2) != .@GID) {
- mes "[Gate Manager]";
- mes "You don't seem to be the member of the guild owning this castle.";
- mes "Please use the normal investment from "+.@realm$+" Square.";
- close;
- }
- mes "[Gate Manager]";
- mes "Proceed investing under your guild name.";
- callfunc "F_Invest_Abyss","$fund_"+.@npc$+"0"+.@id,"[Gate Manager]";
- end;
- case 2:
- callsub L_Enter,1,.@realm$,.@npc$;
- mes "[Gate Manager]";
- mes "You are interested in exploring the "+.@realm$+" Guild Dungeon Deepest Layer (2F).";
- mes "Let me guide you. Good luck.";
- close2;
- if (compare(strnpcinfo(2),"alde")) {
- switch(.@id) {
- case 1: warp "gld_dun02_2",32,122; end;
- case 2: warp "gld_dun02_2",79,30; end;
- case 3: warp "gld_dun02_2",165,38; end;
- case 4: warp "gld_dun02_2",160,148; end;
- case 5: warp "gld_dun02_2",103,169; end;
- }
- } else if (compare(strnpcinfo(2),"gef")) {
- switch(.@id) {
- case 1: warp "gld_dun04_2",39,258; end;
- case 2: warp "gld_dun04_2",125,270; end;
- case 3: warp "gld_dun04_2",268,251; end;
- case 4: warp "gld_dun04_2",268,108; end;
- case 5: warp "gld_dun04_2",230,35; end;
- }
- } else if (compare(strnpcinfo(2),"pay")) {
- switch(.@id) {
- case 1: warp "gld_dun01_2",186,165; end;
- case 2: warp "gld_dun01_2",54,165; end;
- case 3: warp "gld_dun01_2",54,39; end;
- case 4: warp "gld_dun01_2",186,39; end;
- case 5: warp "gld_dun01_2",223,202; end;
- }
- } else if (compare(strnpcinfo(2),"prt")) {
- switch(.@id) {
- case 1: warp "gld_dun03_2",28,251; end;
- case 2: warp "gld_dun03_2",164,268; end;
- case 3: warp "gld_dun03_2",164,179; end;
- case 4: warp "gld_dun03_2",268,203; end;
- case 5: warp "gld_dun03_2",199,28; end;
- }
- }
- end;
- case 3:
- callsub L_Enter,2,.@realm$,.@npc$;
- mes "[Gate Manager]";
- mes "Let me guide you to the Abyss Gap connected with "+.@realm$+", the Abyss Gate 'Way of the Warrior'.";
- close2;
- if (compare(strnpcinfo(2),"alde")) {
- switch(.@id) {
- case 1: warp "gld2_ald",175,41; end;
- case 2: warp "gld2_ald",77,64; end;
- case 3: warp "gld2_ald",46,127; end;
- case 4: warp "gld2_ald",104,246; end;
- case 5: warp "gld2_ald",241,156; end;
- }
- } else if (compare(strnpcinfo(2),"gef")) {
- switch(.@id) {
- case 1: warp "gld2_gef",28,199; end;
- case 2: warp "gld2_gef",217,46; end;
- case 3: warp "gld2_gef",171,195; end;
- case 4: warp "gld2_gef",30,67; end;
- case 5: warp "gld2_gef",115,40; end;
- }
- } else if (compare(strnpcinfo(2),"pay")) {
- switch(.@id) {
- case 1: warp "gld2_pay",33,112; end;
- case 2: warp "gld2_pay",119,27; end;
- case 3: warp "gld2_pay",205,111; end;
- case 4: warp "gld2_pay",175,221; end;
- case 5: warp "gld2_pay",61,221; end;
- }
- } else if (compare(strnpcinfo(2),"prt")) {
- switch(.@id) {
- case 1: warp "gld2_prt",10,27; end;
- case 2: warp "gld2_prt",14,247; end;
- case 3: warp "gld2_prt",259,236; end;
- case 4: warp "gld2_prt",226,25; end;
- case 5: warp "gld2_prt",97,11; end;
- }
- }
- end;
- case 4:
- mes "[Gate Manager]";
- mes "Canceled.";
- close;
- }
- end;
-
-L_Enter:
- .@invest_status = callfunc("F_Invest_Status");
- if (.@invest_status == 3) {
- .@status = getd("$"+getarg(2)+"_invest_result");
- if ((getarg(0) == 1 && .@status == 2) || .@status == 3)
- return;
- else {
- mes "[Gate Manager]";
- mes getarg(1)+" was not chosen to be connected with a gate this time.";
- mes "Please wait for the next investment duration.";
- close;
- }
- } else if (.@invest_status < 3) {
- mes "[Gate Manager]";
- mes "There are currently no connected dungeon gates.";
- mes "A gate will be connected as soon as the investment results are available.";
- mes "Please wait.";
- close;
- } else {
- mes "[Gate Manager]";
- mes "The gate will disappear soon.";
- mes "The dungeon is no longer accessible.";
- mes "Please try again next time.";
- close;
- }
-}
-
-// Item Investments
-//============================================================
-malangdo,218,126,4 script Cat Paw Merchants Notice 4_BOARD3,{
- mes "<< Cat Paw Merchants Notice >>";
- mes "'^C379CEInvest Unused Items for Prizes!^000000'";
- next;
- switch(select("Read Notice:Check Event 1:Check Event 2")) {
- case 1:
- mes "- Notice -";
- mes "Hello all Cat Paw Merchants customers! With your love, we Cat Paw Merchants are growing every day. All executives and staff members promise to do our best to further our frontier and development.";
- next;
- mes "- Event Notice! -";
- mes " An Event called '^C379CEInvest Unused Items for Prizes!^000000' is under way, where you could exchange unused items in your storage for Investment Certificate of the Cat Paw Merchants.";
- next;
- mes "Exchangeable items will be announced on a separate sheet. Thank you for your time.";
- mes "- From all the employees of Cat Paw Merchants -";
- next;
- mes "There is a small warning at the bottom.";
- mes " ";
- mes "^FF0000This event could be changed or repealed due to the Merchants' situation.^000000";
- close;
- case 2:
- mes "'^C379CEInvest Unused Items for Prizes!^000000'";
- mes "There are details of Event 1.";
- next;
- setarray .@event1$[0],
- "Wings of the Insect Queen","Crown of the Fly King","I hear Dragon Scales are tough 01","The Meaning of the Mother's Nightmare",
- "To refine ore","Hekekek Orcs, Orcs!!","Study of Yin-Yang","Secrets of the Pyramid King","Tick-tock the time goes",
- "Planting trees on Mellow Island","Ancient language research","Weapons made of sharp teeth","Toy boss doll 01",
- "A tiger is just a cat after all","The shattered spear and shield?","Toy boss doll 02","Best in summer! Cold scales",
- "Piece of Thanatos' armor","I hear Dragon Scales are tough 02","The identity of the creepy eye","If only I could see!";
- .@menu$ = "Quit:"+implode(.@event1$[0],":");
- while(1) {
- .@i = select(.@menu$)-1;
- switch(.@i) {
- case 0: close;
- case 1: .@str$ = "2 Pieces of Queen's Wing"; break;
- case 2: .@str$ = "2 Broken Crowns"; break;
- case 3: .@str$ = "2 Fire Dragon Scales"; break;
- case 4: .@str$ = "3 Mother's Nightmares"; break;
- case 5: .@str$ = "5 Gemstones"; break;
- case 6: .@str$ = "5 Heroic Emblems"; break;
- case 7: .@str$ = "3 Taeguk Plates"; break;
- case 8: .@str$ = "3 Broken Pharaoh Symbols and 3 Tutankhamen's Masks"; break;
- case 9: .@str$ = "2 Pocket Watches"; break;
- case 10: .@str$ = "3 Young Twigs"; break;
- case 11: .@str$ = "5 Rossata Pieces"; break;
- case 12: .@str$ = "5 Fangs of Garm"; break;
- case 13: .@str$ = "3 Baphomet Dolls"; break;
- case 14: .@str$ = "1 Tiger's Footskin and 5 Tiger Skins"; break;
- case 15: .@str$ = "3 Broken Shield Pieces and 3 Shining Spear Blades"; break;
- case 16: .@str$ = "3 Osiris Dolls"; break;
- case 17: .@str$ = "1 Ice Scale"; break;
- case 18: .@str$ = "1 Skeletal Armor Piece"; break;
- case 19: .@str$ = "1 Darkred Scale Piece"; break;
- case 20: .@str$ = "2 Wills of Red Darkness"; break;
- case 21: .@str$ = "2 Foolishness of the Blind"; break;
- }
- mes "["+.@event1$[.@i-1]+"]";
- mes .@str$+" for one Cat Paw Merchants Investment Certificate.";
- next;
- }
- case 3:
- mes "Look out for the next '^C379CEInvest Unused Items for Prizes!^000000' Event 2!! Coming up real soon!";
- close;
- }
-}
-
-malangdo,218,123,1 script Namis#invest 4_CAT_SAILOR2,4,4,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again after you -";
- mes "- lose some weight. -";
- close;
- }
- emotion e_omg;
- emotion e_an;
- emotion e_ag;
- mes "[Namis]";
- mes "Purr-Purr-Purrr-Purrrr-Pur~ Meow!!";
- mes "Wh-- What? How rude. You scared me.";
- next;
- switch(select("What do you need? I'll invest!:What's the purpose of this event?:Were you asleep?")) {
- case 1:
- break;
- case 2:
- mes "[Namis]";
- mes "So, another pushover in contract with the Cat Paw Merchants?";
- next;
- select("Huh? What! You calling me a pushover?");
- mes "[Namis]";
- mes "I'll say this just once, so you listen good!";
- mes "We, the Cat Paw Merchants have planned an event for loyal workers like yourself.";
- next;
- mes "[Namis]";
- mes "Run along to your storage and bring back rotting antiques to us and we'll exchange them for the oh-so valuable 'Cat Paw Merchants Investment Certificate'.";
- next;
- mes "[Namis]";
- mes "It will be wise for you to do so because the Cat Paw Merchants are doing this at a loss!";
- next;
- mes "[Namis]";
- mes "Details are on the notice.";
- close;
- case 3:
- mes "[Namis]";
- mes "Hick- Slurp-";
- mes "Remember, human! There's no other cat who works as hard as I do.";
- close;
- }
- mes "[Namis]";
- mes "You must be here to participate in the '^C379CEInvest Unused Items for Prizes!^000000' event of the Cat Paw Merchants.";
- next;
- mes "[Namis]";
- mes "So, which event do you wish to participate in?";
- next;
- switch(select("Not interested:Event 1 Items:Event 2 Items")) {
- case 1:
- mes "[Namis]";
- mes "Don't you mess with a busy cat!";
- close;
- case 2:
- mes "[Namis]";
- mes "So you're in for Event 1.";
- mes "Choose from the shown list.";
- next;
- setarray .@event1$[0],
- "Wings of the Insect Queen","Crown of the Fly King","I hear Dragon Scales are tough 01","The Meaning of the Mother's Nightmare",
- "To refine ore","Hekekek Orcs, Orcs!!","Study of Yin-Yang","Secrets of the Pyramid King","Tick-tock the time goes",
- "Planting trees on Mellow Island","Ancient language research","Weapons made of sharp teeth","Toy boss doll 01",
- "A tiger is just a cat after all","The shattered spear and shield?","Toy boss doll 02","Best in summer! Cold scales",
- "Piece of Thanatos' armor","I hear Dragon Scales are tough 02","The identity of the creepy eye","If only I could see!";
- .@i = select(implode(.@event1$[0],":"))-1;
- switch(.@i+1) {
- case 1: callsub L_Check,"2 Pieces of Queen's Wing",6326,2,"Wings of the Insect Queen? What a pitiful name. I would've given some cool names!",.@event1$[.@i];
- case 2: callsub L_Check,"2 Broken Crowns",7754,2,"For crying out loud! Those cats working on these events must be playing around. Can't they think of a better name?",.@event1$[.@i];
- case 3: callsub L_Check,"2 Fire Dragon Scales",7451,2,"Dragon scales? Well... I guess they are tough. But what are they going to use them for?",.@event1$[.@i];
- case 4: callsub L_Check,"3 Mother's Nightmares",7020,3,"Even though I don't have the authority to find out, I wonder what they're doing with the collected items?",.@event1$[.@i];
- case 5: callsub L_Check,"5 Gemstones",7300,5,"Something useful for a change. The ore will end up as nice pieces of jewelry.",.@event1$[.@i];
- case 6: callsub L_Check,"5 Heroic Emblems",968,5,"Good, good. This is the kind of name I wanted!",.@event1$[.@i];
- case 7: callsub L_Check,"3 Taeguk Plates",7169,3,"Taking in something like this, maybe they're up to something dangerous.",.@event1$[.@i];
- case 8: callsub L_Check,"3 Broken Pharaoh Symbols and 3 Tutankhamen's Masks",7113,3,"I hear the pyramids are in Morroc, but I've never been there. Some humans call it Morco.",.@event1$[.@i],7114,3;
- case 9: callsub L_Check,"2 Pocket Watches",7513,2,"Those lazy merchants, why do they need pocket watches they don't even use?",.@event1$[.@i];
- case 10: callsub L_Check,"3 Young Twigs",7018,3,"Mellow Island has a climate like with where we cats used to live. But the trees die out sometimes due to it being an island.",.@event1$[.@i];
- case 11: callsub L_Check,"5 Rossata Pieces",7211,5,"I guess they collect these because humans have them, but what's the use of researching ancient languages?",.@event1$[.@i];
- case 12: callsub L_Check,"5 Fangs of Garm",7036,5,"Weak humans need sharp weapons, but cats already have nice and sharp claws, so why are we collecting these!!",.@event1$[.@i];
- case 13: callsub L_Check,"3 Baphomet Dolls",750,3,"Baphomet dolls are great for playing around with.",.@event1$[.@i];
- case 14: callsub L_Check,"1 Tiger's Footskin and 5 Tiger Skins",1030,1,"Did you know that tigers are cats too? Therefore, cats are better than tigers.",.@event1$[.@i],1029,5;
- case 15: callsub L_Check,"3 Broken Shield Pieces and 3 Shining Spear Blades",7108,3,"I don't know what they want with these.",.@event1$[.@i],7109,3;
- case 16: callsub L_Check,"3 Osiris Dolls",751,3,"Shame~ I never got to play with an Osiris doll.",.@event1$[.@i];
- case 17: callsub L_Check,"1 Ice Scale",7562,1,"Mellow Island is a fabulous place to live. But the ships are too hot.",.@event1$[.@i];
- case 18: callsub L_Check,"1 Skeletal Armor Piece",7450,1,"Ewww... Why would they collect something so creepy?",.@event1$[.@i];
- case 19: callsub L_Check,"1 Darkred Scale Piece",6091,1,"Dragon scales? Well... I guess they are tough. But what are they going to use them for?",.@event1$[.@i];
- case 20: callsub L_Check,"2 Wills of Red Darkness",7566,2,"Interesting! Does it scream or something when I poke it in the eye?",.@event1$[.@i];
- case 21: callsub L_Check,"2 Foolishness of the Blind",7021,2,"This blind man is foolish in not knowing that gathering 300 cats cures blindness...",.@event1$[.@i];
- }
- case 3:
- mes "[Namis]";
- mes "Participate in Event 2?";
- mes "It is not yet in motion. Wait for it!";
- close;
- }
- end;
-L_Check:
- .@args = getargcount();
- if (.@args > 5) {
- if (countitem(getarg(5)) < getarg(6))
- .@items = 1; //incomplete
- else
- .@items = 2; //complete
- }
- if (countitem(getarg(1)) < getarg(2) || .@items == 1) {
- mes "[Namis]";
- mes "You don't have the items?";
- mes getarg(0)+" exchange for one Cat Paw Merchants Investment Certificate.";
- next;
- mes "[Namis]";
- mes "Don't bother me and look up the details on the board over there!";
- close;
- }
- mes "[Namis]";
- mes "'^8E5601"+getarg(4)+" Event^000000'";
- mes "Seems to be the right items.";
- mes getarg(3);
- mes "Oh! Almost forgot. Will you invest?";
- next;
- if(select("Invest:Don't Invest") == 2) {
- mes "[Namis]";
- mes "Don't you mess with a busy cat!";
- close;
- }
- delitem getarg(1),getarg(2);
- if (.@items == 2)
- delitem getarg(5),getarg(6);
- getitem 6489,1; //Cats_Invest_Certif
- mes "[Namis]";
- mes "Here's your Certificate. Always be grateful to the Merchants for these events!";
- close;
-OnTouch:
- if (rand(2))
- emotion e_yawn;
- else
- specialeffect EF_SLEEPATTACK;
- end;
-}
-
-// Investment Rewards
-//============================================================
-malangdo,215,119,4 script Thanks Ticket Machine 2_VENDING_MACHINE1,{
- if (MaxWeight - Weight < 4500 || checkweight(1201,1) == 0) {
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again after you -";
- mes "- lose some weight. -";
- close;
- }
- mes "[Vending Machine Notice]";
- mes "^6815EA1. Don't kick the machine please. @_@";
- mes "2. You can only insert Invest Thanks Ticket.";
- mes "3. About the Jelly Box, if you open it, it gives you a random item.";
- mes "4. Hope you enjoy~^000000";
- mes "- Mr. Cat, the Machine Owner -";
- next;
- switch(select("Finish:Purchase:Red Paw Jelly Bag (5 Tickets):Black Paw Jelly Bag (50 Tickets)")) {
- case 1:
- close;
- case 2:
- mes "The Vending Machine is selling items in the following list.";
- next;
- switch(select("Finish:1 Siege Arrow Quiver A (2 Tickets):1 Siege Arrow Quiver S (2 Tickets):30 White Potion (12 Tickets):30 White Slim Potion (14 Tickets):10 Dark Water (20 Tickets):20 Siege_Violet_Potion (30 Tickets):10 Coldproof Potion (30 Tickets):10 Thunderproof Potion (30 Tickets):10 Earthproof Potion (30 Tickets):10 Fireproof Potion (30 Tickets):10 Elemental Converter[Fire] (30 Tickets)")) {
- case 1: close;
- case 2: callsub L_Purchase,2,12678,1; //Siege_Arrow_Quiver_A
- case 3: callsub L_Purchase,2,12677,1; //Siege_Arrow_Quiver_S
- case 4: callsub L_Purchase,12,504,30; //White_Potion
- case 5: callsub L_Purchase,14,547,30; //White_Slim_Potion
- case 6: callsub L_Purchase,20,12020,10; //Water_Of_Darkness
- case 7: callsub L_Purchase,30,11547,20; //Woe_Violet_Potion
- case 8: callsub L_Purchase,30,12119,10; //Resist_Water
- case 9: callsub L_Purchase,30,12121,10; //Resist_Wind
- case 10: callsub L_Purchase,30,12120,10; //Resist_Earth
- case 11: callsub L_Purchase,30,12118,10; //Resist_Fire
- case 12: callsub L_Purchase,30,12114,10,"Elemental Converter[Fire]"; //Elemental_Fire
- case 13: callsub L_Purchase,30,12115,10,"Elemental Converter[Water]"; //Elemental_Water
- case 14: callsub L_Purchase,30,12117,10,"Elemental Converter[Wind]"; //Elemental_Wind
- case 15: callsub L_Purchase,30,12116,10,"Elemental Converter[Earth]"; //Elemental_Earth
- }
- end;
- case 3:
- mes "Red Paw Jelly Bag Button chosen. Need to insert 5 ^FF0000Invest Thanks Ticket^000000 and a random item will appear.";
- next;
- if (countitem(6488) < 5) {
- mes "You don't have enough ^FF0000Invest Thanks Ticket^000000 to proceed.";
- close;
- }
- delitem 6488,5; //Thanks_Invest_Ticket
- .@i = rand(1,10000);
- if (.@i <= 100) callsub L_Bag,12531,1; //White_Potion_Box
- else if (.@i <= 200) callsub L_Bag,12549,1; //White_Slim_Pot_Box2
- else if (.@i <= 250) callsub L_Bag,11549,10; //Woe_Blue_Potion
- else if (.@i <= 660) callsub L_Bag,617,1; //Old_Violet_Box
- else if (.@i <= 710) callsub L_Bag,12532,1; //Royal_Jelly_Box2
- else if (.@i <= 760) callsub L_Bag,12533,1; //Blue_Herb_Box2
- else if (.@i <= 810) callsub L_Bag,505,5; //Blue_Potion
- else if (.@i <= 1110) callsub L_Bag,644,1; //Gift_Box
- else if (.@i <= 1120) callsub L_Bag,607,1; //Yggdrasilberry
- else if (.@i <= 1130) callsub L_Bag,608,2; //Seed_Of_Yggdrasil
- else if (.@i <= 1140) callsub L_Bag,12292,5; //Unripe_Fruit
- else if (.@i <= 1150) callsub L_Bag,12293,5; //Dried_Yggdrasilberry
- else if (.@i <= 1250) callsub L_Bag,12679,1; //Sg_White_Potion_Box
- else if (.@i <= 1471) callsub L_Bag,603,1; //Old_Blue_Box
- else if (.@i <= 1571) callsub L_Bag,12550,1,"Poison Bottle Box(30)"; //Poison_Bottle_Box2
- else if (.@i <= 1671) callsub L_Bag,12020,10; //Water_Of_Darkness
- else if (.@i <= 1871) callsub L_Bag,12030,5; //Box_Of_Grudge
- else if (.@i <= 2071) callsub L_Bag,12031,5; //Sleepy_Box
- else if (.@i <= 2371) callsub L_Bag,12033,2; //Box_Of_Sunlight
- else if (.@i <= 2571) callsub L_Bag,12114,5,"Elemental Converter[Fire]"; //Elemental_Fire
- else if (.@i <= 2771) callsub L_Bag,12115,5,"Elemental Converter[Water]"; //Elemental_Water
- else if (.@i <= 2971) callsub L_Bag,12117,5,"Elemental Converter[Wind]"; //Elemental_Wind
- else if (.@i <= 3171) callsub L_Bag,12116,5,"Elemental Converter[Earth]"; //Elemental_Earth
- else if (.@i <= 3271) callsub L_Bag,12680,1; //Sg_Blue_Potion_Box
- else if (.@i <= 3471) callsub L_Bag,12118,5; //Resist_Fire
- else if (.@i <= 3671) callsub L_Bag,12119,5; //Resist_Water
- else if (.@i <= 3871) callsub L_Bag,12121,5; //Resist_Wind
- else if (.@i <= 4071) callsub L_Bag,12120,5; //Resist_Earth
- else if (.@i <= 4271) callsub L_Bag,929,20; //Immortal_Heart
- else if (.@i <= 4471) callsub L_Bag,1059,20; //Transparent_Cloth
- else if (.@i <= 4671) callsub L_Bag,905,20; //Stem
- else if (.@i <= 4871) callsub L_Bag,606,10; //Aloebera
- else if (.@i <= 5071) callsub L_Bag,609,10; //Amulet
- else if (.@i <= 5271) callsub L_Bag,710,2; //Illusion_Flower
- else if (.@i <= 5471) callsub L_Bag,576,20; //Prickly_Fruit
- else if (.@i <= 5671) callsub L_Bag,621,10; //Bitter_Herb
- else if (.@i <= 5871) callsub L_Bag,709,10; //Izidor
- else if (.@i <= 6071) callsub L_Bag,605,10; //Anodyne
- else if (.@i <= 6171) callsub L_Bag,11548,10; //Woe_White_Potion
- else if (.@i <= 6371) callsub L_Bag,706,10; //Four_Leaf_Clover
- else if (.@i <= 6571) callsub L_Bag,521,10; //Leaflet_Of_Aloe
- else if (.@i <= 6771) callsub L_Bag,707,10; //Singing_Plant
- else if (.@i <= 6971) callsub L_Bag,610,10; //Leaf_Of_Yggdrasil
- else if (.@i <= 7021) callsub L_Bag,12676,1; //Sg_Violet_Potion_Box
- else if (.@i <= 7171) callsub L_Bag,6249,10; //Savage_Meat
- else if (.@i <= 7321) callsub L_Bag,6252,10; //Wolf_Blood
- else if (.@i <= 7471) callsub L_Bag,6254,10; //Beef_Head_Meat
- else if (.@i <= 7621) callsub L_Bag,6253,10; //Cold_Ice
- else if (.@i <= 7771) callsub L_Bag,6256,10; //Ice_Fragment
- else if (.@i <= 7921) callsub L_Bag,6257,10; //Ice_Crystal
- else if (.@i <= 8071) callsub L_Bag,6260,10; //Petti_Tail
- else if (.@i <= 8309) callsub L_Bag,7932,20; //Poison_Herb_Nerium
- else if (.@i <= 8547) callsub L_Bag,7933,20; //Poison_Herb_Rantana
- else if (.@i <= 8785) callsub L_Bag,7934,20; //Poison_Herb_Makulata
- else if (.@i <= 9023) callsub L_Bag,7935,20; //Poison_Herb_Seratum
- else if (.@i <= 9261) callsub L_Bag,7936,20; //Poison_Herb_Scopolia
- else if (.@i <= 9499) callsub L_Bag,7937,20; //Poison_Herb_Amoena
- else if (.@i <= 9699) callsub L_Bag,6217,20; //Mandragora_Flowerpot
- else callsub L_Bag,12016,10; //Speed_Up_Potion
- end;
- case 4:
- mes "Black Paw Jelly Bag Button chosen. Need to insert 50 ^FF0000Invest Thanks Ticket^000000 and a random item will appear.";
- next;
- if (countitem(6488) < 50) {
- mes "You don't have enough ^FF0000Invest Thanks Ticket^000000 to proceed.";
- close;
- }
- delitem 6488,50; //Thanks_Invest_Ticket
- .@i = rand(1,10000);
- if (.@i <= 100) callsub L_Bag,12531,1; //White_Potion_Box
- else if (.@i <= 200) callsub L_Bag,12549,1; //White_Slim_Pot_Box2
- else if (.@i <= 250) callsub L_Bag,11549,20; //Woe_Blue_Potion
- else if (.@i <= 450) callsub L_Bag,617,1; //Old_Violet_Box
- else if (.@i <= 500) callsub L_Bag,12532,1; //Royal_Jelly_Box2
- else if (.@i <= 550) callsub L_Bag,12533,1; //Blue_Herb_Box2
- else if (.@i <= 600) callsub L_Bag,505,10; //Blue_Potion
- else if (.@i <= 800) callsub L_Bag,644,1; //Gift_Box
- else if (.@i <= 810) callsub L_Bag,607,2; //Yggdrasilberry
- else if (.@i <= 820) callsub L_Bag,608,3; //Seed_Of_Yggdrasil
- else if (.@i <= 830) callsub L_Bag,12292,10; //Unripe_Fruit
- else if (.@i <= 840) callsub L_Bag,12293,10; //Dried_Yggdrasilberry
- else if (.@i <= 940) callsub L_Bag,12679,1; //Sg_White_Potion_Box
- else if (.@i <= 1140) callsub L_Bag,603,1; //Old_Blue_Box
- else if (.@i <= 1240) callsub L_Bag,12550,1,"Poison Bottle Box(30)"; //Poison_Bottle_Box2
- else if (.@i <= 1340) callsub L_Bag,12020,20; //Water_Of_Darkness
- else if (.@i <= 1440) callsub L_Bag,12030,10; //Box_Of_Grudge
- else if (.@i <= 1540) callsub L_Bag,12031,10; //Sleepy_Box
- else if (.@i <= 1690) callsub L_Bag,12033,4; //Box_Of_Sunlight
- else if (.@i <= 1790) callsub L_Bag,12114,10,"Elemental Converter[Fire]"; //Elemental_Fire
- else if (.@i <= 1890) callsub L_Bag,12115,10,"Elemental Converter[Water]"; //Elemental_Water
- else if (.@i <= 1990) callsub L_Bag,12117,10,"Elemental Converter[Wind]"; //Elemental_Wind
- else if (.@i <= 2090) callsub L_Bag,12116,10,"Elemental Converter[Earth]"; //Elemental_Earth
- else if (.@i <= 2190) callsub L_Bag,12680,1; //Sg_Blue_Potion_Box
- else if (.@i <= 2290) callsub L_Bag,12118,10; //Resist_Fire
- else if (.@i <= 2390) callsub L_Bag,12119,10; //Resist_Water
- else if (.@i <= 2490) callsub L_Bag,12121,10; //Resist_Wind
- else if (.@i <= 2590) callsub L_Bag,12120,10; //Resist_Earth
- else if (.@i <= 2690) callsub L_Bag,929,40; //Immortal_Heart
- else if (.@i <= 2790) callsub L_Bag,1059,40; //Transparent_Cloth
- else if (.@i <= 2890) callsub L_Bag,905,40; //Stem
- else if (.@i <= 2990) callsub L_Bag,606,20; //Aloebera
- else if (.@i <= 3090) callsub L_Bag,609,20; //Amulet
- else if (.@i <= 3190) callsub L_Bag,710,4; //Illusion_Flower
- else if (.@i <= 3290) callsub L_Bag,576,40; //Prickly_Fruit
- else if (.@i <= 3390) callsub L_Bag,621,20; //Bitter_Herb
- else if (.@i <= 3490) callsub L_Bag,709,20; //Izidor
- else if (.@i <= 3590) callsub L_Bag,605,20; //Anodyne
- else if (.@i <= 3690) callsub L_Bag,11548,20; //Woe_White_Potion
- else if (.@i <= 3790) callsub L_Bag,706,20; //Four_Leaf_Clover
- else if (.@i <= 3890) callsub L_Bag,521,20; //Leaflet_Of_Aloe
- else if (.@i <= 3990) callsub L_Bag,707,20; //Singing_Plant
- else if (.@i <= 4090) callsub L_Bag,610,20; //Leaf_Of_Yggdrasil
- else if (.@i <= 4140) callsub L_Bag,12676,1; //Sg_Violet_Potion_Box
- else if (.@i <= 4240) callsub L_Bag,6249,20; //Savage_Meat
- else if (.@i <= 4340) callsub L_Bag,6252,20; //Wolf_Blood
- else if (.@i <= 4440) callsub L_Bag,6254,20; //Beef_Head_Meat
- else if (.@i <= 4540) callsub L_Bag,6253,20; //Cold_Ice
- else if (.@i <= 4640) callsub L_Bag,6256,20; //Ice_Fragment
- else if (.@i <= 4740) callsub L_Bag,6257,20; //Ice_Crystal
- else if (.@i <= 4840) callsub L_Bag,6260,20; //Petti_Tail
- else if (.@i <= 4940) callsub L_Bag,7932,40; //Poison_Herb_Nerium
- else if (.@i <= 5040) callsub L_Bag,7933,40; //Poison_Herb_Rantana
- else if (.@i <= 5140) callsub L_Bag,7934,40; //Poison_Herb_Makulata
- else if (.@i <= 5240) callsub L_Bag,7935,40; //Poison_Herb_Seratum
- else if (.@i <= 5340) callsub L_Bag,7936,40; //Poison_Herb_Scopolia
- else if (.@i <= 5440) callsub L_Bag,7937,40; //Poison_Herb_Amoena
- else if (.@i <= 5540) callsub L_Bag,6217,40; //Mandragora_Flowerpot
- else if (.@i <= 6000) callsub L_Bag,12016,20; //Speed_Up_Potion
- else if (.@i <= 6500) callsub L_Bag,2483,1; //Siege_Greave
- else if (.@i <= 7000) callsub L_Bag,2484,1; //Siege_Boots
- else if (.@i <= 7500) callsub L_Bag,2485,1; //Siege_Shoes
- else if (.@i <= 8000) callsub L_Bag,2586,1; //Siege_Manteau
- else if (.@i <= 8500) callsub L_Bag,2587,1; //Siege_Muffler
- else if (.@i <= 9000) callsub L_Bag,15046,1; //Siege_Plate
- else if (.@i <= 9500) callsub L_Bag,15047,1; //Siege_Suits
- else callsub L_Bag,15048,1; //Siege_Robe
- end;
- }
- end;
-
-//callsub L_Purchase,<ticket cost>,<reward ID>,<reward amount>{,<reward name>};
-L_Purchase:
- if (countitem(6488) < getarg(0)) {
- mes "You don't have enough ^FF0000Invest Thanks Ticket^000000 to proceed.";
- close;
- }
- delitem 6488,getarg(0); //Thanks_Invest_Ticket
- getitem getarg(1),getarg(2);
- mes "- Done! -";
- next;
- mes "The item ^0000FF"+((getargcount() > 3)?getarg(3,""):getitemname(getarg(1)))+"^000000 has been obtained.";
- close;
-
-//callsub L_Bag,<reward ID>,<reward amount>{,<reward name>};
-L_Bag:
- getitem getarg(0),getarg(1);
- mes "- Done! -";
- next;
- mes "The item ^0000FF"+((getargcount() > 2)?getarg(2,""):getitemname(getarg(0)))+"^000000 has been obtained.";
- close;
-}
diff --git a/npc/re/guild/invest_npc.txt b/npc/re/guild/invest_npc.txt
deleted file mode 100644
index a1d564e00..000000000
--- a/npc/re/guild/invest_npc.txt
+++ /dev/null
@@ -1,65 +0,0 @@
-//===== Hercules Script ======================================
-//= Hall of Abyss - NPC Duplicates
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= [Official Conversion]
-//= Expansion for War of Emperium FE.
-//= Invest in each realm to unlock new maps:
-//= - Guild Dungeon F2, total 20,000,000z.
-//= - Hall of Abyss, total 70,000,000z.
-//===== Additional Comments: =================================
-//= 1.0 First version. [Euphy]
-//============================================================
-
-// Realms - Merchant Guilds, Gate Managers, Status Boards
-//============================================================
-alde_gld,186,157,3 duplicate(Cat Paw Merchant Guild) Cat Paw Merchant Megrez 4_CAT_MERMASTER
-alde_gld,191,164,3 duplicate(Gate Manager#realm) Gate Manager#alde_f00 4_M_BOSSCAT
-alde_gld,188,158,3 duplicate(Investment Status Board) Investment Status Board::InvestStatus_Alde 4_BOARD3
-
-gef_fild13,187,208,3 duplicate(Cat Paw Merchant Guild) Cat Paw Merchant Meraq 4_CAT_MERMASTER
-gef_fild13,189,206,3 duplicate(Gate Manager#realm) Gate Manager#gef_f00 4_M_BOSSCAT
-gef_fild13,190,209,3 duplicate(Investment Status Board) Investment Status Board::InvestStatus_Gef 4_BOARD3
-
-pay_gld,203,189,3 duplicate(Cat Paw Merchant Guild) Cat Paw Merchant Phecda 4_CAT_MERMASTER
-pay_gld,206,189,3 duplicate(Gate Manager#realm) Gate Manager#pay_f00 4_M_BOSSCAT
-pay_gld,200,189,5 duplicate(Investment Status Board) Investment Status Board::InvestStatus_Pay 4_BOARD3
-
-prt_gld,158,96,5 duplicate(Cat Paw Merchant Guild) Cat Paw Merchant Dubae 4_CAT_MERMASTER
-prt_gld,161,96,3 duplicate(Gate Manager#realm) Gate Manager#prt_f00 4_M_BOSSCAT
-prt_gld,163,99,3 duplicate(Investment Status Board) Investment Status Board::InvestStatus_Prt 4_BOARD3
-
-// Inside Castles - Gate Managers
-//============================================================
-aldeg_cas01,85,105,4 duplicate(Gate Manager#castle) Gate Manager#alde_f01 4_M_BOSSCAT
-aldeg_cas02,124,49,3 duplicate(Gate Manager#castle) Gate Manager#alde_f02 4_M_BOSSCAT
-aldeg_cas03,121,75,3 duplicate(Gate Manager#castle) Gate Manager#alde_f03 4_M_BOSSCAT
-aldeg_cas04,25,67,7 duplicate(Gate Manager#castle) Gate Manager#alde_f04 4_M_BOSSCAT
-aldeg_cas05,54,200,3 duplicate(Gate Manager#castle) Gate Manager#alde_f05 4_M_BOSSCAT
-
-gefg_cas01,39,49,4 duplicate(Gate Manager#castle) Gate Manager#gef_f01 4_M_BOSSCAT
-gefg_cas02,10,65,4 duplicate(Gate Manager#castle) Gate Manager#gef_f02 4_M_BOSSCAT
-gefg_cas03,100,87,4 duplicate(Gate Manager#castle) Gate Manager#gef_f03 4_M_BOSSCAT
-gefg_cas04,35,44,3 duplicate(Gate Manager#castle) Gate Manager#gef_f04 4_M_BOSSCAT
-gefg_cas05,84,46,3 duplicate(Gate Manager#castle) Gate Manager#gef_f05 4_M_BOSSCAT
-
-payg_cas01,129,59,3 duplicate(Gate Manager#castle) Gate Manager#pay_f01 4_M_BOSSCAT
-payg_cas02,27,277,3 duplicate(Gate Manager#castle) Gate Manager#pay_f02 4_M_BOSSCAT
-payg_cas03,51,266,3 duplicate(Gate Manager#castle) Gate Manager#pay_f03 4_M_BOSSCAT
-payg_cas04,39,264,4 duplicate(Gate Manager#castle) Gate Manager#pay_f04 4_M_BOSSCAT
-payg_cas05,272,252,4 duplicate(Gate Manager#castle) Gate Manager#pay_f05 4_M_BOSSCAT
-
-prtg_cas01,114,178,3 duplicate(Gate Manager#castle) Gate Manager#prt_f01 4_M_BOSSCAT
-prtg_cas02,89,63,5 duplicate(Gate Manager#castle) Gate Manager#prt_f02 4_M_BOSSCAT
-prtg_cas03,72,109,3 duplicate(Gate Manager#castle) Gate Manager#prt_f03 4_M_BOSSCAT
-prtg_cas04,29,263,4 duplicate(Gate Manager#castle) Gate Manager#prt_f04 4_M_BOSSCAT
-prtg_cas05,24,23,4 duplicate(Gate Manager#castle) Gate Manager#prt_f05 4_M_BOSSCAT
-
-// iRO NPC Locations
-//============================================================
-//prt_gld,148,253,4 duplicate(Cat Paw Merchants Notice) Cat Paw Merchants Notice::CatPawNotice_iRO 4_BOARD3
-//prt_gld,145,255,6 duplicate(Namis#invest) Namis::Namis_iRO 4_CAT_SAILOR2,4,4
-//prt_gld,165,50,4 duplicate(Thanks Ticket Machine) Thanks Ticket Machine::ThanksMachine_iRO 2_VENDING_MACHINE1
diff --git a/npc/re/instances/BakonawaLake.txt b/npc/re/instances/BakonawaLake.txt
deleted file mode 100644
index 9cf9ea8cd..000000000
--- a/npc/re/instances/BakonawaLake.txt
+++ /dev/null
@@ -1,543 +0,0 @@
-//===== Hercules Script ======================================
-//= Bakonawa Lake
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= [Official Conversion]
-//= Defeat Bakonawa before he eats the moon.
-//= Part of the "Bakonawa Extermination" quest.
-//===== Additional Comments: =================================
-//= 1.0 First version. [Euphy]
-//= 1.1 Added GM management NPC. [Euphy]
-//============================================================
-
-1@ma_b mapflag src4instance
-//============================================================
-ma_scene01,174,179,4 script Taho 4_M_DEWZATIMAN,{
- disable_items;
- if (checkweight(1201,1) == 0) {
- mes "You are carrying too many items. Come back after taking off some of them.";
- close;
- }
- if (MaxWeight - Weight < 10000) {
- mes "You are carrying too much weight. Come back after reducing the weight.";
- close;
- }
- if (BaseLevel < 140) {
- mes "[Taho]";
- mes "Hey. This is too dangerous a place for you. You cannot keep yourself safe. Get out of here and go to the village right now!";
- close;
- }
- if (malaya_bakona1 < 7 && malaya_bakona2 < 15) {
- mes "[Taho]";
- mes "We are gonna be killed all by that Bakonawa. Ah, we must slay him but unfortunately we are not prepared.";
- close;
- }
-
- .@party_id = getcharid(1);
- .@md_name$ = "Bakonawa Lake";
-
- .@baku_time = questprogress(12278,PLAYTIME);
- if (!.@baku_time) {
- if (!questprogress(12279)) setquest 12279;
- }
- if (!.@party_id) {
- mes "[Taho]";
- mes "Isn't there any company who can go with you? Or even if you wanna go alone, come after organizing a party.";
- close;
- }
- if (!.@baku_time) {
- if (getcharid(0) == getpartyleader(.@party_id,2)) {
- mes "[Taho]";
- mes "Are you the leader of the Bakonawa slayers? The road is not well so we have to go down the cliff with a rope, is that OK?";
- next;
- .@i = select("Please weave a rope.:Now I will go down.:Cancel.");
- } else {
- mes "[Taho]";
- mes "You came for slaying Bakonawa. The leader of your party has to help me weaving the rope for going down.";
- next;
- .@i = select(":Now I will go down.:Cancel.");
- }
- switch(.@i) {
- case 1:
- .@instance = instance_create(.@md_name$,.@party_id);
- if (.@instance < 0) {
- mes "[Taho]";
- mes "Oh, the rope got dropped. I have to make a new one.";
- close;
- }
- if (instance_attachmap("1@ma_b",.@instance) == "") {
- mes "^0000ff"+.@md_name$+"^000000 - Reservation Failed!";
- instance_destroy(.@instance);
- close;
- }
- instance_set_timeout 7200,300,.@instance;
- instance_init(.@instance);
- mes "[Taho]";
- mes "Now I'm weaving, so you can go down when I'm done.";
- close;
- case 2:
- if( has_instance("1@ma_b") == "" ) {
- mes "The memorial dungeon "+.@md_name$+" does not exist.";
- mes "The party leader did not generate the dungeon yet.";
- close;
- } else {
- mapannounce "ma_scene01","A party memeber, "+strcharinfo(0)+" of the party "+getpartyname(.@party_id)+" is entering the dungeon, "+.@md_name$+".",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0
- setquest 12278;
- warp "1@ma_b",64,51;
- end;
- }
- case 3:
- close;
- }
- } else if (.@baku_time == 1) {
- mes "[Taho]";
- mes "The rope used for getting to the Lake is already broken. We are now cleaning up the surroundings so come back after some time.";
- close;
- } else if (.@baku_time == 2) {
- mes "[Taho]";
- mes "It's all cleaned up around here. Now you can go down again after getting a rope.";
- erasequest 12278;
- close;
- }
-}
-
-sec_in02,26,26,4 script Bakonawa's Rage 4_M_DEWZATIMAN,{
- callfunc "F_GM_NPC";
- mes "[Taho]";
- mes "My name is Minky.";
- if (callfunc("F_GM_NPC",1854,0) == 1) {
- erasequest 12278;
- erasequest 12279;
- malaya_bakona1 = 7;
- malaya_bakona2 = 15;
- }
- close;
-}
-
-1@ma_b,62,52,4 script Taho#nf 4_M_DEWZATIMAN,{
- mes "[Taho]";
- mes "Heehee, I could join the Bakonawa hunt, but I'd rather hide behind that rock and cheer you guys on.";
- next;
- mes "[Taho]";
- mes "Bakonawa becomes invincible at some point. When that time comes, listen to my guides carefully. Just trust me and all will be good.";
- next;
- if (getcharid(0) == getpartyleader(getcharid(1),2)) {
- mes "[Taho]";
- mes "Now I will make Bakonawa spring out from the lake.";
- next;
- switch(select("Hold on! I'm not ready yet!:Let's do it!")) {
- case 1:
- mes "[Taho]";
- mes "Oh... alright... tell me when you are ready.";
- close;
- case 2:
- mes "[Taho]";
- mes "Then I will drop a drop of Albopal to this lake.";
- next;
- mes "[Taho]";
- mes "Once Bakonawa tastes this, he will surface...";
- donpcevent instance_npcname("#Bakonawan1")+"::OnStart";
- disablenpc instance_npcname("Taho#nf");
- close;
- }
- } else {
- mes "[Taho]";
- mes "I am dropping the Alpopal to make Bakonawa mad. Bakonawa can be a good source of protein once we get him.";
- close;
- }
-}
-
-1@ma_b,36,111,4 script #Bakonawan1 CLEAR_NPC,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname("#Bakonawan1");
- end;
-OnStart:
- enablenpc instance_npcname("#Bakonawan1");
- .@map$ = instance_mapname("1@ma_b");
- mapannounce .@map$,"Taho: I can see him there on the surface! ATTACK!!!",bc_map,"0x00ffff"; //FW_NORMAL 15 0 0
- monster .@map$,78,81,"Bakonawa",2320,1,instance_npcname("#Bakonawan1")+"::OnMyMobDead"; //original: (78,83)
- initnpctimer;
- end;
-OnFail:
- killmonster instance_mapname("1@ma_b"),instance_npcname("#Bakonawan1")+"::OnMyMobDead";
- end;
-OnMyMobDead:
- .@map$ = instance_mapname("1@ma_b");
- if (mobcount(.@map$,instance_npcname("#Bakonawan1")+"::OnMyMobDead") < 1) {
- donpcevent instance_npcname("#BakonawaDeadn1")+"::OnStart";
- killmonster .@map$,instance_npcname("#Bakonawan1")+"::OnMyMobDead";
- stopnpctimer;
- disablenpc instance_npcname("#Bakonawan1");
- }
- end;
-OnTimer1000: callsub OnAnnounce,"10 minutes";
-OnTimer60000: callsub OnAnnounce,"9 minutes";
-OnTimer120000: callsub OnAnnounce,"8 minutes";
-OnTimer180000: callsub OnAnnounce,"7 minutes";
-OnTimer240000: callsub OnAnnounce,"6 minutes";
-OnTimer300000: callsub OnAnnounce,"5 minutes";
-OnTimer360000: callsub OnAnnounce,"4 minutes";
-OnTimer420000: callsub OnAnnounce,"3 minutes";
-OnTimer480000: callsub OnAnnounce,"2 minutes";
-OnTimer540000: callsub OnAnnounce,"1 minute";
-OnTimer570000:
- mapannounce instance_mapname("1@ma_b"),"Time Limit: 30 seconds",bc_map,"0xff4400"; //FW_NORMAL 18 0 0
- donpcevent instance_npcname("#SummonPuppetsn1")+"::OnStart";
- end;
-OnTimer600000:
- .@map$ = instance_mapname("1@ma_b");
- mapannounce .@map$,"Bakonawa has escaped deep into the lake.",bc_map,"0xffff00"; //FW_NORMAL 20 0 0
- donpcevent instance_npcname("Taho#Fail")+"::OnStart";
- donpcevent instance_npcname("#Bakonawan1")+"::OnFail";
- killmonster .@map$,instance_npcname("#Bakonawan1")+"::OnMyMobDead";
- stopnpctimer;
- disablenpc instance_npcname("#Bakonawan1");
- end;
-OnAnnounce:
- mapannounce instance_mapname("1@ma_b"),"Time Limit: "+getarg(0),bc_map,"0xff4400"; //FW_NORMAL 15 0 0
- donpcevent instance_npcname("#SummonPuppetsn1")+"::OnStart";
- end;
-}
-
-1@ma_b,78,81,0 script #SummonPuppetsn1 HIDDEN_WARP_NPC,4,5,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname("#SummonPuppetsn1");
- end;
-OnStart:
- stopnpctimer;
- enablenpc instance_npcname("#SummonPuppetsn1");
- initnpctimer;
- end;
-OnTouch:
- stopnpctimer;
- disablenpc instance_npcname("#SummonPuppetsn1");
- end;
-OnTimer5000:
- setarray .@x[0],79,71,60,61,57,89,95,96,99;
- setarray .@y[0],71,72,80,90,99,73,82,90,99;
- .@map$ = instance_mapname("1@ma_b");
- for(.@i = 0; .@i<9; ++.@i) {
- .@rand = rand(1,10);
- if (.@rand > 7)
- monster .@map$,.@x[.@i],.@y[.@i],"Bakonawa's Will",2337,1,instance_npcname("#SummonPuppetsn1")+"::OnMyMobDead";
- else if (.@rand < 4)
- monster .@map$,.@x[.@i],.@y[.@i],"Bakonawa's Will",2343,1,instance_npcname("#SummonPuppetsn1")+"::OnMyMobDead";
- }
- end;
-OnTimer50000:
- killmonster instance_mapname("1@ma_b"),instance_npcname("#SummonPuppetsn1")+"::OnMyMobDead";
- stopnpctimer;
- disablenpc instance_npcname("#SummonPuppetsn1");
- end;
-OnMyMobDead:
- end;
-}
-
-1@ma_b,1,5,4 script #BakonawaDeadn1 CLEAR_NPC,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname("#BakonawaDeadn1");
- end;
-OnStart:
- enablenpc instance_npcname("#BakonawaDeadn1");
- initnpctimer;
- end;
-OnTimer100:
- mapannounce instance_mapname("1@ma_b"),"Taho: Good! Bakonawa is hidden under water. He will now try to swallow the moon.",bc_map,"0x00ffff"; //FW_NORMAL 15 0 0
- end;
-OnTimer5000:
- mapannounce instance_mapname("1@ma_b"),"Taho: We must make loud noises with caldron and gong so he can never concentrate on the moon!",bc_map,"0x00ffff"; //FW_NORMAL 15 0 0
- end;
-OnTimer10000:
- mapannounce instance_mapname("1@ma_b"),"Taho: Do not engage on him even if he come above the surface. Just make loud noises!",bc_map,"0x00ffff"; //FW_NORMAL 15 0 0
- end;
-OnTimer15000:
- mapannounce instance_mapname("1@ma_b"),"Mission - Destroy 2 caldrons and 2 gongs on left and right sides of the lake.",bc_map,"0xff3300"; //FW_NORMAL 15 0 0
- donpcevent instance_npcname("#Bakonawan2")+"::OnStart";
- stopnpctimer;
- disablenpc instance_npcname("#BakonawaDeadn1");
- end;
-}
-
-1@ma_b,36,111,4 script #Bakonawan2 CLEAR_NPC,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname("#Bakonawan2");
- end;
-OnStart:
- enablenpc instance_npcname("#Bakonawan2");
- .@label$ = instance_npcname("#Bakonawan2")+"::OnMyMobDead";
- .@map$ = instance_mapname("1@ma_b");
- monster .@map$,95,98,"Caldron",2328,1,.@label$;
- monster .@map$,60,98,"Caldron",2328,1,.@label$;
- monster .@map$,97,104,"Gong",2328,1,.@label$;
- monster .@map$,58,104,"Gong",2328,1,.@label$;
- donpcevent instance_npcname("#Bakonawan2-1")+"::OnStart";
- initnpctimer;
- end;
-OnMyMobDead:
- .@map$ = instance_mapname("1@ma_b");
- .@mob_dead_num = mobcount(.@map$,instance_npcname("#Bakonawan2")+"::OnMyMobDead");
- if (.@mob_dead_num < 1) {
- donpcevent instance_npcname("#Bakonawan2-1")+"::OnEnd";
- stopnpctimer;
- disablenpc instance_npcname("#Bakonawan2");
- } else
- mapannounce .@map$,"Taho: Good! "+.@mob_dead_num+" left to go!",bc_map,"0x00ffff"; //FW_NORMAL 15 0 0
- end;
-OnTimer1000: callsub OnAnnounce,"5 minutes",15,1;
-OnTimer60000: callsub OnAnnounce,"4 minutes",15,1;
-OnTimer120000: callsub OnAnnounce,"3 minutes",15,1;
-OnTimer180000: callsub OnAnnounce,"2 minutes",15,1;
-OnTimer240000: callsub OnAnnounce,"1 minute",15,1;
-OnTimer270000: callsub OnAnnounce,"30 seconds",15,0;
-OnTimer280000: callsub OnAnnounce,"20 seconds",15,0;
-OnTimer290000: callsub OnAnnounce,"10 seconds",15,0;
-OnTimer295000: callsub OnAnnounce,"5 seconds",16,0;
-OnTimer296000: callsub OnAnnounce,"4 seconds",17,0;
-OnTimer297000: callsub OnAnnounce,"3 seconds",18,0;
-OnTimer298000: callsub OnAnnounce,"2 seconds",19,0;
-OnTimer299000: callsub OnAnnounce,"1 second",20,0;
-OnTimer300000:
- .@map$ = instance_mapname("1@ma_b");
- mapannounce .@map$,"Bakonawa has escaped deep into the lake.",bc_map,"0xffff00"; //FW_NORMAL 20 0 0
- donpcevent instance_npcname("Taho#Fail")+"::OnStart";
- donpcevent instance_npcname("#Bakonawan2-1")+"::OnFail";
- killmonster .@map$,instance_npcname("#Bakonawan2")+"::OnMyMobDead";
- stopnpctimer;
- disablenpc instance_npcname("#Bakonawan2");
- end;
-OnAnnounce:
- mapannounce instance_mapname("1@ma_b"),"Time Limit: "+getarg(0),bc_map,"0xff4400"; //FW_NORMAL getarg(1) 0 0
- if (getarg(2)) donpcevent instance_npcname("#SummonPuppetsn1")+"::OnStart";
- end;
-}
-
-1@ma_b,36,111,4 script #Bakonawan2-1 CLEAR_NPC,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname("#Bakonawan2-1");
- end;
-OnStart:
- enablenpc instance_npcname("#Bakonawan2-1");
- monster instance_mapname("1@ma_b"),78,81,"Enraged Bakonawa",2321,1,instance_npcname("#Bakonawan2-1")+"::OnMyMobDead"; //original: (78,93)
- end;
-OnFail:
- killmonster instance_mapname("1@ma_b"),instance_npcname("#Bakonawan2-1")+"::OnMyMobDead";
- end;
-OnEnd:
- enablenpc instance_npcname("#Bakonawan2-1");
- killmonster instance_mapname("1@ma_b"),instance_npcname("#Bakonawan2-1")+"::OnMyMobDead";
- initnpctimer;
- end;
-OnTimer1000:
- mapannounce instance_mapname("1@ma_b"),"Taho: He is back into the lake again. Is it over?",bc_map,"0x00ffff"; //FW_NORMAL 15 0 0
- end;
-OnTimer5000:
- mapannounce instance_mapname("1@ma_b"),"Taho: UHM! Something is moving up rapidly under the water! Ba... Bakonawa is coming!!",bc_map,"0x00ffff"; //FW_NORMAL 15 0 0
- end;
-OnTimer10000:
- mapannounce instance_mapname("1@ma_b"),"Mission - Eliminate Bakonawa who became more fierce.",bc_map,"0xff3300"; //FW_NORMAL 15 0 0
- donpcevent instance_npcname("#Bakonawan3")+"::OnStart";
- stopnpctimer;
- disablenpc instance_npcname("#Bakonawan2-1");
- end;
-OnMyMobDead:
- end;
-}
-
-1@ma_b,36,111,4 script #Bakonawan3 CLEAR_NPC,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname("#Bakonawan3");
- end;
-OnStart:
- enablenpc instance_npcname("#Bakonawan3");
- initnpctimer;
- monster instance_mapname("1@ma_b"),78,81,"Enraged Bakonawa",2322,1,instance_npcname("#Bakonawan3")+"::OnMyMobDead"; //original: (78,83)
- donpcevent instance_npcname("#Bakonawan3-1")+"::OnStart";
- end;
-OnMyMobDead:
- .@map$ = instance_mapname("1@ma_b");
- .@mob_dead_num = mobcount(.@map$,instance_npcname("#Bakonawan3")+"::OnMyMobDead");
- if (.@mob_dead_num < 1) {
- mapannounce .@map$,"Taho: We got him! I can see he has threw up something that looks like a box.",bc_map,"0x00ffff"; //FW_NORMAL 15 0 0
- donpcevent instance_npcname("Taho#Completed")+"::OnStart";
- donpcevent instance_npcname("#Bakonawan3-1")+"::OnEnd";
- killmonster .@map$,instance_npcname("#Bakonawan3")+"::OnMyMobDead";
- stopnpctimer;
- disablenpc instance_npcname("#Bakonawan3");
- }
- end;
-OnTimer1000:
- callsub OnAnnounce,"10 minutes",15,1;
- end;
-OnTimer60000:
-OnTimer120000:
-OnTimer180000:
-OnTimer240000:
- donpcevent instance_npcname("#SummonPuppetsn1")+"::OnStart";
- end;
-OnTimer300000: callsub OnAnnounce,"5 minutes",15,1;
-OnTimer360000: callsub OnAnnounce,"4 minutes",15,1;
-OnTimer420000: callsub OnAnnounce,"3 minutes",15,1;
-OnTimer480000: callsub OnAnnounce,"2 minutes",15,1;
-OnTimer540000: callsub OnAnnounce,"1 minute",15,1;
-OnTimer570000: callsub OnAnnounce,"30 seconds",15,0;
-OnTimer580000: callsub OnAnnounce,"20 seconds",15,0;
-OnTimer590000: callsub OnAnnounce,"10 seconds",15,0;
-OnTimer595000: callsub OnAnnounce,"5 seconds",16,0;
-OnTimer596000: callsub OnAnnounce,"4 seconds",17,0;
-OnTimer597000: callsub OnAnnounce,"3 seconds",18,0;
-OnTimer598000: callsub OnAnnounce,"2 seconds",19,0;
-OnTimer599000: callsub OnAnnounce,"1 second",20,0;
-OnTimer600000:
- .@map$ = instance_mapname("1@ma_b");
- mapannounce .@map$,"Bakonawa has escaped deep into the lake.",bc_map,"0xffff00"; //FW_NORMAL 20 0 0
- donpcevent instance_npcname("Taho#Fail")+"::OnStart";
- killmonster .@map$,instance_npcname("#Bakonawan3")+"::OnMyMobDead";
- stopnpctimer;
- disablenpc instance_npcname("#Bakonawan3");
- end;
-OnAnnounce:
- mapannounce instance_mapname("1@ma_b"),"Time Limit: "+getarg(0),bc_map,"0xff4400"; //FW_NORMAL getarg(1) 0 0
- if (getarg(2)) donpcevent instance_npcname("#SummonPuppetsn1")+"::OnStart";
- end;
-}
-
-1@ma_b,36,111,4 script #Bakonawan3-1 CLEAR_NPC,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname("#Bakonawan3-1");
- end;
-OnStart:
- initnpctimer;
- end;
-OnEnd:
- killmonster instance_mapname("1@ma_b"),instance_npcname("#Bakonawan3-1")+"::OnMyMobDead";
- //showdigit 0;
- stopnpctimer;
- end;
-OnMyMobDead:
- showdigit mobcount(instance_mapname("1@ma_b"),instance_npcname("#Bakonawan3-1")+"::OnMyMobDead");
- end;
-OnTimer120000: callsub OnMobSpawn,10;
-OnTimer180000: callsub OnMobSpawn,15;
-OnTimer240000: callsub OnMobSpawn,20;
-//OnTimer300000: callsub OnMobSpawn,25;
-OnTimer300000: callsub OnMobSpawn,30;
-OnTimer360000: callsub OnMobSpawn,35;
-OnTimer420000: callsub OnMobSpawn,40;
-OnTimer480000: callsub OnMobSpawn,45;
-OnTimer540000: callsub OnMobSpawn,50;
-OnTimer600000:
- killmonster instance_mapname("1@ma_b"),instance_npcname("#Bakonawan3-1")+"::OnMyMobDead";
- stopnpctimer;
- end;
-OnMobSpawn:
- .@label$ = instance_npcname("#Bakonawan3-1")+"::OnMyMobDead";
- .@map$ = instance_mapname("1@ma_b");
- killmonster .@map$,.@label$;
- .@mob_dead_num = mobcount(.@map$,.@label$);
- if (.@mob_dead_num < 50) {
- .@mob_rg = 50 - .@mob_dead_num;
- if (.@mob_rg > getarg(0))
- .@mob_rg = getarg(0);
- while(1) {
- areamonster .@map$,74,74,82,74,"Bakonawa's Puppet",2334,1,.@label$;
- .@mob_dead_num = mobcount(.@map$,.@label$);
- if (.@mob_dead_num >= .@mob_rg) {
- break;
- }
- }
- }
- end;
-}
-
-1@ma_b,62,52,4 script Taho#Completed 4_M_DEWZATIMAN,{
- disable_items;
- if (checkweight(1201,1) == 0) {
- mes "It seems you are carrying too many different kinds of items. Please try again after reducing it.";
- close;
- }
- if (MaxWeight - Weight < 10000) {
- mes "It seems you are already carrying items of too much weight. Please try again after reducing the weight.";
- close;
- }
- if (questprogress(12279,HUNTING) == 2) {
- erasequest 12279;
- mes "[Taho]";
- mes "This was found from Bakonawa's corpse. It would be better if you take this.";
-// if (IsPremiumPcCafe == 10)
- getitem 6499,7; //Ancient_Grudge
-// else
-// getitem 6499,5; //Ancient_Grudge
- getexp 0,100000;
- next;
- }
- mes "[Taho]";
- mes "We better hurry and get out of this place. This place is still dangerous even without Bakonawa...";
- next;
- mes "[Taho]";
- mes "Then let's use to the rope to go up!";
- close2;
- warp "ma_scene01",175,176;
- end;
-OnInstanceInit:
- disablenpc instance_npcname("Taho#Completed");
- end;
-OnStart:
- enablenpc instance_npcname("Taho#Completed");
- initnpctimer;
- end;
-OnTimer1000:
- monster instance_mapname("1@ma_b"),78,74,"Bakonawa Treasure Box",2335,1;
- end;
-OnTimer10000:
- mapannounce instance_mapname("1@ma_b"),"Taho: After opening the treasure box, please visit me at the top of the hill. I've got something to give to you.",bc_map,"0x00ffff"; //FW_NORMAL 15 0 0
- stopnpctimer;
- end;
-}
-
-1@ma_b,62,52,4 script Taho#Fail 4_M_DEWZATIMAN,{
- mes "[Taho]";
- mes "HMM. We almost got him but he is one fast creature...";
- next;
- if (getcharid(0) == getpartyleader(getcharid(1),2)) {
- mes "[Taho]";
- mes "Are we going to try again?";
- next;
- switch(select("Hold on a sec!:Of couse! We cannot stand back now!")) {
- case 1:
- mes "[Taho]";
- mes "AWW... I almost brought him out.";
- close;
- case 2:
- mes "[Taho]";
- mes "Then I will use Albopal once again to the lake.";
- next;
- mes "[Taho]";
- mes "We are about to see Bakonawa with intenser anger...";
- disablenpc instance_npcname("Taho#Fail");
- donpcevent instance_npcname("#Bakonawan1")+"::OnStart";
- close;
- }
- close;
- } else {
- mes "[Taho]";
- mes "I am dropping Albopal like I did a while ago. I hope it pisses him off...";
- close;
- }
-
-OnInstanceInit:
- disablenpc instance_npcname("Taho#Fail");
- end;
-OnStart:
- enablenpc instance_npcname("Taho#Fail");
- end;
-}
diff --git a/npc/re/instances/BangungotHospital.txt b/npc/re/instances/BangungotHospital.txt
deleted file mode 100644
index 911abfced..000000000
--- a/npc/re/instances/BangungotHospital.txt
+++ /dev/null
@@ -1,1100 +0,0 @@
-//===== Hercules Script ======================================
-//= Bangungot Hospital 2F
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= [Official Conversion]
-//= Save the hospital in Port Malaya from Bangungot.
-//= Part of the "Nurse in Port Malaya" quest.
-//===== Additional Comments: =================================
-//= 1.0 First version. [Euphy]
-//= 1.1 Added GM management function. [Euphy]
-//============================================================
-
-1@ma_h mapflag src4instance
-//============================================================
-
-// Instance Creation
-//============================================================
-ma_dun01,147,10,5 script Nurse#ma_dun01 4_F_NURSE,{
- if (BaseLevel < 100) end;
-
- .@party_id = getcharid(1);
- cutin "malaya_nurseB",2;
- if (!questprogress(9223)) {
- .@quest = questprogress(9222);
- if (!.@quest) {
- if (!.@party_id) {
- if (malaya_bang == 30)
- callsub L_Closed,1;
- else if (malaya_bang == 31)
- callsub L_Closed,0;
- else
- goto L_NoParty;
- }
- if (questprogress(11309,HUNTING) != 2) {
- .@playtime = questprogress(9224,PLAYTIME);
- if (!.@playtime) {
- if (malaya_bang == 30)
- callsub L_Closed,1;
- else if (malaya_bang == 31)
- callsub L_Closed,0;
- else if (malaya_bang > 39)
- callsub L_Enter,(getcharid(0) == getpartyleader(.@party_id,2))?1:0,0,0;
- else {
- mes "[Nurse Maenne]";
- mes "..........";
- close2;
- cutin "",255;
- end;
- }
- } else if (.@playtime == 1) {
- if (!questprogress(11309)) {
- mes "[Nurse Maenne]";
- mes "This is a fatal situation.";
- close2;
- cutin "",255;
- end;
- } else {
- mes "[Nurse Maenne]";
- mes "Now the entrance";
- mes "to the second floor";
- mes "is closed.";
- next;
- mes "[Nurse Maenne]";
- mes "To go up to";
- mes "the second floor again,";
- mes "open the gate";
- mes "after a lapse of time.";
- close2;
- cutin "",255;
- end;
- }
- } else {
- .@quest2 = questprogress(11309);
- if (!.@quest2) {
- callsub L_Closed,0;
- } else if (.@quest2 == 1) {
- callsub L_Complete;
- completequest 9224;
- erasequest 9224;
- close2;
- cutin "",255;
- end;
- } else {
- //if (!.@party_id) goto L_NoParty; //unneeded
- if (malaya_bang > 39)
- callsub L_Enter,(getcharid(0) == getpartyleader(.@party_id,2))?1:0,1,1;
- else {
- mes "[Nurse Maenne]";
- mes ".......";
- close2;
- cutin "",255;
- end;
- }
- }
- }
- } else {
- mes "[Nurse Maenne]";
- mes "You got rid of Bangungot!"; //?
- mes "The nurse might be waiting for you";
- mes "in front of the hospital!";
- close2;
- cutin "",255;
- end;
- }
- } else if (.@quest == 1) {
- if (!.@party_id) goto L_NoParty;
- if (malaya_bang > 39) {
- if (questprogress(9222,HUNTING) == 1) {
- .@playtime = questprogress(9224,PLAYTIME);
- if (.@playtime == 1) {
- mes "[Nurse Maenne]";
- mes "Do you want go up to the second floor again?";
- next;
- callsub L_Enter,0,0;
- } else if (.@playtime == 2) {
- //if (!.@party_id) goto L_NoParty; //unneeded
- if (malaya_bang > 39)
- callsub L_Enter,(getcharid(0) == getpartyleader(.@party_id,2))?1:0,1,1;
- else {
- mes "[Nurse Maenne]";
- mes ".......";
- close2;
- cutin "",255;
- end;
- }
- } else {
- mes "[Nurse Maenne]";
- mes "This is a fatal situation.";
- mes "You can't go up to the 2nd floor.";
- close2;
- cutin "",255;
- end;
- }
- } else {
- if (checkweight(607,1) == 0) {
- mes "[Nurse Maenne]";
- mes "You have too much stuff.";
- mes "Please reduce your stuff and";
- mes "come to me again.";
- close2;
- cutin "",255;
- end;
- }
- if (checkweight(607,11) == 0) {
- mes "[Nurse Maenne]";
- mes "It's too heavy.";
- mes "Please reduce the weight and";
- mes "come to me again.";
- close2;
- cutin "",255;
- end;
- }
- callsub L_Complete;
- completequest 9222;
- erasequest 9222;
- completequest 9224;
- erasequest 9224;
- setquest 9223;
- getexp 500000,0;
-// if (IsPremiumPcCafe == 10)
- getitem 6499,7; //Ancient_Grudge
-// else
-// getitem 6499,5; //Ancient_Grudge
- close2;
- cutin "",255;
- end;
- }
- } else {
- mes "[Nurse Maenne]";
- mes ".....?";
- mes "Now you can't go up";
- mes "to the 2nd floor.";
- close2;
- cutin "",255;
- end;
- }
- } else {
- callsub L_Complete;
- completequest 9222;
- erasequest 9222;
- completequest 9224;
- erasequest 9224;
- setquest 9223;
- close2;
- cutin "",255;
- end;
- }
- } else {
- if (questprogress(9223,PLAYTIME) == 1) {
- callsub L_Complete;
- close2;
- cutin "",255;
- end;
- } else {
- if (!.@party_id) goto L_NoParty;
- if (malaya_bang > 39)
- callsub L_Enter,(getcharid(0) == getpartyleader(.@party_id,2))?1:0,1,1;
- else {
- mes "[Nurse Maenne]";
- mes ".......";
- close2;
- cutin "",255;
- end;
- }
- }
- }
-
-L_Closed:
- mes "[Nurse Maenne]";
- mes "- The door is closed to 1st floor";
- mes "When this Nurse came in?";
- mes "I call her behind, but";
- mes "she doesn't respond. -";
- if (getarg(0)) {
- malaya_bang = 31;
- changequest 11302,11303;
- }
- close2;
- cutin "",255;
- end;
-
-L_NoParty:
- mes "- I guess...";
- mes "I can't talk him alone.";
- mes "After registering a party";
- mes "let me try to say something. -";
- close2;
- cutin "",255;
- end;
-
-L_Enter:
- .@md_name$ = "Bangungot Hospital 2F";
- if (getarg(2) == 0) {
- mes "[Nurse Maenne]";
- mes "I already heard that story so";
- mes "I pretty much know that.";
- mes "What are you going to do?";
- mes "Do you want to go up";
- mes "to the second floor?";
- } else {
- mes "[Nurse Maenne]";
- mes "You are back...";
- mes "There is bad news.";
- mes "I heard that";
- mes "the Bangungot has";
- mes "appeared again.";
- next;
- mes "[Nurse Maenne]";
- mes strcharinfo(0) + "'s help";
- mes "is needed again.";
- mes "Please, could you give me";
- mes "one more chance?";
- }
- next;
- switch(select(((getarg(0))?"Prepare to enter the second floor.":"")+":Enter the second floor.:Do not enter.")) {
- case 1:
- .@instance = instance_create(.@md_name$,getcharid(1));
- if (.@instance < 0) {
- mes "[Nurse Maenne]";
- mes "A critical situation has happened.";
- mes "You can't go up to the 2nd floor.";
- close2;
- cutin "",255;
- end;
- }
- if (instance_attachmap("1@ma_h",.@instance) == "") {
- mes "^0000ff"+.@md_name$+"^000000 - Reservation Failed!";
- instance_destroy(.@instance);
- close;
- }
- instance_set_timeout 3600,300,.@instance;
- instance_init(.@instance);
- mes "[Nurse Maenne]";
- mes "We are preparing to go up";
- mes "to the second floor.";
- mes "At the second floor";
- mes "there is a chaotic rumor that";
- mes "the dead do not die.";
- mes "Please refer to this story.";
- next;
- mes "[Nurse Maenne]";
- mes "When you finish everything,";
- mes "please talk to me again.";
- mes "I really appreciate it.";
- close2;
- cutin "",255;
- end;
- case 2:
- if( has_instance("1@ma_h") == "" ) {
- mes "The memorial dungeon "+.@md_name$+" does not exist.";
- mes "The party leader did not generate the dungeon yet.";
- close;
- } else {
- mapannounce "ma_dun01", getpartyname(getcharid(1))+" party's "+strcharinfo(0)+" member entered "+.@md_name$+".",bc_map,"0x00ff99";
- if (getarg(1)) {
- if (questprogress(9223)) {
- completequest 9223;
- erasequest 9223;
- }
- if (questprogress(9222))
- erasequest 9222;
- if (questprogress(9224))
- erasequest 9224;
- setquest 9222;
- }
- setquest 9224;
- cutin "",255;
- warp "1@ma_h",40,157;
- end;
- }
- case 3:
- mes "[Nurse Maenne]";
- mes "Alright.";
- mes "If you change mind, come back again.";
- close2;
- cutin "",255;
- end;
- }
-
-L_Complete:
- mes "[Nurse Maenne]";
- mes "You returned safely from the Bangungot on the second floor!!";
- mes "However, it's not";
- mes "really over yet.";
- next;
- mes "[Nurse Maenne]";
- mes "I'm pretty sure it";
- mes "never disappears easily.";
- mes "I don't know what will happen";
- mes "about Bangungot, so";
- mes "after a lapse of time";
- mes "please return to me.";
- return;
-}
-
-sec_in02,27,30,0 script Bangungot Gate 2_MONEMUS,{
- callfunc "F_GM_NPC";
- mes "Password";
- next;
- if (callfunc("F_GM_NPC","1854",1) == 0) {
- mes "Good Luck.";
- close;
- }
- switch(select("Receive 9222:Receive 9223:Erase 9222:Erase 9223:Receive 9224:Erase 9224:Receive malaya_bang 30:Receive malaya_bang 40:Receive 11309:Erase 11309:Cancel")) {
- case 1: setquest 9222; close;
- case 2: setquest 9223; close;
- case 3: erasequest 9222; close;
- case 4: erasequest 9223; close;
- case 5: setquest 9224; close;
- case 6: erasequest 9224; close;
- case 7: malaya_bang = 30; close;
- case 8: malaya_bang = 40; close;
- case 9: setquest 11309; close;
- case 10: completequest 11309; close;
- case 11: close;
- }
-}
-
-// Instance Scripts
-//============================================================
-1@ma_h,43,157,0 script #Memorial Start HIDDEN_WARP_NPC,2,2,{
- end;
-OnTouch:
- .@map$ = instance_mapname("1@ma_h");
- mapannounce .@map$,"Bangungot: You silly "+strcharinfo(0)+" ....",bc_map,"0xFF82FF";
- mapannounce .@map$,"Bangungot: Get out before you die...",bc_map,"0xFF82FF";
- areamonster .@map$,44,156,46,158,"Bangungot's Mangkukulam",2339,1,instance_npcname("#Memorial Start")+"::OnMyMobDead";
- donpcevent instance_npcname("#Memorial Start_time")+"::OnEnable";
- end;
-OnMyMobDead:
- initnpctimer;
- end;
-OnTimer1000:
- .@map$ = instance_mapname("1@ma_h");
- if (mobcount(.@map$,instance_npcname("#Memorial Start")+"::OnMyMobDead") < 1) {
- donpcevent instance_npcname("#Ward1 Entry")+"::OnEnable1";
- donpcevent instance_npcname("#Memorial Start_time")+"::OnDisable";
- mapannounce .@map$,"Bangungot: This is where your NIGHTMARE starts...",bc_map,"0xFF82FF";
- disablenpc instance_npcname("#Memorial Start");
- }
- stopnpctimer;
- end;
-}
-
-1@ma_h,43,157,0 script #Memorial Start_time HIDDEN_WARP_NPC,{ //2,2
- end;
-OnInstanceInit:
- disablenpc instance_npcname("#Memorial Start_time");
- end;
-OnEnable:
- specialeffect EF_BAT2,AREA,instance_npcname("#Memorial Start");
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- end;
-OnTimer5000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: You cannot help.... you can't defeat me.",bc_map,"0xFF82FF";
- end;
-OnTimer10000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: HAHAHAHAHAHAHAHA!!!!",bc_map,"0xFF82FF";
- stopnpctimer;
- end;
-}
-
-1@ma_h,46,165,0 script #Ward1 Entry HIDDEN_WARP_NPC,{ //3,3
- end;
-OnInstanceInit:
- disablenpc instance_npcname(strnpcinfo(0));
- end;
-OnEnable1:
- .@map$ = instance_mapname("1@ma_h");
- .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead";
- enablenpc instance_npcname(strnpcinfo(0));
- specialeffect EF_BAT2;
- switch(atoi(charat(strnpcinfo(2),4))) {
- case 1:
- areamonster .@map$,49,171,51,173,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,51,171,53,173,"Bangungot's Mangkukulam",2339,1,.@label$;
- end;
- case 2:
- areamonster .@map$,49,137,51,139,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,51,137,53,139,"Bangungot's Mangkukulam",2339,1,.@label$;
- end;
- case 3:
- areamonster .@map$,69,171,71,173,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,71,171,73,173,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,73,171,75,173,"Bangungot's Mangkukulam",2339,1,.@label$;
- end;
- case 4:
- areamonster .@map$,71,139,73,141,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,73,139,75,141,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,75,139,77,141,"Bangungot's Mangkukulam",2339,1,.@label$;
- end;
- case 5:
- areamonster .@map$,93,173,95,175,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,95,173,97,175,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,97,173,99,175,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,93,175,95,177,"Bangungot's Mangkukulam",2339,1,.@label$;
- end;
- }
-/*
-// Not called in official scripts.
-OnEnable2:
- areamonster instance_mapname("1@ma_h"),140,38,142,40,"Bangungot's Mangkukulam",2339,1,instance_npcname("#Ward1 Entry")+"::OnMyMobDead";
- end;
-*/
-OnEnable3:
- .@i = atoi(charat(strnpcinfo(2),4))+1;
- donpcevent instance_npcname("#Ward"+.@i+" Entry")+"::OnEnable1";
- disablenpc instance_npcname(strnpcinfo(0));
- end;
-OnMyMobDead:
- initnpctimer;
- end;
-OnTimer1000:
- .@map$ = instance_mapname("1@ma_h");
- if (mobcount(.@map$,instance_npcname(strnpcinfo(0))+"::OnMyMobDead") < 1) {
- specialeffect EF_BAT2;
- donpcevent instance_npcname(strnpcinfo(0))+"::OnEnable3";
- switch(atoi(charat(strnpcinfo(2),4))) {
- case 1: .@str$ = "Bangungot: I will let you see the pain and the agony actually be real....."; break;
- case 2: .@str$ = "Bangungot: Diseased spirits are the source of my energy, and my life..."; break;
- case 3: .@str$ = "Bangungot: Scream more....and more...... your pain..."; break;
- case 4: .@str$ = "Bangungot: Deeply and more deeply in pain..."; break;
- case 5: .@str$ = "Bangungot: Be horrified...be petrified."; break;
- }
- mapannounce .@map$,.@str$,bc_map,"0xFF82FF";
- }
- stopnpctimer;
- end;
-}
-1@ma_h,57,147,0 duplicate(#Ward1 Entry) #Ward2 Entry HIDDEN_WARP_NPC //3,3
-1@ma_h,67,165,0 duplicate(#Ward1 Entry) #Ward3 Entry HIDDEN_WARP_NPC //3,3
-1@ma_h,79,147,0 duplicate(#Ward1 Entry) #Ward4 Entry HIDDEN_WARP_NPC //3,3
-1@ma_h,90,165,0 duplicate(#Ward1 Entry) #Ward5 Entry HIDDEN_WARP_NPC //3,3
-
-1@ma_h,101,147,0 script #Ward6 Entry HIDDEN_WARP_NPC,{ //2,2
- end;
-OnInstanceInit:
- disablenpc instance_npcname("#Ward6 Entry");
- end;
-OnEnable1:
- .@map$ = instance_mapname("1@ma_h");
- .@label$ = instance_npcname("#Ward6 Entry")+"::OnMyMobDead";
- enablenpc instance_npcname("#Ward6 Entry");
- specialeffect EF_BAT2;
- areamonster .@map$,93,137,95,139,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,95,137,97,139,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,97,137,99,139,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,93,139,95,141,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,95,139,97,141,"Bangungot's Manananggal",2338,1,.@label$;
- end;
-/*
-// Not called in official scripts.
-OnEnable2:
- areamonster instance_mapname("1@ma_h"),140,38,142,40,"Bangungot's Mangkukulam",2339,1,instance_npcname("#Ward6 Entry")+"::OnMyMobDead";
- end;
-*/
-OnMyMobDead:
- initnpctimer;
- end;
-OnTimer3000:
- .@map$ = instance_mapname("1@ma_h");
- if (mobcount(.@map$,instance_npcname("#Ward6 Entry")+"::OnMyMobDead") < 1) {
- specialeffect EF_BAT2;
- donpcevent instance_npcname("#Summon Boss")+"::OnEnable";
- mapannounce .@map$,"Bangungot: You had the choice to enter here, but you have no choice to get out as you want...",bc_map,"0xFF82FF";
- }
- stopnpctimer;
- end;
-}
-
-1@ma_h,110,177,0 script #Summon Boss HIDDEN_WARP_NPC,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname("#Summon Boss");
- end;
-OnEnable:
- enablenpc instance_npcname("#Summon Boss");
- monster instance_mapname("1@ma_h"),143,158,"Bangungot",2317,1,instance_npcname("#Summon Boss")+"::OnMyMobDead";
- donpcevent instance_npcname("#Boss Room Entry")+"::OnEnableEntry";
- donpcevent instance_npcname("#Boss Room Entry")+"::OnEnable";
- end;
-OnMyMobDead:
- initnpctimer;
- end;
-OnTimer1000:
- if (mobcount(instance_mapname("1@ma_h"),instance_npcname("#Summon Boss")+"::OnMyMobDead") < 1) {
- donpcevent instance_npcname("#Summon Pillar")+"::OnEnable1";
- mapannounce instance_mapname("1@ma_h"),"Bangungot: I....cannot.....finish...like.......this.",bc_map,"0xFF82FF";
- disablenpc instance_npcname("#Summon Boss");
- }
- stopnpctimer;
- end;
-}
-
-1@ma_h,147,143,0 script #Boss Room Entry HIDDEN_WARP_NPC,10,10,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname("#Boss Room Entry");
- end;
-OnTouch:
- specialeffect EF_GHOST;
- donpcevent instance_npcname("#Boss Room Entry")+"::OnDisableEntry";
- donpcevent instance_npcname("#Boss Room Entry_time")+"::OnEnable";
- end;
-OnEnable:
- enablenpc instance_npcname("#Boss Room Entry");
- enablenpc instance_npcname("#Boss Room Door");
- enablenpc instance_npcname("#Boss Room Door1");
- end;
-OnSpawn:
- areamonster instance_mapname("1@ma_h"),123,152,137,166,"Bangungot's Manananggal",2338,1,instance_npcname("#Boss Room Entry")+"::OnMyMobDead";
- end;
-OnReset:
- killmonster instance_mapname("1@ma_h"),instance_npcname("#Boss Room Entry")+"::OnMyMobDead";
- end;
-OnMyMobDead:
- initnpctimer;
- end;
-OnTimer1000:
- .@map$ = instance_mapname("1@ma_h");
- if (mobcount(.@map$,instance_npcname("#Boss Room Entry")+"::OnMyMobDead") < 1)
- mapannounce .@map$,"Bangungot: HAHAHAH... That's not enough, I will be even stronger....",bc_map,"0xFF82FF";
- stopnpctimer;
- end;
-
-// Unofficial labels (to avoid duplicating code).
-OnEnableEntry:
- enablenpc instance_npcname("#Boss Room Entry");
- enablenpc instance_npcname("#Boss Room Entry_a");
- enablenpc instance_npcname("#Boss Room Entry_b");
- enablenpc instance_npcname("#Boss Room Entry_c");
- enablenpc instance_npcname("#Boss Room Entry_d");
- enablenpc instance_npcname("#Boss Room Entry_e");
- enablenpc instance_npcname("#Boss Room Entry_f");
- enablenpc instance_npcname("#Boss Room Entry_g");
- enablenpc instance_npcname("#Boss Room Entry_h");
- end;
-OnDisableEntry:
- disablenpc instance_npcname("#Boss Room Entry");
- disablenpc instance_npcname("#Boss Room Entry_a");
- disablenpc instance_npcname("#Boss Room Entry_b");
- disablenpc instance_npcname("#Boss Room Entry_c");
- disablenpc instance_npcname("#Boss Room Entry_d");
- disablenpc instance_npcname("#Boss Room Entry_e");
- disablenpc instance_npcname("#Boss Room Entry_f");
- disablenpc instance_npcname("#Boss Room Entry_g");
- disablenpc instance_npcname("#Boss Room Entry_h");
- end;
-}
-
-1@ma_h,147,143,0 script #Boss Room Entry_time HIDDEN_WARP_NPC,{ //10,10
- end;
-OnInstanceInit:
- disablenpc instance_npcname("#Boss Room Entry_time");
- end;
-OnEnable:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: You poor little things. I will invite you to the world of infectious disease...",bc_map,"0xFF82FF";
- initnpctimer;
- end;
-OnTimer25000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: You will know what it is...",bc_map,"0xFF82FF";
- for(.@i = 10; .@i<=22; ++.@i)
- disablenpc instance_npcname("#Patternwarp"+.@i);
- end;
-OnTimer35000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: Real pain! You will know!!",bc_map,"0xFF82FF";
- for(.@i = 25; .@i<=33; ++.@i)
- disablenpc instance_npcname("#Patternwarp"+.@i);
- end;
-OnTimer45000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: Have you ever heard the patients screaming?",bc_map,"0xFF82FF";
- end;
-OnTimer55000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: If you haven't, I will let you!!",bc_map,"0xFF82FF";
- enablenpc instance_npcname("#Summon Ward Mob");
- donpcevent instance_npcname("#Summon Ward Mob")+"::OnEnable7";
- end;
-OnTimer60000:
- for(.@i = 1; .@i<=8; ++.@i)
- enablenpc instance_npcname("#Patternwarp"+.@i);
- for(.@i = 34; .@i<=38; ++.@i)
- enablenpc instance_npcname("#Patternwarp"+.@i);
- end;
-OnTimer60500:
- for(.@i = 41; .@i<=49; ++.@i)
- enablenpc instance_npcname("#Patternwarp"+.@i);
- end;
-OnTimer90000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: Delight coming from agony is my nutrient.",bc_map,"0xFF82FF";
- donpcevent instance_npcname("#Boss Room Entry")+"::OnSpawn";
- end;
-OnTimer110000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: Remain here, cursed disease.....",bc_map,"0xFF82FF";
- donpcevent instance_npcname("#Boss Room Entry")+"::OnSpawn";
- end;
-OnTimer125000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: You wanna hang out with me ......?",bc_map,"0xFF82FF";
- end;
-OnTimer128000:
- for(.@i = 1; .@i<=8; ++.@i)
- disablenpc instance_npcname("#Patternwarp"+.@i);
- for(.@i = 34; .@i<=38; ++.@i)
- disablenpc instance_npcname("#Patternwarp"+.@i);
- end;
-OnTimer128500:
- for(.@i = 41; .@i<=49; ++.@i)
- disablenpc instance_npcname("#Patternwarp"+.@i);
- end;
-OnTimer129000:
- donpcevent instance_npcname("#Boss Room Entry")+"::OnEnableEntry";
- end;
-OnTimer129500:
- donpcevent instance_npcname("#Boss Room Entry")+"::OnSpawn";
- for(.@i = 10; .@i<=22; ++.@i)
- enablenpc instance_npcname("#Patternwarp"+.@i);
- end;
-OnTimer130000:
- for(.@i = 25; .@i<=33; ++.@i)
- enablenpc instance_npcname("#Patternwarp"+.@i);
- stopnpctimer;
- end;
-OnStopTimer:
- stopnpctimer;
- end;
-}
-
-1@ma_h,111,177,0 script #Boss Room Entry_2 WARPNPC,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname("#Boss Room Entry_2");
- end;
-OnEnable:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: You are pretty powerful...",bc_map,"0xFF82FF";
- initnpctimer;
- end;
-OnTimer3000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: But can you...",bc_map,"0xFF82FF";
- end;
-OnTimer6000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: ...defeat me again...?",bc_map,"0xFF82FF";
- end;
-OnTimer9000:
- for(.@i = 1; .@i<=8; ++.@i)
- disablenpc instance_npcname("#Patternwarp"+.@i);
- for(.@i = 34; .@i<=38; ++.@i)
- disablenpc instance_npcname("#Patternwarp"+.@i);
- end;
-OnTimer9500:
- for(.@i = 41; .@i<=49; ++.@i)
- disablenpc instance_npcname("#Patternwarp"+.@i);
- end;
-OnTimer10000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: You stupid persoon....",bc_map,"0xFF82FF";
- for(.@i = 10; .@i<=22; ++.@i)
- enablenpc instance_npcname("#Patternwarp"+.@i);
- end;
-OnTimer10500:
- for(.@i = 25; .@i<=33; ++.@i)
- enablenpc instance_npcname("#Patternwarp"+.@i);
- stopnpctimer;
- end;
-}
-
-1@ma_h,118,63,0 script #Summon Ward Mob HIDDEN_WARP_NPC,4,4,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname("#Summon Ward Mob");
- end;
-OnTouch:
- donpcevent instance_npcname("#Summon Ward Mob_time")+"::OnEnable";
- specialeffect EF_CURSEATTACK;
- end;
-OnEnable1:
- .@map$ = instance_mapname("1@ma_h");
- .@label$ = instance_npcname("#Summon Ward Mob")+"::OnMyMobDead";
- areamonster .@map$,47,77,49,79,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,49,77,51,79,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,51,77,53,79,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,47,79,49,81,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,49,79,51,81,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,47,81,49,83,"Bangungot's Tiyanak",2339,1,.@label$;
- areamonster .@map$,49,81,51,83,"Bangungot's Tiyanak",2339,1,.@label$;
- end;
-OnEnable2:
- .@map$ = instance_mapname("1@ma_h");
- .@label$ = instance_npcname("#Summon Ward Mob")+"::OnMyMobDead";
- areamonster .@map$,51,45,53,47,"Bangungot's Tiyanak",2339,1,.@label$;
- areamonster .@map$,53,45,55,47,"Bangungot's Tiyanak",2339,1,.@label$;
- areamonster .@map$,49,47,51,49,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,53,47,55,49,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,49,49,51,51,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,51,49,53,51,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,53,49,55,51,"Bangungot's Tiyanak",2340,1,.@label$;
- end;
-OnEnable3:
- .@map$ = instance_mapname("1@ma_h");
- .@label$ = instance_npcname("#Summon Ward Mob")+"::OnMyMobDead";
- areamonster .@map$,69,75,71,77,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,71,75,73,77,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,73,75,75,77,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,69,77,71,79,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,71,77,73,79,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,69,79,71,81,"Bangungot's Tiyanak",2339,1,.@label$;
- areamonster .@map$,71,79,73,81,"Bangungot's Tiyanak",2339,1,.@label$;
- end;
-OnEnable4:
- .@map$ = instance_mapname("1@ma_h");
- .@label$ = instance_npcname("#Summon Ward Mob")+"::OnMyMobDead";
- areamonster .@map$,73,45,75,47,"Bangungot's Tiyanak",2339,1,.@label$;
- areamonster .@map$,75,45,77,47,"Bangungot's Tiyanak",2339,1,.@label$;
- areamonster .@map$,71,47,73,49,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,75,47,77,49,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,71,49,73,51,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,73,49,75,51,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,75,49,77,51,"Bangungot's Tiyanak",2340,1,.@label$;
- end;
-OnEnable5:
- .@map$ = instance_mapname("1@ma_h");
- .@label$ = instance_npcname("#Summon Ward Mob")+"::OnMyMobDead";
- areamonster .@map$,93,77,95,79,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,95,77,97,79,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,97,77,99,79,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,93,79,95,81,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,95,79,97,81,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,93,81,95,83,"Bangungot's Tiyanak",2339,1,.@label$;
- areamonster .@map$,95,81,97,83,"Bangungot's Tiyanak",2339,1,.@label$;
- end;
-OnEnable6:
- .@map$ = instance_mapname("1@ma_h");
- .@label$ = instance_npcname("#Summon Ward Mob")+"::OnMyMobDead";
- areamonster .@map$,93,43,95,45,"Bangungot's Tiyanak",2339,1,.@label$;
- areamonster .@map$,95,43,97,45,"Bangungot's Tiyanak",2339,1,.@label$;
- areamonster .@map$,91,45,93,47,"Bangungot's Mangkukulam",2339,1,.@label$;
- areamonster .@map$,95,45,97,47,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,91,47,93,49,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,93,47,95,49,"Bangungot's Tiyanak",2340,1,.@label$;
- areamonster .@map$,95,47,97,49,"Bangungot's Tiyanak",2340,1,.@label$;
- end;
-OnEnable7:
- killmonster instance_mapname("1@ma_h"),instance_npcname("#Summon Ward Mob")+"::OnMyMobDead";
- end;
-OnMyMobDead:
- initnpctimer;
- end;
-OnTimer1000:
- if (mobcount(instance_mapname("1@ma_h"),instance_npcname("#Summon Ward Mob")+"::OnMyMobDead") < 1) {
- donpcevent instance_npcname("#Boss Room Entry_2")+"::OnEnable";
- donpcevent instance_npcname("#Boss Room Entry")+"::OnEnableEntry";
- donpcevent instance_npcname("#Boss Room Entry_time")+"::OnStopTimer";
- }
- stopnpctimer;
- end;
-}
-
-1@ma_h,118,64,0 script #Summon Ward Mob_time HIDDEN_WARP_NPC,{ //4,4
- end;
-OnInstanceInit:
- disablenpc instance_npcname("#Summon Ward Mob_time");
- end;
-OnEnable:
- initnpctimer;
- disablenpc instance_npcname("#Summon Ward Mob");
- end;
-OnTimer2000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: My spirit will be with your cursed body...",bc_map,"0xFF82FF";
- end;
-OnTimer4000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: My inferiors...!! Go!! Go torment the patients in the wards!!",bc_map,"0xFF82FF";
- end;
-OnTimer6000:
- mapannounce instance_mapname("1@ma_h"),"- Bangungot's inferiors are bothering patients!! If you don't slay them all, Bangungot will be stronger. -",bc_map,"0xFF8200";
- end;
-OnTimer10000:
- setarray .@npc$[1],
- "Moaning Patient","Screaming Patient","Patient in Pain","Passed Out Patient","Patient with Nightmare","Sick Looking Patient",
- "Horrified Patient","Patient in Sorrow","Suffering Patient","Wriggling Patient","Patient in Cold Sweat","Howling Patient";
- enablenpc instance_npcname("#Summon Ward Mob");
- .@rand = rand(1,6);
- donpcevent instance_npcname("#Summon Ward Mob")+"::OnEnable"+.@rand;
- .@id = (.@rand*2)-rand(2);
- donpcevent instance_npcname(.@npc$[.@id]+"#"+.@id)+"::OnEnable";
- stopnpctimer;
- end;
-}
-
-1@ma_h,112,177,0 script #Summon Pillar HIDDEN_WARP_NPC,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname("#Summon Pillar");
- end;
-OnEnable1:
- enablenpc instance_npcname("#Summon Pillar");
- donpcevent instance_npcname("#Boss Room Entry_time")+"::OnStopTimer";
- donpcevent instance_npcname("#Summon Pillar_time")+"::OnEnable";
- monster instance_mapname("1@ma_h"),131,157,"Pillar of Spirit",2327,1,instance_npcname("#Summon Pillar")+"::OnMyMobDead";
- end;
-OnEnable3:
- enablenpc instance_npcname("#Boss Room Exit");
- disablenpc instance_npcname("#Summon Pillar");
- end;
-OnReset:
- killmonster instance_mapname("1@ma_h"),instance_npcname("#Summon Pillar")+"::OnMyMobDead";
- end;
-OnMyMobDead:
- initnpctimer;
- end;
-OnTimer1000:
- .@map$ = instance_mapname("1@ma_h");
- if (mobcount(.@map$,instance_npcname("#Summon Pillar")+"::OnMyMobDead") < 1) {
- donpcevent instance_npcname("#Summon Pillar_time")+"::OnStopTimer";
- donpcevent instance_npcname("#Summon Pillar")+"::OnEnable3";
- donpcevent instance_npcname("#Boss Room Entry")+"::OnReset";
- mapannounce .@map$,"Bangungot: Oh....cannot believe that I lost...",bc_map,"0xFF4500";
- mapannounce .@map$,"Bangungot: But don't think this is the end!!",bc_map,"0xFF4500";
- mapannounce .@map$,"Bangungot: I WILL BE BACK!!!!!",bc_map,"0xFF4500";
- }
- stopnpctimer;
- end;
-}
-
-1@ma_h,112,178,0 script #Summon Pillar_time HIDDEN_WARP_NPC,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname("#Summon Pillar_time");
- end;
-OnEnable:
- initnpctimer;
- end;
-OnStopTimer:
- stopnpctimer;
- end;
-OnTimer1000:
- mapannounce instance_mapname("1@ma_h"),"- Bangungot's Pillar of Spirit is curing Bangungot. If you don't hunt it now, he will fully recover!! -",bc_map,"0xFF8200";
- specialeffect EF_MAPPILLAR2,AREA,instance_npcname("#Patternwarp45");
- end;
-OnTimer7000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: I never die!!!!",bc_map,"0xFF82FF";
- specialeffect EF_MAPPILLAR2,AREA,instance_npcname("#Patternwarp45");
- end;
-OnTimer14000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: If you dare, kill me!! I will revive soon!!!",bc_map,"0xFF82FF";
- specialeffect EF_MAPPILLAR2,AREA,instance_npcname("#Patternwarp45");
- end;
-OnTimer21000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: I cannot die this way...!!!!",bc_map,"0xFF82FF";
- specialeffect EF_MAPPILLAR2,AREA,instance_npcname("#Patternwarp45");
- end;
-OnTimer30000:
- donpcevent instance_npcname("#Summon Pillar")+"::OnReset";
- end;
-OnTimer31000:
- mapannounce instance_mapname("1@ma_h"),"Bangungot: Hahahahaha!! I'm back with the power from the pillar of spirit!!!",bc_map,"0xFF82FF";
- donpcevent instance_npcname("#Summon Pillar")+"::OnReset";
- end;
-OnTimer36000:
- donpcevent instance_npcname("#Boss Room Entry")+"::OnEnableEntry";
- donpcevent instance_npcname("#Summon Boss")+"::OnEnable";
- stopnpctimer;
- end;
-}
-
-1@ma_h,118,171,0 script #Boss Room Entry_a HIDDEN_WARP_NPC,10,10,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname(strnpcinfo(0));
- end;
-OnTouch:
- specialeffect EF_GHOST;
- donpcevent instance_npcname("#Boss Room Entry")+"::OnDisableEntry";
- donpcevent instance_npcname("#Boss Room Entry_time")+"::OnEnable";
- end;
-}
-1@ma_h,132,171,0 duplicate(#Boss Room Entry_a) #Boss Room Entry_b HIDDEN_WARP_NPC,10,10
-1@ma_h,147,171,0 duplicate(#Boss Room Entry_a) #Boss Room Entry_c HIDDEN_WARP_NPC,10,10
-1@ma_h,118,157,0 duplicate(#Boss Room Entry_a) #Boss Room Entry_d HIDDEN_WARP_NPC,10,10
-1@ma_h,132,157,0 duplicate(#Boss Room Entry_a) #Boss Room Entry_e HIDDEN_WARP_NPC,10,10
-1@ma_h,147,157,0 duplicate(#Boss Room Entry_a) #Boss Room Entry_f HIDDEN_WARP_NPC,10,10
-1@ma_h,118,143,0 duplicate(#Boss Room Entry_a) #Boss Room Entry_g HIDDEN_WARP_NPC,10,10
-1@ma_h,132,143,0 duplicate(#Boss Room Entry_a) #Boss Room Entry_h HIDDEN_WARP_NPC,10,10
-
-1@ma_h,131,62,0 script #Boss Effect HIDDEN_WARP_NPC,{ //4,4
- end;
-OnInstanceInit:
- disablenpc instance_npcname("#Boss Effect");
- initnpctimer;
- end;
-OnTimer3000:
- specialeffect EF_BARRIER;
- stopnpctimer;
- initnpctimer;
- end;
-}
-
-1@ma_h,43,86,4 script Moaning Patient#1 4_F_PATIENT,{
- end;
-OnInstanceInit:
- monster instance_mapname("1@ma_h"),131,62,"Bangungot",2318,1;
- end;
-OnEnable:
- mapannounce instance_mapname("1@ma_h"),"Moaning Patient: aaawwww....",bc_map,"0xFF0000";
- initnpctimer;
- end;
-OnTimer5000:
-OnTimer8000:
-OnTimer11000:
-OnTimer14000:
-OnTimer17000:
-OnTimer20000:
-OnTimer23000:
-OnTimer26000:
- specialeffect EF_POTION_BERSERK;
- specialeffect EF_CURSEATTACK;
- end;
-OnTimer30000:
- specialeffect EF_POTION_BERSERK;
- specialeffect EF_CURSEATTACK;
- stopnpctimer;
- end;
-}
-
-1@ma_h,60,87,4 script Screaming Patient#2 4_M_PATIENT,{
- end;
-OnEnable:
- switch(atoi(strnpcinfo(2))) {
- case 2: .@str$ = "Screaming Patient: Aaaaargh!!"; break;
- case 3: .@str$ = "Patient in Pain: Oooooowwww!! It's killing me!!!"; break;
- case 4: .@str$ = "Passed Out Patient: ........"; break;
- case 5: .@str$ = "Patient with Nightmare: Help~!!! Save me!!!"; break;
- case 6: .@str$ = "Sick Looking Patient: Hu..a...aaah.."; break;
- case 7: .@str$ = "Horrified Patient: Get away!! Please...."; break;
- case 8: .@str$ = "Patient in Sorrow: crying and crying......"; break;
- case 9: .@str$ = "Suffering Patient: Stop... please..."; break;
- case 10: .@str$ = "Wriggling Patient: awwww..."; break;
- case 11: .@str$ = "Patient in Cold Sweat: Help.....help...."; break;
- case 12: .@str$ = "Howling Patient: aaaaahhhhhhhhhh!!"; break;
- }
- mapannounce instance_mapname("1@ma_h"),.@str$,bc_map,"0xFF0000";
- initnpctimer;
- end;
-OnTimer5000:
-OnTimer8000:
-OnTimer11000:
-OnTimer14000:
-OnTimer17000:
-OnTimer20000:
-OnTimer23000:
-OnTimer26000:
- specialeffect EF_POTION_BERSERK;
- specialeffect EF_CURSEATTACK;
- end;
-OnTimer30000:
- specialeffect EF_POTION_BERSERK;
- specialeffect EF_CURSEATTACK;
- stopnpctimer;
- end;
-}
-1@ma_h,60,39,7 duplicate(Screaming Patient#2) Patient in Pain#3 4_F_PATIENT
-1@ma_h,43,39,7 duplicate(Screaming Patient#2) Passed Out Patient#4 4_M_PATIENT
-1@ma_h,77,86,4 duplicate(Screaming Patient#2) Patient with Nightmare#5 4_F_PATIENT
-1@ma_h,69,87,4 duplicate(Screaming Patient#2) Sick Looking Patient#6 4_M_PATIENT
-1@ma_h,73,39,7 duplicate(Screaming Patient#2) Horrified Patient#7 4_F_PATIENT
-1@ma_h,65,51,7 duplicate(Screaming Patient#2) Patient in Sorrow#8 4_M_PATIENT
-1@ma_h,87,86,4 duplicate(Screaming Patient#2) Suffering Patient#9 4_F_PATIENT
-1@ma_h,104,86,4 duplicate(Screaming Patient#2) Wriggling Patient#10 4_M_PATIENT
-1@ma_h,99,39,7 duplicate(Screaming Patient#2) Patient in Cold Sweat#11 4_F_PATIENT
-1@ma_h,87,39,7 duplicate(Screaming Patient#2) Howling Patient#12 4_M_PATIENT
-
-1@ma_h,43,181,4 script Moaning Patient#b 4_F_PATIENT,{ end; }
-1@ma_h,60,182,4 script Screaming Patient#b 4_M_PATIENT,{ end; }
-1@ma_h,60,132,7 script Patient in Pain#b 4_F_PATIENT,{ end; }
-1@ma_h,43,132,7 script Passed Out Patient#b 4_M_PATIENT,{ end; }
-1@ma_h,77,182,4 script Patient with Nightmare#b 4_F_PATIENT,{ end; }
-1@ma_h,69,182,4 script Sick Looking Patient#b 4_M_PATIENT,{ end; }
-1@ma_h,73,132,7 script Horrified Patient#b 4_F_PATIENT,{ end; }
-1@ma_h,65,144,7 script Patient in Sorrow#b 4_M_PATIENT,{ end; }
-1@ma_h,87,181,4 script Suffering Patient#b 4_F_PATIENT,{ end; }
-1@ma_h,104,181,4 script Wriggling Patient#b 4_M_PATIENT,{ end; }
-1@ma_h,99,132,7 script Patient in Cold Sweat#b 4_F_PATIENT,{ end; }
-1@ma_h,87,132,7 script Howling Patient#b 4_M_PATIENT,{ end; }
-
-// Warp Portals
-//============================================================
-1@ma_h,35,156,0 warp #Boss Room Exit 2,2,ma_dun01,150,9
-1@ma_h,105,157,0 warp #Boss Room Door 2,2,1@ma_h,116,157
-1@ma_h,112,157,0 warp #Boss Room Door1 2,2,1@ma_h,100,157
-1@ma_h,104,63,0 warp #Boss Room Door2 2,2,1@ma_h,117,63
-1@ma_h,112,63,0 warp #Boss Room Door3 2,2,1@ma_h,100,63
-1@ma_h,36,157,0 warp #Patternwarp1 7,7,1@ma_h,117,63
-1@ma_h,46,157,0 warp #Patternwarp2 7,7,1@ma_h,117,63
-1@ma_h,57,157,0 warp #Patternwarp3 7,7,1@ma_h,117,63
-1@ma_h,67,157,0 warp #Patternwarp4 7,7,1@ma_h,117,63
-1@ma_h,79,157,0 warp #Patternwarp5 7,7,1@ma_h,117,63
-1@ma_h,89,157,0 warp #Patternwarp6 7,7,1@ma_h,117,63
-1@ma_h,100,157,0 warp #Patternwarp7 7,7,1@ma_h,117,63
-1@ma_h,51,173,0 warp #Patternwarp8 10,10,1@ma_h,117,63
-1@ma_h,52,140,0 warp #Patternwarp34 10,10,1@ma_h,117,63
-1@ma_h,73,173,0 warp #Patternwarp35 10,10,1@ma_h,117,63
-1@ma_h,73,140,0 warp #Patternwarp36 10,10,1@ma_h,117,63
-1@ma_h,95,173,0 warp #Patternwarp37 10,10,1@ma_h,117,63
-1@ma_h,95,140,0 warp #Patternwarp38 10,10,1@ma_h,117,63
-//1@ma_h,70,170,0 warp #Patternwarp39 10,10,1@ma_h,117,63
-//1@ma_h,77,169,0 warp #Patternwarp40 10,10,1@ma_h,117,63
-1@ma_h,117,171,0 warp #Patternwarp41 10,10,1@ma_h,117,63
-1@ma_h,131,171,0 warp #Patternwarp42 10,10,1@ma_h,117,63
-1@ma_h,146,171,0 warp #Patternwarp43 10,10,1@ma_h,117,63
-1@ma_h,117,157,0 warp #Patternwarp44 10,10,1@ma_h,117,63
-1@ma_h,131,157,0 warp #Patternwarp45 10,10,1@ma_h,117,63
-1@ma_h,146,157,0 warp #Patternwarp46 10,10,1@ma_h,117,63
-1@ma_h,117,143,0 warp #Patternwarp47 10,10,1@ma_h,117,63
-1@ma_h,131,143,0 warp #Patternwarp48 10,10,1@ma_h,117,63
-1@ma_h,146,143,0 warp #Patternwarp49 10,10,1@ma_h,117,63
-1@ma_h,36,63,0 warp #Patternwarp10 7,7,1@ma_h,116,157
-1@ma_h,46,63,0 warp #Patternwarp11 7,7,1@ma_h,116,157
-1@ma_h,56,63,0 warp #Patternwarp12 7,7,1@ma_h,116,157
-1@ma_h,67,63,0 warp #Patternwarp13 7,7,1@ma_h,116,157
-1@ma_h,78,63,0 warp #Patternwarp14 7,7,1@ma_h,116,157
-1@ma_h,89,63,0 warp #Patternwarp15 7,7,1@ma_h,116,157
-1@ma_h,100,63,0 warp #Patternwarp16 7,7,1@ma_h,116,157
-1@ma_h,51,79,0 warp #Patternwarp17 10,10,1@ma_h,116,157
-1@ma_h,51,46,0 warp #Patternwarp18 10,10,1@ma_h,116,157
-1@ma_h,73,80,0 warp #Patternwarp19 10,10,1@ma_h,116,157
-1@ma_h,73,46,0 warp #Patternwarp20 10,10,1@ma_h,116,157
-1@ma_h,95,79,0 warp #Patternwarp21 10,10,1@ma_h,116,157
-1@ma_h,95,46,0 warp #Patternwarp22 10,10,1@ma_h,116,157
-//1@ma_h,193,82,0 warp #Patternwarp23 7,7,1@ma_h,116,157
-//1@ma_h,193,82,0 warp #Patternwarp24 7,7,1@ma_h,116,157
-1@ma_h,117,77,0 warp #Patternwarp25 10,10,1@ma_h,116,157
-1@ma_h,131,77,0 warp #Patternwarp26 10,10,1@ma_h,116,157
-1@ma_h,146,77,0 warp #Patternwarp27 10,10,1@ma_h,116,157
-1@ma_h,117,63,0 warp #Patternwarp28 10,10,1@ma_h,116,157
-1@ma_h,131,63,0 warp #Patternwarp29 10,10,1@ma_h,116,157
-1@ma_h,146,63,0 warp #Patternwarp30 10,10,1@ma_h,116,157
-1@ma_h,117,49,0 warp #Patternwarp31 10,10,1@ma_h,116,157
-1@ma_h,131,49,0 warp #Patternwarp32 10,10,1@ma_h,116,157
-1@ma_h,146,49,0 warp #Patternwarp33 10,10,1@ma_h,116,157
-
-// Disable select warps.
-// Custom, but saves processing and lines.
-1@ma_h,1,1,0 script #ma_hos_warp_init CLEAR_NPC,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname("#Boss Room Exit");
- disablenpc instance_npcname("#Boss Room Door");
- disablenpc instance_npcname("#Boss Room Door1");
- for(.@i = 1; .@i<=8; ++.@i)
- disablenpc instance_npcname("#Patternwarp"+.@i);
- for(.@i = 34; .@i<=38; ++.@i)
- disablenpc instance_npcname("#Patternwarp"+.@i);
- // Skip 39-40 since they're disabled in the official script.
- for(.@i = 41; .@i<=49; ++.@i)
- disablenpc instance_npcname("#Patternwarp"+.@i);
- disablenpc instance_npcname("#ma_hos_warp_init");
- end;
-}
diff --git a/npc/re/instances/BuwayaCave.txt b/npc/re/instances/BuwayaCave.txt
deleted file mode 100644
index 2333a2428..000000000
--- a/npc/re/instances/BuwayaCave.txt
+++ /dev/null
@@ -1,459 +0,0 @@
-//===== Hercules Script ======================================
-//= Buwaya Cave
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= [Official Conversion]
-//= Defeat Buwaya in his cave.
-//= Part of the "Secret in the Woods" quest.
-//===== Additional Comments: =================================
-//= 1.0 First version. [Euphy]
-//============================================================
-
-1@ma_c mapflag src4instance
-//============================================================
-ma_fild02,312,317,5 script Guard#buwaya_cave 4_MAL_SOLDIER,{
- if (BaseLevel < 130) {
- mes "[Guard]";
- mes "People under ^ff0000level 130^000000";
- mes "cannot enter this place.";
- mes "This place is dangerous. Please go back.";
- close;
- }
-
- .@party_id = getcharid(1);
- .@md_name$ = "Buwaya Cave";
-
- if (!.@party_id) {
- mes "[Guard]";
- mes "Buwaya is dangerous.";
- mes "Please come back after you form a";
- mes "team with other people.";
- close;
- }
- if (getcharid(0) == getpartyleader(.@party_id,2)) {
- mes "[Guard]";
- mes "This place is dangerous. Please go back.";
- mes "If you dont have any business here, please go back.";
- next;
- while(1) {
- switch(select("Why is it so dangerous?:I'm here to hunt down Buwaya.:End conversation.")) {
- case 1:
- mes "[Guard]";
- mes "Recently, there has been a case";
- mes "where villagers have disappeared.";
- mes "After investigating the tracks, ";
- mes "we found out the giant monster Buwaya";
- mes "was responsible.";
- next;
- mes "[Guard]";
- mes "Soldiers and mercenaries have been dispatched to ";
- mes "hunt down Buwaya, but were never";
- mes "completely successful.";
- next;
- mes "[Guard]";
- mes "Buwaya is still kidnapping";
- mes "the villagers to this day.";
- mes "Please gather some people to get rid of Buwaya.";
- next;
- break;
- case 2:
- .@playtime = questprogress(4229,PLAYTIME);
- if (!.@playtime) {
- // fall through
- } else if (.@playtime == 1) {
- mes "[Guard]";
- mes "Buwaya is still hiding.";
- mes "Even if you enter now, Buwaya will not come out. ";
- mes "Please come back later.";
- close;
- } else {
- erasequest 4229;
- // fall through
- }
- .@instance = instance_create(.@md_name$,.@party_id);
- if (.@instance < 0) {
- mes "[Guard]";
- mes "Party name is... "+getpartyname(.@party_id)+".";;
- mes "Party leader is... "+strcharinfo(0);
- mes "^0000ff"+.@md_name$+"^000000 cannot be opened now.";
- mes "Please try a moment later.";
- close;
- }
- if (instance_attachmap("1@ma_c",.@instance) == "") {
- mes "^0000ff"+.@md_name$+"^000000 - Reservation Failed!";
- instance_destroy(.@instance);
- close;
- }
- instance_set_timeout 3600,300,.@instance;
- instance_init(.@instance);
-
- mes "[Guard]";
- mes "I will open up the tunnel to ^0000ff"+.@md_name$+"^000000.";
- mes "I wish you good luck.";
- close;
- case 3:
- mes "[Guard]";
- mes "This place is dangerous. You cannot enter.";
- close;
- }
- }
- } else {
- mes "[Guard]";
- mes "Let me talk with the party leader.";
- mes "Please call forth the leader.";
- close;
- }
-}
-
-ma_fild02,315,323,0 script Cave Entrance#buwaya WARPNPC,2,2,{
- end;
-OnTouch:
- if (BaseLevel < 130) {
- mes "[Guard]";
- mes "People under ^ff0000level 130^000000";
- mes "cannot enter this place.";
- mes "This place is dangerous. Please go back.";
- close;
- }
- .@playtime = questprogress(4229,PLAYTIME);
- if (!.@playtime) {
- // fall through
- } else if (.@playtime == 1) {
- mes "[Guard]";
- mes "Buwaya is still hiding.";
- mes "Even if you enter now, Buwaya will not come out.";
- mes "Please come back later.";
- close;
- } else {
- erasequest 4229;
- // fall through
- }
- switch(select("Enter.:Turn back.")) {
- case 1:
- if( has_instance("1@ma_c") == "" ) {
- mes "The memorial dungeon Buwaya Cave does not exist.";
- mes "The party leader did not generate the dungeon yet.";
- close;
- } else {
- mapannounce "ma_fild02",getpartyname(getcharid(1))+" party's "+strcharinfo(0)+" member began hunting Buwaya in Buwaya Cave.",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0
- setquest 4229;
- warp "1@ma_c",35,57;
- end;
- }
- case 2:
- mes "[Guard]";
- mes "You must value your life.";
- mes "It is better to think carefully before you act.";
- close;
- }
-}
-
-1@ma_c,33,112,0 script #damage HIDDEN_WARP_NPC,7,7,{
- end;
-OnInstanceInit:
- initnpctimer;
- disablenpc instance_npcname("#damage");
- end;
-OnTimer1000:
- enablenpc instance_npcname("#damage");
- specialeffect EF_POISONHIT;
- end;
-OnTimer2000:
- stopnpctimer;
- initnpctimer;
- disablenpc instance_npcname("#damage");
- end;
-OnTouch:
- percentheal -10,-10;
- sc_start SC_BLOODING,60000,0;
- sc_start SC_POISON,60000,0;
- end;
-}
-
-1@ma_c,29,110,5 script Kidnapped People#1 4_F_BARYO_OLD,{
- mes "[Kidnapped Residents]";
- mes "Buwaya was running around,";
- mes "and new people got caught.";
- mes "We will be stuck in here for the rest of our lives.";
- next;
- switch(select("Get me outta here!!:Ca...can't escape?")) {
- case 1:
- mes "[Kidnapped Residents]";
- mes "We don't have enough power to destroy it but Buwaya has a weakness.";
- mes "Look at the wall over there.";
- mes "If you knock there, Buywaya will feel pain and spit you out.";
- donpcevent instance_npcname("#box_mob_call")+"::OnEnable";
- close2;
- disablenpc instance_npcname("Kidnapped People#1");
- end;
- case 2:
- mes "[Kidnapped People]";
- mes "Somthing is wrong here...";
- mes "Have you experienced this before?";
- close;
- }
- end;
-OnInstanceInit:
- disablenpc instance_npcname("Kidnapped People#1");
- end;
-OnEnable:
- enablenpc instance_npcname("Kidnapped People#1");
- donpcevent instance_npcname("#box_mob_call")+"::OnDisable";
- end;
-}
-
-1@ma_c,36,110,5 script Kidnapped People#2 4_M_BARYO_OLD,{
- mes "[Kidnapped Residents]";
- mes "Ahaa! I wish I had a little more power...";
- mes "I know its weakness...";
- next;
- switch(select("Tell me.:Do you really know?")) {
- case 1:
- mes "[Kidnapped Residents]";
- mes "Are you sure you can do it...?";
- mes "Ok, listen carefully,";
- mes "its weakness is...";
- next;
- mes "[Kidnapped Residents]";
- mes "...behind us on the walls.";
- sc_start SC_ATKPOTION,60000,45;
- sc_start SC_MATKPOTION,60000,45;
- disablenpc instance_npcname("Kidnapped People#2");
- close;
- case 2:
- mes "[Kidnapped Residents]";
- mes "WHAT?!";
- mes "Are you ignoring me";
- mes "because I'm captured in here?";
- close;
- }
- end;
-OnInstanceInit:
- disablenpc instance_npcname("Kidnapped People#2");
- end;
-OnEnable:
- enablenpc instance_npcname("Kidnapped People#2");
- end;
-}
-
-1@ma_c,3,3,0 script #box_mob_call HIDDEN_WARP_NPC,1,1,{
- end;
-OnInstanceInit:
- setcell instance_mapname("1@ma_c"),30,118,35,118,cell_shootable,1; //custom
- disablenpc instance_npcname("#box_mob_call");
- end;
-OnEnable:
- enablenpc instance_npcname("#box_mob_call");
- .@label$ = instance_npcname("#box_mob_call")+"::OnMyMobDead";
- .@map$ = instance_mapname("1@ma_c");
- monster .@map$,30,118,"Buwaya's Weakness",2333,1,.@label$;
- monster .@map$,35,118,"Buwaya's Weakness",2333,1,.@label$;
- end;
-OnDisable:
- killmonster instance_mapname("1@ma_c"),instance_npcname("#box_mob_call")+"::OnMyMobDead";
- disablenpc instance_npcname("#box_mob_call");
- end;
-OnMyMobDead:
- if (mobcount(instance_mapname("1@ma_c"),instance_npcname("#box_mob_call")+"::OnMyMobDead") < 1)
- donpcevent instance_npcname("#box_out")+"::OnEnable";
- end;
-}
-
-1@ma_c,38,118,0 script #box_out WARPNPC,2,2,{
-OnInstanceInit:
-OnDisable:
- disablenpc instance_npcname("#box_out");
- end;
-OnEnable:
- enablenpc instance_npcname("#box_out");
- end;
-OnTouch:
- .@x = rand(1,20) + 97;
- .@y = rand(1,20) + 74;
- warp instance_mapname("1@ma_c"),.@x,.@y;
- end;
-}
-
-1@ma_c,97,74,0 script #box_call HIDDEN_WARP_NPC,50,50,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname("#box_call");
- initnpctimer;
- end;
-OnTimer30000:
- mapannounce instance_mapname("1@ma_c"),"Buwaya : I will put you in my treasure box!",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0
- // Should execute OnTimer33000, but client doesn't render the effect fast enough.
- for(.@i = 1; .@i<=9; ++.@i)
- donpcevent instance_npcname("#yunobi"+.@i)+"::OnEnable";
- end;
-OnTimer33000:
- donpcevent instance_npcname("#box_out")+"::OnDisable";
- donpcevent instance_npcname("#box_mob_call")+"::OnDisable";
- donpcevent instance_npcname("Kidnapped People#1")+"::OnEnable";
- donpcevent instance_npcname("Kidnapped People#2")+"::OnEnable";
- end;
-OnTimer34000:
- enablenpc instance_npcname("#box_call");
- end;
-OnTimer35000:
- stopnpctimer;
- initnpctimer;
- disablenpc instance_npcname("#box_call");
- end;
-OnTouch:
- specialeffect2 EF_GUIDEDATTACK;
- warp instance_mapname("1@ma_c"),33,112;
- end;
-OnDisable:
- stopnpctimer;
- disablenpc instance_npcname("#box_call");
- end;
-}
-
-1@ma_c,97,74,0 script #yunobi1 HIDDEN_WARP_NPC,{
- end;
-OnInstanceInit:
- hideonnpc instance_npcname(strnpcinfo(0));
- end;
-OnEnable:
- specialeffect EF_MAPPILLAR2;
- end;
-}
-1@ma_c,97,94,0 duplicate(#yunobi1) #yunobi2 HIDDEN_WARP_NPC
-1@ma_c,117,94,0 duplicate(#yunobi1) #yunobi3 HIDDEN_WARP_NPC
-1@ma_c,117,74,0 duplicate(#yunobi1) #yunobi4 HIDDEN_WARP_NPC
-1@ma_c,117,54,0 duplicate(#yunobi1) #yunobi5 HIDDEN_WARP_NPC
-1@ma_c,97,54,0 duplicate(#yunobi1) #yunobi6 HIDDEN_WARP_NPC
-1@ma_c,77,54,0 duplicate(#yunobi1) #yunobi7 HIDDEN_WARP_NPC
-1@ma_c,77,74,0 duplicate(#yunobi1) #yunobi8 HIDDEN_WARP_NPC
-1@ma_c,77,94,0 duplicate(#yunobi1) #yunobi9 HIDDEN_WARP_NPC
-
-1@ma_c,1,1,0 script #bunshin HIDDEN_WARP_NPC,{
- end;
-OnInstanceInit:
- initnpctimer;
- end;
-OnTimer58000:
- mapannounce instance_mapname("1@ma_c"),"Buwaya : I had enough with this, let's go till the end!",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0
- end;
-OnTimer61000:
- mapannounce instance_mapname("1@ma_c"),"Buwaya : This is!",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0
- end;
-OnTimer62000:
- mapannounce instance_mapname("1@ma_c"),"Buwaya : This is...MY!",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0
- end;
-OnTimer63000:
- mapannounce instance_mapname("1@ma_c"),"Buwaya : This is...MY...Deadly!",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0
- end;
-OnTimer64000:
- mapannounce instance_mapname("1@ma_c"),"Buwaya : This is...MY...Deadly... ATTACK!",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0
- end;
-OnTimer65000:
- .@label$ = instance_npcname("#bunshin")+"::OnMyMobDead";
- .@map$ = instance_mapname("1@ma_c");
- areamonster .@map$,112,89,122,99,"Buwaya",2332,1,.@label$;
- areamonster .@map$,112,49,122,59,"Buwaya",2332,1,.@label$;
- areamonster .@map$,72,49,82,59,"Buwaya",2332,1,.@label$;
- areamonster .@map$,72,89,82,99,"Buwaya",2332,1,.@label$;
- end;
-OnTimer66000:
- mapannounce instance_mapname("1@ma_c"),"Buwaya : Are you scared?",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0
- end;
-OnTimer105000:
- killmonster instance_mapname("1@ma_c"),instance_npcname("#bunshin")+"::OnMyMobDead";
- stopnpctimer;
- initnpctimer;
- end;
-OnMyMobDead:
- if (mobcount(instance_mapname("1@ma_c"),instance_npcname("#bunshin")+"::OnMyMobDead") < 1) {
- stopnpctimer;
- initnpctimer;
- }
- end;
-OnDisable:
- stopnpctimer;
- killmonster instance_mapname("1@ma_c"),instance_npcname("#bunshin")+"::OnMyMobDead";
- disablenpc instance_npcname("#bunshin");
- end;
-}
-
-1@ma_c,2,2,0 script #buwaya_con HIDDEN_WARP_NPC,{
- end;
-OnInstanceInit:
- areamonster instance_mapname("1@ma_c"),90,67,104,81,"Buwaya",2319,1,instance_npcname("#buwaya_con")+"::OnMyMobDead";
- end;
-OnMyMobDead:
- .@map$ = instance_mapname("1@ma_c");
- if (mobcount(.@map$,instance_npcname("#buwaya_con")+"::OnMyMobDead") < 1) {
- donpcevent instance_npcname("#box_call")+"::OnDisable";
- donpcevent instance_npcname("#bunshin")+"::OnDisable";
- donpcevent instance_npcname("#exit_mob")+"::OnDisable";
- donpcevent instance_npcname("#cave_out")+"::OnEnable";
- mapannounce .@map$,"Guard : You did great work. Please hurry up and escape to the way you came in!",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0
- }
- end;
-}
-
-1@ma_c,3,3,0 script #exit_mob HIDDEN_WARP_NPC,{
- end;
-OnInstanceInit:
- initnpctimer;
- end;
-OnTimer60000:
- .@label$ = instance_npcname("#exit_mob")+"::OnMyMobDead";
- .@map$ = instance_mapname("1@ma_c");
- if (mobcount(.@map$,.@label$) < 30)
- .@amount = 10;
- else
- .@amount = 1;
- areamonster .@map$,43,58,47,60,"Water Plant",2331,.@amount,.@label$;
- areamonster .@map$,43,58,47,60,"Egg",2329,.@amount,.@label$;
- stopnpctimer;
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- killmonster instance_mapname("1@ma_c"),instance_npcname("#exit_mob")+"::OnMyMobDead";
- disablenpc instance_npcname("#exit_mob");
- end;
-OnMyMobDead:
- end;
-}
-
-1@ma_c,28,57,0 script #cave_out WARPNPC,2,2,{
-OnInstanceInit:
- disablenpc instance_npcname("#cave_out");
- end;
-OnEnable:
- enablenpc instance_npcname("#cave_out");
- end;
-OnTouch:
- mes "Would like to go out?";
- next;
- if(select("Yes!:No, I will stay.") == 1)
- warp "ma_fild02",315,315;
- close;
-}
-
-1@ma_c,1,1,0 script #buwaya_spawn_mobs -1,{
-OnInstanceInit:
- .@map$ = instance_mapname("1@ma_c");
- areamonster .@map$,73,81,93,101,"Seaweed",2331,18;
- areamonster .@map$,110,97,116,103,"Seaweed",2331,8;
- areamonster .@map$,59,63,63,67,"Seaweed",2331,8;
- areamonster .@map$,73,55,77,59,"Seaweed",2331,4;
- areamonster .@map$,103,69,107,73,"Seaweed",2331,4;
- areamonster .@map$,108,45,122,63,"Seaweed",2331,15;
- areamonster .@map$,73,81,93,101,"Buwaya's Egg",2329,10;
- areamonster .@map$,110,97,116,103,"Buwaya's Egg",2329,8;
- areamonster .@map$,59,63,63,67,"Buwaya's Egg",2329,4;
- areamonster .@map$,73,55,77,59,"Buwaya's Egg",2329,3;
- areamonster .@map$,103,69,107,73,"Buwaya's Egg",2329,3;
- areamonster .@map$,108,45,122,63,"Buwaya's Egg",2329,15;
- monster .@map$,0,0,"Seaweed",2331,5;
- monster .@map$,0,0,"Buwaya's Slave",2330,5;
- end;
-}
diff --git a/npc/re/instances/HazyForest.txt b/npc/re/instances/HazyForest.txt
deleted file mode 100644
index 1baa1423f..000000000
--- a/npc/re/instances/HazyForest.txt
+++ /dev/null
@@ -1,1161 +0,0 @@
-//===== Hercules Script ======================================
-//= Hazy Forest
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= [Official Conversion]
-//= Cross through the Hazy Forest to reach the Bifrost.
-//= Contains the "Wandering Guardian" quest.
-//===== Additional Comments: =================================
-//= 1.0 First version. [Euphy]
-//= 1.1 Instance system rewrite. [Euphy]
-//============================================================
-
-1@mist mapflag src4instance
-//============================================================
-
-// Instance Creation
-//============================================================
-bif_fild01,158,340,5 script Laphine Soldier#mist 4_M_FAIRYSOLDIER,{
-
- .@party_id = getcharid(1);
- .@md_name$ = "Mistwood Maze";
-
- mes "[Laphine Soldier]";
- mes "Are you going into the forest?";
- next;
- if (!.@party_id) {
- mes "[Laphine Soldier]";
- mes "Well, well, well, aren't you being too rash?";
- mes "Why don't you at least organize a party?";
- close;
- }
- .@playtime = questprogress(7211,PLAYTIME);
- if (getcharid(0) == getpartyleader(.@party_id,2)) {
- if (.@playtime == 1) {
- mes "[Laphine Soldier]";
- mes "...Are you sure you're not doing too much?";
- mes "I think you'd better get some rest.";
- mes "You'll only wear yourself out by trying to do too much";
- next;
- mes "[Laphine Soldier]";
- mes "I don't think the authority will give you permission, either.";
- mes "...Even a Sapha would be stopped from entering the forest.";
- next;
- select("You speak our language quite well, don't you?");
- mes "[Laphine Soldier]";
- mes "...Do I?";
- mes "Actually I'm not speaking your language.";
- mes "I'm speaking Laphine language.";
- next;
- mes "[Laphine Soldier]";
- mes "But it's one of the mysteries of Bifrost.";
- mes "That we can understand each other even if we speak different languages.";
- next;
- mes "[Laphine Soldier]";
- mes "To be able to talk with everybody...";
- mes "Perhaps that's the power of Bifrost.";
- close;
- } else if (.@playtime == 2) {
- mes "[Laphine Soldier]";
- mes "Great, great.";
- mes "Now the forest won't reject you.";
- mes "What are you going to do now?";
- erasequest 7211;
- } else {
- mes "[Laphine Soldier]";
- mes "You human adventurers are incredible.";
- mes "You're always going into the forest, where no one else dares to go.";
- next;
- mes "[Laphine Soldier]";
- mes "Phew. But I have to report to the authority";
- mes "everyone who goes into the forest, just in case.";
- next;
- mes "[Laphine Soldier]";
- mes "You'll get permission";
- mes "after you register.";
- mes "Are you going to venture into the Hazy Forest?";
- }
- next;
- switch(select("Venture into the Hazy Forest.:Give up.")) {
- case 1:
- mes "[Laphine Soldier]";
- mes "Party Name "+getpartyname(.@party_id)+"...";
- mes "Party Leader "+strcharinfo(0)+"...";
- .@instance = instance_create(.@md_name$, .@party_id);
- if (.@instance < 0) {
- mes "Hmm...";
- next;
- mes "[Laphine Soldier]";
- if (!.@playtime)
- mes "It's dangerous in the forest.";
- else
- mes "The atmosphere is somewhat tense in the forest.";
- mes "...Why don't you just go back today?";
- close;
- }
- if (instance_attachmap("1@mist",.@instance) != "") {
- instance_set_timeout 7200,300,.@instance;
- instance_init(.@instance);
- mes "I've got it. I've written them down on the report here.";
- next;
- mes "[Laphine Soldier]";
- mes "You'll get permission soon.";
- mes "Now go to the log tunnel, the only way to get into the Hazy Forest.";
- mes "You understand?";
- next;
- mes "[Laphine Soldier]";
- mes "We can't go against the forest,";
- mes "but maybe you humans can.";
- mes "Good luck!";
- close;
- } else {
- instance_destroy(.@instance);
- }
- case 2:
- mes "[Laphine Soldier]";
- mes "Well, you've made the right decision.";
- if (!.@playtime)
- mes "That's what's good for you.";
- close;
- }
- } else {
- mes "[Laphine Soldier]";
- mes "Where's your party leader?";
- mes "It's dangerous in there.";
- next;
- if (.@playtime == 2) {
- mes "[Laphine Soldier]";
- mes "I see you've been into the forest before.";
- mes "Okay, at least the forest won't reject you.";
- mes "However...";
- erasequest 7211;
- next;
- }
- mes "[Laphine Soldier]";
- mes "Put yourself in my shoes, the entrance guard, and let me meet the representative of your party.";
- mes "I have to discuss some things with him/her.";
- close;
- }
-}
-
-bif_fild01,161,355,0 script Log Tunnel CLEAR_NPC,{
- mes "I see the forest through the log tunnel.";
- mes "It looks like I can enter the forest through the log tunnel.";
- next;
- if(select("Enter the tunnel.:Give up.") == 2)
- close;
- if (has_instance("1@mist") == "") {
- if (questprogress(7211,PLAYTIME) == 1) {
- mes "You try to crawl into the log, but some mysterious power pushes you back with a gush of wind.";
- mes "It seems like you can't force your way into the forest.";
- close;
- }
- mes "The world beyond the log tunnel looks dark and suffocating.";
- mes "Your instinct is screaming that this forest is dangerous.";
- close;
- } else {
- if (questprogress(7211,PLAYTIME) == 2) erasequest 7211;
- if (!questprogress(7211,PLAYTIME)) 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
-//============================================================
-1@mist,89,29,0 script #Whisper_mist CLEAR_NPC,1,1,{
- end;
-OnInstanceInit:
- enablenpc instance_npcname("#Whisper_mist");
- end;
-OnTouch:
- disablenpc instance_npcname("#Whisper_mist");
- initnpctimer;
- end;
-OnTimer10000:
-OnTimer20000:
- mapannounce instance_mapname("1@mist"),"Whisper: Who's this? Who's this!? The forest is open! Tom, Tomba, Tired Rem, Remi! Wake up!",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
- end;
-OnTimer60000:
- mapannounce instance_mapname("1@mist"),"Loud Whisper: What are the forest keepers doing? What are the gardeners doing??",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
- end;
-OnTimer120000:
- mapannounce instance_mapname("1@mist"),"Loud Whisper: Don't go out, wander around forever, and play with us!",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
- end;
-OnTimer180000:
- mapannounce instance_mapname("1@mist"),"Loud Whisper: Useless, useless. Wandering around and around, you'll meet your end!",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
- stopnpctimer;
- end;
-}
-
-// callfunc "F_Mora_Mist",<warp to enable>,<success message>,<fail message>{,<end flag>}
-function script F_Mora_Mist {
- .@map$ = instance_mapname("1@mist");
- if (mobcount(.@map$,instance_npcname(strnpcinfo(0))+"::OnMyMobDead") == 0) {
- mes "Obviously no one is taking care of it.";
- mes "It seems like you can chop down the garden tree.";
- next;
- if(select("Chop down the garden tree.:Give up.") == 2)
- close;
- mes "You chop down the tree, which was blocking the path of the maze, "+((getarg(3,0))?"clearing the way out of the forest.":"so now you can continue.");
- mapannounce .@map$,getarg(1),bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
- enablenpc instance_npcname(getarg(0));
- disablenpc instance_npcname(strnpcinfo(0));
- close;
- } else
- mapannounce .@map$,((getarg(3,0))?getarg(2):getarg(2)+"'s Cry: Huh? Who's doing bad things to my tree?!"),bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
- end;
-}
-
-1@mist,251,121,3 script Tom's Garden 4_BULLETIN_BOARD2,{ end; }
-1@mist,247,123,0 script Tom's Garden Tree 4_CREEPER,{
- callfunc "F_Mora_Mist",
- "a25_a18-1",
- "Roaring Cry: Tom's bolt is broken! Watch out, Tomba! Watch out, Tomba!",
- "Tom";
- end;
-OnInstanceInit:
- monster instance_mapname("1@mist"),249,120,"Tom",2136,1,instance_npcname("Tom's Garden Tree")+"::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-1@mist,226,95,3 script Tomba's Garden 4_BULLETIN_BOARD2,{ end; }
-1@mist,225,98,0 script Tomba's Garden Tree 4_CREEPER,{
- callfunc "F_Mora_Mist",
- "a27-2_af1-2",
- "Roaring Cry: Tomba's Garden Tree is gone with Tomba. Remi, what are you going to do now?",
- "Tomba";
- end;
-OnInstanceInit:
- monster instance_mapname("1@mist"),200,64,"Tomba",2136,1,instance_npcname("Tomba's Garden Tree")+"::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-1@mist,157,183,3 script Remi's Garden 4_BULLETIN_BOARD2,{ end; }
-1@mist,159,184,0 script Remi's Garden Tree 4_CREEPER,{
- callfunc "F_Mora_Mist",
- "a15-2_a4-1",
- "Roaring Cry: Remi, Remi's Garden Tree was chopped down- Rem, it's your turn next. Poor Rem!",
- "Remi";
- end;
-OnInstanceInit:
- monster instance_mapname("1@mist"),154,184,"Remi the Tired",2137,1,instance_npcname("Remi's Garden Tree")+"::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-1@mist,58,39,3 script Tired Rem's Garden 4_BULLETIN_BOARD2,{ end; }
-1@mist,61,39,0 script Tired Rem's Garden Tree 4_CREEPER,{
- callfunc "F_Mora_Mist",
- "a4-2_a11",
- "Rem's Desperate Cry: Argh... Rem will sleep. Rem will sleep now, and won't wake up forever!",
- "Rem";
- end;
-OnInstanceInit:
- monster instance_mapname("1@mist"),101,107,"Rem the Gardener",2136,1,instance_npcname("Tired Rem's Garden Tree")+"::OnMyMobDead";
- end;
-OnTimer10000:
- mapannounce instance_mapname("1@mist"),"Whisper of the Forest: So Tom's, Tomba's, Remi's, and Rem's garden trees were all chopped down?",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
- end;
-OnTimer15000:
- mapannounce instance_mapname("1@mist"),"Whisper of the Forest: Trouble, trouble, we're in big trouble.",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
- end;
-OnTimer20000:
- mapannounce instance_mapname("1@mist"),"Loud Whisper: They've come to the second deepest forest. Gardeners of the deep forest, watch out!",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
- stopnpctimer;
- end;
-OnMyMobDead:
- end;
-}
-
-1@mist,227,179,3 script Ron's Garden 4_BULLETIN_BOARD2,{ end; }
-1@mist,230,179,0 script Ron's Garden Tree 4_CREEPER,{
- callfunc "F_Mora_Mist",
- "b4-2_b2",
- "Ron the Gardener's Cry: I'm getting off work! Don't look for Ron, the second gardener, any more!!",
- "Ron";
- end;
-OnInstanceInit:
- monster instance_mapname("1@mist"),227,178,"Ron the Gardener",2134,1,instance_npcname("Ron's Garden Tree")+"::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-1@mist,288,226,3 script Rover's Garden 4_BULLETIN_BOARD2,{ end; }
-1@mist,285,225,0 script Rover's Garden Tree 4_CREEPER,{
- callfunc "F_Mora_Mist",
- "b7_bf1-2",
- "Roaring Whisper: Ron's, and Rover's trees were chopped down as well. Who is forcing his way into the forest? Who is it?",
- "Rover";
- end;
-OnInstanceInit:
- monster instance_mapname("1@mist"),304,237,"Rover the Strutter",2134,1,instance_npcname("Rover's Garden Tree")+"::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-1@mist,159,318,3 script Mona's Garden 4_BULLETIN_BOARD2,{ end; }
-1@mist,161,316,0 script Mona's Garden Tree 4_CREEPER,{
- callfunc "F_Mora_Mist",
- "b31_b16",
- "Clamoring Whisper: Mona the Seedseeker's garden tree is gone! Mona is gone too! Namon will be okay, because he is brave, right? Namon, are you okay?",
- "Mona";
- end;
-OnInstanceInit:
- monster instance_mapname("1@mist"),239,253,"Mona the Seedseeker",2133,1,instance_npcname("Mona's Garden Tree")+"::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-1@mist,205,300,3 script Namon's Garden 4_BULLETIN_BOARD2,{ end; }
-1@mist,204,299,0 script Namon's Garden Tree 4_CREEPER,{
- callfunc "F_Mora_Mist",
- "b27-3_bN-1",
- "Clamoring Whisper: Brave Namon met his fate not so bravely... *giggle*",
- "Namon";
- end;
-OnInstanceInit:
- monster instance_mapname("1@mist"),89,173,"Brave Namon",2134,1,instance_npcname("Namon's Garden Tree")+"::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-1@mist,219,232,3 script Sad Neoron's Garden 4_BULLETIN_BOARD2,{ end; }
-1@mist,221,236,0 script Sad Neoron's Garden Tree 4_CREEPER,{
- callfunc "F_Mora_Mist",
- "b6-1_b33",
- "Lamenting Whisper: Sad Neoron has become cheerful! Spyder the Superior Spider, what are you going to do? What are you going to do now?",
- "Neoron";
- end;
-OnInstanceInit:
- monster instance_mapname("1@mist"),143,265,"Sad Neoron",2137,1,instance_npcname("Sad Neoron's Garden Tree")+"::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-1@mist,206,202,3 script Spyder's Garden 4_BULLETIN_BOARD2,{ end; }
-1@mist,206,200,0 script Spyder's Garden Tree 4_CREEPER,{
- callfunc "F_Mora_Mist",
- "b5_b14",
- "Depressed Whisper: Now it's all over with the second deepest forest. Gardeners are dying out-",
- "Spyder";
- end;
-OnInstanceInit:
- monster instance_mapname("1@mist"),209,200,"Spyder the Eight-Legged",2132,1,instance_npcname("Spyder's Garden Tree")+"::OnMyMobDead";
- end;
-OnTimer5000:
- mapannounce instance_mapname("1@mist"),"Roaring Whisper: The path is about to open. The tight bolts have been removed!",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
- end;
-OnTimer9000:
- mapannounce instance_mapname("1@mist"),"Roaring Whisper: A forest opened, another opened, and the other is going to open as well. Tito and Pumba, they are heading your way!",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
- end;
-OnTimer13000:
- mapannounce instance_mapname("1@mist"),"Roaring Whisper: Where you get after wandering around, around and around, everybody you've met while wandering around, around and around,",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
- end;
-OnTimer17000:
- mapannounce instance_mapname("1@mist"),"Roaring Whisper: all the gardeners will be waiting for you, with their clippers in their hands-!",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
- stopnpctimer;
- end;
-OnMyMobDead:
- end;
-}
-
-1@mist,96,288,3 script Tito's Garden 4_BULLETIN_BOARD2,{ end; }
-1@mist,95,287,0 script Tito's Garden Tree 4_CREEPER,{
- callfunc "F_Mora_Mist",
- "c1_c13-1",
- "Tito's Cry: *sob* *sob* Tito's gone now! Tito's done for! Boo hoo!!",
- "Tito";
- end;
-OnInstanceInit:
- monster instance_mapname("1@mist"),264,291,"Tito the Flipper",2133,1,instance_npcname("Tito's Garden Tree")+"::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-1@mist,326,325,3 script Pumba's Garden 4_BULLETIN_BOARD2,{ end; }
-1@mist,324,325,0 script Pumba's Garden Tree 4_CREEPER,{
- callfunc "F_Mora_Mist",
- "c13-3_c4",
- "Roaring Whisper: Tito the Hard Worker was defeated! Stop playing and go to work, Tete! Start working!",
- "Pumba";
- end;
-OnInstanceInit:
- monster instance_mapname("1@mist"),309,165,"Diligent Pumba",2134,1,instance_npcname("Pumba's Garden Tree")+"::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-1@mist,278,345,3 script Tete's Garden 4_BULLETIN_BOARD2,{ end; }
-1@mist,280,344,0 script Tete's Garden Tree 4_CREEPER,{
- callfunc "F_Mora_Mist",
- "c19_c4",
- "Whisper: They are strong, strong indeed. What are we going to do now? Are there any gardeners left? Are there any?",
- "Tete";
- end;
-OnInstanceInit:
- monster instance_mapname("1@mist"),277,343,"Carefree Tete",2136,1,instance_npcname("Tete's Garden Tree")+"::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-1@mist,345,186,0 script The Gardeners' Tree 4_CREEPER,{
- callfunc "F_Mora_Mist",
- "#to_bif02",
- "Roaring Whisper: The forest will remember you! It will remember you, the one who broke the clippers of all the gardeners!",
- "Gardeners: We're not dead, yet!!!!",1;
- end;
-OnInstanceInit:
- .@map$ = instance_mapname("1@mist");
- monster .@map$,318,137,"Baby Tom",2136,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
- monster .@map$,321,137,"Tomba the Baby",2136,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
- monster .@map$,324,137,"Exhausted Remi",2137,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
- monster .@map$,319,135,"Rem the Exhausted",2136,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
- monster .@map$,323,135,"Ron the Ex-Gardener",2134,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
- monster .@map$,320,133,"Rover the Strutter",2134,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
- monster .@map$,323,133,"Mona the Seedpicker",2133,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
- monster .@map$,317,132,"Timid Namon",2134,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
- monster .@map$,326,132,"Indifferent Neoron",2137,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
- monster .@map$,317,129,"Spyder the Seven-Legged",2132,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
- monster .@map$,320,129,"Tito the Flapper",2133,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
- monster .@map$,324,129,"Lazy Pumba",2134,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
- monster .@map$,327,129,"Careless Tete",2136,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-1@mist,73,290,0 script Mysterious Flower#1 CLEAR_NPC,{
- specialeffect EF_LEVEL99_4;
- disablenpc instance_npcname(strnpcinfo(0));
- getitem 12561,1; //Mysterious_Seed
- end;
-}
-1@mist,69,295,0 duplicate(Mysterious Flower#1) Mysterious Flower#2 CLEAR_NPC
-1@mist,62,291,0 duplicate(Mysterious Flower#1) Mysterious Flower#3 CLEAR_NPC
-1@mist,54,293,0 duplicate(Mysterious Flower#1) Mysterious Flower#4 CLEAR_NPC
-1@mist,48,286,0 duplicate(Mysterious Flower#1) Mysterious Flower#5 CLEAR_NPC
-1@mist,54,277,0 duplicate(Mysterious Flower#1) Mysterious Flower#6 CLEAR_NPC
-1@mist,52,270,0 duplicate(Mysterious Flower#1) Mysterious Flower#7 CLEAR_NPC
-1@mist,62,268,0 duplicate(Mysterious Flower#1) Mysterious Flower#8 CLEAR_NPC
-1@mist,72,271,0 duplicate(Mysterious Flower#1) Mysterious Flower#9 CLEAR_NPC
-1@mist,72,276,0 duplicate(Mysterious Flower#1) Mysterious Flower#10 CLEAR_NPC
-1@mist,118,194,0 duplicate(Mysterious Flower#1) Mysterious Flower#11 CLEAR_NPC
-1@mist,122,204,0 duplicate(Mysterious Flower#1) Mysterious Flower#12 CLEAR_NPC
-1@mist,137,209,0 duplicate(Mysterious Flower#1) Mysterious Flower#13 CLEAR_NPC
-1@mist,144,203,0 duplicate(Mysterious Flower#1) Mysterious Flower#14 CLEAR_NPC
-1@mist,146,186,0 duplicate(Mysterious Flower#1) Mysterious Flower#15 CLEAR_NPC
-1@mist,142,182,0 duplicate(Mysterious Flower#1) Mysterious Flower#16 CLEAR_NPC
-1@mist,132,179,0 duplicate(Mysterious Flower#1) Mysterious Flower#17 CLEAR_NPC
-1@mist,123,184,0 duplicate(Mysterious Flower#1) Mysterious Flower#18 CLEAR_NPC
-1@mist,194,118,0 duplicate(Mysterious Flower#1) Mysterious Flower#19 CLEAR_NPC
-1@mist,188,109,0 duplicate(Mysterious Flower#1) Mysterious Flower#20 CLEAR_NPC
-1@mist,193,94,0 duplicate(Mysterious Flower#1) Mysterious Flower#21 CLEAR_NPC
-1@mist,205,92,0 duplicate(Mysterious Flower#1) Mysterious Flower#22 CLEAR_NPC
-1@mist,213,96,0 duplicate(Mysterious Flower#1) Mysterious Flower#23 CLEAR_NPC
-1@mist,216,103,0 duplicate(Mysterious Flower#1) Mysterious Flower#24 CLEAR_NPC
-1@mist,212,116,0 duplicate(Mysterious Flower#1) Mysterious Flower#25 CLEAR_NPC
-1@mist,207,120,0 duplicate(Mysterious Flower#1) Mysterious Flower#26 CLEAR_NPC
-1@mist,169,310,0 duplicate(Mysterious Flower#1) Mysterious Flower#27 CLEAR_NPC
-1@mist,172,296,0 duplicate(Mysterious Flower#1) Mysterious Flower#28 CLEAR_NPC
-1@mist,191,301,0 duplicate(Mysterious Flower#1) Mysterious Flower#30 CLEAR_NPC
-1@mist,195,301,0 duplicate(Mysterious Flower#1) Mysterious Flower#31 CLEAR_NPC
-1@mist,192,316,0 duplicate(Mysterious Flower#1) Mysterious Flower#32 CLEAR_NPC
-1@mist,187,320,0 duplicate(Mysterious Flower#1) Mysterious Flower#33 CLEAR_NPC
-1@mist,174,318,0 duplicate(Mysterious Flower#1) Mysterious Flower#34 CLEAR_NPC
-1@mist,308,136,0 duplicate(Mysterious Flower#1) Mysterious Flower#35 CLEAR_NPC
-1@mist,314,122,0 duplicate(Mysterious Flower#1) Mysterious Flower#36 CLEAR_NPC
-1@mist,321,118,0 duplicate(Mysterious Flower#1) Mysterious Flower#37 CLEAR_NPC
-1@mist,331,123,0 duplicate(Mysterious Flower#1) Mysterious Flower#38 CLEAR_NPC
-1@mist,335,126,0 duplicate(Mysterious Flower#1) Mysterious Flower#39 CLEAR_NPC
-1@mist,332,141,0 duplicate(Mysterious Flower#1) Mysterious Flower#40 CLEAR_NPC
-1@mist,328,144,0 duplicate(Mysterious Flower#1) Mysterious Flower#41 CLEAR_NPC
-1@mist,314,144,0 duplicate(Mysterious Flower#1) Mysterious Flower#42 CLEAR_NPC
-1@mist,238,224,0 duplicate(Mysterious Flower#1) Mysterious Flower#43 CLEAR_NPC
-1@mist,244,231,0 duplicate(Mysterious Flower#1) Mysterious Flower#44 CLEAR_NPC
-1@mist,257,232,0 duplicate(Mysterious Flower#1) Mysterious Flower#45 CLEAR_NPC
-1@mist,262,229,0 duplicate(Mysterious Flower#1) Mysterious Flower#46 CLEAR_NPC
-1@mist,265,216,0 duplicate(Mysterious Flower#1) Mysterious Flower#47 CLEAR_NPC
-1@mist,260,214,0 duplicate(Mysterious Flower#1) Mysterious Flower#48 CLEAR_NPC
-1@mist,252,206,0 duplicate(Mysterious Flower#1) Mysterious Flower#49 CLEAR_NPC
-1@mist,244,211,0 duplicate(Mysterious Flower#1) Mysterious Flower#50 CLEAR_NPC
-
-// Wandering Guardian Quest
-//============================================================
-1@mist,2,2,0 script #Dragon Herder CLEAR_NPC,{
- end;
-OnInstanceInit:
- switch(rand(1,6)) {
- case 1: setarray .@c[0],77,240; break;
- case 2: setarray .@c[0],147,261; break;
- case 3: setarray .@c[0],182,263; break;
- case 4: setarray .@c[0],194,350; break;
- case 5: setarray .@c[0],268,183; break;
- case 6: setarray .@c[0],65,278; break;
- }
- monster instance_mapname("1@mist"),.@c[0],.@c[1],"Wandering Purple Dragon",2131,1,instance_npcname("#Dragon Herder")+"::OnMyMobDead";
- end;
-OnMyMobDead:
- .@map$ = instance_mapname("1@mist");
- if (mobcount(.@map$,instance_npcname("#Dragon Herder")+"::OnMyMobDead") == 0) {
- donpcevent instance_npcname("Collapsed Girl#mist")+"::OnEnable";
- donpcevent instance_npcname("Mysterious Young Man#mis")+"::OnEnable";
- donpcevent instance_npcname("Loki#mist")+"::OnEnable";
- mapannounce .@map$,"The Dragon's Cry: Am I being punished... for abandoning the way... of the guardian...?",bc_map,"0xffff00"; //FW_NORMAL 12 0 0
- disablenpc instance_npcname("#Dragon Herder");
- initnpctimer;
- }
- end;
-OnTimer3000:
- stopnpctimer;
- mapannounce instance_mapname("1@mist"),"Voice in your head: ...Will you... save... me... please......?",bc_map,"0xffff00"; //FW_NORMAL 12 0 0
- end;
-}
-
-1@mist,97,30,3 script Mysterious Young Man#mis 4_M_ROKI2,{
- if (BaseLevel < 98) {
- mes "[Mysterious Young Man]";
- mes "Huh? Do you plan to pass through here?";
- mes ".....I'm afraid it's beyond your ability, but I won't meddle in your affairs.";
- mes "We'll meet again, if you survive.";
- close;
- }
- if (ep14_1_mistwoods == 0) {
- if (ep13_3_secret > 23) {
- mes "[Mysterious Young Man]";
- mes "You... I remember seeing you at the camp.";
- mes "The information you gave on Ahat was useful.";
- mes "Thanks!";
- next;
- mes "[Mysterious Young Man]";
- mes "But do you plan to pass through here?";
- mes "What good is it to go across Bifrost?";
- next;
- } else {
- mes "[Mysterious Young Man]";
- mes "Do you plan to pass through here?";
- mes "I will advise against it if you're just curious.";
- mes "It will only bring about your untimely death...";
- next;
- }
- mes "[Mysterious Young Man]";
- mes "If you are determined to pass through here,";
- mes "I will ask for your help with something.";
- next;
- select("Who are you?");
- mes "[Loki]";
- mes "Loki... from the Assassin's Guild.";
- mes "That's my name.";
- mes "And yours?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "....";
- mes "...."+strcharinfo(0)+" sir.";
- next;
- mes "[Loki]";
- mes "I see. "+strcharinfo(0)+".";
- mes "I'm asking you again.";
- mes "Do you plan to pass through this forest?";
- next;
- switch(select("Yes, I do.:No, I don't.")) {
- case 1:
- mes "[Loki]";
- mes "Then I'll ask you a question.";
- mes "Have you ever seen a guard... a girl with purple hair?";
- next;
- switch(select("No, I haven't.:Yes, I might have...")) {
- case 1:
- mes "[Loki]";
- mes "So you haven't.";
- mes "You're telling the truth.";
- next;
- break;
- case 2:
- mes "[Loki]";
- mes "Wait.";
- mes "(Loki comes closer.)";
- mes "... No.";
- mes "You're telling the truth.";
- next;
- break;
- }
- mes "[Loki]";
- mes "Now we have to say goodbye here.";
- mes "If you survive this forest, of course.";
- ep14_1_mistwoods = 2;
- setquest 7212;
- close;
- case 2:
- mes "[Loki]";
- mes "I understand.";
- mes "Step back if you aren't ready.";
- mes "This forest doesn't like strangers.";
- ep14_1_mistwoods = 1;
- close;
- }
- } else if (ep14_1_mistwoods == 1) {
- mes "[Loki]";
- mes "I told you - step back if you don't want to die.";
- mes "It's not easy going through the forest.";
- mes "It may cost you your life.";
- next;
- switch(select("Okay.:What do you want?")) {
- case 1:
- mes "- When you step back,";
- mes "Loki nods slightly and then looks away. -";
- close;
- case 2:
- mes "[Loki]";
- mes "I'm looking for somebody.";
- mes "Have you ever seen a guard... a girl with purple hair?";
- next;
- switch(select("No, I haven't.:Yes, I might have...")) {
- case 1:
- mes "[Loki]";
- mes "So you haven't.";
- mes "You're telling the truth.";
- next;
- break;
- case 2:
- mes "[Loki]";
- mes "Wait.";
- mes "(Loki comes closer.)";
- mes "... No.";
- mes "You're telling the truth.";
- next;
- break;
- }
- mes "[Loki]";
- mes "Now we have to say goodbye here.";
- mes "Hopefully, we will see each other again in Mora.";
- ep14_1_mistwoods = 2;
- setquest 7212;
- close;
- }
- } else if (ep14_1_mistwoods == 2) {
- mes "[Loki]";
- mes "I don't want to go with you.";
- mes "Hopefully, we will see each other again in Mora.";
- close;
- } else if (ep14_1_mistwoods == 3) {
- mes "[Loki]";
- mes "So we meet again.";
- mes "Are you used to this place?";
- mes "Come to the inn in Mora.";
- mes "I have something to give to you.";
- close;
- } else {
- mes "[Loki]";
- mes "We're seeing a lot of each other these days.";
- mes "It seems you are completely comfortable with the place.";
- mes "You'd better not be too proud of yourself.";
- close;
- }
- end;
-OnEnable:
- enablenpc instance_npcname("Mysterious Young Man#mis");
- end;
-OnDisable:
- disablenpc instance_npcname("Mysterious Young Man#mis");
- end;
-}
-
-1@mist,183,304,3 script Loki#mist 4_M_ROKI2,{
- if (ep14_1_mistwoods < 2) {
- mes "[Loki]";
- mes "An adventurer in the forest.";
- mes ".....";
- mes "You can go to Mora through this forest.";
- close;
- } else if (ep14_1_mistwoods == 2) {
- mes "[Loki]";
- mes "Is it you that took care of this unruly girl?";
- mes "I guess I have to thank you.";
- mes "You've calmed her down.";
- next;
- select("What's happening?:This girl...?");
- mes "[Loki]";
- mes "You might be able to change your appearance, but you cannot change your unique, innate light.";
- mes "A scent strong enough to burn your nose.";
- next;
- mes "[Loki]";
- mes "This is Nydhogg, the Guardian of Yggdrasil,";
- mes "whom I was looking for.";
- mes "Now she won't wander around crazy any more.";
- next;
- select("What are you going to do now?");
- mes "[Loki]";
- mes "I'll wait for her to wake up and get out of this forest.";
- mes "I can manage it on my own.";
- mes "I'll see you in Mora.";
- ep14_1_mistwoods = 3;
- erasequest 7212;
- setquest 7213;
- close;
- } else if (ep14_1_mistwoods == 3) {
- mes "[Loki]";
- mes "I don't want to go with you.";
- mes "I can manage her on my own.";
- mes "If you have something to say, say it after we get out of the forest.";
- close;
- } else {
- mes "[Loki]";
- mes "I don't want to go with you.";
- mes "If you have something to say, say it after we get out of the forest.";
- close;
- }
- end;
-OnInstanceInit:
-OnDisable:
- disablenpc instance_npcname("Loki#mist");
- end;
-OnEnable:
- enablenpc instance_npcname("Loki#mist");
- end;
-}
-
-1@mist,181,303,3 script Collapsed Girl#mist 4_F_NYDHOG2,{
- mes "You see a girl with mysterious hair collapsed on the ground.";
- mes "As you approach her, you smell the scent of flowers so strong that it makes you dizzy.";
- close;
-OnInstanceInit:
-OnDisable:
- disablenpc instance_npcname("Collapsed Girl#mist");
- end;
-OnEnable:
- enablenpc instance_npcname("Collapsed Girl#mist");
- end;
-}
-
-mora,46,152,5 script Flower Smelling Lady 4_F_NYDHOG,{
- if (ep14_1_mistwoods < 3) {
- mes "[Flower Smell Lady]";
- mes "I need rest.";
- mes "I'm too tired to talk to you.";
- mes "I'm sorry.";
- close;
- } else if (ep14_1_mistwoods == 3) {
- mes "[Nydhogg the Guardian]";
- mes "I've been waiting for you.";
- mes "I'm still confused, but I know what I did wrong.";
- next;
- mes "[Nydhogg the Guardian]";
- mes "If it weren't for you, I would still be wandering in the abyssal darkness.";
- mes "I thank you, from the bottom of my heart.";
- next;
- mes "[Nydhogg the Guardian]";
- mes "I'm ashamed of myself, falling for the sweet but empty words that came to me in my loneliness.";
- mes "....";
- next;
- mes "[Nydhogg the Guardian]";
- mes "I don't deserve to be a guardian any more.";
- mes "A dragon gone crazy is not a guardian any more.";
- next;
- mes "[Loki]";
- mes "Yggdrasil doesn't think so.";
- mes "Nidi, don't forget your duties.";
- next;
- mes "[Nydhogg the Guardian]";
- mes "Are you...?";
- mes "I see...";
- mes "I thought I was forsaken...";
- next;
- mes "The Guardian slowly looked away as if deep in thought.";
- ep14_1_mistwoods = 4;
- close2;
- } else if (ep14_1_mistwoods == 4) {
- mes "- He seems to be deep in thought. -";
- close;
- } else {
- mes "[Nydhogg the Guardian]";
- mes "I haven't gotten all of my powers back.";
- mes "I'm sorry I can't protect you.";
- next;
- mes "[Nydhogg the Guardian]";
- mes "Loki said...";
- mes "that I won't cry from loneliness again,";
- mes "that I will always have new friends like you...";
- next;
- mes "[Nydhogg the Guardian]";
- mes "...I've lost everything, but I'm happy now.";
- close;
- }
-}
-
-mora,48,152,3 script Sharp Eyed Man 4_M_ROKI2,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
- mes "- You have too many items to do this quest. -";
- close;
- }
- if (ep14_1_mistwoods < 3) {
- mes "He won't look at you. It's like he's not interested at all.";
- close;
- } else if (ep14_1_mistwoods == 3) {
- mes "[Loki]";
- mes "So you've passed through the forest.";
- mes "It seems Niddy has something to say to you.";
- close;
- } else if (ep14_1_mistwoods == 4) {
- mes "[Loki]";
- mes "Nydhogg was one of the guardians of the World Tree.";
- mes "But he abandoned his duties as a guardian when he gave in to Morroc's temptation.";
- next;
- mes "[Loki]";
- mes "Some fools performed a ritual to break the seal that held Morroc.";
- mes "But the ritual didn't work right. The servant of Morroc failed to break the seal.";
- next;
- mes "[Loki]";
- mes "But the seal is so weak that it can break open any time.";
- mes "It's Yggdrasil the World Tree's will that has kept the seal from breaking.";
- next;
- mes "[Nydhogg the Guardian]";
- mes "That's right. The power of the World Tree is linked to the whole world.";
- mes "When the bond between the guardians and Yggdrasil broke, Yggdrasil became unstable.";
- next;
- mes "[Nydhogg the Guardian]";
- mes "That's why all those disasters happened to Yggdrasil.";
- mes "As the World Tree became unstable, the influence it had on the seal grew weak.";
- next;
- mes "[Loki]";
- mes "And Morroc broke himself free from the seal.";
- mes "Although it seems like he used most of his powers just to break the seal...";
- next;
- mes "[Nydhogg the Guardian]";
- mes "It's all my fault.";
- mes "I couldn't break free from Morroc's temptation.";
- mes "For too... too long...";
- next;
- mes "[Nydhogg the Guardian]";
- mes "...I wanted to be relieved of my thousands of years of loneliness.";
- mes "I wasn't in my right mind then.";
- mes "It was none other than I that broke my bond with Yggdrasil.";
- next;
- mes "[Nydhogg the Guardian]";
- mes "I lost control of myself, and did what I shouldn't have done.";
- mes "The other side of me became a shadow and a reckless tyrant.";
- next;
- mes "[Nydhogg the Guardian]";
- mes "Facing the world, I realized...";
- mes "I felt too great a sense of loss... it was much more painful than the loneliness I had endured for thousands of years.";
- next;
- mes "[Nydhogg the Guardian]";
- mes "That's how I was left alone.";
- mes "I felt too great a sense of loss... it was much more painful than the loneliness I had endured for thousands of years.";
- next;
- mes "[Nydhogg the Guardian]";
- mes "So I became a sinner, forgotten to the world.";
- next;
- mes "[Loki]";
- mes "It's not too late.";
- mes "You're still a guardian.";
- mes "You still have things to do.";
- next;
- mes "[Nydhogg the Guardian]";
- mes "...Oh, yes. It's late, but I have to fulfill my duties as a guardian.";
- mes "Now I know. I'll destroy Morroc with my own hands.";
- mes "I will fulfill my duties as a guardian.";
- next;
- switch(select("You're not alone.:Those are very important duties.")) {
- case 1:
- mes "[Nydhogg the Guardian]";
- mes "You're right.";
- mes "It may be why I haven't been forsaken - to realize that I'm not alone.";
- mes "You are a kind soul.";
- next;
- break;
- case 2:
- mes "[Nydhogg the Guardian]";
- mes "But this is my atonement.";
- mes "I'm happy, though.";
- mes "I don't have to fight the loneliness any more.";
- next;
- break;
- }
- mes "[Nydhogg the Guardian]";
- mes strcharinfo(0)+"...";
- mes "Thanks for listening to my long story.";
- next;
- mes "[Nydhogg the Guardian]";
- mes "It's what I always have with me.";
- mes "I'm sure it will protect you someday.";
- next;
- mes "[Loki]";
- mes "(Removes his scarf from around his neck and hands it to you.)";
- next;
- mes "[Nydhogg the Guardian]";
- mes "May the blessing of Mother Yggdrasil be with you...";
- ep14_1_mistwoods = 10;
- completequest 7213;
- getitem 2568,1; //Muffler_Of_Roki
- getitem 2858,1; //Pendant_Of_Guardian
- getexp 400000,400000;
- close;
- } else {
- mes "[Loki]";
- mes "I'll be staying here for a while.";
- mes "We may meet again.";
- next;
- mes "[Loki]";
- mes "The day when Morroc reveals his despicable nature...";
- mes "I will be waiting for him.";
- close;
- }
-}
-
-// Monster Spawns
-//============================================================
-1@mist,1,1,0 script #Mist Mobs Respawn1 CLEAR_NPC,{
- end;
-OnInstanceInit:
- monster instance_mapname("1@mist"),0,0,"Miming",2137,15,instance_npcname("#Mist Mobs Respawn1")+"::OnMyMobDead";
- end;
-OnMyMobDead:
- .@map$ = instance_mapname("1@mist");
- .@num_mobs = 15 - mobcount(.@map$,instance_npcname("#Mist Mobs Respawn1")+"::OnMyMobDead");
- if (.@num_mobs > 0)
- monster .@map$,0,0,"Miming",2137,.@num_mobs,instance_npcname("#Mist Mobs Respawn1")+"::OnMyMobDead";
- end;
-}
-
-1@mist,1,2,0 script #Mist Mobs Respawn2 CLEAR_NPC,{
- end;
-OnInstanceInit:
- monster instance_mapname("1@mist"),0,0,"Pom Spider",2132,35,instance_npcname("#Mist Mobs Respawn2")+"::OnMyMobDead";
- end;
-OnMyMobDead:
- .@map$ = instance_mapname("1@mist");
- .@num_mobs = 35 - mobcount(.@map$,instance_npcname("#Mist Mobs Respawn2")+"::OnMyMobDead");
- if (.@num_mobs > 0)
- monster .@map$,0,0,"Pom Spider",2132,.@num_mobs,instance_npcname("#Mist Mobs Respawn2")+"::OnMyMobDead";
- end;
-}
-
-1@mist,1,3,0 script #Mist Mobs Respawn3 CLEAR_NPC,{
- end;
-OnInstanceInit:
- monster instance_mapname("1@mist"),0,0,"Angra Mantis",2133,35,instance_npcname("#Mist Mobs Respawn3")+"::OnMyMobDead";
- end;
-OnMyMobDead:
- .@map$ = instance_mapname("1@mist");
- .@num_mobs = 35 - mobcount(.@map$,instance_npcname("#Mist Mobs Respawn3")+"::OnMyMobDead");
- if (.@num_mobs > 0)
- monster .@map$,0,0,"Angra Mantis",2133,.@num_mobs,instance_npcname("#Mist Mobs Respawn3")+"::OnMyMobDead";
- end;
-}
-
-1@mist,1,4,0 script #Mist Mobs Respawn4 CLEAR_NPC,{
- end;
-OnInstanceInit:
- monster instance_mapname("1@mist"),0,0,"Parus",2134,35,instance_npcname("#Mist Mobs Respawn4")+"::OnMyMobDead";
- end;
-OnMyMobDead:
- .@map$ = instance_mapname("1@mist");
- .@num_mobs = 35 - mobcount(.@map$,instance_npcname("#Mist Mobs Respawn4")+"::OnMyMobDead");
- if (.@num_mobs > 0)
- monster .@map$,0,0,"Parus",2134,.@num_mobs,instance_npcname("#Mist Mobs Respawn4")+"::OnMyMobDead";
- end;
-}
-
-1@mist,1,5,0 script #Mist Mobs Respawn5 CLEAR_NPC,{
- end;
-OnInstanceInit:
- monster instance_mapname("1@mist"),0,0,"Little Fatum",2136,15,instance_npcname("#Mist Mobs Respawn5")+"::OnMyMobDead";
- end;
-OnMyMobDead:
- .@map$ = instance_mapname("1@mist");
- .@num_mobs = 15 - mobcount(.@map$,instance_npcname("#Mist Mobs Respawn5")+"::OnMyMobDead");
- if (.@num_mobs > 0)
- monster .@map$,0,0,"Little Fatum",2136,.@num_mobs,instance_npcname("#Mist Mobs Respawn5")+"::OnMyMobDead";
- end;
-}
-
-1@mist,1,6,0 script #Fragments of Memory CLEAR_NPC,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname("#Fragments of Memory");
- monster instance_mapname("1@mist"),0,0,"Guardian's Fragments of Memory",2138,15;
- end;
-}
-
-// Warp Portals
-//============================================================
-bif_fild01,38,374,0 script Mysterious Flower#ep14_1 CLEAR_NPC,{
- mes "It's a giant flower with mysterious energy.";
- if (countitem(12561)) {
- mes "It's reacting to the Mysterious Flower Seeds you have with you.";
- next;
- switch(select("Observe the reaction.:Stop the reaction.")) {
- case 1:
- mes "The flower started to shake violently";
- mes "and swing forward as if trying to send the seeds as far away as possible!!!";
- close2;
- delitem 12561,1; //Mysterious_Seed
- warp "bif_fild02",160,230;
- end;
- case 2:
- mes "As you hold onto the Mysterious Flower Seeds tightly,";
- mes "the flower shook violently and then became calm again.";
- close;
- }
- }
- mes "It looks like it has some special use, but you're not sure what.";
- close;
-}
-
-1@mist,104,23,0 warp #to_bif01 1,1,bif_fild01,160,352
-
-1@mist,109,70,0 script a1_a2 WARPNPC,1,1,{
- end;
-OnTouch:
- if (!questprogress(7211,PLAYTIME))
- setquest 7211;
- warp instance_mapname("1@mist"),116,40;
- end;
-}
-
-1@mist,113,40,0 warp a2_a7 1,1,1@mist,90,81
-1@mist,93,81,0 warp a7_a14 1,1,1@mist,108,152
-1@mist,111,154,0 warp a14_a24 1,1,1@mist,236,108
-1@mist,236,110,0 warp a24_a1 1,1,1@mist,106,69
-1@mist,161,67,0 warp a18-1_a22 1,1,1@mist,159,85
-1@mist,180,116,0 warp a23_a18-1 1,1,1@mist,164,66
-1@mist,180,63,0 warp a18-2_a9 1,1,1@mist,141,90
-1@mist,116,84,0 warp a8_a26 1,1,1@mist,222,133
-1@mist,220,133,0 warp a26_a27-1 1,1,1@mist,200,64
-1@mist,197,64,0 warp a27-1_a23 1,1,1@mist,177,116
-1@mist,146,194,0 warp af1-2_a27-2 1,1,1@mist,225,96
-1@mist,133,195,0 warp af1-1_af2-1 1,1,1@mist,202,110
-1@mist,202,107,0 warp af2-1_af1-1 1,1,1@mist,134,189
-1@mist,217,110,0 warp af2-2_a20-1 1,1,1@mist,240,56
-1@mist,240,54,0 warp a20-1_af2-2 1,1,1@mist,214,110
-1@mist,234,67,0 warp a20-2_a21 1,1,1@mist,239,80
-1@mist,242,77,0 warp a21_a15-1 1,1,1@mist,153,137
-1@mist,156,139,0 warp a15-1_a3 1,1,1@mist,123,55
-1@mist,124,51,0 warp a3_a20-1 1,1,1@mist,240,56
-1@mist,48,41,0 warp a4-1_a17 1,1,1@mist,174,165
-1@mist,171,165,0 warp a17_a16 1,1,1@mist,168,143
-1@mist,169,141,0 warp a16_a10 1,1,1@mist,101,107
-1@mist,99,107,0 warp a10_a4-2 1,1,1@mist,57,38
-1@mist,65,113,0 warp a11_a28 1,1,1@mist,218,151
-1@mist,221,151,0 warp a28_a13 1,1,1@mist,117,126
-1@mist,114,126,0 warp a13_a5 1,1,1@mist,36,62
-1@mist,61,88,0 warp a6_a19 1,1,1@mist,189,139
-1@mist,186,140,0 warp a19_a12 1,1,1@mist,98,126
-1@mist,101,126,0 warp a12_a29-1 1,1,1@mist,238,151
-1@mist,235,152,0 warp a29-1_af1-2 1,1,1@mist,144,194
-1@mist,254,151,0 warp a29-2E_b1 1,1,1@mist,271,164
-1@mist,275,211,0 warp b1_b13 1,1,1@mist,277,112
-1@mist,301,141,0 warp b14_b24 1,1,1@mist,99,232
-1@mist,99,230,0 warp b24_b25 1,1,1@mist,103,255
-1@mist,102,253,0 warp b25_b4-1 1,1,1@mist,215,177
-1@mist,212,177,0 warp b4-1_b1 1,1,1@mist,276,208
-1@mist,289,167,0 warp b2_b19 1,1,1@mist,152,219
-1@mist,149,219,0 warp b19_b20 1,1,1@mist,119,227
-1@mist,115,227,0 warp b20_b23 1,1,1@mist,230,353
-1@mist,233,353,0 warp b23_b7 1,1,1@mist,289,225
-1@mist,76,273,0 warp bf1-2_b7 1,1,1@mist,289,225
-1@mist,61,282,0 warp bf1-1_bf2-1 1,1,1@mist,256,220
-1@mist,252,220,0 warp bf2-1_bf1-1 1,1,1@mist,65,282
-1@mist,267,213,0 warp bf2-2_b28 1,1,1@mist,214,268
-1@mist,212,265,0 warp b28_b12 1,1,1@mist,288,266
-1@mist,285,266,0 warp b12_b21 1,1,1@mist,143,234
-1@mist,143,231,0 warp b21_b29 1,1,1@mist,222,281
-1@mist,223,279,0 warp b29_b31 1,1,1@mist,158,317
-1@mist,134,287,0 warp b30_b3 1,1,1@mist,293,195
-1@mist,295,197,0 warp b3_b10 1,1,1@mist,239,253
-1@mist,236,253,0 warp b10_b12 1,1,1@mist,288,266
-1@mist,111,203,0 warp b16_b34 1,1,1@mist,202,333
-1@mist,199,333,0 warp b34_b27-1 1,1,1@mist,203,251
-1@mist,206,249,0 warp b27-1_b22 1,1,1@mist,168,239
-1@mist,165,239,0 warp b22_b15 1,1,1@mist,89,173
-1@mist,177,265,0 warp b27-2_a14 1,1,1@mist,108,152
-1@mist,166,314,0 warp bN-1_b27-3 1,1,1@mist,206,297
-1@mist,197,299,0 warp bN-2_b17 1,1,1@mist,167,200
-1@mist,165,200,0 warp b17_bN-2 1,1,1@mist,193,299
-1@mist,86,173,0 warp b15_b32 1,1,1@mist,218,313
-1@mist,215,313,0 warp b32_b28 1,1,1@mist,214,268
-1@mist,230,324,0 warp b33_b6-1 1,1,1@mist,221,233
-1@mist,230,230,0 warp b6-2_b11 1,1,1@mist,263,261
-1@mist,263,258,0 warp b11_b9 1,1,1@mist,272,246
-1@mist,269,246,0 warp b9_b26 1,1,1@mist,143,265
-1@mist,140,265,0 warp b26_b5 1,1,1@mist,209,200
-1@mist,195,206,0 warp b18_b35 1,1,1@mist,169,341
-1@mist,166,341,0 warp b35_b36 1,1,1@mist,198,354
-1@mist,201,354,0 warp b36_b37-1 1,1,1@mist,83,224
-1@mist,87,224,0 warp b37-1_b35 1,1,1@mist,169,341
-1@mist,84,273,0 warp b37-2_c1 1,1,1@mist,98,287
-1@mist,111,298,0 warp c2_c3 1,1,1@mist,82,307
-1@mist,79,307,0 warp c3_c7 1,1,1@mist,284,89
-1@mist,281,89,0 warp c7_c12 1,1,1@mist,264,291
-1@mist,261,291,0 warp c12_c2 1,1,1@mist,115,298
-1@mist,326,275,0 warp c13-1_b13 1,1,1@mist,277,112
-1@mist,294,293,0 warp c13-2_c5 1,1,1@mist,78,330
-1@mist,81,330,0 warp c5_c17 1,1,1@mist,308,330
-1@mist,308,327,0 warp c17_c10 1,1,1@mist,309,165
-1@mist,306,165,0 warp c10_c13-2 1,1,1@mist,298,293
-1@mist,46,316,0 warp c4_c6 1,1,1@mist,113,328
-1@mist,95,328,0 warp c6_c9 1,1,1@mist,342,157
-1@mist,339,157,0 warp c9_c16 1,1,1@mist,343,328
-1@mist,343,325,0 warp c16_c8-2 1,1,1@mist,346,120
-1@mist,344,123,0 warp c8-2_c19 1,1,1@mist,277,343
-1@mist,256,313,0 warp c18_c15 1,1,1@mist,343,307
-1@mist,342,305,0 warp c15_cKEY 1,1,1@mist,332,121
-1@mist,335,120,0 warp cKEY_c18 1,1,1@mist,259,313
-1@mist,317,89,0 warp c8-1_c14 1,1,1@mist,339,284
-1@mist,339,281,0 warp c14_c11-1 1,1,1@mist,332,172
-1@mist,329,171,0 warp c11-1_c8-2 1,1,1@mist,346,120
-1@mist,301,237,0 warp b8_b2 1,1,1@mist,289,170
-
-// Disable Garden Tree warps.
-// Custom, but saves processing and lines.
-1@mist,1,1,0 script #mist_warp_init CLEAR_NPC,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname("a25_a18-1");
- disablenpc instance_npcname("a27-2_af1-2");
- disablenpc instance_npcname("a15-2_a4-1");
- disablenpc instance_npcname("a4-2_a11");
- disablenpc instance_npcname("b4-2_b2");
- disablenpc instance_npcname("b7_bf1-2");
- disablenpc instance_npcname("b31_b16");
- disablenpc instance_npcname("b27-3_bN-1");
- disablenpc instance_npcname("b6-1_b33");
- disablenpc instance_npcname("b5_b14");
- disablenpc instance_npcname("c1_c13-1");
- disablenpc instance_npcname("c13-3_c4");
- disablenpc instance_npcname("c19_c4");
- disablenpc instance_npcname("#to_bif02");
- disablenpc instance_npcname("#mist_warp_init");
- end;
-}
-1@mist,247,123,0 warp a25_a18-1 1,1,1@mist,164,66 //Tom
-1@mist,225,98,0 warp a27-2_af1-2 1,1,1@mist,144,194 //Tomba
-1@mist,159,184,0 warp a15-2_a4-1 1,1,1@mist,49,37 //Remi
-1@mist,61,39,0 warp a4-2_a11 1,1,1@mist,68,113 //Rem
-1@mist,230,179,0 warp b4-2_b2 1,1,1@mist,289,170 //Ron
-1@mist,285,225,0 warp b7_bf1-2 1,1,1@mist,72,274 //Rover
-1@mist,161,316,0 warp b31_b16 1,1,1@mist,108,203 //Mona
-1@mist,204,299,0 warp b27-3_bN-1 1,1,1@mist,169,314 //Namon
-1@mist,221,236,0 warp b6-1_b33 1,1,1@mist,233,324 //Neoron
-1@mist,206,200,0 warp b5_b14 1,1,1@mist,298,142 //Spyder
-1@mist,95,287,0 warp c1_c13-1 1,1,1@mist,323,276 //Tito
-1@mist,324,325,0 warp c13-3_c4 1,1,1@mist,49,316 //Pumba
-1@mist,280,344,0 warp c19_c4 1,1,1@mist,49,316 //Tete
-1@mist,345,186,0 warp #to_bif02 1,1,bif_fild02,151,121 //The Gardeners' Tree
diff --git a/npc/re/instances/MalangdoCulvert.txt b/npc/re/instances/MalangdoCulvert.txt
deleted file mode 100644
index 0751b46a2..000000000
--- a/npc/re/instances/MalangdoCulvert.txt
+++ /dev/null
@@ -1,1051 +0,0 @@
-//===== Hercules Script ======================================
-//= Malangdo Culvert
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= [Official Conversion]
-//= Clean the culverts and defeat the Coelacanth.
-//= Daily and weekly quests are available.
-//= Contains a normal mode and hard mode.
-//===== Additional Comments: =================================
-//= 1.0 First version. [Euphy]
-//= Letters "n" and "h" in NPC names indicate difficulty.
-//= 1.0a There is no minimum party size on official servers.
-//= 1.0b Fixed incorrect use of 'close'. [Joseph]
-//= 1.1 Instance system rewrite. [Euphy]
-//============================================================
-
-1@pump mapflag src4instance
-2@pump mapflag src4instance
-//============================================================
-
-// Quest NPCs
-//============================================================
-mal_in01,172,28,2 script Albo#mal 4_CAT_SAILOR5,{
- if (checkweight(1201,1) == 0) {
- mes "You have too many kinds of objects. Try to continue after reducing those objects.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You have too many heavy objects. Try to continue after reducing your weight.";
- close;
- }
- if (BaseLevel < 90) {
- mes "[Albo]";
- mes "Who are you?";
- mes "We don't need a weaking!!";
- close;
- }
- setarray .@quests[0],12271,12272,12273,12274;
- setarray .@names$[0],
- "General Culvert Daily Service","^990000Hard Culvert Daily Service^000000",
- "General Culvert Weekly Service","^990000Hard Culvert Weekly Service^000000";
- .@menu$ = "Why are doing this job?:";
- for(.@i = 0; .@i<4; ++.@i) {
- if (questprogress(.@quests[.@i],PLAYTIME)) {
- .@status[.@i] = 2;
- .@menu$ += "^aaaaaa- There is no new task -^000000:";
- } else if (.@i%2 && BaseLevel < 140) {
- .@status[.@i] = 0;
- .@menu$ += "^aaaaaaCan't take this job because level is too low^000000:";
- } else {
- .@status[.@i] = 1;
- .@menu$ += .@names$[.@i]+":";
- }
- }
- mes "[Albo]";
- mes "We crossed the sea!";
- mes "We are great heroes of Culvert! We do not forgive the seafood that aims at Culvert!";
- next;
- .@i = select(.@menu$)-1;
- if (.@i == 0) {
- mes "[Albo]";
- mes "We used to be the henchmen of Mr. Missing! We almost became guards of such a historic site.";
- next;
- mes "[Albo]";
- mes "However, when sea water flooded all precious the resources, my dream... all my dreams melted away...";
- next;
- mes "[Albo]";
- mes "We do not forgive the seafood that invaded our territory. I'll eat them with spicy paste!!!";
- next;
- mes "^0000ffAlbo's voice shakes with anger. He smacked his lips when he mentioned spicy paste.^000000";
- close;
- }
- switch(.@status[.@i-1]) {
- case 0:
- mes "[Albo]";
- mes "That task is really hard for you, so I can't tell you about it. Why don't you find another one?";
- close;
- case 1:
- break;
- case 2:
- mes "[Albo]";
- mes "I'm sorry. There is no new task yet! If I find any work, I'll tell you so!";
- close;
- }
- switch(.@i) {
- case 1: // General Culvert Daily Service
- switch(rand(1,6)) {
- case 1: callsub L_GiveQuest,.@i,12255,12271,"Deep Sea Crab";
- case 2: callsub L_GiveQuest,.@i,12256,12271,"Deep Sea Marse";
- case 3: callsub L_GiveQuest,.@i,12257,12271,"Deep Sea Vadon";
- case 4: callsub L_GiveQuest,.@i,12258,12271,"Deep Sea Shellfish";
- case 5: callsub L_GiveQuest,.@i,12259,12271,"Deep Sea Kukre";
- case 6: callsub L_GiveQuest,.@i,12260,12271,"Deep Sea Cornutus";
- }
- case 2: // Hard Culvert Daily Service
- switch(rand(1,6)) {
- case 1: callsub L_GiveQuest,.@i,12261,12272,"Deep Sea Marc";
- case 2: callsub L_GiveQuest,.@i,12262,12272,"Deep Sea Sword Fish";
- case 3: callsub L_GiveQuest,.@i,12263,12272,"Deep Sea Strouf";
- case 4: callsub L_GiveQuest,.@i,12264,12272,"Deep Sea Anolian";
- case 5: callsub L_GiveQuest,.@i,12265,12272,"Deep Sea Obeanue";
- case 6: callsub L_GiveQuest,.@i,12266,12272,"Deep Sea Kapha";
- }
- case 3: // General Culvert Weekly Service
- switch(rand(1,2)) {
- case 1: callsub L_GiveQuest,.@i,12267,12273,"Weird Coelacanth";
- case 2: callsub L_GiveQuest,.@i,12268,12273,"Gloomy Coelacanth";
- }
- case 4: // Hard Culvert Weekly Service
- switch(rand(1,2)) {
- case 1: callsub L_GiveQuest,.@i,12269,12274,"Violent Coelacanth";
- case 2: callsub L_GiveQuest,.@i,12270,12274,"Mutant Coelacanth";
- }
- default:
- mes "[Albo]";
- mes "Uh!? Where is the task? Let me find that quickly. You must speak with Madeca!";
- close;
- }
- end;
-
-// callsub L_GiveQuest,.@i,<quest 1>,<quest 2>,<monster>;
-L_GiveQuest:
- setquest getarg(1);
- setquest getarg(2);
- mes "[Albo]";
- mes "Today, the heroes of Culvert!";
- mes "We raise our voices and set a date for the extermination of ^0000ff"+getarg(3)+"^000000!";
- next;
- mes "[Albo]";
- switch(getarg(0)) {
- case 1:
- case 2:
- mes "Come on, heroes! Don't be afraid of them! Just go on, since it's a one-day mission!";
- break;
- case 3:
- mes "I'll give you one week to finish this job! Terminate all of them in Culvert Dungeon, Normal Mode!";
- break;
- case 4:
- mes "I'll give you one week to finish this job! Terminate all of them in Culvert Dungeon, Hard Mode!";
- break;
- }
- next;
- mes "You received a request for the Extermination of ^005500"+getarg(3)+"^000000. If you need more details, please check the quest window.";
- close;
-}
-
-mal_in01,172,26,2 script Madeca#mal 4_CAT_SAILOR1,{
- if (checkweight(1201,1) == 0) {
- mes "You have too many kinds of objects. Try to continue after reducing those objects.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You have too many heavy objects. Try to continue after reducing your weight.";
- close;
- }
- if (BaseLevel < 90) {
- mes "[Madeca]";
- mes "Karrrrrrr!!";
- mes "Let's have some bad seafood that can be boiled or grilled!";
- next;
- mes "[Madeca]";
- mes "Who are you? You are such a totterer. Even seaweed could kill you!";
- close;
- }
- mes "[Madeca]";
- mes "Oh?";
- mes "You're the one who took care of my big brother Albo's request. It was a hard job!";
- next;
- .@i = select("What are you doing here?:General Culvert Daily Service Compensation:Hard Culvert Daily Service Compensation:General Culvert Weekly Service Compensation:Hard Culvert Weekly Service Compensation")-1;
- if (.@i == 0) {
- mes "[Madeca]";
- mes "I'm here to help my big brother Albo!";
- next;
- mes "[Madeca]";
- mes "We provide precious materials to humans who make sludge out of the bad seafood in the Culverts!";
- next;
- mes "[Madeca]";
- mes "We provide A~B Grade Coins as compensation for daily service, and the precious Sea God's Wrath as compensation for weekly service.";
- next;
- mes "[Madeca]";
- mes "If you take care of big brother Albo's request, I will see you very often. So, let's stay close!";
- close;
- }
- mes "[Madeca]";
- mes "I can't give you compensation for an expired request, so let me check if any of yours have expired.";
- next;
- specialeffect2 EF_SPHERE;
- progressbar "0xFFFF00",3;
- specialeffect2 EF_STEAL;
- switch(.@i) {
- case 1: // General Culvert Daily Service
- if (questprogress(12271,PLAYTIME) == 2)
- callsub L_EraseQuest,12255,12256,12257,12258,12259,12260,12271;
- else {
- // Reward: 2x B Grade Coin
- callsub L_CheckQuest,12255,"Deep Sea Crab",6419,2;
- callsub L_CheckQuest,12256,"Deep Sea Marse",6419,2;
- callsub L_CheckQuest,12257,"Deep Sea Vadon",6419,2;
- callsub L_CheckQuest,12258,"Deep Sea Shellfish",6419,2;
- callsub L_CheckQuest,12259,"Deep Sea Kukre",6419,2;
- callsub L_CheckQuest,12260,"Deep Sea Cornutus",6419,2;
- }
- break;
- case 2: // Hard Culvert Daily Service
- if (questprogress(12272,PLAYTIME) == 2)
- callsub L_EraseQuest,12261,12262,12263,12264,12265,12266,12272;
- else {
- // Reward: 1x A Grade Coin
- callsub L_CheckQuest,12261,"Deep Sea Marc",6418,1;
- callsub L_CheckQuest,12262,"Deep Sea Sword Fish",6418,1;
- callsub L_CheckQuest,12263,"Deep Sea Strouf",6418,1;
- callsub L_CheckQuest,12264,"Deep Sea Anolian",6418,1;
- callsub L_CheckQuest,12265,"Deep Sea Obeaune",6418,1;
- callsub L_CheckQuest,12266,"Deep Sea Kapha",6418,1;
- }
- break;
- case 3: // General Culvert Weekly Service
- if (questprogress(12273,PLAYTIME) == 2)
- callsub L_EraseQuest,12267,12268,12273;
- else {
- // Reward: 1x Sea God's Wrath
- callsub L_CheckQuest,12267,"Weird Coelacanth",6423,1;
- callsub L_CheckQuest,12268,"Gloomy Coelacanth",6423,1;
- }
- break;
- case 4: // Hard Culvert Weekly Service
- if (questprogress(12274,PLAYTIME) == 2)
- callsub L_EraseQuest,12269,12270,12274;
- else {
- // Reward: 5x Sea God's Wrath
- callsub L_CheckQuest,12269,"Violent Coelacanth",6423,5;
- callsub L_CheckQuest,12270,"Mutant Coelacanth",6423,5;
- }
- break;
- default:
- mes "[Madeca]";
- mes "Something is wrong. Please check this again!";
- close;
- }
- mes "[Madeca]";
- mes "I don't see any completed mission!";
- close;
-
-L_EraseQuest:
- for(.@j = 0; .@j<getargcount(); ++.@j) {
- if (questprogress(getarg(.@j)))
- erasequest getarg(.@j);
- }
- mes "[Madeca]";
- mes "Um, I'm sorry. You exceeded the time limit, so I can't give you any payment.";
- close;
-
-// callsub L_CheckQuest,<quest ID>,<monster>,<reward item ID>,<reward item amount>;
-L_CheckQuest:
- if (questprogress(getarg(0),HUNTING) == 2) {
- mes "[Madeca]";
- mes "You've punished ^0000ff"+getarg(1)+"^000000!";
- mes "Here's your pay!";
- erasequest getarg(0);
- specialeffect2 EF_STEAL;
- getitem getarg(2),getarg(3);
- close;
- }
- return;
-}
-
-// Instance Creation
-//============================================================
-mal_in01,160,34,4 script Missing, the Cleaner 4_CAT_SAILOR2,{
- if (BaseLevel < 90) {
- mes "[Missing, the Cleaner]";
- mes "Are you talking to me?!";
- next;
- mes "[Missing, the Cleaner]";
- mes "I'm not sure what made you come here but you can't enter!";
- mes "Tomas' orders...";
- next;
- mes "^770099You must be Base level 90 to enter.^000000";
- close;
- }
- if (in_canal_n == 0) {
- mes "[Missing, the Cleaner]";
- mes "(trembling)";
- next;
- mes "^660066This cat looks like it's in bad shape. It is slightly trembling.^000000";
- next;
- if(select("Pet the cat:Are you ok?") == 1) {
- mes "[Missing, the Cleaner]";
- mes "Are you talking to me?!";
- next;
- mes "^660066A trembling cat is looking up at you.^000000";
- close;
- }
- mes "[Missing, the Cleaner]";
- mes "Achoo!";
- next;
- mes "[Missing, the Cleaner]";
- mes "We have had many issues during the";
- mes "cleaning of the culverts. But a";
- mes "cat's gotta do it...";
- next;
- select("What culvert are you cleaning?");
- mes "[Missing, the Cleaner]";
- mes "It might look unfamiliar for an";
- mes "outsider, but actually this place";
- mes "is made to keep souvenirs and";
- mes "luxurious things.";
- next;
- mes "[Missing, the Cleaner]";
- mes "After there was a big trembling on";
- mes "this island, things started leaking";
- mes "around here. So that's why I became";
- mes "a cleaner here, though I used";
- mes "to be a manager.";
- next;
- mes "^660066The cat looks like it's been crying...^000000";
- next;
- mes "[Missing, the Cleaner]";
- mes "There is a culvert along this way";
- mes "to the basement. There are many bad";
- mes "guys who hurt me. I am tired of";
- mes "fighting with them so many times a";
- mes "day!";
- next;
- mes "[Missing, the Cleaner]";
- mes "Ohh! You touched my fur!";
- mes "My fur is falling out... it's all";
- mes "those guys' fault~";
- next;
- mes "^660066You just now notice that the cat's fur is missing in some places.^000000";
- next;
- select("Why don't you just quit!");
- mes "[Missing, the Cleaner]";
- mes "I still have to make a living, don't I?";
- next;
- mes "[Missing, the Cleaner]";
- mes "Sometimes I can get a lucky box,";
- mes "or even better, I can get cans...";
- next;
- if(select("Okay, cheers!:I will help if possible...") == 1) {
- mes "[Missing, the Cleaner]";
- mes "Thank you. I am going back to pour the water!";
- close;
- }
- mes "[Missing, the Cleaner]";
- mes "(turns down his voice)";
- mes "If you really want to help, come closer!";
- next;
- select("(get in closer)");
- mes "[Missing, the Cleaner]";
- mes "Not everyone can be an assistant";
- mes "here. But I can't help choosing";
- mes "anyone at the moment...";
- next;
- mes "[Missing, the Cleaner]";
- mes "If you want to go down here, let me get this code.";
- next;
- mes "^660066The cat scribbles a memo for code to you.^000000";
- next;
- select("Open the memo.");
- mes "^660000Aragam insulted me.^000000";
- next;
- mes "[Missing, the Cleaner]";
- mes "You must be here with friends";
- mes "because you can't go in alone! And";
- mes "the password code will be from the";
- mes "party leader!";
- next;
- mes "[Missing, the Cleaner]";
- mes "What is also important is you must";
- mes "have a Seagod Protection with you.";
- next;
- mes "[Missing, the Cleaner]";
- mes "Don't forget! I will not open the";
- mes "door if you do not have Seagod Protection!";
- in_canal_n = 1;
- close;
- }
- if (countitem(6436) == 0) {
- mes "[Missing, the Cleaner]";
- mes "You don't look like you have Seagod Protection. I can't open door at the moment!";
- close;
- }
- .@party_id = getcharid(1);
- .@md_name$ = "Culvert";
- if (!.@party_id) {
- mes "^0000ffYou have to organize a party of";
- mes "more than 1 member or be a member";
- mes "of the party and come back.^000000";
- close;
- }
- .@playtime = questprogress(12254,PLAYTIME);
- if (!.@playtime) {
- if (getcharid(0) == getpartyleader(.@party_id,2)) {
- mes "[Missing, the Cleaner]";
- mes "Ummm? What's up? Tell me the password if you're the leader!";
- next;
- switch(select("No... nothing.:Aragam insulted me.:Enter the Culvert.")) {
- case 1:
- mes "[Missing, the Cleaner]";
- mes "What a rookie.";
- close;
- case 2:
- .@instance = instance_create(.@md_name$,.@party_id);
- if (.@instance < 0) {
- mes "Party name: "+getpartyname(.@party_id);
- mes "Party leader: "+strcharinfo(0);
- mes "^0000ff"+.@md_name$+"^000000 - Reservation Failed!";
- close;
- }
- if (instance_attachmap("1@pump",.@instance) == "" || instance_attachmap("2@pump",.@instance) == "") {
- mes "^0000ff"+.@md_name$+"^000000 - Reservation Failed!";
- instance_destroy(.@instance);
- close;
- }
- instance_set_timeout 3600,300,.@instance;
- instance_init(.@instance);
-
- mes "^3333FF"+.@md_name$+"^000000 - Reserving";
- mes "After making the reservation, you";
- mes "have to select Enter the Culvert.";
- close;
- case 3:
- callsub L_Enter,0;
- }
- }
- if(select("Enter Culvert:Cancel") == 2)
- end;
- callsub L_Enter,1;
- } else if (.@playtime == 1) {
- mes "You can enter the Culvert if the gate is open.";
- next;
- if(select("Enter Culvert:Cancel") == 2)
- close;
- callsub L_Enter,0;
- } else if (.@playtime == 2) {
- mes "^0000ffThe gate to the Culvert is open again.^000000";
- erasequest 12254;
- close;
- }
- end;
-L_Enter:
- if (has_instance("1@pump") == "") {
- if (questprogress(12254,PLAYTIME) == 1) {
- mes "The gate to the Culvert is still closed.";
- mes "You must wait until you are able to enter or find a party leader who can create the instance.";
- close;
- }
- mes "The memorial dungeon Culvert does not exist.";
- mes "The party leader has not reserved entrance to the dungeon yet.";
- close;
- }
- mapannounce "mal_in01", strcharinfo(0)+" of the party "+getpartyname(.@party_id)+" is entering the Culvert.",bc_map,"0x00ff99";
- if (!questprogress(12254)) setquest 12254;
- warp "1@pump",63,98;
- end;
-}
-
-// Instance: Common Scripts
-//============================================================
-1@pump,63,100,4 script Missing, the Cleaner#0 4_CAT_SAILOR2,{
- if (getcharid(0) != getpartyleader(getcharid(1),2)) {
- mes "[Missing, the Cleaner]";
- mes "I am trying to have a conversation with your leader now. Please don't disturb and wait!";
- close;
- }
- mes "[Missing, the Cleaner]";
- mes "This is the underground culvert where you will clean with your friends!";
- next;
- mes "[Missing, the Cleaner]";
- mes "I'll open the door first. By the way, do you know how to fight?";
- next;
- switch(select("I'm pretty good at delivering bread.:I know how to fight.:^ffffffGive me the diamond.^000000")) {
- case 1:
- mes "[Missing, the Cleaner]";
- mes "Ok then, I'll let you clean the culverts here as usual! I will prepare at the right-hand corner, please follow me!";
- next;
- if(select("Wait! I changed my mind!:As you wish~") == 1) {
- mes "[Missing, the Cleaner]";
- mes "Huh? Not ready yet? Talk to me again when you're ready.";
- close;
- }
- 'party_id = getcharid(1);
- mapannounce instance_mapname("1@pump"),"Missing: Move toward the 3 o'clock direction and wait for my next order!",bc_map,"0xff88ff",FW_NORMAL,15;
- disablenpc instance_npcname("Missing, the Cleaner#0");
- enablenpc instance_npcname("Missing, the Cleaner#n");
- close;
- case 2:
- if (BaseLevel < 140) {
- mes "[Missing, the Cleaner]";
- mes "Hmmm... Missing thinks you're weak! Tell me the truth!!";
- close;
- }
- mes "[Missing, the Cleaner]";
- mes "Huh? You have some fighting skills? Well, then, there is one place I wasn't able to clean... why don't you go there?!";
- next;
- mes "[Missing, the Cleaner]";
- mes "I must tell you that it's been such a long~~ time since we've cleaned that place, so anyone under level 140 cannot even enter! Are you sure you still want to go?";
- next;
- if(select("Wait! I changed my mind!:Sure, I'm prepared already~") == 1) {
- mes "[Missing, the Cleaner]";
- mes "Hmm? Talk to me again when you're ready.";
- close;
- }
- 'party_id = getcharid(1);
- mapannounce instance_mapname("1@pump"),"Missing: I'll go in first, so follow me! I'll open up a gate at the 3 o'clock direction!",bc_map,"0xff88ff",FW_NORMAL,15;
- disablenpc instance_npcname("Missing, the Cleaner#0");
- enablenpc instance_npcname("Culvert Entrance#i");
- close;
- case 3:
- mes "[Missing, the Cleaner]";
- mes "I told you not to play with me~!";
- close;
- }
- end;
-}
-
-1@pump,84,105,0 script Culvert Entrance#i WARPNPC,3,3,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname("Culvert Entrance#i");
- end;
-OnTouch:
- if (BaseLevel >= 140)
- warp instance_mapname("2@pump"),38,88;
- else
- warp instance_mapname("1@pump"),74,105;
- end;
-}
-
-function script F_mal_missing {
- mes "[Missing, the Cleaner]";
- mes "I will tell you how to clean shortly. Can you see the culverts around you?";
- next;
- if(select("What culverts??:Yes, I see them.") == 1) {
- mes "[Missing, the Cleaner]";
- mes "Huh? Is this your first time seeing culverts? You'll see many buried machines in the ground. You may look around and come back!";
- close;
- }
- mes "[Missing, the Cleaner]";
- mes "That's right! Those culverts are very important! We must clean the culverts to prevent seaweed from blocking them. This is what we, cleaners, do!";
- next;
- mes "[Missing, the Cleaner]";
- mes "Watch out! Some monsters will be after you while you're cleaning the culverts! But do not yield to them!";
- next;
- mes "[Missing, the Cleaner]";
- mes "And... NEVER let 6 seaweeds stack! Up to 5 is acceptable! If there are 6, I'll drag you out of here!!";
- next;
- mes "[Missing, the Cleaner]";
- mes "I don't care if you get help from your friends or not. I want you to clean up all culverts! Don't forget! I will watch you and give you instructions. Just do what I said!!";
- next;
- if (getcharid(0) != getpartyleader(getcharid(1),2)) {
- mes "[Missing, the Cleaner]";
- mes "Once your leader finishes preparing, it will begin, so get your hearts ready for it!!";
- close;
- }
- mes "[Missing, the Cleaner]";
- mes "So, are you ready to clean now?";
- next;
- switch(select("Wait! Not yet!:Let's start!")) {
- case 1:
- mes "[Missing, the Cleaner]";
- mes "Huh? Not ready yet? Then talk to me when you're ready.";
- close;
- case 2:
- mes "[Missing, the Cleaner]";
- mes "OK! Now it begins!";
- return;
- }
-}
-
-// Instance: Normal Mode
-//============================================================
-1@pump,84,105,4 script Missing, the Cleaner#nf 4_CAT_SAILOR2,{
- mes "[Missing, the Cleaner]";
- mes "I have the cleaning job for 40 years and I've never seen such a terrible team!!";
- next;
- mes "[Missing, the Cleaner]";
- mes "I see seaweed everywhere because you're wiggling! All the culverts will be blocked with seaweed!";
- next;
- if (getcharid(0) != getpartyleader(getcharid(1),2)) {
- mes "[Missing, the Cleaner]";
- mes "Once your leader finishes preparing, settlement will be decided so get your hearts ready for it!!";
- close;
- }
- mes "[Missing, the Cleaner]";
- mes "If you got some guts to challenge again, I'll give you another chance! What's your choice going to be!?";
- next;
- switch(select("Wait! Not yet!:Okay, let's start again!")) {
- case 1:
- mes "[Missing, the Cleaner]";
- mes "You're still slow! Talk to me again whenever your're ready.";
- close;
- case 2:
- mes "[Missing, the Cleaner]";
- mes "Ok! Let's start now!";
- .@i$ = charat(strnpcinfo(2),0);
- enablenpc instance_npcname("Missing, the Cleaner#"+.@i$);
- donpcevent instance_npcname("Missing, the Cleaner#"+.@i$)+"::OnStart";
- disablenpc instance_npcname("Culvert Entrance#"+.@i$);
- disablenpc instance_npcname("Missing, the Cleaner#"+.@i$+"o");
- donpcevent instance_npcname("Monster Hole#"+.@i$)+"::OnClear";
- disablenpc instance_npcname(strnpcinfo(0));
- close;
- }
- close;
-OnInstanceInit:
- disablenpc instance_npcname(strnpcinfo(0));
- end;
-}
-
-1@pump,84,105,4 script Missing, the Cleaner#n 4_CAT_SAILOR2,{
- callfunc "F_mal_missing";
- donpcevent instance_npcname("Missing, the Cleaner#n")+"::OnStart";
- close;
-OnInstanceInit:
- disablenpc instance_npcname("Missing, the Cleaner#n");
- end;
-OnStart:
- killmonster instance_mapname("1@pump"),instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead";
- disablenpc instance_npcname("Missing, the Cleaner#n");
- initnpctimer;
- end;
-OnAddSeaweed:
- .@map$ = instance_mapname("1@pump");
- areamonster .@map$,55,99,61,105,"Contaminated Seaweed",2191,1,instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead";
- .@mob_dead_num = mobcount(.@map$,instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead");
- if (.@mob_dead_num >= 6)
- donpcevent instance_npcname("Missing, the Cleaner#n")+"::OnFail";
- else
- mapannounce .@map$,"Contaminated Seaweed: "+.@mob_dead_num+" stem",bc_map,"0xff3333",FW_NORMAL,20;
- end;
-OnMyMobDead:
- end;
-OnFail:
- stopnpctimer;
- donpcevent instance_npcname("Monster Hole#n")+"::OnClear";
- .@map$ = instance_mapname("1@pump");
- killmonster .@map$,instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead";
- enablenpc instance_npcname("Missing, the Cleaner#nf");
- mapannounce .@map$,"What is this!! Seaweed is all over the culverts! You're done with cleaning! Get out!!",bc_map,"0xff88ff",FW_NORMAL,15;
- disablenpc instance_npcname("Missing, the Cleaner#n");
- end;
-OnTimer100:
- mapannounce instance_mapname("1@pump"),"First culvert will be opened in 5 sec. Cleaner can find the opened drain and click to start cleaning.",bc_map,"0x00ffcc",FW_NORMAL,15;
- end;
-OnTimer5500:
- mapannounce instance_mapname("1@pump"),"The one who's in charge of cleaning the culvert cannot move or be attacked until the casting is over.",bc_map,"0x00ffcc",FW_NORMAL,15;
- donpcevent instance_npcname("Monster Hole#n")+"::OnSpawn";
- end;
-OnTimer45000:
-OnTimer95000:
-OnTimer145000:
-OnTimer195000:
-OnTimer245000:
-OnTimer295000:
-OnTimer345000:
-OnTimer395000:
-OnTimer445000:
- mapannounce instance_mapname("1@pump"),"Next culvert will be opened in 5 sec. Please hurry up and find the position of the next culvert.",bc_map,"0x00ffcc",FW_NORMAL,15;
- end;
-OnTimer50000:
-OnTimer100000:
-OnTimer150000:
- donpcevent instance_npcname("Monster Hole#n")+"::OnSpawn";
- end;
-OnTimer200000:
-OnTimer250000:
-OnTimer300000:
-OnTimer350000:
-OnTimer400000:
-OnTimer450000:
- .@mob_dead_num = mobcount(instance_mapname("1@pump"),instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead");
- if (.@mob_dead_num >= 6)
- donpcevent instance_npcname("Missing, the Cleaner#n")+"::OnFail";
- else
- donpcevent instance_npcname("Monster Hole#n")+"::OnSpawn";
- end;
-OnTimer515000:
- .@map$ = instance_mapname("1@pump");
- .@mob_dead_num = mobcount(.@map$,instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead");
- mapannounce .@map$,"Contaminated Seaweed: "+.@mob_dead_num+" stem. Missing will come and inspect the results of the cleaning soon.",bc_map,"0xff3333",FW_NORMAL,20;
- end;
-OnTimer520000:
- stopnpctimer;
- .@mob_dead_num = mobcount(instance_mapname("1@pump"),instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead");
- if (.@mob_dead_num >= 6)
- donpcevent instance_npcname("Missing, the Cleaner#n")+"::OnFail";
- else
- donpcevent instance_npcname("Boss Creation#n")+"::OnEnable";
- end;
-}
-
-1@pump,1,1,4 script Monster Hole#n -1,{
- end;
-OnSpawn:
- .@i$ = charat(strnpcinfo(2),0);
- if (.@i$ == "n")
- .@n = 6;
- else if (.@i$ == "h")
- .@n = 10;
- donpcevent instance_npcname("#Culvert_"+.@i$+rand(1,.@n))+"::OnEnable";
- end;
-OnClear:
- .@i$ = charat(strnpcinfo(2),0);
- if (.@i$ == "n")
- .@n = 6;
- else if (.@i$ == "h")
- .@n = 10;
- for(.@i = 1; .@i<=.@n; ++.@i)
- donpcevent instance_npcname("#Culvert_"+.@i$+.@n)+"::OnClear";
- end;
-}
-
-1@pump,36,111,4 script #Culvert_n1 CLEAR_NPC,14,14,{ //temporary workaround for ALL_SAMEMAP
- progressbar "0xFFFF00",10;
- stopnpctimer;
- disablenpc instance_npcname(strnpcinfo(0));
- end;
-OnInstanceInit:
- disablenpc instance_npcname(strnpcinfo(0));
- end;
-OnEnable:
- enablenpc instance_npcname(strnpcinfo(0));
- .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead";
- .@map$ = instance_mapname("1@pump");
- .@index = atoi(charat(strnpcinfo(2),9));
- switch(.@index) {
- case 1: setarray .@c[0],32,107,40,115; break;
- case 2: setarray .@c[0],64,120,72,128; break;
- case 3: setarray .@c[0],76,110,84,118; break;
- case 4: setarray .@c[0],36,76,44,84; break;
- case 5: setarray .@c[0],71,76,79,84; break;
- case 6: setarray .@c[0],54,97,62,105; break;
- }
- areamonster .@map$,.@c[0],.@c[1],.@c[2],.@c[3],"Abysmal Crab",2176,rand(1,3),.@label$;
- areamonster .@map$,.@c[0],.@c[1],.@c[2],.@c[3],"Abysmal Marse",2175,rand(1,3),.@label$;
- areamonster .@map$,.@c[0],.@c[1],.@c[2],.@c[3],"Ancient Vadon",2174,rand(1,3),.@label$;
- areamonster .@map$,.@c[0],.@c[1],.@c[2],.@c[3],"Abysmal Shellfish",2178,rand(1,3),.@label$;
- areamonster .@map$,.@c[0],.@c[1],.@c[2],.@c[3],"Ancient Kukre",2179,rand(1,3),.@label$;
- areamonster .@map$,.@c[0],.@c[1],.@c[2],.@c[3],"Abysmal Cornutus",2177,rand(1,3),.@label$;
- specialeffect EF_MAPPILLAR2,ALL_SAMEMAP; //currently broken
- getmapxy(.@map$,.@x,.@y,1);
- getpartymember 'party_id,2;
- copyarray .@partymemberaid[0],$@partymemberaid[0],$@partymembercount;
- for(.@i = 0; .@i<$@partymembercount; ++.@i) {
- if (attachrid(.@partymemberaid[.@i])) {
- if (strcharinfo(3) == .@map$)
- viewpoint 0,.@x,.@y,.@index,0xFFFF00;
- detachrid;
- }
- }
- initnpctimer;
- end;
-OnMyMobDead:
- end;
-OnClear:
- stopnpctimer;
- killmonster instance_mapname("1@pump"),instance_npcname(strnpcinfo(0))+"::OnMyMobDead";
- end;
-OnTimer49500: //OnTimer50000 clashes with the timer in "Missing, the Cleaner#h".
- donpcevent instance_npcname("Missing, the Cleaner#n")+"::OnAddSeaweed";
- donpcevent instance_npcname(strnpcinfo(0))+"::OnClear";
- disablenpc instance_npcname(strnpcinfo(0));
- end;
-OnTouch:
- specialeffect EF_MAPPILLAR2;
- end;
-}
-1@pump,68,124,4 duplicate(#Culvert_n1) #Culvert_n2 CLEAR_NPC,14,14
-1@pump,80,114,4 duplicate(#Culvert_n1) #Culvert_n3 CLEAR_NPC,14,14
-1@pump,40,80,4 duplicate(#Culvert_n1) #Culvert_n4 CLEAR_NPC,14,14
-1@pump,75,80,4 duplicate(#Culvert_n1) #Culvert_n5 CLEAR_NPC,14,14
-1@pump,58,101,4 duplicate(#Culvert_n1) #Culvert_n6 CLEAR_NPC,14,14
-
-1@pump,1,1,4 script Boss Creation#n -1,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname(strnpcinfo(0));
- end;
-OnEnable:
- enablenpc instance_npcname(strnpcinfo(0));
- initnpctimer;
- end;
-OnTimer100:
- .@i$ = charat(strnpcinfo(2),0);
- if (.@i$ == "n")
- mapannounce instance_mapname("1@pump"),"Hmm! That wasn't so bad!",bc_map,"0xff88ff",FW_NORMAL,15;
- else if (.@i$ == "h")
- mapannounce instance_mapname("2@pump"),"Hmm! You guys are pretty good!!",bc_map,"0xff88ff",FW_NORMAL,15;
- end;
-OnTimer5000:
- mapannounce strnpcinfo(4),"Let's pack up and go... WHAT!!?",bc_map,"0xff88ff",FW_NORMAL,15;
- end;
-OnTimer10000:
- mapannounce strnpcinfo(4),"I sense something strange!! Don't loosen up-- prepare for a fight!!",bc_map,"0xff88ff",FW_NORMAL,15;
- end;
-OnTimer20000:
- stopnpctimer;
- .@i$ = charat(strnpcinfo(2),0);
- .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead";
- if (rand(1,100) > 50) {
- if (.@i$ == "n")
- monster instance_mapname("1@pump"),0,0,"Weird Coelacanth",2188,1,.@label$;
- else if (.@i$ == "h")
- monster instance_mapname("2@pump"),0,0,"Mutant Coelacanth",2189,1,.@label$;
- mapannounce strnpcinfo(4),"Something big inside the abyss appears with a huge noise.",bc_map,"0x00ffcc",FW_NORMAL,15;
- } else {
- if (.@i$ == "n")
- monster instance_mapname("1@pump"),0,0,"Gloomy Coelacanth",2187,1,.@label$;
- else if (.@i$ == "h")
- monster instance_mapname("2@pump"),0,0,"Violent Coelacanth",2190,1,.@label$;
- mapannounce strnpcinfo(4),"Something savage inside the abyss appears with a huge noise.",bc_map,"0x00ffcc",FW_NORMAL,15;
- }
- end;
-OnMyMobDead:
- if (mobcount(strnpcinfo(4),instance_npcname(strnpcinfo(0))+"::OnMyMobDead") < 1) {
- mapannounce strnpcinfo(4),"You've destroyed all monsters in the culverts. There are trophies lying on the ground, please look for them.",bc_map,"0xffff00",FW_NORMAL,15;
- .@i$ = charat(strnpcinfo(2),0);
- .@map$ = strnpcinfo(4);
- enablenpc instance_npcname("Culvert Entrance#"+.@i$);
- enablenpc instance_npcname("Missing, the Cleaner#"+.@i$+"o");
- if (.@i$ == "n") {
- for(.@i = 0; .@i<10; ++.@i) {
- .@j = rand(1,6401);
- if (.@j < 5001) .@item = 12636; //Malang_Sp_Can
- else if (.@j < 5501) .@item = 12615; //Low_Coin_Pocket
- else if (.@j < 6001) .@item = 12621; //Egrade_Pocket
- else if (.@j < 6201) .@item = 12620; //Dgrade_Pocket
- else if (.@j < 6401) .@item = 12623; //High_Weapon_Box
- else continue;
- makeitem .@item,1,.@map$,rand(40,77),rand(87,120);
- }
- } else if (.@i$ == "h") {
- for(.@i = 0; .@i<10; ++.@i) {
- .@j = rand(1,5001);
- if (.@j < 2001) .@item = 12615; //Low_Coin_Pocket
- else if (.@j < 3001) .@item = 12621; //Egrade_Pocket
- else if (.@j < 4001) .@item = 12620; //Dgrade_Pocket
- else if (.@j < 4501) .@item = 12619; //Cgrade_Pocket
- else if (.@j < 5001) .@item = 12623; //High_Weapon_Box
- else continue;
- makeitem .@item,1,.@map$,rand(40,77),rand(87,120);
- }
- }
- } else
- mapannounce strnpcinfo(4),"There are still monsters alive.",bc_map,"0x00ff99",FW_NORMAL,20;
- end;
-}
-
-1@pump,84,105,4 script Missing, the Cleaner#no 4_CAT_SAILOR2,{
- .@i$ = charat(strnpcinfo(2),0);
- if (.@i$ == "n") {
- mes "[Missing, the Cleaner]";
- mes "I was very surprised!!";
- next;
- mes "[Missing, the Cleaner]";
- mes "That funny-looking fish seems to be one of Coelacanths living around here. This is my first time seeing one coming here alone!";
- next;
- mes "[Missing, the Cleaner]";
- mes "I'll clean up the remains. Go pack and leave! Enterance is located on the other side, look for it!";
- next;
- } else if (.@i$ == "h") {
- mes "[Missing, the Cleaner]";
- mes "You've destroyed an immense monster!";
- next;
- mes "[Missing, the Cleaner]";
- mes "The one you destroyed was among the variety of Coelacanths. Others have tried to destroy them but failed.";
- next;
- mes "[Missing, the Cleaner]";
- mes "I'll clean up the remains. You go ahead to get trophies and leave!";
- next;
- }
- mes "[Missing, the Cleaner]";
- mes "One more thing! DO NOT TALK to ANYONE about what you've seen here today!!";
- next;
- mes "[Missing, the Cleaner]";
- mes "If Tomas closes this down, we will lose our jobs!";
- close;
-OnInstanceInit:
- disablenpc instance_npcname(strnpcinfo(0));
- end;
-}
-
-1@pump,32,100,0 script Culvert Entrance#n WARPNPC,3,3,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname(strnpcinfo(0));
- end;
-OnTouch:
- warp "mal_in01",161,32;
- end;
-}
-
-//MD_Putmob "1@pump" 0 0 0 0 20 HYDRA 0 0 2
-1@pump,1,1,4 script Hydra#n -1,{
-OnInstanceInit:
- monster strnpcinfo(4),0,0,"Hydra",1068,20;
- end;
-}
-
-// Instance: Hard Mode
-//============================================================
-2@pump,39,88,4 duplicate(Missing, the Cleaner#nf) Missing, the Cleaner#hf 4_CAT_SAILOR2
-
-2@pump,39,88,4 script Missing, the Cleaner#h 4_CAT_SAILOR2,{
- callfunc "F_mal_missing";
- donpcevent instance_npcname("Missing, the Cleaner#h")+"::OnStart";
- close;
-OnStart:
- killmonster instance_mapname("2@pump"),instance_npcname("Missing, the Cleaner#h")+"::OnMyMobDead";
- disablenpc instance_npcname("Missing, the Cleaner#h");
- initnpctimer;
- end;
-OnAddSeaweed:
- .@map$ = instance_mapname("2@pump");
- areamonster .@map$,75,78,85,88,"Contaminated Seaweed",2191,1,instance_npcname("Missing, the Cleaner#h")+"::OnMyMobDead";
- .@mob_dead_num = mobcount(.@map$,instance_npcname("Missing, the Cleaner#h")+"::OnMyMobDead");
- if (.@mob_dead_num >= 6)
- donpcevent instance_npcname("Missing, the Cleaner#h")+"::OnFail";
- else
- mapannounce .@map$,"Proliferous Contaminated Seaweed: "+.@mob_dead_num+" stem",bc_map,"0xff3333",FW_NORMAL,20;
- end;
-OnMyMobDead:
- end;
-OnFail:
- stopnpctimer;
- donpcevent instance_npcname("Monster Hole#h")+"::OnClear";
- .@map$ = instance_mapname("2@pump");
- killmonster .@map$, instance_npcname("Missing, the Cleaner#h")+"::OnMyMobDead";
- enablenpc instance_npcname("Missing, the Cleaner#hf");
- mapannounce .@map$,"What is this!! Seaweed is all over the culverts! You're done with cleaning! Get out!!",bc_map,"0xff88ff",FW_NORMAL,15;
- disablenpc instance_npcname("Missing, the Cleaner#h");
- end;
-OnTimer100:
- mapannounce instance_mapname("2@pump"),"First culvert will be opened in 5 sec. Cleaner can find the opened drain and click to start cleaning.",bc_map,"0x00ffcc",FW_NORMAL,15;
- end;
-OnTimer5500:
- mapannounce instance_mapname("2@pump"),"The one who's in charge of cleaning the culvert cannot move or be attacked until the casting is over.",bc_map,"0x00ffcc",FW_NORMAL,15;
- donpcevent instance_npcname("Monster Hole#h")+"::OnSpawn";
- end;
-OnTimer35000:
-OnTimer75000:
-OnTimer115000:
-OnTimer155000:
-OnTimer195000:
-OnTimer235000:
-OnTimer275000:
-OnTimer315000:
-OnTimer355000:
- mapannounce instance_mapname("2@pump"),"Next culvert will be opened in 5 sec. Please hurry up and find the position of the next culvert.",bc_map,"0x00ffcc",FW_NORMAL,15;
- end;
-OnTimer40000:
-OnTimer80000:
-OnTimer120000:
- donpcevent instance_npcname("Monster Hole#h")+"::OnSpawn";
- end;
-OnTimer160000:
-OnTimer200000:
-OnTimer240000:
-OnTimer280000:
-OnTimer320000:
-OnTimer360000:
- .@mob_dead_num = mobcount(instance_mapname("2@pump"),instance_npcname("Missing, the Cleaner#h")+"::OnMyMobDead");
- if (.@mob_dead_num >= 6)
- donpcevent instance_npcname("Missing, the Cleaner#h")+"::OnFail";
- else
- donpcevent instance_npcname("Monster Hole#h")+"::OnSpawn";
- end;
-OnTimer420000:
- mapannounce instance_mapname("2@pump"),"It seems Missing will come and inspect the results of the cleaning soon. Shall we clean up the mess around here?",bc_map,"0xff3333",FW_NORMAL,20;
- end;
-OnTimer425000:
- stopnpctimer;
- .@mob_dead_num = mobcount(instance_mapname("2@pump"),instance_npcname("Missing, the Cleaner#h")+"::OnMyMobDead");
- if (.@mob_dead_num >= 6)
- donpcevent instance_npcname("Missing, the Cleaner#h")+"::OnFail";
- else
- donpcevent instance_npcname("Boss Creation#h")+"::OnEnable";
- end;
-}
-
-2@pump,53,114,4 script #Culvert_h1 CLEAR_NPC,14,14,{ //temporary workaround for ALL_SAMEMAP
- progressbar "0xFFFF00",15;
- stopnpctimer;
- disablenpc instance_npcname(strnpcinfo(0));
- end;
-OnInstanceInit:
- disablenpc instance_npcname(strnpcinfo(0));
- end;
-OnEnable:
- enablenpc instance_npcname(strnpcinfo(0));
- .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead";
- .@map$ = instance_mapname("2@pump");
- .@index = atoi(substr(strnpcinfo(2),9,getstrlen(strnpcinfo(2))-1));
- switch(.@index) {
- case 1: setarray .@c[0],49,110,57,118; break;
- case 2: setarray .@c[0],75,105,83,113; break;
- case 3: setarray .@c[0],110,110,118,118; break;
- case 4: setarray .@c[0],94,94,102,102; break;
- case 5: setarray .@c[0],58,92,66,100; break;
- case 6: setarray .@c[0],53,66,61,74; break;
- case 7: setarray .@c[0],43,45,51,53; break;
- case 8: setarray .@c[0],77,59,85,67; break;
- case 9: setarray .@c[0],96,70,104,78; break;
- case 10: setarray .@c[0],111,46,119,54; break;
- }
- areamonster .@map$,.@c[0],.@c[1],.@c[2],.@c[3],"Ancient Marc",2182,rand(2,3),.@label$;
- areamonster .@map$,.@c[0],.@c[1],.@c[2],.@c[3],"Ancient Sword Fish",2181,rand(2,3),.@label$;
- areamonster .@map$,.@c[0],.@c[1],.@c[2],.@c[3],"Ancient Strouf",2180,rand(2,3),.@label$;
- areamonster .@map$,.@c[0],.@c[1],.@c[2],.@c[3],"Mutant Anolian",2183,rand(2,3),.@label$;
- areamonster .@map$,.@c[0],.@c[1],.@c[2],.@c[3],"Abysmal Obeaune",2184,rand(2,3),.@label$;
- areamonster .@map$,.@c[0],.@c[1],.@c[2],.@c[3],"Metamorphous Kapha",2185,rand(2,3),.@label$;
- specialeffect EF_MAPPILLAR2,ALL_SAMEMAP; //currently broken
- initnpctimer;
- end;
-OnMyMobDead:
- end;
-OnClear:
- stopnpctimer;
- killmonster instance_mapname("2@pump"),instance_npcname(strnpcinfo(0))+"::OnMyMobDead";
- end;
-OnTimer39500: //OnTimer40000 clashes with the timer in "Missing, the Cleaner#h".
- donpcevent instance_npcname("Missing, the Cleaner#h")+"::OnAddSeaweed";
- donpcevent instance_npcname(strnpcinfo(0))+"::OnClear";
- disablenpc instance_npcname(strnpcinfo(0));
- end;
-OnTouch:
- specialeffect EF_MAPPILLAR2;
- end;
-}
-2@pump,79,109,4 duplicate(#Culvert_h1) #Culvert_h2 CLEAR_NPC,14,14
-2@pump,114,114,4 duplicate(#Culvert_h1) #Culvert_h3 CLEAR_NPC,14,14
-2@pump,98,98,4 duplicate(#Culvert_h1) #Culvert_h4 CLEAR_NPC,14,14
-2@pump,62,96,4 duplicate(#Culvert_h1) #Culvert_h5 CLEAR_NPC,14,14
-2@pump,57,70,4 duplicate(#Culvert_h1) #Culvert_h6 CLEAR_NPC,14,14
-2@pump,47,49,4 duplicate(#Culvert_h1) #Culvert_h7 CLEAR_NPC,14,14
-2@pump,81,63,4 duplicate(#Culvert_h1) #Culvert_h8 CLEAR_NPC,14,14
-2@pump,100,74,4 duplicate(#Culvert_h1) #Culvert_h9 CLEAR_NPC,14,14
-2@pump,115,50,4 duplicate(#Culvert_h1) #Culvert_h10 CLEAR_NPC,14,14
-
-2@pump,1,1,4 duplicate(Monster Hole#n) Monster Hole#h -1
-2@pump,1,1,4 duplicate(Boss Creation#n) Boss Creation#h -1
-2@pump,39,88,4 duplicate(Missing, the Cleaner#no) Missing, the Cleaner#ho 4_CAT_SAILOR2
-2@pump,38,100,0 duplicate(Culvert Entrance#n) Culvert Entrance#h WARPNPC,3,3
-
-//MD_Putmob "2@pump" 0 0 0 0 20 HYDRA 0 0 2
-2@pump,1,1,4 duplicate(Hydra#n) Hydra#h -1
diff --git a/npc/re/instances/OctopusCave.txt b/npc/re/instances/OctopusCave.txt
deleted file mode 100644
index c55d5e2bf..000000000
--- a/npc/re/instances/OctopusCave.txt
+++ /dev/null
@@ -1,712 +0,0 @@
-//===== Hercules Script ======================================
-//= Octopus Cave
-//===== By: ==================================================
-//= Muad_Dib
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= [Official Conversion]
-//= Defeat the Disgusting Octopus.
-//===== Additional Comments: =================================
-//= 1.0 First version. [Euphy]
-//= 1.1 Instance system rewrite. [Euphy]
-//============================================================
-
-1@cash mapflag src4instance
-//============================================================
-
-// Instance Creation
-//============================================================
-mal_dun01,151,235,5 script Starfish 4_ASTER,{
-
- .@party_id = getcharid(1);
- .@md_name$ = "Octopus Cave";
-
- if (!.@party_id) {
- mes "[Starfish]";
- mes "You alone is powerless, hehe!";
- mes "Better get someone to help you out.";
- mes "Make a party, and come back later.";
- close;
- }
- if (getcharid(0) != getpartyleader(.@party_id,2)) {
- mes "[Starfish]";
- mes "Where is your leader, hehe.";
- mes "I don't talk to some random people.";
- mes "Bring your boss to me.";
- close;
- }
- mes "[Starfish]";
- mes "I am guarding here, hehe!";
- mes "It is just roughly blocked for now.";
- mes "But someday this cave must be sealed forever, hehe!";
- next;
- while(1) {
- switch(select("Ask what's going on.:Ask to open the gate.:Go to other location.")) {
- case 1:
- mes "[Starfish]";
- mes "Lately, our Starfish lady is";
- mes "suffering with some issues, ooh ooh.";
- mes "Something bad happen in this";
- mes "peaceful place, hehe!";
- next;
- mes "[Starfish]";
- mes "Weird looking limbs came out";
- mes "from the hole there,";
- mes "tried to kidnap our lady Starfish.";
- mes "Ooh Ooh.";
- next;
- mes "[Starfish]";
- mes "It seems those limbs belong to";
- mes "that ugly octopus.";
- mes "That monster should be taken care of,";
- mes "but it's hard for ourselves only to make it happen, hehe.";
- next;
- mes "[Starfish]";
- mes "I want to find someone special,";
- mes "and ask to punish this ugly octopus.";
- mes "I hope this octopus won't ever";
- mes "harass our lady, hehe.";
- next;
- mes "[Starfish]";
- mes "Go catch that octopus and stick it to this pick.";
- mes "If you bring back the pick, I will";
- mes "open this gate for a while.";
- mes "You should challenge if you are interested, hehe.";
- next;
- break;
- case 2:
- .@playtime = questprogress(4197,PLAYTIME);
- if (.@playtime == 1) {
- mes "[Starfish]";
- mes "Octopus is not around now, hehe.";
- mes "Please come back later.";
- close;
- }
- if (.@playtime == 2) erasequest 4197;
- if (countitem(6442)) {
- .@instance = instance_create(.@md_name$,.@party_id);
- if (.@instance < 0) {
- mes "[Starfish]";
- mes "Party name is... "+getpartyname(.@party_id)+".";
- mes "Party leader is... "+strcharinfo(0)+".";
- mes "^0000ff"+.@md_name$+"^000000, I cannot open now, hehe.";
- mes "Now is not the time, please wait.";
- close;
- }
- if (instance_attachmap("1@cash",.@instance) == "") {
- mes "^0000ff"+.@md_name$+"^000000 - Reservation Failed!";
- instance_destroy(.@instance);
- close;
- }
- instance_set_timeout 3600,300,.@instance;
- instance_init(.@instance);
-
- mes "[Starfish]";
- mes "I will open the gate for a while to ^0000ff"+.@md_name$+"^000000.";
- mes "Please catch that pervert octopus,";
- mes "and come back with it sticked to the pick, hehe.";
- close;
- }
- mes "[Starfish]";
- mes "Prepare a pick first,";
- mes "so you can thread that octopus";
- mes "with that pick.";
- mes "Then, I will let you in for a while, hehe.";
- close;
- case 3:
- mes "[Starfish]";
- mes "This is not a good location, check someplace else.";
- close;
- }
- }
-}
-
-mal_dun01,153,237,5 script Weird Entrance CLEAR_NPC,{
- mes "There is a strange entrance";
- mes "blocked roughly with some boards.";
- next;
- switch(select("Go in.:Stop.")) {
- case 1:
- if (countitem(6442)) {
- if (has_instance("1@cash") == "") {
- if (questprogress(4197,PLAYTIME) == 1) {
- mes "[Starfish]";
- mes "Ah, now is not the time...";
- mes "Would you come back later? Hehe.";
- close;
- }
- mes "[Starfish]";
- mes "Shhh... Weird aura is";
- mes "coming from that entrance.";
- mes "Big trouble is waiting, if you go in now.";
- close;
- }
- mapannounce "mal_dun01", getpartyname(getcharid(1))+" party's "+strcharinfo(0)+" member started to hunt the Octopus!",bc_map,"0x00ff99";
- if (!questprogress(4197)) setquest 4197;
- warp "1@cash",199,99;
- end;
- }
- mes "[Starfish]";
- mes "You should definitely prepare";
- mes "hunting stick if you want to";
- mes "punish the Octopus.";
- mes "Or I will not let you in! Hehe.";
- close;
- case 2:
- mes "[Starfish]";
- mes "Yes Yes, you better quit.";
- close;
- }
-}
-
-// Instance Scripts
-//============================================================
-1@cash,199,99,0 script oct_enter HIDDEN_WARP_NPC,4,4,{
- end;
-OnTouch:
- donpcevent instance_npcname("oct_enter_broad")+"::OnEnable";
- specialeffect EF_BASH;
- disablenpc instance_npcname("oct_enter");
- end;
-}
-
-1@cash,1,1,0 script oct_enter_broad -1,{
- end;
-OnInstanceInit:
- donpcevent instance_npcname("oct_enter_broad")+"::OnDisable";
- end;
-OnEnable:
- enablenpc instance_npcname("oct_enter_broad");
- donpcevent instance_npcname("oct_foot_4")+"::OnEnable";
- donpcevent instance_npcname("oct_mob_con")+"::OnEnable";
- initnpctimer;
- end;
-OnDisable:
- disablenpc instance_npcname("oct_enter_broad");
- end;
-OnTimer1000:
- mapannounce instance_mapname("1@cash"),"Pervert Octopus : How dare you to come inside of my place!",bc_map,"0xFFFF00";
- end;
-OnTimer4000:
- mapannounce instance_mapname("1@cash"),"Pervert Octopus : But I blocked all the cave gates!! There is nothing you can do!",bc_map,"0xFFFF00";
- end;
-OnTimer7000:
- mapannounce instance_mapname("1@cash"),"Pervert Octopus : My juniors~ There is your toy! Play with it~ kakaka",bc_map,"0xFFFF00";
- stopnpctimer;
- donpcevent instance_npcname("oct_enter_broad")+"::OnDisable";
- end;
-}
-
-1@cash,3,3,0 script oct_foot_4 -1,{
- end;
-OnInstanceInit:
- donpcevent instance_npcname("oct_foot_4")+"::OnDisable";
- end;
-OnEnable:
- enablenpc instance_npcname("oct_foot_4");
- donpcevent instance_npcname("oct_foot1")+"::OnEnable";
- donpcevent instance_npcname("oct_foot2")+"::OnEnable";
- donpcevent instance_npcname("oct_foot3")+"::OnEnable";
- donpcevent instance_npcname("oct_foot4")+"::OnEnable";
- .@map$ = instance_mapname("1@cash");
- monster .@map$,20,114,"Octopus Leg#1",2193,1,instance_npcname("oct_foot_4")+"::OnMyMobDead";
- monster .@map$,88,190,"Octopus Leg#2",2193,1,instance_npcname("oct_foot_4")+"::OnMyMobDead";
- monster .@map$,307,215,"Octopus Leg#3",2193,1,instance_npcname("oct_foot_4")+"::OnMyMobDead";
- monster .@map$,372,131,"Octopus Leg#4",2193,1,instance_npcname("oct_foot_4")+"::OnMyMobDead";
- end;
-OnDisable:
- disablenpc instance_npcname("oct_foot_4");
- end;
-OnMyMobDead:
- .@map$ = instance_mapname("1@cash");
- if (mobcount(.@map$,instance_npcname("oct_foot_4")+"::OnMyMobDead") < 1) {
- donpcevent instance_npcname("oct_boss_con")+"::OnEnable";
- mapannounce .@map$,"Hey you!! I'll personally take care of you all! Let's bring it on!",bc_map,"0x00ff99";
- enablenpc instance_npcname("oct_boss_warp");
- instance_warpall .@map$,199,99;
- end;
- }
- mapannounce .@map$,"Arrgg!! That hurts!!! I need another strategy...",bc_map,"0x00ff99";
- end;
-}
-
-1@cash,20,114,0 script oct_foot1 HIDDEN_WARP_NPC,6,6,{
- end;
-OnInstanceInit:
- donpcevent instance_npcname(strnpcinfo(0))+"::OnDisable";
- end;
-OnEnable:
- enablenpc instance_npcname(strnpcinfo(0));
- .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead";
- .@i = atoi(charat(strnpcinfo(0),8));
- .@map$ = instance_mapname("1@cash");
- switch(.@i) {
- case 1:
- areamonster .@map$,34,96,38,100,"Octopus's Henchman",2192,3,.@label$;
- areamonster .@map$,39,90,41,92,"Octopus's Henchman",2192,2,.@label$;
- areamonster .@map$,38,76,40,78,"Octopus's Henchman",2192,2,.@label$;
- areamonster .@map$,39,58,41,60,"Octopus's Henchman",2192,2,.@label$;
- areamonster .@map$,50,38,56,44,"Octopus's Henchman",2192,5,.@label$;
- areamonster .@map$,68,32,72,36,"Octopus's Henchman",2192,5,.@label$;
- areamonster .@map$,83,26,85,28,"Octopus's Henchman",2192,2,.@label$;
- areamonster .@map$,107,28,109,30,"Octopus's Henchman",2192,1,.@label$;
- areamonster .@map$,123,28,125,30,"Octopus's Henchman",2192,2,.@label$;
- areamonster .@map$,134,31,138,35,"Octopus's Henchman",2192,5,.@label$;
- areamonster .@map$,142,39,146,43,"Octopus's Henchman",2192,2,.@label$;
- break;
- case 2:
- areamonster .@map$,139,113,143,117,"Octopus's Henchman",2192,5,.@label$;
- areamonster .@map$,135,104,137,106,"Octopus's Henchman",2192,2,.@label$;
- areamonster .@map$,123,93,127,97,"Octopus's Henchman",2192,3,.@label$;
- areamonster .@map$,113,90,115,92,"Octopus's Henchman",2192,2,.@label$;
- areamonster .@map$,103,89,105,91,"Octopus's Henchman",2192,2,.@label$;
- areamonster .@map$,89,90,91,92,"Octopus's Henchman",2192,2,.@label$;
- areamonster .@map$,74,104,76,106,"Octopus's Henchman",2192,2,.@label$;
- areamonster .@map$,74,120,76,122,"Octopus's Henchman",2192,2,.@label$;
- areamonster .@map$,83,131,87,135,"Octopus's Henchman",2192,3,.@label$;
- areamonster .@map$,92,142,94,144,"Octopus's Henchman",2192,2,.@label$;
- areamonster .@map$,98,159,100,161,"Octopus's Henchman",2192,2,.@label$;
- areamonster .@map$,94,180,98,184,"Octopus's Henchman",2192,5,.@label$;
- break;
- case 3:
- areamonster .@map$,299,209,303,213,"Octopus's Henchman",2192,3,.@label$;
- areamonster .@map$,292,203,296,207,"Octopus's Henchman",2192,3,.@label$;
- areamonster .@map$,291,186,293,188,"Octopus's Henchman",2192,2,.@label$;
- areamonster .@map$,292,166,294,168,"Octopus's Henchman",2192,2,.@label$;
- areamonster .@map$,293,151,295,153,"Octopus's Henchman",2192,2,.@label$;
- areamonster .@map$,299,137,303,141,"Octopus's Henchman",2192,2,.@label$;
- areamonster .@map$,300,123,304,127,"Octopus's Henchman",2192,2,.@label$;
- areamonster .@map$,300,104,304,108,"Octopus's Henchman",2192,3,.@label$;
- areamonster .@map$,279,101,281,103,"Octopus's Henchman",2192,2,.@label$;
- monster .@map$,260,103,"Octopus's Henchman",2192,1,.@label$;
- break;
- case 4:
- areamonster .@map$,363,123,367,127,"Octopus's Henchman",2192,2,.@label$;
- areamonster .@map$,364,108,368,112,"Octopus's Henchman",2192,5,.@label$;
- areamonster .@map$,363,93,367,97,"Octopus's Henchman",2192,3,.@label$;
- areamonster .@map$,364,72,366,74,"Octopus's Henchman",2192,2,.@label$;
- areamonster .@map$,364,58,366,60,"Octopus's Henchman",2192,2,.@label$;
- areamonster .@map$,355,44,359,48,"Octopus's Henchman",2192,3,.@label$;
- areamonster .@map$,346,36,350,40,"Octopus's Henchman",2192,3,.@label$;
- areamonster .@map$,319,28,325,34,"Octopus's Henchman",2192,5,.@label$;
- areamonster .@map$,305,27,307,29,"Octopus's Henchman",2192,2,.@label$;
- areamonster .@map$,276,29,280,33,"Octopus's Henchman",2192,5,.@label$;
- areamonster .@map$,258,37,262,41,"Octopus's Henchman",2192,2,.@label$;
- break;
- }
- end;
-OnDisable:
- killmonster instance_mapname("1@cash"),instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; // Not in official script.
- disablenpc instance_npcname(strnpcinfo(0));
- end;
-OnTouch:
- if (getd("."+strnpcinfo(0)+instance_id())) end;
- setd "."+strnpcinfo(0)+instance_id(),1;
- hideonnpc instance_npcname(strnpcinfo(0));
- mapannounce instance_mapname("1@cash"),"Come out all my babies and help me out!",bc_map,"0xFFFF00";
- initnpctimer;
- end;
-OnTimer5000:
- .@map$ = instance_mapname("1@cash");
- mapannounce .@map$,"Let's give them a lesson!",bc_map,"0xFFFF00";
- .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead";
- .@i = atoi(charat(strnpcinfo(0),8));
- switch(.@i) {
- case 1:
- areamonster .@map$,18,112,22,116,"Octopus's Henchman",2192,3,.@label$;
- areamonster .@map$,18,112,22,116,"Octopus's Henchman",2192,3,.@label$;
- break;
- case 2:
- areamonster .@map$,86,188,90,192,"Octopus's Henchman",2192,3,.@label$;
- areamonster .@map$,96,98,100,102,"Octopus's Henchman",2192,3,.@label$;
- break;
- case 3:
- areamonster .@map$,305,213,309,217,"Octopus's Henchman",2192,3,.@label$;
- areamonster .@map$,305,213,309,217,"Octopus's Henchman",2192,3,.@label$;
- break;
- case 4:
- areamonster .@map$,370,129,374,133,"Octopus's Henchman",2192,3,.@label$;
- areamonster .@map$,370,129,374,133,"Octopus's Henchman",2192,3,.@label$;
- break;
- }
- end;
-OnTimer30000:
- setd "."+strnpcinfo(0)+instance_id(),0;
- stopnpctimer;
- .@i = atoi(charat(strnpcinfo(0),8));
- donpcevent instance_npcname("oct_foot_exit"+.@i)+"::OnEnable";
- donpcevent instance_npcname(strnpcinfo(0))+"::OnDisable";
- end;
-OnMyMobDead:
- .@map$ = instance_mapname("1@cash");
- if (mobcount(.@map$,instance_npcname(strnpcinfo(0))+"::OnMyMobDead") < 1) {
- mapannounce .@map$,"You hurt my babies!!? You'll have to pay for this!!!",bc_map,"0x00ff99";
- setd "."+strnpcinfo(0)+instance_id(),0;
- stopnpctimer;
- .@i = atoi(charat(strnpcinfo(0),8));
- donpcevent instance_npcname("oct_foot_exit"+.@i)+"::OnEnable";
- donpcevent instance_npcname(strnpcinfo(0))+"::OnDisable";
- end;
- }
- end;
-}
-1@cash,88,190,0 duplicate(oct_foot1) oct_foot2 HIDDEN_WARP_NPC,6,6
-1@cash,307,215,0 duplicate(oct_foot1) oct_foot3 HIDDEN_WARP_NPC,6,6
-1@cash,372,131,0 duplicate(oct_foot1) oct_foot4 HIDDEN_WARP_NPC,6,6
-
-1@cash,16,117,0 script oct_foot_exit1 WARPNPC,2,2,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname(strnpcinfo(0));
- end;
-OnEnable:
- enablenpc instance_npcname(strnpcinfo(0));
- end;
-OnTouch:
- warp instance_mapname("1@cash"),198,99;
- end;
-}
-1@cash,77,193,0 duplicate(oct_foot_exit1) oct_foot_exit2 WARPNPC,2,2
-1@cash,312,214,0 duplicate(oct_foot_exit1) oct_foot_exit3 WARPNPC,2,2
-1@cash,370,139,0 duplicate(oct_foot_exit1) oct_foot_exit4 WARPNPC,2,2
-
-1@cash,15,15,0 script oct_mob_con -1,{
- end;
-OnInstanceInit:
- donpcevent instance_npcname("oct_mob_con")+"::OnDisable";
- end;
-OnEnable:
- .@map$ = instance_mapname("1@cash");
- enablenpc instance_npcname("oct_mob_con");
- monster .@map$,32,94,"Hydra",1068,1;
- monster .@map$,41,101,"Hydra",1068,1;
- monster .@map$,35,78,"Hydra",1068,1;
- monster .@map$,35,62,"Hydra",1068,1;
- monster .@map$,49,54,"Hydra",1068,1;
- monster .@map$,70,28,"Hydra",1068,1;
- monster .@map$,83,22,"Hydra",1068,1;
- monster .@map$,99,23,"Hydra",1068,1;
- monster .@map$,115,23,"Hydra",1068,1;
- monster .@map$,132,25,"Hydra",1068,1;
- monster .@map$,100,185,"Hydra",1068,1;
- monster .@map$,92,178,"Hydra",1068,1;
- monster .@map$,92,162,"Hydra",1068,1;
- monster .@map$,70,121,"Hydra",1068,1;
- monster .@map$,70,105,"Hydra",1068,1;
- monster .@map$,105,85,"Hydra",1068,1;
- monster .@map$,121,84,"Hydra",1068,1;
- monster .@map$,292,209,"Hydra",1068,1;
- monster .@map$,303,206,"Hydra",1068,1;
- monster .@map$,290,163,"Hydra",1068,1;
- monster .@map$,299,150,"Hydra",1068,1;
- monster .@map$,308,141,"Hydra",1068,1;
- monster .@map$,308,125,"Hydra",1068,1;
- monster .@map$,295,97,"Hydra",1068,1;
- monster .@map$,279,97,"Hydra",1068,1;
- monster .@map$,370,111,"Hydra",1068,1;
- monster .@map$,370,110,"Hydra",1068,1;
- monster .@map$,371,96,"Hydra",1068,1;
- monster .@map$,371,80,"Hydra",1068,1;
- monster .@map$,367,55,"Hydra",1068,1;
- monster .@map$,343,29,"Hydra",1068,1;
- monster .@map$,327,24,"Hydra",1068,1;
- monster .@map$,311,22,"Hydra",1068,1;
- monster .@map$,295,22,"Hydra",1068,1;
- monster .@map$,279,22,"Hydra",1068,1;
- areamonster .@map$,30,67,50,87,"Stapo",1784,1;
- areamonster .@map$,102,19,122,39,"Stapo",1784,1;
- areamonster .@map$,89,138,109,158,"Stapo",1784,1;
- areamonster .@map$,112,83,132,103,"Stapo",1784,1;
- areamonster .@map$,283,168,303,188,"Stapo",1784,1;
- areamonster .@map$,292,97,312,117,"Stapo",1784,1;
- areamonster .@map$,355,64,375,84,"Stapo",1784,1;
- areamonster .@map$,317,17,337,37,"Stapo",1784,1;
- donpcevent instance_npcname("oct_backattack1")+"::OnEnable";
- donpcevent instance_npcname("oct_backattack2")+"::OnEnable";
- donpcevent instance_npcname("oct_backattack3")+"::OnEnable";
- donpcevent instance_npcname("oct_backattack4")+"::OnEnable";
- donpcevent instance_npcname("oct_mob_con")+"::OnDisable";
- end;
-OnDisable:
- disablenpc instance_npcname("oct_mob_con");
- end;
-}
-
-1@cash,45,53,0 script oct_backattack1 HIDDEN_WARP_NPC,3,3,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname("oct_backattack1");
- end;
-OnTouch:
- .@map$ = instance_mapname("1@cash");
- monster .@map$,39,59,"Hydra",1068,1;
- monster .@map$,40,59,"Hydra",1068,1;
- monster .@map$,41,59,"Hydra",1068,1;
- monster .@map$,47,50,"Hydra",1068,1;
- monster .@map$,48,50,"Hydra",1068,1;
- monster .@map$,49,50,"Hydra",1068,1;
- monster .@map$,41,53,"Octopus's Henchman",2192,1;
- mapannounce .@map$,"Don't let them break through, stop them!!!",bc_map,"0x00ff99";
- specialeffect EF_BASH;
- disablenpc instance_npcname("oct_backattack1");
- end;
-OnEnable:
- enablenpc instance_npcname("oct_backattack1");
- end;
-}
-
-1@cash,78,99,0 script oct_backattack2 HIDDEN_WARP_NPC,3,3,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname("oct_backattack2");
- end;
-OnTouch:
- if (getd("."+instance_id())) end;
- setd "."+instance_id(),1;
- initnpctimer;
- .@map$ = instance_mapname("1@cash");
- monster .@map$,71,105,"Octopus's Henchman ",2192,1;
- mapannounce .@map$,"Headquarters are empty, GO!!!",bc_map,"0x00ff99";
- hideonnpc instance_npcname("oct_backattack2");
- end;
-OnTimer2000:
- .@map$ = instance_mapname("1@cash");
- monster .@map$,71,105,"Octopus's Henchman ",2192,1;
- mapannounce .@map$,"Run, RUN! Go, GO!!!",bc_map,"0x00ff99";
- end;
-OnTimer4000:
- .@map$ = instance_mapname("1@cash");
- monster .@map$,71,105,"Octopus's Henchman ",2192,1;
- mapannounce .@map$,"No time, come out fast!",bc_map,"0x00ff99";
- end;
-OnTimer6000:
- .@map$ = instance_mapname("1@cash");
- monster .@map$,71,105,"Octopus's Henchman ",2192,3;
- mapannounce .@map$,"Let's take over the headquarters!!!",bc_map,"0x00ff99";
- end;
-OnTimer8000:
- .@map$ = instance_mapname("1@cash");
- monster .@map$,71,105,"Octopus's Henchman ",2192,1;
- mapannounce .@map$,"There is no time to lose, hurry up!!!",bc_map,"0x00ff99";
- stopnpctimer;
- end;
-OnEnable:
- enablenpc instance_npcname("oct_backattack2");
- end;
-}
-
-1@cash,299,144,0 script oct_backattack3 HIDDEN_WARP_NPC,3,3,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname("oct_backattack3");
- end;
-OnTouch:
- if (getd("."+instance_id())) end;
- setd "."+instance_id(),1;
- .@map$ = instance_mapname("1@cash");
- monster .@map$,293,153,"Octopus's Henchman ",2192,1;
- monster .@map$,294,152,"Octopus's Henchman ",2192,1;
- monster .@map$,292,153,"Octopus's Henchman ",2192,1;
- monster .@map$,293,151,"Octopus's Henchman ",2192,1;
- monster .@map$,293,152,"Octopus's Henchman ?",2175,1;
- mapannounce .@map$,"Kakaka! Suprised??!!",bc_map,"0x00ff99";
- initnpctimer;
- hideonnpc instance_npcname("oct_backattack3");
- end;
-OnTimer5000:
- mapannounce instance_mapname("1@cash"),"... Looks like we have a spy among us.",bc_map,"0x00ff99";
- stopnpctimer;
- end;
-OnEnable:
- enablenpc instance_npcname("oct_backattack3");
- end;
-}
-
-1@cash,336,36,0 script oct_backattack4 HIDDEN_WARP_NPC,3,3,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname("oct_backattack4");
- end;
-OnTouch:
- if (getd("."+instance_id())) end;
- setd "."+instance_id(),1;
- .@map$ = instance_mapname("1@cash");
- monster .@map$,332,37,"Octopus's Henchman ",2192,1;
- monster .@map$,332,36,"Octopus's Henchman ",2192,1;
- monster .@map$,332,35,"Octopus's Henchman ",2192,1;
- monster .@map$,332,34,"Octopus's Henchman ",2192,1;
- monster .@map$,341,37,"Octopus's Henchman ",2192,1;
- monster .@map$,341,36,"Octopus's Henchman ",2192,1;
- monster .@map$,341,35,"Octopus's Henchman ",2192,1;
- monster .@map$,341,34,"Octopus's Henchman ",2192,1;
- monster .@map$,260,40,"Mercenary Squid",2175,1;
- monster .@map$,260,41,"Mercenary Squid",2175,1;
- monster .@map$,260,39,"Mercenary Squid",2175,1;
- monster .@map$,259,40,"Mercenary Squid",2175,1;
- monster .@map$,261,40,"Mercenary Squid",2175,1;
- mapannounce .@map$,"What a successful pincer tactic! The enemy is strong! Let's not lose yourselves! Anyway, where are all the mercenaries??",bc_map,"0x00ff99";
- initnpctimer;
- hideonnpc instance_npcname("oct_backattack4");
- end;
-OnTimer5000:
- mapannounce instance_mapname("1@cash"),"Mercenary Squid : eh...eh... wrong direction. No enemies are shown in this direction.",bc_map,"0x00ff99";
- end;
-OnTimer7000:
- mapannounce instance_mapname("1@cash"),"Pervert Octopus : Fools! Can't you read the map??!! Useless!!",bc_map,"0x00ff99";
- stopnpctimer;
- end;
-OnEnable:
- enablenpc instance_npcname("oct_backattack4");
- end;
-}
-
-1@cash,2,2,0 script oct_boss_con -1,{
- end;
-OnInstanceInit:
- donpcevent instance_npcname("oct_boss_con")+"::OnDisable";
- end;
-OnDisable:
- disablenpc instance_npcname("oct_boss_con");
- end;
-OnEnable:
- enablenpc instance_npcname("oct_boss_con");
- donpcevent instance_npcname("oct_boss_foot")+"::OnEnable";
- monster instance_mapname("1@cash"),199,188,"Disgusting Octopus",2194,1,instance_npcname("oct_boss_con")+"::OnMyMobDead";
- initnpctimer;
- end;
-OnTimer7000:
- callsub OnAnnounce,
- "You won't attack the one man.",
- "I got fired from ink manufacturer last week.",
- "Disgusting Octopus : Arghhhhh, come on!";
- end;
-OnTimer14000:
- callsub OnAnnounce,
- "Why... why can't you know my heart!",
- "Do you know how hard it is to live these days because there are not many new adventurers?",
- "You.. I'll destroy you all...!";
- end;
-OnTimer21000:
- callsub OnAnnounce,
- "What? I'm a disgusting octopus? You're sadists.",
- "Let's not do this and how about we look for the best solution, huh??",
- "Even if I fail here, I will keep coming back, forever!!!";
- end;
-OnTimer28000:
- callsub OnAnnounce,
- "Instinct of mating is for males, what did I do wrong?",
- "Do you really want to solve the problem between humans by violence?? Ah, I'm an octopus...",
- "That's enough! Back off!";
- end;
-OnTimer35000:
- callsub OnAnnounce,
- "Do I have to spend Christmas alone again...",
- "Youth unemployment became a big issue these days... You won't get a job if you keep playing with me here.",
- "This is as far as I can go!";
- end;
-OnTimer42000:
- callsub OnAnnounce,
- "Hand on your heart and think if you come onto anyone...",
- "Let's not do this here and follow the law!",
- "You'll keep on doing this til the end, is that it?";
- end;
-OnTimer49000:
- callsub OnAnnounce,
- "errrrrrrrrrrrrrrrrrrrrrrrr... Cough! Cough!",
- "Disgusting Octopus : Violence cannot be justified in any case.",
- "This is my place!!!";
- stopnpctimer;
- initnpctimer;
- end;
-OnAnnounce:
- mapannounce instance_mapname("1@cash"),"Disgusting Octopus : "+getarg(rand(3)),bc_map,"0xFFFF00";
- return;
-OnMyMobDead:
- .@map$ = instance_mapname("1@cash");
- if (mobcount(.@map$,instance_npcname("oct_boss_con")+"::OnMyMobDead") < 1) {
- mapannounce .@map$,"Disgusting Octopus : That's it for the today! Next time, I will play with you badly!",bc_map,"0xFFFF00";
- enablenpc instance_npcname("oct_exit_1");
- enablenpc instance_npcname("oct_exit_2");
- donpcevent instance_npcname("oct_boss_foot")+"::OnDisable";
- stopnpctimer;
- donpcevent instance_npcname("oct_boss_con")+"::OnDisable";
- end;
- }
- end;
-}
-
-1@cash,4,4,0 script oct_boss_foot -1,{
- end;
-OnInstanceInit:
- donpcevent instance_npcname("oct_boss_foot")+"::OnDisable";
- end;
-OnEnable:
- enablenpc instance_npcname("oct_boss_foot");
- initnpctimer;
- end;
-OnCall:
- .@map$ = instance_mapname("1@cash");
- if (mobcount(.@map$,instance_npcname("oct_boss_foot")+"::OnMyMobDead") < 100) {
- switch(rand(2)) {
- case 0:
- mapannounce .@map$,"Disgusting Octopus : Do you know how many legs octopus have? It doesn't matter, I have unlimited legs!!",bc_map,"0xFFFF00";
- areamonster .@map$,192,181,206,195,"Octopus Leg",2193,1,instance_npcname("oct_boss_foot")+"::OnMyMobDead";
- break;
- case 1:
- mapannounce .@map$,"Disgusting Octopus : I...cannot..hold anymore, my babies~ please come out and fight!",bc_map,"0xFFFF00";
- areamonster .@map$,192,181,206,195,"Octopus's Henchman ",2192,5,instance_npcname("oct_boss_foot")+"::OnMyMobDead";
- break;
- }
- }
- initnpctimer;
- end;
-OnTimer10000:
- stopnpctimer;
- donpcevent instance_npcname("oct_boss_foot")+"::OnCall";
- end;
-OnDisable:
- stopnpctimer;
- killmonster instance_mapname("1@cash"),instance_npcname("oct_boss_foot")+"::OnMyMobDead"; // Not in official script.
- disablenpc instance_npcname("oct_boss_foot");
- end;
-OnMyMobDead:
- end;
-}
-
-1@cash,198,116,0 script oct_boss_warp WARPNPC,2,2,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname("oct_boss_warp");
- end;
-OnTouch:
- warp instance_mapname("1@cash"),210,172;
- end;
-}
-
-1@cash,190,208,0 script oct_exit_1 WARPNPC,2,2,{
- end;
-OnInstanceInit:
- disablenpc instance_npcname(strnpcinfo(0));
- end;
-OnTouch:
- mes "Do you want to go out from the octopus dungeon?";
- next;
- if(select("No!:Yes!") == 2)
- warp "mal_dun01",153,233;
- close;
-}
-1@cash,198,82,0 duplicate(oct_exit_1) oct_exit_2 WARPNPC,2,2
-// This is never enabled in the official script.
-//1@cash,200,161,0 duplicate(oct_exit_1) oct_exit_3 WARPNPC,2,2
-
-// Warp Portals
-//============================================================
-1@cash,193,82,0 warp oct_door1 2,2,1@cash,151,48
-1@cash,154,53,0 warp oct_door2 2,2,1@cash,197,87
-1@cash,187,99,0 warp oct_door3 2,2,1@cash,148,128
-1@cash,153,133,0 warp oct_door4 2,2,1@cash,197,99
-1@cash,209,100,0 warp oct_door5 2,2,1@cash,250,111
-1@cash,244,118,0 warp oct_door6 2,2,1@cash,199,100
-1@cash,209,83,0 warp oct_door7 2,2,1@cash,252,46
-1@cash,246,53,0 warp oct_door8 2,2,1@cash,203,83
diff --git a/npc/re/instances/OldGlastHeim.txt b/npc/re/instances/OldGlastHeim.txt
deleted file mode 100644
index be0d4d002..000000000
--- a/npc/re/instances/OldGlastHeim.txt
+++ /dev/null
@@ -1,2059 +0,0 @@
-//===== Hercules Script ======================================
-//= Old Glast Heim
-//===== By: ==================================================
-//= Ziu, Heris (translation)
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= Discover the history of events that took place in the
-//= Glast Heim castle and how it ended up in ruins.
-//===== Additional Comments: =================================
-//= 1.0 First version. [Euphy]
-//============================================================
-
-1@gl_k mapflag src4instance
-2@gl_k mapflag src4instance
-//============================================================
-glast_01,204,273,6 script Hugin#ghinstance 4_M_SAGE_C,{
- mes "^ff0000This isn't considered a normal progression dungeon. Please note this point.^000000";
- next;
- mes "[Hugin]";
- mes "Huh? You feel like you have seen me in different places? I see. What can I say?";
- next;
- .@ghins_time = questprogress(12317,PLAYTIME);
- if (!.@ghins_time) {
-
- .@party_id = getcharid(1);
- .@p_name$ = getpartyname(.@party_id);
- .@md_name$ = "Old Glast Heim";
-
- if (!instance_check_party(.@party_id,2)) {
- //custom
- mes "[Hugin]";
- mes "Where are your party members?";
- close;
- }
-
- if (getcharid(0) == getpartyleader(.@party_id,2))
- .@menu$ = "Create the time gap.:Enter the Old Glast Heim.:Cancel.";
- else
- .@menu$ = ":Enter the Old Glast Heim.:Cancel.";
- switch(select(.@menu$)) {
- case 1:
- .@instance = instance_create(.@md_name$,.@party_id);
- if (.@instance < 0) {
- mes "Party Name: "+.@p_name$;
- mes "Party Leader: "+strcharinfo(0);
- mes "^0000ff"+.@md_name$+" ^000000- Reservation Failed!";
- close;
- }
- if (instance_attachmap("1@gl_k",.@instance) == "" || instance_attachmap("2@gl_k",.@instance) == "") {
- mes "^0000ff"+.@md_name$+"^000000 - Reservation Failed!";
- instance_destroy(.@instance);
- close;
- }
- instance_set_timeout 3600,300,.@instance;
- instance_init(.@instance);
- mes "[Hugin]";
- mes "The time gap was created. When you're ready, talk to me again.";
- close;
- case 2:
- if( has_instance("1@gl_k") == "" ) {
- mes "The memorial dungeon "+.@md_name$+" does not exist.";
- mes "The party leader did not generate the dungeon yet.";
- close;
- } else {
- mapannounce "glast_01",strcharinfo(0)+", member of the party "+.@p_name$+" entered the instance "+.@md_name$+".",bc_map,"0x00ff99";
- setquest 12317;
- setquest 12318;
- warp "1@gl_k",150,20;
- end;
- }
- case 3:
- close;
- }
- } else if (.@ghins_time == 1) {
- mes "[Hugin]";
- mes "Oh, geez.";
- mes "Your body is still under the effects of time travel. In this state, you will not be able to travel again.";
- next;
- mes "[Hugin]";
- mes "You should rest and come back later for more.";
- close;
- } else {
- mes "^0000ffOld Glast Heim access trail has been cleared. It is now possible to talk to Hugin.^000000";
- erasequest 12317;
- if (questprogress(12318)) erasequest 12318;
- if (questprogress(12319)) erasequest 12319;
- close;
- }
-}
-
-// Floor 1
-//============================================================
-1@gl_k,149,41,6 script Varmunt#ghinstance1 4_M_BARMUND,{
- if (getcharid(0) == getpartyleader(getcharid(1),2)) {
- mes "Hey ^0000ffguys^000000, were you sent here to help me?";
- npctalk "Hey guys, were you sent here to help me?";
- cutin "gl_barmund1",2;
- next;
- select("Oh. Well, about that...");
- mes "["+strcharinfo(0)+"]";
- mes "Oh yeah, hahaha, we were told to meet someone called Varmunt.";
- unittalk getcharid(3),"Oh yeah, hahaha, we were told to meet someone called Varmunt.";
- next;
- mes "[Varmunt]";
- mes "We don't have time. We must tell Sir Heinrich about Himmelmez's invasion.";
- npctalk "We don't have time. We must tell Sir Heinrich about Himmelmez's invasion.";
- cutin "gl_barmund2",2;
- next;
- select("What Himmelmez...");
- mes "["+strcharinfo(0)+"]";
- mes "Himmelmez? Who the hell is she?";
- unittalk getcharid(3),"Himmelmez? Who the hell is she?";
- next;
- mes "[Varmunt]";
- mes "Didn't anybody give you the basic informations?";
- npctalk "Didn't anybody give you the basic informations?";
- cutin "gl_barmund3",2;
- next;
- mes "[Varmunt]";
- mes "The Valkyrie of the dead. She's after the Ymir's Heart pieces hidden here.";
- npctalk "The Valkyrie of the dead. She's after the Ymir's Heart pieces hidden here";
- cutin "gl_barmund2",2;
- next;
- mes "[Varmunt]";
- mes "She's capable of destroying the whole castle for this purpose.";
- npctalk "She's capable of destroying the whole castle for this purpose.";
- next;
- mes "[Varmunt]";
- mes "Hurry up! Inform Sir Heinrich that Himmelmez is coming. I will briefly explore the enchantments she made to this place!";
- npctalk "Hurry up! Inform Sir Heinrich that Himmelmez is coming. I will briefly explore the enchantments she made to this place!";
- close2;
- cutin "gl_barmund2",255;
- donpcevent instance_npcname("Varmunt#ghinstance1")+"::OnDisable2";
- end;
- } else {
- mes "[Varmunt]";
- mes "Where is he? We";
- mes "need his help.";
- cutin "gl_barmund2",2;
- close2;
- cutin "gl_barmund2",255;
- end;
- }
-OnInstanceInit:
- donpcevent instance_npcname("Varmunt#ghinstance1")+"::OnEnable";
- end;
-OnDisable:
- hideonnpc instance_npcname("Varmunt#ghinstance1");
- end;
-OnDisable2:
- hideonnpc instance_npcname("Varmunt#ghinstance1");
-
- for(.@i = 1; .@i<=20; .@i += 4) {
- hideoffnpc instance_npcname("Khalitzburg Crusader#"+.@i);
- hideoffnpc instance_npcname("Khalitzburg Crusader#"+(.@i+1));
- hideoffnpc instance_npcname("White Knight#"+(.@i+2));
- hideoffnpc instance_npcname("White Knight#"+(.@i+3));
- }
- hideoffnpc instance_npcname("Khalitzburg Crusader#21");
- hideoffnpc instance_npcname("Khalitzburg Crusader#22");
-
- hideoffnpc instance_npcname("Heinrich#ghinstance1");
- hideoffnpc instance_npcname("Varmunt#ghinstance2");
- end;
-OnEnable:
- hideoffnpc instance_npcname("Varmunt#ghinstance1");
- end;
-}
-
-1@gl_k,145,54,6 script Khalitzburg Crusader#1 4_F_KHALITZBURG,{
- mes "["+strnpcinfo(1)+"]";
- switch((atoi(strnpcinfo(2)) + 1) / 2) {
- case 1: mes "Would I be recruited?"; break;
- case 2: mes "May I help you?"; break;
- case 3: mes "..."; break;
- case 4: mes "I do not like to chit-chat during work."; break;
- case 5: mes "The aura of the castle has changed, don't you think? Something like a presence seemed to appear a little while ago."; break;
- case 6: mes "I wonder what commandant Varmunt is doing. I heard people are running away..."; break;
- case 7: mes "Quiet please."; break;
- case 8: mes "A fuss seems to be near."; break;
- case 9: mes "A dream last night really bothered me. My mother used to say that these dreams may come true..."; break;
- case 10: mes "Is Varmunt going with you? The commandant is waiting for you."; break;
- case 11: mes "Soon it's time to change shifts. I wonder what happened to the other knights."; break;
- }
- close;
-OnInstanceInit:
- donpcevent instance_npcname(strnpcinfo(0))+"::OnDisable";
- end;
-OnDisable:
- hideonnpc instance_npcname(strnpcinfo(0));
- end;
-OnEnable:
- hideoffnpc instance_npcname(strnpcinfo(0));
- end;
-}
-1@gl_k,154,54,3 duplicate(Khalitzburg Crusader#1) Khalitzburg Crusader#2 4_F_KHALITZBURG
-1@gl_k,145,59,6 duplicate(Khalitzburg Crusader#1) White Knight#3 4_WHITEKNIGHT
-1@gl_k,154,59,3 duplicate(Khalitzburg Crusader#1) White Knight#4 4_WHITEKNIGHT
-1@gl_k,145,64,6 duplicate(Khalitzburg Crusader#1) Khalitzburg Crusader#5 4_F_KHALITZBURG
-1@gl_k,154,64,3 duplicate(Khalitzburg Crusader#1) Khalitzburg Crusader#6 4_F_KHALITZBURG
-1@gl_k,145,69,6 duplicate(Khalitzburg Crusader#1) White Knight#7 4_WHITEKNIGHT
-1@gl_k,154,69,3 duplicate(Khalitzburg Crusader#1) White Knight#8 4_WHITEKNIGHT
-1@gl_k,145,74,6 duplicate(Khalitzburg Crusader#1) Khalitzburg Crusader#9 4_F_KHALITZBURG
-1@gl_k,154,74,3 duplicate(Khalitzburg Crusader#1) Khalitzburg Crusader#10 4_F_KHALITZBURG
-1@gl_k,145,79,6 duplicate(Khalitzburg Crusader#1) White Knight#11 4_WHITEKNIGHT
-1@gl_k,154,79,3 duplicate(Khalitzburg Crusader#1) White Knight#12 4_WHITEKNIGHT
-1@gl_k,145,84,6 duplicate(Khalitzburg Crusader#1) Khalitzburg Crusader#13 4_F_KHALITZBURG
-1@gl_k,154,84,3 duplicate(Khalitzburg Crusader#1) Khalitzburg Crusader#14 4_F_KHALITZBURG
-1@gl_k,145,89,6 duplicate(Khalitzburg Crusader#1) White Knight#15 4_WHITEKNIGHT
-1@gl_k,154,89,3 duplicate(Khalitzburg Crusader#1) White Knight#16 4_WHITEKNIGHT
-1@gl_k,145,94,6 duplicate(Khalitzburg Crusader#1) Khalitzburg Crusader#17 4_F_KHALITZBURG
-1@gl_k,154,94,3 duplicate(Khalitzburg Crusader#1) Khalitzburg Crusader#18 4_F_KHALITZBURG
-1@gl_k,145,99,6 duplicate(Khalitzburg Crusader#1) White Knight#19 4_WHITEKNIGHT
-1@gl_k,154,99,3 duplicate(Khalitzburg Crusader#1) White Knight#20 4_WHITEKNIGHT
-1@gl_k,145,104,6 duplicate(Khalitzburg Crusader#1) Khalitzburg Crusader#21 4_F_KHALITZBURG
-1@gl_k,154,104,3 duplicate(Khalitzburg Crusader#1) Khalitzburg Crusader#22 4_F_KHALITZBURG
-
-1@gl_k,149,100,6 script Heinrich#ghinstance1 4_M_HEINRICH,{
- if (getcharid(0) == getpartyleader(getcharid(1),2)) {
- cutin "gl_heinrich2",2;
- select("Heinrich, about the castle...");
- mes "["+strcharinfo(0)+"]";
- mes "Do you know what is happening now in the castle, Heinrich?";
- unittalk getcharid(3),"Do you know what is happening now in the castle, Heinrich?";
- next;
- mes "[Heinrich]";
- mes "You are the adventurers who have come with Varmunt, right?";
- npctalk "You are the adventurers who have come with Varmunt, right?";
- next;
- mes "[Heinrich]";
- mes "What can I do for you? Is there something wrong?";
- npctalk "What can I do for you? Is there something wrong?";
- next;
- select("The Ymir's Heart. Himmelmez...");
- mes "["+strcharinfo(0)+"]";
- mes "Himmelmez, the Valkyrie of the dead is looking to get a piece of the Ymir's heart hidden in the castle!";
- unittalk getcharid(3),"Himmelmez, the Valkyrie of the dead is looking to get a piece of the Ymir's heart hidden in the castle!";
- next;
- mes "[Heinrich]";
- mes "Haha. That's a nice joke. Now tell me what brings you here.";
- npctalk "Haha. That's a nice joke. Now tell me what brings you here.";
- cutin "gl_heinrich1",2;
- next;
- mes "[Varmunt]";
- mes "I am not joking Heinrich, Sir. Now, if my judgement is correct, she will be here soon.";
- donpcevent instance_npcname("Varmunt#ghinstance2")+"::OnTalk1";
- cutin "gl_barmund2",2;
- next;
- mes "[Varmunt]";
- mes "I trust this guy following me. The Ymir's Heart pieces must be hidden in a safe place before Himmelmez takes them!";
- donpcevent instance_npcname("Varmunt#ghinstance2")+"::OnTalk2";
- next;
- select("Even if you do not believe...");
- mes "["+strcharinfo(0)+"]";
- mes "Even if you don't believe it, do something. We do not have much time!";
- unittalk getcharid(3),"Even if you don't believe it, do something. We do not have much time!";
- cutin "gl_barmund2",255;
- next;
- mes "[Heinrich]";
- mes "I will be glad if you give me two minutes, please. But now the king isn't in his room.";
- npctalk "I will be glad if you give me two minutes, please. But now the king isn't in his room.";
- cutin "gl_heinrich1",2;
- next;
- mes "[Heinrich]";
- mes "But I think that with such a busy agenda, he won't be able to take care of this.";
- npctalk "But I think that with such a busy agenda, he won't be able to take care of this.";
- donpcevent instance_npcname("Heinrich#ghinstance1")+"::OnDisable";
- donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnEnable";
- donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnEnable";
- donpcevent instance_npcname("#talkinstance1")+"::OnEnable";
- mapannounce instance_mapname("1@gl_k"), "???? Shout: Ohohohoho~!",bc_map,"0xFFFF00";
- close2;
- cutin "gl_heinrich1",255;
- end;
- } else {
- mes "[Heinrich]";
- mes "Where is your representative?";
- mes "I need to talk to him.";
- cutin "gl_heinrich2",2;
- close2;
- cutin "gl_heinrich2",255;
- end;
- }
-OnInstanceInit:
- donpcevent instance_npcname("Heinrich#ghinstance1")+"::OnDisable";
- end;
-OnDisable:
- hideonnpc instance_npcname("Heinrich#ghinstance1");
- end;
-OnEnable:
- hideoffnpc instance_npcname("Heinrich#ghinstance1");
- end;
-}
-
-1@gl_k,152,97,3 script Varmunt#ghinstance2 4_M_BARMUND,{
- end;
-OnInstanceInit:
- donpcevent instance_npcname("Varmunt#ghinstance2")+"::OnDisable";
- end;
-OnDisable:
- hideonnpc instance_npcname("Varmunt#ghinstance2");
- end;
-OnEnable:
- hideoffnpc instance_npcname("Varmunt#ghinstance2");
- end;
-OnTalk1:
- npctalk "I am not joking Heinrich, Sir. Now, if my judgement is correct, she will be here soon.";
- end;
-OnTalk2:
- npctalk "I trust this guy following me. The Ymir's Heart pieces must be hidden in a safe place before Himmelmez takes them!";
- end;
-OnTalk3:
- npctalk "Himmelmez!! Through the cracks!";
- end;
-OnTalk4:
- npctalk "Unbelievable. My men are...This kind of thing is not possible!";
- end;
-OnTalk5:
- npctalk "Heinrich, Sir! I need a quick decision.";
- end;
-OnTalk6:
- npctalk "To prevent other attacks, go chase her!";
- end;
-OnTalk7:
- npctalk "Now, your help is desperately needed. I hopefully ask you.";
- end;
-}
-
-1@gl_k,149,97,6 script Heinrich#ghinstance2 4_M_HEINRICH,{
- end;
-OnInstanceInit:
- donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnDisable";
- end;
-OnDisable:
- hideonnpc instance_npcname("Heinrich#ghinstance2");
- end;
-OnEnable:
- hideoffnpc instance_npcname("Heinrich#ghinstance2");
- end;
-OnTalk1:
- npctalk "Who?!";
- end;
-OnTalk2:
- npctalk "That who rules the dead? No doubt, a pretty story. Here, some tea will be served to entertain the ladies. Unfortunately, I do not...";
- end;
-OnTalk3:
- npctalk "What did you say?";
- end;
-OnTalk4:
- npctalk "The King responded to the invitation of the Rune Midgard's Royal Family and hasn't come back yet.";
- end;
-OnTalk5:
- npctalk "Just leave before you get in trouble. This is the King's will!";
- end;
-OnTalk6:
- npctalk "Damn! She has detected the position of the Ymir's Heart pieces.";
- end;
-OnTalk7:
- npctalk "Now, Khalitzburg Crusaders and White Knights, follow me...";
- end;
-OnTalk8:
- npctalk "Unbelievable. My men are...This kind of thing is not possible!";
- end;
-OnTalk9:
- npctalk "I'm sorry...";
- end;
-OnTalk10:
- npctalk "I'm sorry, my lord! Do not forgive me!";
- end;
-}
-
-1@gl_k,149,100,6 script Heinrich#ghinstance3 4_M_HEINRICH,{
- end;
-OnInstanceInit:
- donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnDisable";
- end;
-OnDisable:
- hideonnpc instance_npcname("Heinrich#ghinstance3");
- end;
-OnEnable:
- hideoffnpc instance_npcname("Heinrich#ghinstance3");
- end;
-OnTalk1:
- npctalk "I cannot believe I killed my men with my own hands!";
- end;
-OnTalk2:
- npctalk "Varmunt is right about that. Now is not the time to regret.";
- end;
-OnTalk3:
- npctalk "People, gather around and follow my orders.";
- end;
-OnTalk4:
- npctalk "Himmelmez is turning into monsters all the people she put to sleep.";
- end;
-OnTalk5:
- npctalk "I don't know if there are survivors around here yet.";
- end;
-OnTalk6:
- npctalk "If there are survivors from this evil thing, please rescue them.";
- end;
-OnTalk7:
- npctalk "With Varmunt by my side, I'm going to chase Himmelmez down.";
- end;
-OnTalk8:
- npctalk "Hurry up Varmunt, let's chase her down.";
- end;
-}
-
-1@gl_k,149,89,1 script Himmelmez#ghinstance1 4_F_HIMEL,{
- end;
-OnInstanceInit:
- donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnDisable";
- end;
-OnDisable:
- hideonnpc instance_npcname("Himmelmez#ghinstance1");
- end;
-OnEnable:
- hideoffnpc instance_npcname("Himmelmez#ghinstance1");
- end;
-OnTalk1:
- npctalk "This~ Did I interrupt your conversation? The thing is, it's been too long since the last guests saw some sadness spread...";
- end;
-OnTalk2:
- npctalk "My name is Lisa Kahn Himmelmez. I am called the Valkyrie of the dead, master of the Dullahan.";
- end;
-OnTalk3:
- npctalk "There's no need to pretend to be so laid back. Don't bluff about the whereabouts of you Majesty and things will be alright.";
- end;
-OnTalk4:
- npctalk "Hohoho, do you have any questions? You're a really mysterious man.";
- end;
-OnTalk5:
- npctalk "Not coveting the king's throne, you're such a stupid man, only waiting for his return. Your innocence is true, I love it.";
- end;
-OnTalk6:
- npctalk "You make me wish we hadn't met in this situation. Too bad we did.";
- end;
-OnTalk7:
- npctalk "Well~ Today, with such a busy commandant, I won't be able to talk as much as I'd love for you to contemplate my explanation~";
- end;
-OnTalk8:
- npctalk "I gotta get my job done. Meanwhile why don't you meet my men? Hohoho.";
- end;
-}
-
-// Control Timer
-//============================================================
-1@gl_k,0,0,0 script #talkinstance1 -1,{
-OnInstanceInit:
- donpcevent instance_npcname("#talkinstance1")+"::OnDisable";
- end;
-OnDisable:
- disablenpc instance_npcname("#talkinstance1");
- end;
-OnEnable:
- enablenpc instance_npcname("#talkinstance1");
- initnpctimer;
- end;
-OnTimer5000:
- donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnTalk1";
- end;
-OnTimer10000:
- donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnTalk1";
- end;
-OnTimer15000:
- donpcevent instance_npcname("Varmunt#ghinstance2")+"::OnTalk3";
- end;
-OnTimer20000:
- donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnTalk2";
- end;
-OnTimer25000:
- donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnTalk2";
- end;
-OnTimer30000:
- donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnTalk3";
- end;
-OnTimer35000:
- donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnTalk3";
- end;
-OnTimer45000:
- donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnTalk4";
- end;
-OnTimer50000:
- donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnTalk5";
- end;
-OnTimer55000:
- donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnTalk6";
- end;
-OnTimer60000:
- donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnTalk4";
- end;
-OnTimer65000:
- donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnTalk5";
- end;
-OnTimer70000:
- donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnTalk7";
- end;
-OnTimer75000:
- donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnTalk8";
- end;
-OnTimer80000:
- donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnTalk6";
- donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnDisable";
- end;
-OnTimer85000:
- donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnTalk7";
- hideonnpc instance_npcname("Varmunt#ghinstance1");
-
- for(.@i = 1; .@i<=20; .@i += 4) {
- hideonnpc instance_npcname("Khalitzburg Crusader#"+.@i);
- hideonnpc instance_npcname("Khalitzburg Crusader#"+(.@i+1));
- hideonnpc instance_npcname("White Knight#"+(.@i+2));
- hideonnpc instance_npcname("White Knight#"+(.@i+3));
- }
- hideonnpc instance_npcname("Khalitzburg Crusader#21");
- hideonnpc instance_npcname("Khalitzburg Crusader#22");
-
- .@map$ = instance_mapname("1@gl_k");
- .@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$,145,69,"Abyss Knight",2470,1,.@label$;
- monster .@map$,154,69,"Abyss Knight",2470,1,.@label$;
- monster .@map$,145,79,"Abyss Knight",2470,1,.@label$;
- monster .@map$,154,79,"Abyss Knight",2470,1,.@label$;
- monster .@map$,145,89,"Abyss Knight",2470,1,.@label$;
- monster .@map$,154,89,"Abyss Knight",2470,1,.@label$;
- monster .@map$,145,99,"Abyss Knight",2470,1,.@label$;
- monster .@map$,154,99,"Abyss Knight",2470,1,.@label$;
-
- for(.@i = 1; .@i<=22; ++.@i)
- hideoffnpc instance_npcname(".#ghinstance"+.@i);
-
- donpcevent instance_npcname(".#ghinstance22")+"::OnTalkK";
- donpcevent instance_npcname(".#ghinstance21")+"::OnTalkK";
- donpcevent instance_npcname(".#ghinstance18")+"::OnTalkK";
- donpcevent instance_npcname(".#ghinstance17")+"::OnTalkK";
- donpcevent instance_npcname(".#ghinstance14")+"::OnTalkK";
- donpcevent instance_npcname(".#ghinstance13")+"::OnTalkK";
- donpcevent instance_npcname(".#ghinstance10")+"::OnTalkK";
- donpcevent instance_npcname(".#ghinstance9")+"::OnTalkK";
- donpcevent instance_npcname(".#ghinstance6")+"::OnTalkK";
- donpcevent instance_npcname(".#ghinstance5")+"::OnTalkK";
- donpcevent instance_npcname(".#ghinstance2")+"::OnTalkK";
- donpcevent instance_npcname(".#ghinstance1")+"::OnTalkK";
- end;
-OnTimer88000:
- donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnTalk8";
-
- for(.@i = 1; .@i<=20; .@i += 4) {
- hideonnpc instance_npcname(".#ghinstance"+.@i);
- hideonnpc instance_npcname(".#ghinstance"+(.@i+1));
- disablenpc instance_npcname(".#ghinstance"+(.@i+2));
- disablenpc instance_npcname(".#ghinstance"+(.@i+3));
- }
- hideonnpc instance_npcname(".#ghinstance21");
- hideonnpc instance_npcname(".#ghinstance22");
-
- .@map$ = instance_mapname("1@gl_k");
- .@label$ = instance_npcname("#talkinstance1")+"::OnMyMobDead";
- monster .@map$,145,54,"Khalitzburg",2471,1,.@label$;
- monster .@map$,154,54,"Khalitzburg",2471,1,.@label$;
- monster .@map$,145,64,"Khalitzburg",2471,1,.@label$;
- monster .@map$,154,64,"Khalitzburg",2471,1,.@label$;
- monster .@map$,145,74,"Khalitzburg",2471,1,.@label$;
- monster .@map$,154,74,"Khalitzburg",2471,1,.@label$;
- monster .@map$,145,84,"Khalitzburg",2471,1,.@label$;
- monster .@map$,154,84,"Khalitzburg",2471,1,.@label$;
- monster .@map$,145,94,"Khalitzburg",2471,1,.@label$;
- monster .@map$,154,94,"Khalitzburg",2471,1,.@label$;
- monster .@map$,145,104,"Khalitzburg",2471,1,.@label$;
- monster .@map$,154,104,"Khalitzburg",2471,1,.@label$;
- end;
-OnTimer93000:
- donpcevent instance_npcname("Varmunt#ghinstance2")+"::OnTalk4";
- end;
-OnTimer97000:
- donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnTalk9";
- end;
-OnTimer105000:
- donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnTalk10";
- mapannounce instance_mapname("1@gl_k"), "Heinrich's Shout: Dead men, dead men all over the place!",bc_map,"0xFFFF00";
- end;
-OnTimer107000:
- mapannounce instance_mapname("1@gl_k"), "Heinrich's Shout: Everybody! Go back!",bc_map,"0xFFFF00";
- end;
-OnTimer110000:
- donpcevent instance_npcname(".#ghinstance22")+"::OnEffect1";
- donpcevent instance_npcname(".#ghinstance21")+"::OnEffect1";
- end;
-OnTimer110500:
- enablenpc instance_npcname(".#ghinstance20");
- enablenpc instance_npcname(".#ghinstance19");
- donpcevent instance_npcname(".#ghinstance20")+"::OnEffect1";
- donpcevent instance_npcname(".#ghinstance19")+"::OnEffect1";
- end;
-OnTimer111000:
- donpcevent instance_npcname(".#ghinstance18")+"::OnEffect1";
- donpcevent instance_npcname(".#ghinstance17")+"::OnEffect1";
- end;
-OnTimer111500:
- enablenpc instance_npcname(".#ghinstance16");
- enablenpc instance_npcname(".#ghinstance15");
- donpcevent instance_npcname(".#ghinstance16")+"::OnEffect1";
- donpcevent instance_npcname(".#ghinstance15")+"::OnEffect1";
- end;
-OnTimer112000:
- donpcevent instance_npcname(".#ghinstance14")+"::OnEffect1";
- donpcevent instance_npcname(".#ghinstance13")+"::OnEffect1";
- end;
-OnTimer112500:
- enablenpc instance_npcname(".#ghinstance12");
- enablenpc instance_npcname(".#ghinstance11");
- donpcevent instance_npcname(".#ghinstance12")+"::OnEffect1";
- donpcevent instance_npcname(".#ghinstance11")+"::OnEffect1";
- end;
-OnTimer113000:
- donpcevent instance_npcname(".#ghinstance10")+"::OnEffect1";
- donpcevent instance_npcname(".#ghinstance9")+"::OnEffect1";
- end;
-OnTimer113500:
- enablenpc instance_npcname(".#ghinstance8");
- enablenpc instance_npcname(".#ghinstance7");
- donpcevent instance_npcname(".#ghinstance8")+"::OnEffect1";
- donpcevent instance_npcname(".#ghinstance7")+"::OnEffect1";
- end;
-OnTimer114000:
- donpcevent instance_npcname(".#ghinstance6")+"::OnEffect1";
- donpcevent instance_npcname(".#ghinstance5")+"::OnEffect1";
- end;
-OnTimer114500:
- enablenpc instance_npcname(".#ghinstance4");
- enablenpc instance_npcname(".#ghinstance3");
- donpcevent instance_npcname(".#ghinstance4")+"::OnEffect1";
- donpcevent instance_npcname(".#ghinstance3")+"::OnEffect1";
- end;
-OnTimer114750: //custom time
- disablenpc instance_npcname(".#ghinstance3");
- disablenpc instance_npcname(".#ghinstance4");
- disablenpc instance_npcname(".#ghinstance7");
- disablenpc instance_npcname(".#ghinstance8");
- disablenpc instance_npcname(".#ghinstance11");
- disablenpc instance_npcname(".#ghinstance12");
- disablenpc instance_npcname(".#ghinstance15");
- disablenpc instance_npcname(".#ghinstance16");
- disablenpc instance_npcname(".#ghinstance19");
- disablenpc instance_npcname(".#ghinstance20");
- end;
-OnTimer115000:
- donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnEnable";
- donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnDisable";
- donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnTalk1";
- donpcevent instance_npcname(".#ghinstance2")+"::OnEffect1";
- donpcevent instance_npcname(".#ghinstance1")+"::OnEffect1";
- killmonster instance_mapname("1@gl_k"),instance_npcname("#talkinstance1")+"::OnMyMobDead";
- end;
-OnTimer120000:
- donpcevent instance_npcname("Varmunt#ghinstance2")+"::OnTalk5";
- end;
-OnTimer125000:
- donpcevent instance_npcname("Varmunt#ghinstance2")+"::OnTalk6";
- end;
-OnTimer130000:
- donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnTalk2";
- end;
-OnTimer135000:
- donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnTalk3";
- end;
-OnTimer140000:
- donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnTalk4";
- end;
-OnTimer145000:
- donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnTalk5";
- end;
-OnTimer150000:
- donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnTalk6";
- end;
-OnTimer155000:
- donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnTalk7";
- end;
-OnTimer160000:
- donpcevent instance_npcname("Varmunt#ghinstance2")+"::OnTalk7";
- end;
-OnTimer165000:
- donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnTalk8";
- end;
-OnTimer167000:
- donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnDisable";
- end;
-OnTimer168000:
- donpcevent instance_npcname("Varmunt#ghinstance2")+"::OnDisable";
- donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnDisable";
- stopnpctimer;
- donpcevent instance_npcname("#ghinstancewarp1")+"::OnEnable";
- donpcevent instance_npcname("#ghinstancewarp2")+"::OnEnable";
- mapannounce instance_mapname("1@gl_k"), "9 o'clock warp leading to zone 2 is now open.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("#talkinstance1")+"::OnDisable";
- donpcevent instance_npcname("#ghmemorialmob01")+"::OnEnable";
- end;
-OnMyMobDead:
- end;
-}
-
-1@gl_k,145,54,6 script .#ghinstance1 MG_KHALITZBURG,{
- end;
-OnInstanceInit:
- donpcevent instance_npcname(strnpcinfo(0))+"::OnDisable";
- end;
-OnDisable:
- hideonnpc instance_npcname(strnpcinfo(0));
- end;
-OnEnable:
- hideoffnpc instance_npcname(strnpcinfo(0));
- end;
-OnEffect1:
- specialeffect EF_GRANDCROSS;
- specialeffect EF_LEXAETERNA;
- end;
-OnTalkK:
- switch(atoi(replacestr(strnpcinfo(2),"ghinstance",""))) {
- case 1: npctalk "I do not want to die."; break;
- case 2: npctalk "Mom..."; break;
- case 5: npctalk "Help."; break;
- case 6: npctalk "My stomach hurts..."; break;
- case 9: npctalk "Heinrich Sir, help!"; break;
- case 10: npctalk "Ack... Ugh."; break;
- case 13: npctalk "I'm thirsty."; break;
- case 14: npctalk "Oh... No... I cannot die..."; break;
- case 17: npctalk "This is so uncomfortable. Eww!"; break;
- case 18: npctalk "Who am I..."; break;
- case 21: npctalk "Uhh... My body."; break;
- case 22: npctalk "I'm so thirsty!"; break;
- }
- end;
-}
-1@gl_k,154,54,3 duplicate(.#ghinstance1) .#ghinstance2 MG_KHALITZBURG
-1@gl_k,145,64,6 duplicate(.#ghinstance1) .#ghinstance5 MG_KHALITZBURG
-1@gl_k,154,64,3 duplicate(.#ghinstance1) .#ghinstance6 MG_KHALITZBURG
-1@gl_k,145,74,6 duplicate(.#ghinstance1) .#ghinstance9 MG_KHALITZBURG
-1@gl_k,154,74,3 duplicate(.#ghinstance1) .#ghinstance10 MG_KHALITZBURG
-1@gl_k,145,84,6 duplicate(.#ghinstance1) .#ghinstance13 MG_KHALITZBURG
-1@gl_k,154,84,3 duplicate(.#ghinstance1) .#ghinstance14 MG_KHALITZBURG
-1@gl_k,145,94,6 duplicate(.#ghinstance1) .#ghinstance17 MG_KHALITZBURG
-1@gl_k,154,94,3 duplicate(.#ghinstance1) .#ghinstance18 MG_KHALITZBURG
-1@gl_k,145,104,6 duplicate(.#ghinstance1) .#ghinstance21 MG_KHALITZBURG
-1@gl_k,154,104,3 duplicate(.#ghinstance1) .#ghinstance22 MG_KHALITZBURG
-
-1@gl_k,145,59,6 script .#ghinstance3 HIDDEN_NPC,{
- end;
-OnInstanceInit:
- donpcevent instance_npcname(strnpcinfo(0))+"::OnDisable";
- end;
-OnDisable:
- hideonnpc instance_npcname(strnpcinfo(0));
- end;
-OnEnable:
- hideoffnpc instance_npcname(strnpcinfo(0));
- end;
-OnEffect1:
- specialeffect EF_GRANDCROSS;
- specialeffect EF_LEXAETERNA;
- end;
-}
-1@gl_k,154,59,3 duplicate(.#ghinstance3) .#ghinstance4 HIDDEN_NPC
-1@gl_k,145,69,6 duplicate(.#ghinstance3) .#ghinstance7 HIDDEN_NPC
-1@gl_k,154,69,3 duplicate(.#ghinstance3) .#ghinstance8 HIDDEN_NPC
-1@gl_k,145,79,6 duplicate(.#ghinstance3) .#ghinstance11 HIDDEN_NPC
-1@gl_k,154,79,3 duplicate(.#ghinstance3) .#ghinstance12 HIDDEN_NPC
-1@gl_k,145,89,6 duplicate(.#ghinstance3) .#ghinstance15 HIDDEN_NPC
-1@gl_k,154,89,3 duplicate(.#ghinstance3) .#ghinstance16 HIDDEN_NPC
-1@gl_k,145,99,6 duplicate(.#ghinstance3) .#ghinstance19 HIDDEN_NPC
-1@gl_k,154,99,3 duplicate(.#ghinstance3) .#ghinstance20 HIDDEN_NPC
-
-1@gl_k,96,80,0 script #ghinstancewarp1 WARPNPC,1,2,{
- end;
-OnInstanceInit:
- donpcevent instance_npcname(strnpcinfo(0))+"::OnDisable";
- end;
-OnDisable:
- disablenpc instance_npcname(strnpcinfo(0));
- end;
-OnEnable:
- enablenpc instance_npcname(strnpcinfo(0));
- end;
-OnTouch:
- .@map1$ = instance_mapname("1@gl_k");
- .@map2$ = instance_mapname("2@gl_k");
- switch(atoi(replacestr(strnpcinfo(2),"ghinstancewarp",""))) {
- case 1: warp .@map1$,80,80; break;
- case 2: warp .@map1$,105,80; break;
- case 3: warp .@map1$,215,79; break;
- case 4: warp .@map1$,195,79; break;
- case 5: warp .@map1$,215,216; break;
- case 6: warp .@map1$,235,216; break;
- case 7: warp .@map2$,150,46; break;
- case 8: warp .@map2$,126,123; break;
- case 9: warp .@map2$,150,116; break;
- case 10: warp .@map2$,174,101; break;
- case 11: warp .@map2$,150,110; break;
- case 12: warp .@map2$,150,179; break;
- }
- end;
-}
-1@gl_k,90,80,0 duplicate(#ghinstancewarp1) #ghinstancewarp2 WARPNPC,1,2
-1@gl_k,202,79,0 duplicate(#ghinstancewarp1) #ghinstancewarp3 WARPNPC,1,2
-1@gl_k,206,79,0 duplicate(#ghinstancewarp1) #ghinstancewarp4 WARPNPC,1,2
-1@gl_k,228,216,0 duplicate(#ghinstancewarp1) #ghinstancewarp5 WARPNPC,1,2
-1@gl_k,222,216,0 duplicate(#ghinstancewarp1) #ghinstancewarp6 WARPNPC,1,2
-1@gl_k,150,284,0 duplicate(#ghinstancewarp1) #ghinstancewarp7 WARPNPC,1,2
-2@gl_k,145,123,0 duplicate(#ghinstancewarp1) #ghinstancewarp8 WARPNPC,1,2
-2@gl_k,136,122,0 duplicate(#ghinstancewarp1) #ghinstancewarp9 WARPNPC,1,2
-2@gl_k,154,101,0 duplicate(#ghinstancewarp1) #ghinstancewarp10 WARPNPC,1,2
-2@gl_k,165,101,0 duplicate(#ghinstancewarp1) #ghinstancewarp11 WARPNPC,1,2
-2@gl_k,150,163,0 duplicate(#ghinstancewarp1) #ghinstancewarp12 WARPNPC,1,2
-
-
-// Sector 1 Mobs
-//============================================================
-1@gl_k,0,0,0 script #ghmemorialmob01 -1,{
-OnInstanceInit:
- donpcevent instance_npcname("#ghmemorialmob01")+"::OnDisable";
- end;
-OnDisable:
- disablenpc instance_npcname("#ghmemorialmob01");
- end;
-OnEnable:
- enablenpc instance_npcname("#ghmemorialmob01");
- .@map$ = instance_mapname("1@gl_k");
- .@label$ = instance_npcname("#ghmemorialmob01")+"::OnMyMobDead";
- areamonster .@map$,76,99,87,10,"Suffering Chamberlain",2466,15,.@label$;
- areamonster .@map$,67,39,12,6,"Fallen Monk",2465,20,.@label$;
- areamonster .@map$,67,39,12,6,"Suffering Chamberlain",2466,3,.@label$;
- areamonster .@map$,32,75,51,58,"Decayed Butler",2464,6,.@label$;
- areamonster .@map$,45,84,6,137,"Decayed Butler",2464,12,.@label$;
- end;
-OnMyMobDead:
- .@map$ = instance_mapname("1@gl_k");
- .@label$ = instance_npcname("#ghmemorialmob01")+"::OnMyMobDead";
- .@mob_dead_num = 56 - mobcount(.@map$,.@label$);
- if (.@mob_dead_num > 35) {
- mapannounce .@map$, "Seems like Himmelmez drains the dead's souls. They must be destroyed.",bc_map,"0xFFFFFF";
- killmonster .@map$,.@label$;
- donpcevent instance_npcname("Aspiring Butcher#clearGH")+"::OnEnable";
- donpcevent instance_npcname("#ghmemorialmob01")+"::OnDisable";
- }
- end;
-}
-
-1@gl_k,17,51,3 script Aspiring Butcher#clearGH 4_M_KID1,{
- if (getcharid(0) == getpartyleader(getcharid(1),2)) {
- mes "[Aspiring Butcher]";
- mes "Help me! Help me!!!";
- next;
- select("Hey, wake up! Are there any other survivors?");
- mes "["+strcharinfo(0)+"]";
- mes "Hey, wake up! Are you alone?";
- unittalk getcharid(3),"Hey, wake up! Are you alone?";
- next;
- mes "[Aspiring Butcher]";
- mes "The Chamberlain... the Monk... They've become monsters. I couldn't do anything.";
- npctalk "The Chamberlain... the Monk... They've become monsters. I couldn't do anything.";
- next;
- mes "[Aspiring Butcher]";
- mes "I just stood still... Nothing, I couldn't do anything...";
- npctalk "I just stood still... Nothing, I couldn't do anything...";
- next;
- select("Wake up!");
- mes "["+strcharinfo(0)+"]";
- mes "Wake up kid! Go east along the central passage to the outside! The path is safe!";
- unittalk getcharid(3),"Wake up kid! Go east along the central passage to the outside! The path is safe!";
- next;
- mes "[Aspiring Butcher]";
- mes "East passage? Alone? How?";
- npctalk "East passage? Alone? How?";
- next;
- select("I can guide you through the path.");
- mes "["+strcharinfo(0)+"]";
- mes "I will guide you, perhaps that will help. If you want to close your eyes try not to hit anything.";
- unittalk getcharid(3),"I will guide you, perhaps that will help. If you want to close your eyes try not to hit anything.";
- next;
- mes "[Aspiring Butcher]";
- mes "Aspiring Butcher: I know, I... I'm trying to.";
- npctalk "Aspiring Butcher: I know, I... I'm trying to.";
- donpcevent instance_npcname("Aspiring Butcher#clearGH")+"::OnDisable";
- donpcevent instance_npcname("#ghmemorialmob02")+"::OnEnable";
- close;
- } else {
- mes "[Aspiring Butcher]";
- mes "Somebody help me, somebody help me, please.";
- close;
- }
-OnInstanceInit:
- donpcevent instance_npcname("Aspiring Butcher#clearGH")+"::OnDisable";
- end;
-OnDisable:
- hideonnpc instance_npcname("Aspiring Butcher#clearGH");
- end;
-OnEnable:
- hideoffnpc instance_npcname("Aspiring Butcher#clearGH");
- end;
-}
-
-// Sector 2 Mobs
-//============================================================
-1@gl_k,291,145,3 script Hollgrehenn Destroyer 4_F_JOB_BLACKSMITH,{
- if (getcharid(0) == getpartyleader(getcharid(1),2)) {
- mes "[Hollgrehenn Destroyer]";
- mes "Yaaa!! Die!!!";
- npctalk "Yaaa!! Die!!!";
- specialeffect EF_CRASHEARTH;
- next;
- select("Don't worry!");
- mes "["+strcharinfo(0)+"]";
- mes "Don't worry! Mam. Are you alone? No other survivors?";
- unittalk getcharid(3),"Don't worry! Mam. Are you alone? No other survivors?";
- next;
- mes "[Hollgrehenn Destroyer]";
- mes "I'm the only survivor left";
- npctalk "I'm the only survivor left";
- next;
- select("This is a very dangerous place.");
- mes "["+strcharinfo(0)+"]";
- mes "This is a very dangerous place. You know the central passage? Do you think you can move... and get to a safer place?";
- unittalk getcharid(3),"This is a very dangerous place. You know the central passage? Do you think you can move... and get to a safer place?";
- next;
- mes "[Hollgrehenn Destroyer]";
- mes "Yes, I am able to move. I'll move for my baby's sake.";
- npctalk "Yes, I am able to move. I'll move for my baby's sake.";
- next;
- select("Survive the road...");
- mes "["+strcharinfo(0)+"]";
- mes "You and your baby will get out of here safely. But I'm sorry I can't help you more.";
- unittalk getcharid(3),"You and your baby will get out of here safely. But I'm sorry I can't help you more.";
- next;
- mes "[Hollgrehenn Destroyer]";
- mes "That's ok. Thank you for helping us. I'm good to go alone. Ah and good luck also.";
- npctalk "That's ok. Thank you for helping us. I'm good to go alone. Ah and good luck also.";
- donpcevent instance_npcname("Hollgrehenn Destroyer")+"::OnDisable";
- donpcevent instance_npcname("#ghmemorialmob03")+"::OnEnable";
- close;
- } else {
- mes "[Hollgrehenn Destroyer]";
- mes "Somebody help me, somebody help me, please";
- close;
- }
-OnInstanceInit:
- donpcevent instance_npcname("Hollgrehenn Destroyer")+"::OnDisable";
- end;
-OnDisable:
- hideonnpc instance_npcname("Hollgrehenn Destroyer");
- end;
-OnEnable:
- hideoffnpc instance_npcname("Hollgrehenn Destroyer");
- end;
-}
-
-1@gl_k,0,0,0 script #ghmemorialmob02 -1,{
-OnInstanceInit:
- donpcevent instance_npcname("#ghmemorialmob02")+"::OnDisable";
- end;
-OnDisable:
- disablenpc instance_npcname("#ghmemorialmob02");
- end;
-OnEnable:
- enablenpc instance_npcname("#ghmemorialmob02");
- donpcevent instance_npcname("#ghinstancewarp3")+"::OnEnable";
- donpcevent instance_npcname("#ghinstancewarp4")+"::OnEnable";
- .@map$ = instance_mapname("1@gl_k");
- .@label$ = instance_npcname("#ghmemorialmob02")+"::OnMyMobDead";
- mapannounce .@map$,"3 o'clock warp leading to zone 3 is now open.",bc_map,"0xFFFF00";
- areamonster .@map$,241,113,291,19,"Suffering Chamberlain",2466,12,.@label$;
- areamonster .@map$,241,113,291,19,"Decayed Monk",2464,12,.@label$;
- areamonster .@map$,227,217,291,135,"Suffering Chamberlain",2466,12,.@label$;
- areamonster .@map$,227,217,291,135,"Decayed Monk",2464,12,.@label$;
- end;
-OnMyMobDead:
- .@map$ = instance_mapname("1@gl_k");
- .@label$ = instance_npcname("#ghmemorialmob02")+"::OnMyMobDead";
- .@mob_dead_num = 48 - mobcount(.@map$,.@label$);
- if (.@mob_dead_num > 28) {
- mapannounce .@map$, "Seems like Himmelmez drains the dead's souls. They must be destroyed.",bc_map,"0xFFFFFF";
- killmonster .@map$,.@label$;
- donpcevent instance_npcname("Hollgrehenn Destroyer")+"::OnEnable";
- donpcevent instance_npcname("#ghmemorialmob02")+"::OnDisable";
- }
- end;
-}
-
-// Tramp Mobs
-//============================================================
-1@gl_k,221,82,3 script Breathless Man#GHtramp1 4_M_DIEMAN,4,4,{
- end;
-OnTouch:
- .@i = rand(1,10);
- if (.@i == 1) .@mobs = 3;
- else if (.@i == 2) .@mobs = 4;
- else if (.@i == 3) .@mobs = 5;
- else if (.@i < 7) .@mobs = 6;
- else .@mobs = 7;
- getmapxy(.@map$,.@x,.@y,1);
- specialeffect EF_VENOMDUST;
- monster .@map$,.@x,.@y,"Muck Worm",2467,.@mobs,instance_npcname(strnpcinfo(0))+"::OnMyMobDead";
- disablenpc instance_npcname(strnpcinfo(0));
- end;
-OnMyMobDead:
- end;
-OnInstanceInit:
- donpcevent instance_npcname(strnpcinfo(0))+"::OnEnable";
- end;
-OnEnable:
- enablenpc instance_npcname(strnpcinfo(0));
- end;
-OnDisable:
- disablenpc instance_npcname(strnpcinfo(0));
- end;
-}
-1@gl_k,213,63,7 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp2 4_M_DIEMAN,4,4
-1@gl_k,230,50,2 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp3 4_M_DIEMAN,4,4
-1@gl_k,222,39,2 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp4 4_M_DIEMAN,4,4
-1@gl_k,214,27,3 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp5 4_M_DIEMAN,4,4
-1@gl_k,223,17,2 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp6 4_M_DIEMAN,4,4
-1@gl_k,235,16,4 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp7 4_M_DIEMAN,4,4
-1@gl_k,251,20,5 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp8 4_M_DIEMAN,4,4
-1@gl_k,240,43,5 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp9 4_M_DIEMAN,4,4
-1@gl_k,271,19,1 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp10 4_M_DIEMAN,4,4
-1@gl_k,246,62,7 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp11 4_M_DIEMAN,4,4
-1@gl_k,282,48,7 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp12 4_M_DIEMAN,4,4
-1@gl_k,285,81,7 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp13 4_M_DIEMAN,4,4
-1@gl_k,241,86,5 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp14 4_M_DIEMAN,4,4
-1@gl_k,249,101,3 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp15 4_M_DIEMAN,4,4
-1@gl_k,276,106,7 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp16 4_M_DIEMAN,4,4
-1@gl_k,252,120,7 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp17 4_M_DIEMAN,4,4
-1@gl_k,258,150,1 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp18 4_M_DIEMAN,4,4
-1@gl_k,255,157,6 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp19 4_M_DIEMAN,4,4
-1@gl_k,261,164,7 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp20 4_M_DIEMAN,4,4
-1@gl_k,269,173,7 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp21 4_M_DIEMAN,4,4
-1@gl_k,280,167,3 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp22 4_M_DIEMAN,4,4
-1@gl_k,293,161,3 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp23 4_M_DIEMAN,4,4
-1@gl_k,226,96,3 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp24 4_M_DIEMAN,4,4
-1@gl_k,222,119,5 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp25 4_M_DIEMAN,4,4
-1@gl_k,233,123,3 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp26 4_M_DIEMAN,4,4
-2@gl_k,147,203,5 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp27 4_M_DIEMAN,4,4
-2@gl_k,141,222,1 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp28 4_M_DIEMAN,4,4
-2@gl_k,167,225,3 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp29 4_M_DIEMAN,4,4
-2@gl_k,145,236,3 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp30 4_M_DIEMAN,4,4
-2@gl_k,143,260,3 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp31 4_M_DIEMAN,4,4
-2@gl_k,173,258,3 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp32 4_M_DIEMAN,4,4
-
-// Sector 3 Mobs
-//============================================================
-1@gl_k,0,0,0 script #ghmemorialmob03 -1,{
-OnInstanceInit:
- donpcevent instance_npcname("#ghmemorialmob03")+"::OnDisable";
- end;
-OnDisable:
- disablenpc instance_npcname("#ghmemorialmob03");
- end;
-OnEnable:
- enablenpc instance_npcname("#ghmemorialmob03");
- donpcevent instance_npcname("#ghinstancewarp5")+"::OnEnable";
- donpcevent instance_npcname("#ghinstancewarp6")+"::OnEnable";
- .@map$ = instance_mapname("1@gl_k");
- .@label$ = instance_npcname("#ghmemorialmob03")+"::OnMyMobDead";
- mapannounce .@map$,"12 o'clock warp leading to the zone 4 was opened.",bc_map,"0xFFFF00";
- areamonster .@map$,17,259,53,180,"Decayed Guard",2468,11,.@label$;
- areamonster .@map$,17,259,53,180,"Sharpshooter Ranger",2469,14,.@label$;
- areamonster .@map$,62,281,73,186,"Decayed Guard",2468,11,.@label$;
- areamonster .@map$,62,281,73,186,"Sharpshooter Ranger",2469,14,.@label$;
- areamonster .@map$,74,251,109,224,"Decayed Guard",2468,11,.@label$;
- areamonster .@map$,74,251,109,224,"Sharpshooter Ranger",2469,14,.@label$;
- areamonster .@map$,108,281,231,234,"Decayed Guard",2468,11,.@label$;
- areamonster .@map$,108,281,231,234,"Sharpshooter Ranger",2469,14,.@label$;
- end;
-OnMyMobDead:
- .@map$ = instance_mapname("1@gl_k");
- .@label$ = instance_npcname("#ghmemorialmob03")+"::OnMyMobDead";
- .@mob_dead_num = 100 - mobcount(.@map$,.@label$);
- if (.@mob_dead_num > 85) {
- mapannounce .@map$,"Himmelmez: Nice parry. I thought you were going to die slowly surrounded by the dead I summoned~",bc_map,"0xFFFFFF";
- killmonster .@map$,.@label$;
- donpcevent instance_npcname("#GHMclear3")+"::OnEnable";
- donpcevent instance_npcname("Heinrich#ghinstance4")+"::OnEnable";
- donpcevent instance_npcname("Himmelmez#ghinstance2")+"::OnEnable";
- donpcevent instance_npcname("Varmunt#ghinstance3")+"::OnEnable";
- donpcevent instance_npcname("#ghmemorialmob03")+"::OnDisable";
- }
- end;
-}
-
-// 1st MVP
-//============================================================
-1@gl_k,0,0,0 script #ghmemorialmob04 -1,{
-OnInstanceInit:
- donpcevent instance_npcname("#ghmemorialmob04")+"::OnDisable";
- end;
-OnDisable:
- disablenpc instance_npcname("#ghmemorialmob04");
- end;
-OnEnable:
- enablenpc instance_npcname("#ghmemorialmob04");
- monster instance_mapname("1@gl_k"),150,258,"Root of Corruption",2475,1,instance_npcname("#ghmemorialmob04")+"::OnMyMobDead";
- end;
-OnMyMobDead:
- .@map$ = instance_mapname("1@gl_k");
- if (mobcount(.@map$,instance_npcname("#ghmemorialmob04")+"::OnMyMobDead") < 1) {
- mapannounce .@map$, "12 o'clock warp leading to the Chivalry's Second Floor is now open.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("#ghinstancewarp7")+"::OnEnable";
- donpcevent instance_npcname("Varmunt#ghinstance3")+"::OnTalk2";
- donpcevent instance_npcname("#effectGH01")+"::OnEnable";
- donpcevent instance_npcname("Heinrich#ghinstance5")+"::OnEnable";
- donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnEnable";
- donpcevent instance_npcname("#ghmemorialmob04")+"::OnDisable";
- }
- end;
-}
-
-1@gl_k,150,257,3 script #GHMclear3 HIDDEN_NPC,9,9,{
- end;
-OnTouch:
- donpcevent instance_npcname("#controlGH3")+"::OnEnable";
- specialeffect EF_BASH;
- donpcevent instance_npcname("#GHMclear3")+"::OnDisable";
- end;
-OnInstanceInit:
- donpcevent instance_npcname("#GHMclear3")+"::OnDisable";
- end;
-OnDisable:
- disablenpc instance_npcname("#GHMclear3");
- end;
-OnEnable:
- enablenpc instance_npcname("#GHMclear3");
- initnpctimer;
- end;
-OnTimer2000:
- mapannounce instance_mapname("1@gl_k"), "Himmelmez: You got me tempted to go to the 2nd floor, come to the entrance. I'm curious about how far your luck goes.",bc_map,"0xFFFFFF";
- stopnpctimer;
- end;
-}
-
-1@gl_k,0,0,0 script #controlGH3 -1,{
-OnInstanceInit:
- donpcevent instance_npcname("#controlGH3")+"::OnDisable";
- end;
-OnDisable:
- disablenpc instance_npcname("#controlGH3");
- end;
-OnEnable:
- enablenpc instance_npcname("#controlGH3");
- initnpctimer;
- end;
-OnTimer3000:
- donpcevent instance_npcname("Himmelmez#ghinstance2")+"::OnTalk1";
- end;
-OnTimer6000:
- donpcevent instance_npcname("Himmelmez#ghinstance2")+"::OnTalk2";
- end;
-OnTimer9000:
- donpcevent instance_npcname("Himmelmez#ghinstance2")+"::OnTalk3";
- end;
-OnTimer12000:
- donpcevent instance_npcname("Heinrich#ghinstance4")+"::OnTalk1";
- end;
-OnTimer15000:
- donpcevent instance_npcname("Himmelmez#ghinstance2")+"::OnTalk4";
- end;
-OnTimer18000:
- donpcevent instance_npcname("Varmunt#ghinstance3")+"::OnTalk1";
- end;
-OnTimer21000:
- donpcevent instance_npcname("Heinrich#ghinstance4")+"::OnTalk2";
- end;
-OnTimer24000:
- donpcevent instance_npcname("Himmelmez#ghinstance2")+"::OnTalk5";
- end;
-OnTimer27000:
- donpcevent instance_npcname("Himmelmez#ghinstance2")+"::OnTalk6";
- end;
-OnTimer28000:
- donpcevent instance_npcname("Himmelmez#ghinstance2")+"::OnDisable";
- end;
-OnTimer31000:
- donpcevent instance_npcname("Heinrich#ghinstance4")+"::OnTalk3";
- end;
-OnTimer32000:
- donpcevent instance_npcname("Heinrich#ghinstance4")+"::OnDisable";
- end;
-OnTimer35000:
- mapannounce instance_mapname("1@gl_k"), "An eerie echo from the depths can be heard as you get closer.",bc_map,"0xFFFFFF";
- end;
-OnTimer38000:
- donpcevent instance_npcname("#ghmemorialmob04")+"::OnEnable";
- stopnpctimer;
- donpcevent instance_npcname("#controlGH3")+"::OnDisable";
- end;
-}
-
-1@gl_k,144,258,6 script Heinrich#ghinstance4 4_M_HEINRICH,{
- mes "[Heinrich]";
- mes "Himmelmez... You made my men get killed and I will never forget that.";
- cutin "gl_heinrich1",2;
- close2;
- cutin "gl_heinrich1",255;
- end;
-OnInstanceInit:
- donpcevent instance_npcname("Heinrich#ghinstance4")+"::OnDisable";
- end;
-OnDisable:
- hideonnpc instance_npcname("Heinrich#ghinstance4");
- end;
-OnEnable:
- hideoffnpc instance_npcname("Heinrich#ghinstance4");
- end;
-OnTalk1:
- npctalk "Himmelmez! I won't let you take even a single more step here.";
- end;
-OnTalk2:
- npctalk "What... is this?!";
- end;
-OnTalk3:
- npctalk "Varmunt Sir! Help the adventurers and I'll chase Himmelmez!";
- end;
-}
-
-1@gl_k,150,257,3 script Himmelmez#ghinstance2 4_F_HIMEL,{
- mes "[Himmelmez]";
- mes "No need to stare at me with so insecure eyes. Soon they'll become relaxed...";
- cutin "gl_himel2",2;
- close2;
- cutin "gl_himel2",255;
- end;
-OnInstanceInit:
- donpcevent instance_npcname("Himmelmez#ghinstance2")+"::OnDisable";
- end;
-OnDisable:
- hideonnpc instance_npcname("Himmelmez#ghinstance2");
- end;
-OnEnable:
- hideoffnpc instance_npcname("Himmelmez#ghinstance2");
- end;
-OnTalk1:
- npctalk "What an awfully lucky, I flew all the way over here and just one of them is really powerful.";
- end;
-OnTalk2:
- npctalk "But it doesn't matter to me.";
- end;
-OnTalk3:
- npctalk "Now, all of you will die.";
- end;
-OnTalk4:
- npctalk "Hahaha, so you guys thought I would come alone?";
- end;
-OnTalk5:
- npctalk "This is my new toy to keep you at my feet. Why don't you guys play while I entertain?";
- end;
-OnTalk6:
- npctalk "Sincerely~, If I am given the opportunity I'd like to meet you again, Heinrich.";
- end;
-}
-
-1@gl_k,156,259,3 script Varmunt#ghinstance3 4_M_BARMUND,{
- if (questprogress(12318,HUNTING) == 2) {
- if (!questprogress(12319,HUNTING)) {
- mes "[Varmunt]";
- mes "There's something unusual about this thing's aura. Maybe someday we will be able to understand what is behind all of this.";
- cutin "gl_barmund1",2;
- getitem 6608,1; //Coagulated Spell
- setquest 12319;
- close2;
- cutin "gl_barmund1",255;
- end;
- }
- }
- mes "[Varmunt]";
- mes "Even after all this time, it is impossible to prevent from the will of the Transcendent.";
- cutin "gl_barmund1",2;
- close2;
- cutin "gl_barmund2",255;
- end;
-OnInstanceInit:
- donpcevent instance_npcname("Varmunt#ghinstance3")+"::OnDisable";
- end;
-OnDisable:
- hideonnpc instance_npcname("Varmunt#ghinstance3");
- end;
-OnEnable:
- hideoffnpc instance_npcname("Varmunt#ghinstance3");
- end;
-OnTalk1:
- npctalk "Heinrich Sir! Something unknown holds an inexplicably powerful force!";
- end;
-OnTalk2:
- npctalk "From the monster I picked up some great stuff. People who are interested, talk to me.";
- end;
-}
-
-// Floor 2
-//============================================================
-2@gl_k,148,67,1 script Heinrich#ghinstance5 4_M_HEINRICH,{
- mes "[Heinrich]";
- mes "Himmelmez's blocking spells";
- mes "are everywhere around here...";
- cutin "gl_heinrich1",2;
- close2;
- cutin "gl_heinrich1",255;
- end;
-OnInstanceInit:
- donpcevent instance_npcname("Heinrich#ghinstance5")+"::OnDisable";
- end;
-OnDisable:
- hideonnpc instance_npcname("Heinrich#ghinstance5");
- end;
-OnEnable:
- hideoffnpc instance_npcname("Heinrich#ghinstance5");
- end;
-OnTalk1:
- npctalk "These things have never been in the castle!";
- end;
-OnTalk2:
- npctalk "Trying to break this power with common weapons doesn't work. I tried it.";
- end;
-OnTalk3:
- npctalk "It is really unforgivable.";
- end;
-OnTalk4:
- npctalk "I, who already was a subordinate of genocide. How much more in the future...";
- end;
-OnTalk5:
- npctalk "...";
- end;
-}
-
-2@gl_k,151,71,7 script Varmunt#ghinstance4 4_M_BARMUND,{
- mes "[Varmunt]";
- mes "Why am I doing this again? Doesn't seem like the first time. I've seen this place repeatedly dozens of times in my dreams. This feeling...";
- cutin "gl_barmund1",2;
- close2;
- cutin "gl_barmund1",255;
- end;
-OnInstanceInit:
- donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnDisable";
- end;
-OnDisable:
- hideonnpc instance_npcname("Varmunt#ghinstance4");
- end;
-OnEnable:
- hideoffnpc instance_npcname("Varmunt#ghinstance4");
- end;
-OnTalk2:
- npctalk "Himmelmez's enchantment has completely blocked the passage to each section.";
- end;
-OnTalk3:
- npctalk "Get out of the way for a moment. I'll try to somehow break the spell with magical powers.";
- end;
-OnTalk4:
- npctalk "The enchantment seems to be broken.";
- end;
-OnTalk5:
- npctalk "I've never seen this spell before.";
- end;
-OnTalk6:
- npctalk "Himmelmez doesn't use a seal on a person's body to turn it into an undead.";
- end;
-OnTalk7:
- npctalk "She uses enchantment stones.This way, the spell is probably maintained.";
- end;
-OnTalk8:
- npctalk "We should kill the people who have the enchantment stones to break the spell.";
- end;
-OnTalk9:
- npctalk "However, we can't identify them. The purification can only be done randomly.";
- end;
-OnTalk10:
- npctalk "Commandant...";
- end;
-OnTalk11:
- npctalk "Commandant, it seems too loose.";
- end;
-OnTalk12:
- npctalk "We are related to all these people, not just a few.";
- end;
-OnTalk13:
- npctalk "We can't deny that it's not their fault for what is going on.";
- end;
-OnTalk14:
- npctalk "Well, let's do it then.";
- end;
-OnTalk15:
- npctalk "You guys are of a great help. Try to follow us.";
- end;
-OnTalk16:
- npctalk "There can be a tough fight. Hold on, and it would be nice to eat something.";
- end;
-OnTalk17:
- npctalk "Guys. It is time to depart, Heinrich Sir.";
- end;
-}
-
-2@gl_k,150,67,0 script #effectGH01 HIDDEN_NPC,10,10,{
- end;
-OnTouch:
- specialeffect EF_BASH;
- donpcevent instance_npcname("#controlGH4")+"::OnEnable";
- donpcevent instance_npcname("#effectGH01")+"::OnDisable";
- end;
-OnEffect:
- specialeffect EF_LORD;
- end;
-OnInstanceInit:
- donpcevent instance_npcname("#effectGH01")+"::OnDisable";
- end;
-OnDisable:
- disablenpc instance_npcname("#effectGH01");
- end;
-OnEnable:
- enablenpc instance_npcname("#effectGH01");
- end;
-}
-
-2@gl_k,0,0,0 script #controlGH4 -1,{
-OnInstanceInit:
- donpcevent instance_npcname("#controlGH4")+"::OnDisable";
- end;
-OnDisable:
- disablenpc instance_npcname("#controlGH4");
- end;
-OnEnable:
- enablenpc instance_npcname("#controlGH4");
- initnpctimer;
- end;
-OnTimer3000:
- donpcevent instance_npcname("Heinrich#ghinstance5")+"::OnTalk1";
- donpcevent instance_npcname("#ghmemorialmob05")+"::OnEnable";
- end;
-OnTimer6000:
- donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk2";
- end;
-OnTimer9000:
- donpcevent instance_npcname("Heinrich#ghinstance5")+"::OnTalk2";
- end;
-OnTimer12000:
- donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk3";
- end;
-OnTimer15000:
- donpcevent instance_npcname("#effectGH01")+"::OnEnable";
- donpcevent instance_npcname("#effectGH01")+"::OnEffect";
- end;
-OnTimer18000:
- donpcevent instance_npcname("#effectGH01")+"::OnDisable";
- donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk4";
- end;
-OnTimer21000:
- donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk5";
- end;
-OnTimer24000:
- donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk6";
- end;
-OnTimer27000:
- donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk7";
- end;
-OnTimer30000:
- donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk8";
- end;
-OnTimer33000:
- donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk9";
- end;
-OnTimer36000:
- donpcevent instance_npcname("Heinrich#ghinstance5")+"::OnTalk3";
- end;
-OnTimer39000:
- donpcevent instance_npcname("Heinrich#ghinstance5")+"::OnTalk4";
- end;
-OnTimer42000:
- donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk10";
- end;
-OnTimer45000:
- donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk11";
- end;
-OnTimer48000:
- donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk12";
- end;
-OnTimer51000:
- donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk13";
- end;
-OnTimer54000:
- donpcevent instance_npcname("Heinrich#ghinstance5")+"::OnTalk5";
- end;
-OnTimer57000:
- donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk14";
- end;
-OnTimer60000:
- donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk15";
- end;
-OnTimer63000:
- donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk16";
- end;
-OnTimer66000:
- donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk17";
- end;
-OnTimer69000:
- mapannounce instance_mapname("2@gl_k"), "9 o'clock positioned warp leading to the 1st zone has been opened. Move from the central hallway. A being with an evil aura seems to be appearing in this region.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("#ghinstancewarp8")+"::OnEnable";
- donpcevent instance_npcname("#ghinstancewarp9")+"::OnEnable";
- donpcevent instance_npcname("#ghmemorialmob06")+"::OnEnable";
- donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnDisable";
- donpcevent instance_npcname("Heinrich#ghinstance5")+"::OnDisable";
- end;
-OnTimer70000:
- stopnpctimer;
- donpcevent instance_npcname("#controlGH4")+"::OnDisable";
- end;
-}
-
-2@gl_k,0,0,0 script #ghmemorialmob05 -1,{
-OnInstanceInit:
- donpcevent instance_npcname("#ghmemorialmob05")+"::OnDisable";
- end;
-OnDisable:
- disablenpc instance_npcname("#ghmemorialmob05");
- end;
-OnEnable:
- enablenpc instance_npcname("#ghmemorialmob05");
- .@map$ = instance_mapname("2@gl_k");
- .@label$ = instance_npcname("#ghmemorialmob05")+"::OnMyMobDead";
- areamonster .@map$,124,20,31,162,"Decayed Guard",2468,8,.@label$;
- areamonster .@map$,124,20,31,162,"Sharpshooter Ranger",2469,8,.@label$;
- areamonster .@map$,124,20,31,162,"Fallen Abyss Knight",2470,8,.@label$;
- areamonster .@map$,124,20,31,162,"Suffering Khalitzburg",2471,8,.@label$;
- areamonster .@map$,124,20,31,162,"Swollen Knight",2472,8,.@label$;
- .MyMobs = 80;
- end;
-OnMyMobDead:
- .@map$ = instance_mapname("2@gl_k");
- --.MyMobs;
- if (.MyMobs == 0) {
- mapannounce .@map$, "A being with an evil aura seems to be appearing in this region.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("#ghmemorialmob06")+"::OnDisable2";
- donpcevent instance_npcname("#ghmemorialmob07")+"::OnEnable";
- donpcevent instance_npcname("#ghmemorialmob05")+"::OnDisable";
- } else {
- .@label$ = instance_npcname("#ghmemorialmob05")+"::OnMyMobDead";
- switch(rand(5)) {
- case 0:
- areamonster .@map$,124,20,31,162,"Decayed Guard",2468,1,.@label$;
- break;
- case 1:
- areamonster .@map$,124,20,31,162,"Sharpshooter Ranger",2469,1,.@label$;
- break;
- case 2:
- areamonster .@map$,124,20,31,162,"Fallen Abyss Knight",2470,1,.@label$;
- break;
- case 3:
- areamonster .@map$,124,20,31,162,"Suffering Khalitzburg",2471,1,.@label$;
- break;
- case 4:
- areamonster .@map$,124,20,31,162,"Swollen Knight",2472,1,.@label$;
- break;
- }
- }
- end;
-}
-
-2@gl_k,0,0,0 script #ghmemorialmob06 -1,{
-OnInstanceInit:
- donpcevent instance_npcname("#ghmemorialmob06")+"::OnDisable";
- end;
-OnDisable:
- disablenpc instance_npcname("#ghmemorialmob06");
- end;
-OnDisable2:
- stopnpctimer;
- disablenpc instance_npcname("#ghmemorialmob06");
- end;
-OnEnable:
- enablenpc instance_npcname("#ghmemorialmob06");
- donpcevent instance_npcname("#ghmemorialmob06")+"::OnSpawn";
- end;
-OnSpawn:
- initnpctimer;
- end;
-OnTimer90000:
- .@map$ = instance_mapname("2@gl_k");
- .@label$ = instance_npcname("#ghmemorialmob05")+"::OnMyMobDead";
- setarray .@c[0],
- 114,141,118,139,
- 128,83,131,78,
- 88,53,93,48,
- 54,47,61,40,
- 58,83,63,78,
- 69,138,80,127,
- 34,143,39,138;
- for(.@i = 0; .@i<getarraysize(.@c); .@i += 4) {
- areamonster .@map$,.@c[.@i],.@c[.@i+1],.@c[.@i+2],.@c[.@i+3],"Decayed Guard",2468,1,.@label$;
- areamonster .@map$,.@c[.@i],.@c[.@i+1],.@c[.@i+2],.@c[.@i+3],"Sharpshooter Ranger",2469,1,.@label$;
- areamonster .@map$,.@c[.@i],.@c[.@i+1],.@c[.@i+2],.@c[.@i+3],"Fallen Abyss Knight",2470,1,.@label$;
- areamonster .@map$,.@c[.@i],.@c[.@i+1],.@c[.@i+2],.@c[.@i+3],"Suffering Khalitzburg",2471,1,.@label$;
- areamonster .@map$,.@c[.@i],.@c[.@i+1],.@c[.@i+2],.@c[.@i+3],"Swollen Knight",2472,1,.@label$;
- }
- end;
-OnTimer92000:
- stopnpctimer;
- donpcevent instance_npcname("#ghmemorialmob06")+"::OnSpawn";
- end;
-}
-
-2@gl_k,0,0,0 script #ghmemorialmob07 -1,{
-OnInstanceInit:
- donpcevent instance_npcname("#ghmemorialmob07")+"::OnDisable";
- end;
-OnDisable:
- disablenpc instance_npcname("#ghmemorialmob07");
- end;
-OnEnable:
- enablenpc instance_npcname("#ghmemorialmob07");
- areamonster instance_mapname("2@gl_k"),124,20,31,162,"The Destruction of the First Captain",2473,1,instance_npcname("#ghmemorialmob07")+"::OnMyMobDead";
- end;
-OnMyMobDead:
- .@map$ = instance_mapname("2@gl_k");
- if (mobcount(.@map$,instance_npcname("#ghmemorialmob07")+"::OnMyMobDead") < 1) {
- mapannounce .@map$, "3 o'clock positioned warp leading to the 2nd zone has been opened. Use the central hallway to get there.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("#ghinstancewarp10")+"::OnEnable";
- donpcevent instance_npcname("#ghinstancewarp11")+"::OnEnable";
- donpcevent instance_npcname("#ghmemorialmob08")+"::OnEnable";
- donpcevent instance_npcname("#ghmemorialmob07")+"::OnDisable";
- }
- end;
-}
-
-2@gl_k,0,0,0 script #ghmemorialmob08 -1,{
-OnInstanceInit:
- donpcevent instance_npcname("#ghmemorialmob08")+"::OnDisable";
- end;
-OnDisable:
- disablenpc instance_npcname("#ghmemorialmob08");
- end;
-OnEnable:
- enablenpc instance_npcname("#ghmemorialmob08");
- .@map$ = instance_mapname("2@gl_k");
- .@label$ = instance_npcname("#ghmemorialmob08")+"::OnMyMobDead";
- areamonster .@map$,175,163,265,18,"Decayed Guard",2468,7,.@label$;
- areamonster .@map$,175,163,265,18,"Sharpshooter Ranger",2469,7,.@label$;
- areamonster .@map$,175,163,265,18,"Fallen Abyss Knight",2470,7,.@label$;
- areamonster .@map$,175,163,265,18,"Suffering Khalitzburg",2471,7,.@label$;
- areamonster .@map$,175,163,265,18,"Swollen Knight",2472,7,.@label$;
- .MyMobs = 35;
- end;
-OnMyMobDead:
- .@map$ = instance_mapname("2@gl_k");
- --.MyMobs;
- if (.MyMobs == 0) {
- mapannounce .@map$, "A being with an evil aura seems to be appearing in this region.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("#ghmemorialmob09")+"::OnEnable";
- donpcevent instance_npcname("#ghmemorialmob08")+"::OnDisable";
- } else {
- .@label$ = instance_npcname("#ghmemorialmob08")+"::OnMyMobDead";
- switch(rand(5)) {
- case 0:
- areamonster .@map$,175,163,265,18,"Decayed Guard",2468,1,.@label$;
- break;
- case 1:
- areamonster .@map$,175,163,265,18,"Sharpshooter Ranger",2469,1,.@label$;
- break;
- case 2:
- areamonster .@map$,175,163,265,18,"Fallen Abyss Knight",2470,1,.@label$;
- break;
- case 3:
- areamonster .@map$,175,163,265,18,"Suffering Khalitzburg",2471,1,.@label$;
- break;
- case 4:
- areamonster .@map$,175,163,265,18,"Swollen Knight",2472,1,.@label$;
- break;
- }
- }
- end;
-}
-
-2@gl_k,0,0,0 script #ghmemorialmob09 -1,{
-OnInstanceInit:
- donpcevent instance_npcname("#ghmemorialmob09")+"::OnDisable";
- end;
-OnDisable:
- disablenpc instance_npcname("#ghmemorialmob09");
- end;
-OnEnable:
- enablenpc instance_npcname("#ghmemorialmob09");
- areamonster instance_mapname("2@gl_k"),175,163,265,18,"The Destruction of the Second Captain",2474,1,instance_npcname("#ghmemorialmob09")+"::OnMyMobDead";
- end;
-OnMyMobDead:
- .@map$ = instance_mapname("2@gl_k");
- if (mobcount(.@map$,instance_npcname("#ghmemorialmob09")+"::OnMyMobDead") < 1) {
- mapannounce .@map$, "12 o'clock positioned warp leading to the 3rd zone has been opened. Use the central hallway to get there.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("#ghinstancewarp12")+"::OnEnable";
- donpcevent instance_npcname("#controlGH6")+"::OnEnable";
- donpcevent instance_npcname("#ghmemorialmob08")+"::OnDisable";
- donpcevent instance_npcname("#ghmemorialmob09")+"::OnDisable";
- }
- end;
-}
-
-2@gl_k,0,0,0 script #ghmemorialmob10 -1,{
-OnInstanceInit:
- donpcevent instance_npcname("#ghmemorialmob10")+"::OnDisable";
- end;
-OnDisable:
- disablenpc instance_npcname("#ghmemorialmob10");
- end;
-OnEnable:
- enablenpc instance_npcname("#ghmemorialmob10");
- donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnDisable";
- monster instance_mapname("2@gl_k"),158,255,"Amdarias",2476,1,instance_npcname("#ghmemorialmob10")+"::OnMyMobDead";
- end;
-OnMyMobDead:
- if (mobcount(instance_mapname("2@gl_k"),instance_npcname("#ghmemorialmob10")+"::OnMyMobDead") < 1) {
- donpcevent instance_npcname("Hugin#ghinstance1")+"::OnEnable";
- donpcevent instance_npcname("#ghmemorialmob10")+"::OnDisable";
- }
- end;
-}
-
-2@gl_k,155,250,7 script Heinrich#ghinstance6 4_M_HEINRICH,{
- end;
-OnInstanceInit:
- donpcevent instance_npcname("Heinrich#ghinstance6")+"::OnDisable";
- end;
-OnDisable:
- hideonnpc instance_npcname("Heinrich#ghinstance6");
- end;
-OnEnable:
- hideoffnpc instance_npcname("Heinrich#ghinstance6");
- end;
-OnTalk1:
- npctalk "Gerhard!";
- end;
-OnTalk2:
- npctalk "What are you doing to my men, Himmelmez?!";
- end;
-OnTalk3:
- npctalk "Himmelmez! You don't need to make any more sacrifices!";
- end;
-OnTalk4:
- npctalk "Let him go! I don't want one more sacrifice!";
- end;
-OnTalk5:
- npctalk "I will not forgive you.";
- end;
-OnTalk6:
- npctalk "Just leave us alone, Himmelmez!!";
- end;
-}
-
-2@gl_k,162,250,1 script Varmunt#ghinstance5 4_M_BARMUND,{
- mes "[Varmunt]";
- mes "We can't escape this";
- mes "eternal confinement...";
- cutin "gl_barmund2",2;
- close2;
- cutin "gl_barmund2",255;
- end;
-OnInstanceInit:
- donpcevent instance_npcname("Varmunt#ghinstance5")+"::OnDisable";
- end;
-OnDisable:
- hideonnpc instance_npcname("Varmunt#ghinstance5");
- end;
-OnEnable:
- hideoffnpc instance_npcname("Varmunt#ghinstance5");
- end;
-OnTalk1:
- npctalk "What? This cannot be. We must prevent Amdarias's attacks!";
- end;
-}
-
-2@gl_k,158,252,3 script Himmelmez#ghinstance4 4_F_HIMEL,4,4,{
- end;
-OnInstanceInit:
- donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnDisable";
- end;
-OnDisable:
- hideonnpc instance_npcname("Himmelmez#ghinstance4");
- end;
-OnEnable:
- hideoffnpc instance_npcname("Himmelmez#ghinstance4");
- end;
-OnTalk1:
- npctalk "Great~ I thought you wouldn't come near the end...";
- end;
-OnTalk2:
- npctalk "Huhu, I have already found a piece of Ymir's Heart, Heinrich.";
- end;
-OnTalk3:
- npctalk "It would've been faster if there were no distractions.";
- end;
-OnTalk4:
- npctalk "What do you think? Making it look like an accidental disease infected the king and the people around...";
- end;
-OnTalk5:
- npctalk "You want that?";
- end;
-OnTalk6:
- npctalk "This one is your final blow, Heinrich.";
- end;
-OnTalk7:
- npctalk "It is said that stopping me requires a skillfull person.";
- end;
-OnTalk8:
- npctalk "Seems like a perfect scenario to make my new monster, Amdarias.";
- end;
-OnTalk9:
- npctalk "Booh~ I'm scared.";
- end;
-OnTalk10:
- npctalk "Anyway, it was nice talking to you. Maybe we'll have the chance to meet again in the next story.";
- end;
-OnTalk11:
- npctalk "Well, make sure you will come back again.";
- end;
-}
-
-2@gl_k,150,179,0 script #controlGH6 HIDDEN_NPC,2,2,{
- end;
-OnTouch:
- mapannounce instance_mapname("2@gl_k"), "???: Do not come! There are traps everywhere here... Aaaaack!!!!",bc_map,"0xFF0000";
- specialeffect EF_BASH;
- donpcevent instance_npcname("Himmelmez#ghinstance3")+"::OnEnable";
- donpcevent instance_npcname("Heinrich#ghinstance6")+"::OnEnable";
- donpcevent instance_npcname("Varmunt#ghinstance5")+"::OnEnable";
- donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnEnable";
- donpcevent instance_npcname("#controlGH6")+"::OnDisable";
- end;
-OnInstanceInit:
- donpcevent instance_npcname("#controlGH6")+"::OnDisable";
- end;
-OnDisable:
- hideonnpc instance_npcname("#controlGH6");
- end;
-OnEnable:
- hideoffnpc instance_npcname("#controlGH6");
- end;
-}
-
-2@gl_k,158,252,1 script Himmelmez#ghinstance3 4_F_HIMEL,7,7,{
- end;
-OnTouch:
- specialeffect EF_BASH;
- donpcevent instance_npcname("#controlGH5")+"::OnEnable";
- donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnEnable";
- donpcevent instance_npcname("Himmelmez#ghinstance3")+"::OnDisable";
- end;
-OnInstanceInit:
- donpcevent instance_npcname("Himmelmez#ghinstance3")+"::OnDisable";
- end;
-OnDisable:
- disablenpc instance_npcname("Himmelmez#ghinstance3");
- end;
-OnEnable:
- enablenpc instance_npcname("Himmelmez#ghinstance3");
- end;
-}
-
-2@gl_k,158,255,3 script Gerhard#ghinstance1 4_LEVITATEMAN,{
- end;
-OnInstanceInit:
- donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnDisable";
- end;
-OnDisable:
- hideonnpc instance_npcname("Gerhard#ghinstance1");
- end;
-OnEnable:
- hideoffnpc instance_npcname("Gerhard#ghinstance1");
- end;
-OnTalk1:
- npctalk "Damn it! Run away! I can't withstand anymore!";
- end;
-OnTalk2:
- npctalk "Commandant... Come on, you need to run away from here... Ugh.";
- end;
-OnTalk3:
- npctalk "Even if you defile my body, I won't let you take my soul, Himmelmez!";
- end;
-OnEffect1:
- specialeffect EF_BARRIER;
- end;
-OnEffect2:
- specialeffect EF_CHAINCOMBO;
- end;
-OnEffect3:
- specialeffect EF_MAPPILLAR2;
- end;
-OnEffect4:
- specialeffect EF_MAPPILLAR;
- end;
-OnEffect5:
- specialeffect EF_LORD;
- end;
-}
-
-2@gl_k,0,0,0 script #controlGH5 -1,{
-OnInstanceInit:
- donpcevent instance_npcname("#controlGH5")+"::OnDisable";
- end;
-OnDisable:
- disablenpc instance_npcname("#controlGH5");
- end;
-OnEnable:
- enablenpc instance_npcname("#controlGH5");
- initnpctimer;
- end;
-OnTimer3000:
- donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnTalk1";
- end;
-OnTimer6000:
- donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnTalk1";
- end;
-OnTimer9000:
- donpcevent instance_npcname("Heinrich#ghinstance6")+"::OnTalk1";
- end;
-OnTimer12000:
- donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnTalk2";
- end;
-OnTimer15000:
- donpcevent instance_npcname("Heinrich#ghinstance6")+"::OnTalk2";
- end;
-OnTimer18000:
- donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnTalk2";
- end;
-OnTimer21000:
- donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnTalk3";
- end;
-OnTimer24000:
- donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnTalk3";
- end;
-OnTimer27000:
- donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnTalk4";
- end;
-OnTimer30000:
- donpcevent instance_npcname("Heinrich#ghinstance6")+"::OnTalk3";
- end;
-OnTimer33000:
- donpcevent instance_npcname("Heinrich#ghinstance6")+"::OnTalk4";
- end;
-OnTimer36000:
- donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnTalk5";
- end;
-OnTimer39000:
- donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnTalk6";
- end;
-OnTimer42000:
- donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnTalk7";
- end;
-OnTimer45000:
- donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnTalk8";
- end;
-OnTimer48000:
- donpcevent instance_npcname("Heinrich#ghinstance6")+"::OnTalk5";
- end;
-OnTimer51000:
- donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnTalk9";
- end;
-OnTimer54000:
- donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnTalk10";
- end;
-OnTimer57000:
- donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnTalk11";
- end;
-OnTimer60000:
- donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnEffect1";
- end;
-OnTimer63000:
- donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnDisable";
- end;
-OnTimer65000:
- donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnEffect3";
- end;
-OnTimer66000:
- donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnEffect2";
- end;
-OnTimer67000:
- donpcevent instance_npcname("Heinrich#ghinstance6")+"::OnTalk6";
- donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnEffect4";
- end;
-OnTimer70000:
- donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnEffect3";
- donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnEffect4";
- donpcevent instance_npcname("Heinrich#ghinstance6")+"::OnDisable";
- donpcevent instance_npcname("Varmunt#ghinstance5")+"::OnTalk1";
- end;
-OnTimer73000:
- mapannounce instance_mapname("2@gl_k"), "Leads toward Gerhard's body.",bc_map,"0xFFFFFF";
- end;
-OnTimer76000:
- donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnEffect5";
- end;
-OnTimer80000:
- donpcevent instance_npcname("#ghmemorialmob10")+"::OnEnable";
- stopnpctimer;
- donpcevent instance_npcname("#controlGH5")+"::OnDisable";
- end;
-}
-
-2@gl_k,158,241,1 script Hugin#ghinstance1 4_M_SAGE_C,{
- if (questprogress(12319,HUNTING) == 2) {
- mes "[Hugin]";
- mes "Well, you are pretty ridiculous. Beginners shouldn't get the loot Amdarias drops.";
- erasequest 12318;
- erasequest 12319;
- getitem 6608,1; //Coagulated Spell
- next;
- mes "[Hugin]";
- mes "Varmunt, I have arbitrarily stopped time. And soon, the time gap will be gone.";
- specialeffect2 EF_BLIND,AREA;
- soundeffect "_blind.wav",0;
- next;
- mes "[Hugin]";
- mes "Poor time travelers.";
- mes "They will endlessly retry to prevent the tragedy that affected this city.";
- next;
- mes "[Hugin]";
- mes "But the beggining of these time travels won't redempt your actions.";
- mes "This will continue forever...";
- next;
- mes "[Hugin]";
- mes "Now, I may erase your memory again. Perhaps you will have a different fate next time.";
- specialeffect2 EF_FREEZE;
- close2;
- getmapxy(.@map$,.@x,.@y,0);
- warp .@map$,.@x,.@y;
- end;
- } else {
- mes "[Hugin]";
- mes "The gap of time is almost distorted.";
- mes "Done. There you go. Come!";
- mes "I have to get out!";
- next;
- select("Bah... Soon after you...");
- mes "[Hugin]";
- mes "Soon after me? Anyways...";
- mes "Doesn't matter, soon the gap of time will be closed, I have to get out of here.";
- next;
- switch(select("Since I'm here, let's explore more.:Please, send me out.")) {
- case 1:
- mes "[Hugin]";
- mes "..................";
- close;
- case 2:
- close2;
- warp "glast_01",204,270;
- end;
- }
- }
-OnInstanceInit:
- donpcevent instance_npcname("Hugin#ghinstance1")+"::OnDisable";
- end;
-OnDisable:
- disablenpc instance_npcname("Hugin#ghinstance1");
- end;
-OnEnable:
- enablenpc instance_npcname("Hugin#ghinstance1");
- end;
-}
diff --git a/npc/re/instances/WolfchevLaboratory.txt b/npc/re/instances/WolfchevLaboratory.txt
deleted file mode 100644
index dcf726ed3..000000000
--- a/npc/re/instances/WolfchevLaboratory.txt
+++ /dev/null
@@ -1,3297 +0,0 @@
-//===== Hercules Script ========================================================
-//= Wolfchev's Laboratory
-//===== By: ====================================================================
-//= Kisuka (1.0)
-//===== Current Version: =======================================================
-//= 1.0.2
-//===== 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]
-//= 1.0.2 Fixed a small typo. [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;
- }
- .@killed_bosses = true;
- for(.@quest_id = 5113; .@quest_id <= 5125; .@quest_id++) {
- if(questprogress(.@quest_id, HUNTING) != 2)
- .@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:
- .@quest_time = questprogress(5112, PLAYTIME);
- if (!.@quest_time) {
- 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)
- 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 = questprogress(5112, PLAYTIME);
- if (lght_duk01 < 7) {
- mes "It says,";
- mes "'^0000FF****'s laboratory member only^000000'";
- close;
- }
- if (!.@lhz_time) {
- 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 == 1) {
- 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 == 2) {
- 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(questprogress(.@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/1-1/acolyte.txt b/npc/re/jobs/1-1/acolyte.txt
deleted file mode 100644
index 3ba4bcce9..000000000
--- a/npc/re/jobs/1-1/acolyte.txt
+++ /dev/null
@@ -1,333 +0,0 @@
-//===== Hercules Script ======================================
-//= Renewal Acolyte Job Quest
-//===== By: ==================================================
-//= Kisuka
-//===== Current Version: =====================================
-//= 1.3
-//===== Description: =========================================
-//= Job Change to Acolyte Class
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Kisuka]
-//= 1.1 Added back the npcs used for the priest quest.
-//= 1.2 Added Baby Job compatibility [Streusel]
-//= 1.3 Rewrote bits [Euphy]
-//============================================================
-prt_church,184,41,4 script Cleric#aco 1_M_PASTOR,{
- if (Upper == 1) {
- if (ADVJOB == Job_High_Priest || ADVJOB == Job_Champion) {
- if (Class == Job_Novice_High) {
- mes "[Father Mareusis]";
- mes "Ah, I sense you have endured";
- mes "a past life experience. You must have learned many things before entering Valhalla.";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Father Mareusis]";
- mes "Unfortunately, I don't think you're ready to become an Acolyte yet. Please finish learning all of the Basic Skills first.";
- next;
- mes "[Father Mareusis]";
- mes "In the meantime,";
- mes "I will wait until";
- mes "you are ready.";
- mes "May God be";
- mes "with you.";
- close;
- }
- mes "[Father Mareusis]";
- mes "Well, I welcome you";
- mes "back from Valhalla and";
- mes "wish you luck on your";
- mes "new life's journey.";
- next;
- skill 143,0,0;
- jobchange Job_Acolyte_High;
- skill 156,1,0;
- mes "[Father Mareusis]";
- mes "Now, venture forth and seek those who need your help. May God light your path.";
- close;
- }else{
- mes "[Father Mareusis]";
- mes "Now, venture forth to seek people who need your help. May God enlighten your way.";
- close;
- }
- }else{
- mes "[Father Mareusis]";
- mes "I sense that you have endured a past life experience. You must have learned many things before entering Valhalla.";
- next;
- mes "[Father Mareusis]";
- mes "However, I can tell that you are not suited to be an Acolyte. Please remember who you were in your past life and find your path.";
- close;
- }
- }
- mes "[Father Mareusis]";
- mes "What is it that you seek?";
- next;
- switch(select("Change your job to acolyte.:Ask the requirements to be an acolyte.:Quit it.")) {
- case 1:
- if(BaseJob != Job_Novice) {
- mes "[Father Mareusis]";
- if(BaseJob == Job_Acolyte)
- mes "Are you feeling okay today? I can tell by your attire that you are already an Acolyte. You're not joking around, are you?";
- else
- mes "I'm sorry but it seems you already have your own job, aren't you?";
- close;
- }else{
- mes "[Father Mareusis]";
- mes "Do you truly wish to become a servant of God?";
- mes "Let's see whether you are ready for it or not... Hmm...";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Father Mareusis]";
- mes "Oh my?! You haven't accomplished the basic practice yet?! You have a long way to go! Come again after increasing your job level!";
- close;
- }
- mes "[Father Mareusis]";
- mes "Hmm... your job level is enough...";
- mes "Good. Now I will give you the qualification to become an Acolyte.";
- next;
- mes "[Father Mareusis]";
- mes "Always remember to be thankful to God, who takes care of us all the time. In chaos and times of difficulty, face your hardships with unwavering faith.";
- callfunc "Job_Change",Job_Acolyte;
- getitem 1545,1; // N_Mace
- next;
- mes "[Father Mareusis]";
- mes "Lastly, I want to sincerely congratulate you on persevering through your trial of penance.";
- close;
- }
- case 2:
- mes "[Father Mareusis]";
- mes "Do you wish to become an Acolyte?";
- mes "Then, you must fulfill the following requirements thinking those are the practices given by God.";
- next;
- mes "[Father Mareusis]";
- mes "First, you have to reach at least Novice Job Level 9 and learn all of the Basic Skills.";
- mes "This is the most basic thing to do, so you need to regard it as the way of training yourself.";
- next;
- mes "[Father Mareusis]";
- mes "When you think you fulfilled this requirement, then come back to me again. Then you will have a holy job in which you can spread God's will.";
- close;
- case 3:
- close;
- }
-}
-
-prt_fild03,365,255,2 script Ascetic#aco 4_M_ORIENT02,{
- mes "[Father Rubalkabara]";
- if (BaseJob == Job_Novice) {
- if (job_acolyte_q == 6) {
- mes "Please take care. They should know that you've met me by the time you arrive at the Prontera Sanctuary.";
- next;
- mes "[Father Rubalkabara]";
- mes "I've sent a carrier pigeon with a message. I hope it will arrive there safely...";
- close;
- }
- if (job_acolyte_q != 0) {
- if (job_acolyte_q == 2) {
- mes "Oh...? You must be the one who aspires to become an Acolyte. I've already received news from the Sanctuary that you might be coming.";
- next;
- mes "[Father Rubalkabara]";
- mes "Now, your name was " + strcharinfo(0) + ", right? Excellent, thank you for visiting me.";
- next;
- mes "[Father Rubalkabara]";
- mes "I believe you've been told much about Acolytes from Friar Mareusis. Plus, there's plenty of helpful people in the Prontera Sanctuary.";
- next;
- mes "[Father Rubalkabara]";
- mes "I guess there's really no need for me to teach you much. Besides, I'm sure your someone from your generation may have trouble listening to an old man like me. Hahaha~";
- next;
- mes "[Father Rubalkabara]";
- mes "Still, lessons may come from the places you'd least expect. God loves to teach his children in strange ways. You'll see.";
- next;
- mes "[Father Rubalkabara]";
- mes "Well, I'll send the message telling them that you've come to visit me. So, you may now return to the Prontera Sanctuary.";
- next;
- mes "[Father Rubalkabara]";
- mes "Farewell.";
- close2;
- savepoint "prt_fild03",361,255;
- job_acolyte_q = 6;
- end;
- }
- else {
- mes "Oh...";
- mes "Are you one of the";
- mes "Acolyte applicants...?";
- mes "Let's see...";
- next;
- mes "[Father Rubalkabara]";
- mes "Your name is " + strcharinfo(0) + "?";
- mes "I don't think your name";
- mes "is on my list. Hmmm...";
- next;
- mes "[Father Rubalkabara]";
- mes "Why don't you go back to the Prontera Sanctuary and check again?";
- close;
- }
- }
- else {
- mes "Huh? What brings you here? This is a very dangerous place for a Novice like yourself!";
- close;
- }
- }
- else if (BaseJob == Job_Acolyte) callfunc "F_FatherRub";
- else {
- if (BaseJob == Job_Priest) {
- mes "Greetings.";
- next;
- mes "[Father Rubalkabara]";
- mes "Welcome to the Deep. Feel free to sit and contemplate God's message with me. This place is beautiful, even if danger accompanies its sense of serenity...";
- close;
- }
- else {
- mes "Oh ho...";
- mes "Have you come into the Deep here for training? Or are you just a Wanderer?";
- next;
- mes "[Father Rubalkabara]";
- mes "Whoever you are, please take care of yourself. The monsters in here are shockingly strong, contrary to their cute appearance.";
- close;
- }
- }
-}
-
-moc_fild07,41,355,4 script Ascetic#2aco 4_F_SISTER,{
- mes "[Mother Mathilda]";
- if (BaseJob == Job_Novice) {
- if (job_acolyte_q == 7) {
- mes "I will send a carrier pigeon to the Prontera Sanctuary. When you return, the Priest there should already have received my message.";
- next;
- mes "[Mother Mathilda]";
- mes "I will pray to God, and hope that you become an Acolyte soon.";
- close;
- }
- if (job_acolyte_q != 0) {
- if (job_acolyte_q == 3) {
- mes "Ah, you must be one of the Acolyte applicants. I sincerely welcome you.";
- next;
- mes "[Mother Mathilda]";
- mes "What is your name? " + strcharinfo(0) + "? Let's see... Ah, you're on my list.";
- next;
- mes "[Mother Mathilda]";
- mes "I will send a message to the Sanctuary confirming that you, " + strcharinfo(0) + " visited me and completed your penance.";
- next;
- mes "[Mother Mathilda]";
- mes "Please return to the Prontera Sanctuary and speak to the Priest in charge.";
- close2;
- savepoint "moc_fild07",35,355;
- job_acolyte_q = 7;
- end;
- }
- else {
- mes "Ah...!";
- mes "You must be one";
- mes "of the Acolyte applicants.";
- mes "I sincerely welcome you.";
- next;
- mes "[Mother Mathilda]";
- mes "Now, what is your name?";
- mes "" + strcharinfo(0) + "? Let's see...";
- next;
- mes "[Mother Mathilda]";
- mes "Hmm...";
- mes "It seems your name";
- mes "is not on my list...";
- next;
- mes "[Mother Mathilda]";
- mes "Perhaps you should return to the Prontera Sanctuary and check the destination for your penance trial once again.";
- close;
- }
- }
- else {
- mes "...";
- close;
- }
- }
- else if (BaseJob == Job_Acolyte) callfunc "F_MotherMart";
- else {
- if (BaseJob == Job_Priest) {
- mes "Hello there~";
- next;
- mes "[Mother Mathilda]";
- mes "How is your practice coming along? I certainly hope you're enjoying living in the grace of God.";
- close;
- }
- else {
- mes "May God";
- mes "be with you...";
- close;
- }
- }
-}
-
-prt_fild00,208,218,6 script Ascetic#3aco 4W_M_02,{
- mes "[Father Yosuke]";
- if (BaseJob == Job_Novice) {
- if (job_acolyte_q == 8) {
- mes "What?";
- next;
- mes "[Father Yosuke]";
- mes "Have you any more business with me?! You don't! Go back to the Sanctuary now!";
- close;
- }
- if (job_acolyte_q != 0) {
- if (job_acolyte_q == 4) {
- mes "Hey.";
- mes "Whatever you are,";
- mes "you look like an";
- mes "Acolyte applicant.";
- mes "Right?";
- next;
- mes "[Father Yosuke]";
- mes "Not bad, not bad. You withstood the penance trial pretty well.";
- mes "So what's your name?";
- next;
- mes "[Father Yosuke]";
- mes "" + strcharinfo(0) + ", huh?";
- next;
- mes "[Father Yosuke]";
- mes "Okay. I'll send a message to the Sanctuary that you, " + strcharinfo(0) + ", came to visit me.";
- next;
- mes "[Father Yosuke]";
- mes "Now go back to the Santuary and finish becoming an Acolyte, kid.";
- close2;
- savepoint "prt_fild00",206,230;
- job_acolyte_q = 8;
- end;
- }
- else {
- mes "Hey.";
- mes "You look like an Acolyte Applicant. Am I right?";
- next;
- mes "[Father Yosuke]";
- mes "Not bad at all, you've made it all the way here from Prontera. So what's your name, kid?";
- next;
- mes "[Father Yosuke]";
- mes "" + strcharinfo(0) + ", huh? Why isn't your name on my list?";
- next;
- mes "[Father Yosuke]";
- mes "You probably made a mistake. Go back to the Santuary, and check with the Bishop.";
- close;
- }
- }
- else {
- mes "You...";
- mes "Novice.";
- mes "There something";
- mes "you wanna tell me?";
- close;
- }
- }
- else if (BaseJob == Job_Acolyte) callfunc "F_FatherYos";
- else {
- if (BaseJob == Job_Priest) {
- mes "Hey...";
- next;
- mes "[Father Yosuke]";
- mes "If you like, come sit here with me and meditate the great truths. God's majesty is truly inspiring...";
- close;
- }
- else {
- mes "Do you have anything to say? Because unfortunately for you,";
- mes "I don't any replies.";
- close;
- }
- }
-}
-
diff --git a/npc/re/jobs/1-1/archer.txt b/npc/re/jobs/1-1/archer.txt
deleted file mode 100644
index c18d60c5c..000000000
--- a/npc/re/jobs/1-1/archer.txt
+++ /dev/null
@@ -1,129 +0,0 @@
-//===== Hercules Script ======================================
-//= Renewal Archer Job Quest
-//===== By: ==================================================
-//= Kisuka
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= Job Change to Archer Class
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Kisuka]
-//= 1.1 Added Baby Job compatibility [Streusel]
-//= 1.2 Rewrote bits [Euphy]
-//============================================================
-payon_in02,64,71,4 script Archer Guildsman#archer 4_M_03,{
- if (Upper == 1) {
- if (Class == Job_Novice_High && (ADVJOB == Job_Sniper || ADVJOB == Job_Clown || ADVJOB == Job_Gypsy)) {
- mes "[Archer Guildsman]";
- mes "Hey, I know you.";
- mes "You took this test";
- mes "before, didn't you?";
- next;
- mes "[Archer Guildsman]";
- mes "Ah, you must have been";
- mes "to Valhalla and been reborn.";
- mes "Wow, that's so impressive!";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Archer Guildsman]";
- mes "Err...";
- mes "You'd better learn all the Basic Skills first before you can become an Archer.";
- next;
- mes "[Archer Guildsman]";
- mes "Alright, see you later.";
- close;
- }
- mes "[Archer Guildsman]";
- mes "Well then. I don't";
- mes "need to say anything else.";
- mes "I know you'll make a great Archer...";
- next;
- skill 143,0,0;
- jobchange Job_Archer_High;
- skill 147,1,0;
- skill 148,1,0;
- mes "[Archer Guildsman]";
- mes "Although there's no special";
- mes "reward for you this time, I hope you understand. Take care of yourself.";
- close;
- }else{
- mes "[Archer Guildsman]";
- mes "Oh...?";
- mes "Hey, what are";
- mes "you doing here...?";
- next;
- mes "[Archer Guildsman]";
- mes "I can tell that you're not cut out to be an Archer. It sort of feels like you're meant to do";
- mes "something else...";
- close;
- }
- }
- mes "[Archer Guildsman]";
- mes "Nice to meet you. How may I help you?";
- next;
- switch(select("I want to be an Archer.:I need the requirements, please.:Nothing, thanks.")) {
- case 1:
- if(BaseJob != Job_Novice) {
- mes "[Archer Guildsman]";
- if(BaseJob == Job_Archer) {
- mes "Haha, you are kidding me..";
- }else{
- mes "I feel sorry but only Novices can change their job.";
- mes "You already have your own decent job, don't you?";
- }
- close;
- }else{
- mes "[Archer Guildsman]";
- mes "You are... "+strcharinfo(0)+". right?";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Archer Guildsman]";
- mes "Well, you're not at the right skill level.";
- mes "Your job level must be at least ^4A4AFF10^000000 and your Basic Skill level should reach ^4A4AFFlevel 9";
- next;
- mes "[Archer Guildsman]";
- mes "Because an Archer needs extremely high concentration, so we do not accept those who have little patience.";
- close;
- }
- mes "[Archer Guildsman]";
- mes "Your Basic Skill is now enough..";
- mes "....Hm~~ so you are now ready to be an Archer. I will take the step right away.";
- next;
- mes "[Archer Guildsman]";
- mes "Congratulations! You are now an Archer! Also, we hope that you actively participate in many programs for the revival of the Archer Guild.";
- mes "Ah, items have arrived from the Production Department. Here, take these! These are all yours!";
- callfunc "Job_Change",Job_Archer;
- getitem 1742,1; // N_Composite_Bow
- getitem 12004,1; // Arrow_Container
- getitem 12009,1; // Silver_Arrow_Container
- getitem 12008,1; // Fire_Arrow_Container
- next;
- mes "[Archer Guildsman]";
- mes "Having a bow and arrows, now you became a real Archer.";
- mes "If you open the arrow container, there are arrows in it and then you can equip them.";
- mes "Well, I expect to hear better news from you. It's time to say goodbye.";
- mes "Bye.";
- close;
- }
- case 2:
- mes "[Archer Guildsman]";
- mes "An Archer has skills using a bow and has various talents.";
- mes "The greatest ability of an Archer is attacking enemies from a long distance.";
- next;
- mes "[Archer Guildsman]";
- mes "Although an Archer has weaker HP, he or she can shoot enemies at a long range,";
- mes "so an Archer is safer in a real battle.";
- next;
- mes "[Archer Guildsman]";
- mes "Although an Archer in Ragnarok has lower HP, he or she has high accuracy and attack rate so that the archer can kill monsters before they get close to an Archer.";
- next;
- mes "[Archer Guildsman]";
- mes "^8C2121An Archer can change jobs to a Hunter.^000000";
- mes "^8C2121Other than Hunter, if you are a man, you can change your job to Bard and if you are a woman, you can change your job to Dancer.^000000";
- close;
- case 3:
- mes "[Archer Guildsman]";
- mes "If you have any questions, feel free to come and ask me.";
- close;
- }
-}
diff --git a/npc/re/jobs/1-1/mage.txt b/npc/re/jobs/1-1/mage.txt
deleted file mode 100644
index e87f89328..000000000
--- a/npc/re/jobs/1-1/mage.txt
+++ /dev/null
@@ -1,130 +0,0 @@
-//===== Hercules Script ======================================
-//= Renewal Mage Job Quest
-//===== By: ==================================================
-//= Kisuka
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= Job Change to Mage Class
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Kisuka]
-//= 1.1 Added Baby Job compatibility [Streusel]
-//= 1.2 Rewrote bits [Euphy]
-//============================================================
-geffen_in,164,124,4 script Mage Guildsman#mage 2_F_MAGICMASTER,{
- if (Upper == 1) {
- if (ADVJOB == Job_High_Wizard || ADVJOB == Job_Professor) {
- if (Class == Job_Novice_High) {
- mes "[Mage Guildsman]";
- mes "Whoa, long time no see! But weren't you supposed to be dead?";
- next;
- mes "[Mage Guildsman]";
- mes "Ah, you must have been reborn. Well, I'm glad to have you back.";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Mage Guildsman]";
- mes "I'm sorry, but I don't think you're ready to learn magic yet. Why don't you go finish learning the Basic Skills first?";
- next;
- mes "[Mage Guildsman]";
- mes "Take your time. The more you learn, the more ready you'll be to learn magic again.";
- close;
- }
- mes "[Mage Guildsman]";
- mes "Well, since you have passed the Mage test once, I will not question your qualification. You want to have your magic skills back immediately, don't you?";
- next;
- skill 143,0,0;
- jobchange Job_Mage_High;
- skill 157,1,0;
- mes "[Mage Guildsman]";
- mes "Wow, for some reason, you look way better than you did before. Anyway, I believe you will do a better job being a Mage as well.";
- close;
- }else{
- mes "[Mage Guildsman]";
- mes "Is there anything more I can help you with? If not, why don't you go test your skills? The world is waiting for you~!";
- close;
- }
- }else{
- mes "[Mage Guildsman]";
- mes "What, are you interested in the Mage guild? I didn't want to tell you this, but you don't belong here.";
- next;
- mes "[Mage Guildsman]";
- mes "I am not sure why you're still standing in front of me, but I can tell that you're not meant to be a Mage.";
- close;
- }
- }
- if(BaseJob != Job_Novice) {
- mes "[Mage Guildsman]";
- if(BaseJob == Job_Mage) {
- mes "Hey, haven't you realized? You're already a Mage, silly!";
- mes "One of these days you'll realize the power inside of you when you can make Fire with your mind!";
- }else{
- mes "Hey~ C'mon. Quit playing games. You can't be a Mage because you already have another Job.";
- }
- close;
- }else{
- mes "Hey?";
- next;
- switch(select("I want to be a Mage:What are the requirements to be a Mage?:Nothing, thanks.")) {
- case 1:
- mes "[Mage Guildsman]";
- mes "Wanna be a Mage? Eh...";
- next;
- mes "[Mage Guildsman]";
- if (Sex) {
- mes "Hey, look at you! You're kinda cute~! Not my type though...";
- }else{
- mes "Oooh, you're such a hot babe~!";
- mes "I like girls like you~";
- }
- mes "Right, you said that you wanna be a Mage?";
- next;
- if(select("I want to be a Mage.:Nothing, thanks.") == 2) {
- mes "[Mage Guildsman]";
- mes "Whaaaaat~?! Right after you tell me that you wanna become a Mage, you change your mind?! Be a bit more decisive!";
- close;
- }
- mes "[Mage Guildsman]";
- if (getskilllv("NV_BASIC") < 9) {
- mes "Oh, man your Basic Skill Level doesn't reach enough to be a Mage.";
- mes "Go back and level up your Basic Skill.";
- close;
- }
- mes "Alright.. sign the application form.... Wow~ you have good handwriting! Ahh, okay. That's enough.";
- mes "You are... "+strcharinfo(0)+".";
- next;
- mes "[Mage Guildsman]";
- mes "Hmm I can see that you've tried hard in your own way. Though it seems to be a little clumsy, but well I think it's okay!";
- mes "Good! Always sticking to the basics is the best! I will transform you right away.";
- next;
- mes "[Mage Guildsman]";
- mes "Hahh..! You are now a Mage, one of our colleagues!";
- mes "We welcome you to the Mage Guild, our new friend!";
- next;
- mes "[Mage Guildsman]";
- mes "'Welcome to the Mage Guild~'";
- mes "Congratulations on becoming a member of the Mage Guild! Go for it!";
- callfunc "Job_Change",Job_Mage;
- getitem 1639,1; // N_Rod
- close;
- case 2:
- mes "[Mage Guildsman]";
- mes "Wanna be a Mage, eh?";
- mes "I'd be happy to explain the requirements for a pretty girl like you!";
- next;
- mes "[Mage Guildsman]";
- mes "First of all, you have to reach Novice Job Level 10 and learn all of the Basic Skills.";
- next;
- mes "[Mage Guildsman]";
- mes "In the past, there was a complicated potion making test. Because of that, we'd lost an aplicant slowly.";
- mes "So, we decided to accept all aplicants who meet the basic requirements.";
- next;
- mes "[Mage Guildsman]";
- mes "Don't hesitate. Just be a magician!";
- close;
- case 3:
- mes "[Mage Guildsman]";
- mes "Nothing...?";
- close;
- }
- }
-}
diff --git a/npc/re/jobs/1-1/merchant.txt b/npc/re/jobs/1-1/merchant.txt
deleted file mode 100644
index 619a2a465..000000000
--- a/npc/re/jobs/1-1/merchant.txt
+++ /dev/null
@@ -1,125 +0,0 @@
-//===== Hercules Script ======================================
-//= Renewal Merchant Job Quest
-//===== By: ==================================================
-//= Kisuka
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= Job Change to Merchant Class
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Kisuka]
-//= 1.1 Added Baby Job compatibility [Streusel]
-//= 1.2 Rewrote bits [Euphy]
-//============================================================
-alberta_in,53,43,6 script Merchant#mer 4_M_04,{
- if (Upper == 1) {
- if (Class == Job_Novice_High && (ADVJOB == Job_Whitesmith || ADVJOB == Job_Creator)) {
- mes "[Chief Mahnsoo]";
- mes "Long time no see!";
- mes "Hey, you didn't quit";
- mes "your business, did you?";
- mes "What happened?";
- next;
- mes "[Chief Mahnsoo]";
- mes "Whoa...";
- mes "You've actually been to Valhalla?! Wow, you've come a long way...";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Chief Mahnsoo]";
- mes "Hmmm...";
- mes "It seems that you're not ready to become a Merchant again. Go finish learning the Basic Novice Skills first.";
- next;
- mes "[Chief Mahnsoo]";
- mes "Don't worry, we'll always have a Merchant position open for you. Just come back when you're ready, okay?";
- close;
- }
- mes "[Chief Mahnsoo]";
- mes "I guess it's destiny that we meet like this once more. Alright. Once again, let me change you into a Merchant!";
- next;
- skill 143,0,0;
- jobchange Job_Merchant_High;
- skill 153,1,0;
- skill 154,1,0;
- skill 155,1,0;
- mes "[Chief Mahnsoo]";
- mes "Ah~ How nostalgic. Just like old times! Alright, do your best!";
- close;
- }else{
- mes "[Chief Mahnsoo]";
- mes "^333333*Sigh*^000000";
- mes "I'm so bored...";
- mes "When will I hear from my lovely Blossom?";
- close;
- }
- }
- mes "[Guildsman Mahnsoo]";
- mes "Hey, why are you here?";
- next;
- switch(select("I want to be a merchant.:I want to know more about merchants.:Ask him the requirements to be a merchant.:Nothing.")) {
- case 1:
- if(BaseJob != Job_Novice) {
- mes "[Guildsman Mahnsoo]";
- if(BaseJob == Job_Merchant) {
- mes ".....? Sorry? What are you saying?";
- mes "You are already a merchant. Oh my..";
- mes "Huh?! ...Do I need to laugh right now?!";
- }else{
- mes "Ahh? Are you trying to have both ways?";
- mes "How about just giving yourself over to your original job?";
- next;
- mes "[Guildsman Mahnsoo]";
- mes "We have business ethics you know.";
- }
- close;
- }else{
- mes "[Guildsman Mahnsoo]";
- mes "Want to be a merchant? Hmm...";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Guildsman Mahnsoo]";
- mes "But if you want to be a merchant, your basic skill level must reach Level 9 or you must spend all of your skill points.";
- next;
- mes "[Guildsman Mahnsoo]";
- mes "Don't you think we need to learn some basic skills although we just deal with money?";
- close;
- }
- mes "[Guildsman Mahnsoo]";
- mes "Good, I think you're fully ready for it seeing that your basic skill level is fulfilled.";
- mes "Now I allow you to be a merchant.";
- next;
- mes "[Guildsman Mahnsoo]";
- mes "Congratulations on becoming a merchant!";
- mes "Congratulations again for being a member of the merchant guild and one of our colleagues. I expect your active participation from now on!";
- callfunc "Job_Change",Job_Merchant;
- getitem 1381,1; // N_Battle_Axe
- next;
- mes "[Guildsman Mahnsoo]";
- mes "Absolutely, we need young people who have passion to achieve our great goal for securing 20% of the worldwide currency volume. You get it? Huh?";
- mes "Well, I'm just saying... it means let's make lots of money in the end. You guys know that~";
- close;
- }
- case 2:
- mes "[Guildsman Mahnsoo]";
- mes "Merchant? To put it simply, the person who sells good and makes money is a merchant.";
- mes "Not good at fighting and doesn't have special attack/recovery skills... but a merchant can buy things at a low price and then sell them and make money.";
- next;
- mes "[Guildsman Mahnsoo]";
- mes "Well, a merchant has an ultimate skill called Mammonite which strikes an enemy with his/her money... We can equip everything except Bows, Rods, and Two-Handed Swords. But we can always sell and buy those.";
- mes "Yes... we merchants always have money on our minds, got it?";
- close;
- case 3:
- mes "[Guildsman Mahnsoo]";
- mes "To become a merchant, although just selling and receiving money is our job, you must reach at least basic skill level 9.";
- next;
- mes "[Guildsman Mahnsoo]";
- mes "Well, we used to receive a start-up fee before. Wasn't it hard to make that money?";
- mes "There were too many people who couldn't gather that money and kept crying.";
- next;
- mes "[Guildsman Mahnsoo]";
- mes "So recently, we decided to allow any Novice who wants to be a merchant become one.";
- mes "Because to be alive or not later is all up to one's ability.";
- close;
- case 4:
- close;
- }
-}
diff --git a/npc/re/jobs/1-1/swordman.txt b/npc/re/jobs/1-1/swordman.txt
deleted file mode 100644
index d8bd67711..000000000
--- a/npc/re/jobs/1-1/swordman.txt
+++ /dev/null
@@ -1,127 +0,0 @@
-//===== Hercules Script ======================================
-//= Renewal Swordman Job Quest
-//===== By: ==================================================
-//= Kisuka
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= Job Change to Swordman Class
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Kisuka]
-//= 1.1 Added Baby Job compatibility [Streusel]
-//= 1.2 Rewrote bits [Euphy]
-//============================================================
-izlude_in,74,172,4 script Swordman#swd 2_M_SWORDMASTER,{
- if (Upper == 1) {
- if (Class == Job_Novice_High && (ADVJOB == Job_Lord_Knight || ADVJOB == Job_Paladin)) {
- mes "[Swordman]";
- mes "It...";
- mes "Can't be...";
- mes "You've been reborn, haven't you?";
- next;
- mes "[Swordman]";
- mes "I see you're retreading the path of the Swordman! Once you've gotten used to brandishing a sword, you can never go back!!";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Swordman]";
- mes "Hmm? Ah, you must first master the Basic Skills before you are ready to become a Swordman.";
- next;
- mes "[Swordman]";
- mes "Come back to me when you have finished learning the Basic Novice Skills.";
- close;
- }
- mes "[Swordman]";
- mes "Excellent! Let me promote you to a Swordman right away!";
- next;
- skill 143,0,0;
- jobchange Job_Swordman_High;
- skill 144,1,0;
- skill 145,1,0;
- skill 146,1,0;
- mes "[Swordman]";
- mes "Hmm... You look like a well-experienced Swordman. Still, I'm sure that you must train to improve your skills and gain strength!";
- close;
- }else{
- mes "[Swordman]";
- mes "Hm...?";
- mes "You're a reborn";
- mes "warrior, aren't you?";
- next;
- mes "[Swordman]";
- mes "Hmmm...";
- mes "It seems that being";
- mes "a Swordman is not part";
- mes "of your destiny. I'm sorry,";
- mes "but it seems there is nothing";
- mes "I can do for you.";
- close;
- }
- }
- mes "[Swordman Guildsman]";
- mes "This is the Swordman Guild.";
- mes "Why are you here?";
- next;
- switch(select("Tell me about being a Swordman.:I want to be a Swordman.:Nothing.")) {
- case 1:
- mes "[Swordman Guildsman]";
- mes "So you wish to know more about the mighty Swordman? Okay!";
- next;
- mes "[Swordman Guildsman]";
- mes "The most distinctive feature of the Swordman is that the Swordman can show us his/her real abilities in close combat.";
- mes "There are three reasons!";
- next;
- mes "[Swordman Guildsman]";
- mes "First, Swordman has higher HP than other jobs.";
- mes "Second, except for Bows and Rods, Swordman can use all other weapons so they can fight at their optimal ability.";
- mes "And third, most of the skills of the Swordman give powerful physical attacks.";
- next;
- mes "[Swordman Guildsman]";
- mes "Though I gave you a simple explanation, I believe you understand the core meaning of what it is to be a Swordman.";
- mes "In my opinion, Swordman is the best job ever!";
- close;
- case 2:
- if(BaseJob != Job_Novice) {
- mes "[Swordman Guildsman]";
- if(BaseJob == Job_Swordman) {
- mes "You are already an excellent Swordman, aren't you?";
- mes "Just devote yourself to be a great Swordman.";
- }else{
- mes "You already have one of the other jobs, don't you?";
- mes "You've gone too far with that joke.";
- }
- close;
- }else{
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Swordman Guildsman]";
- mes "I'm sorry to tell you this but to be a Swordman, you must reach at least ^4A4AFFJob Level 10^000000.";
- mes "and ^4A4AFFBasic Skill Level 9^000000.";
- next;
- mes "[Swordman Guildsman]";
- mes "Want to be a Swordman without having the minimum requirement?";
- mes "Do you think being a Swordman is that easy?";
- close;
- }
- mes "[Swordman Guildsman]";
- mes "Hmm, both your Job Level and Basic Skill Level check out.";
- mes "Good. Do you want to be a Swordman right away?";
- next;
- if(select("Yes, I do.:I'll consider it again.") == 2) {
- mes "[Swordman Guildsman]";
- mes "Yeah. Prudent decision is needed for choosing a job.";
- mes "But I feel sorry... that you consider it again after overcoming all the hardships....";
- close;
- }
- mes "[Swordman Guildsman]";
- mes "Congratulations! From now on, you are going to live a Swordman's life!";
- mes "Let's do it right now!";
- next;
- mes "[Swordman Guildsman]";
- mes "Congratulations again for being a Swordman and I hope that you participate in many activities for the revival of our guild.";
- callfunc "Job_Change",Job_Swordman;
- getitem 13415,1; // N_Falchion
- close;
- }
- case 3:
- close;
- }
-}
diff --git a/npc/re/jobs/1-1/thief.txt b/npc/re/jobs/1-1/thief.txt
deleted file mode 100644
index f327d1892..000000000
--- a/npc/re/jobs/1-1/thief.txt
+++ /dev/null
@@ -1,203 +0,0 @@
-//===== Hercules Script ======================================
-//= Renewal Thief Job Quest
-//===== By: ==================================================
-//= Kisuka
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= Job Change to Thief Class
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Kisuka]
-//= 1.1 Added Baby Job compatibility [Streusel]
-//= 1.2 Rewrote bits [Euphy]
-//============================================================
-moc_prydb1,39,129,2 script Thief Guide#thief 1_F_04,{
- if (Upper == 1) {
- if (ADVJOB == Job_Assassin_Cross || ADVJOB == Job_Stalker) {
- if (Class == Job_Novice_High) {
- mes "[Thief Guide]";
- mes "Huh? Do I know you? It's creepy that you seem so familiar. You don't have a twin, do you?";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Thief Guide]";
- mes "What, do you want to be a Thief? I'm sorry, but you look like you need more training.";
- next;
- mes "[Thief Guide]";
- mes "Take your time and learn all the Basic Skills, will you? Well then, see you later~!";
- close;
- }
- mes "[Thief Guide]";
- mes "Well, I got this feeling like you've been through a lifetime of fighting, so I'm promoting you to a Thief right this minute. I better give you tough guys what you want...";
- next;
- skill 143,0,0;
- jobchange Job_Thief_High;
- skill 149,1,0;
- skill 150,1,0;
- skill 151,1,0;
- skill 152,1,0;
- mes "[Thief Guide]";
- mes "Since you've become a Thief, live as a Thief. Now, go for it! Next~";
- close;
- }else{
- mes "[Thief Guide]";
- if (Sex)
- mes "Hey, dude.";
- else
- mes "Hey, baby~";
- close;
- }
- }else{
- mes "[Thief Guide]";
- if (Sex)
- mes "Hey, dude.";
- else
- mes "Hey, baby.";
- mes "...Hey! You look too goody-goody to want to be a Thief!! Now scram, I'm busy. Next!";
- close;
- }
- }
- if(q_job_thief == 1) {
- mes "[Thief Guildsman]";
- mes "Ehh... Seems like a beloved "+(Sex?"son":"daughter")+" of a rich family, but why are you here in this dirty place?";
- next;
- mes "[Thief Guildsman]";
- mes "Well, I'm not in charge of making you a Thief. I just accept applications, get it?";
- mes "If you want to become a Thief, ask the sharp-eyed guy next to me.";
- close;
- }
- if(BaseJob != Job_Novice) {
- if(BaseJob == Job_Thief) {
- mes "[Thief Guildsman]";
- mes "Hey~ if you have any trouble, get it out to me anytime, huh?";
- close;
- }else{
- mes "[Thief Guildsman]";
- mes "What the heck...?";
- if(Sex) {
- mes "Huh.. you are a "+jobname(Class)+" you blockhead...!";
- next;
- mes "[Thief Guildsman]";
- mes "Hey, brother.";
- }else{
- next;
- mes "[Thief Guildsman]";
- mes "Hey, lady.";
- }
- mes "Why are you here? Go back to your place~ go back~~";
- close;
- }
- }
- mes "[Thief Guildsman]";
- mes "Ehh... Seems like a beloved "+(Sex?"son":"daughter")+" of a rich family, but why are you here in this dirty place?";
- next;
- if(select("I want to be a Thief.:Nothing.") == 2) {
- mes "[Thief Guildsman]";
- mes "You know you cannot be a thief without an application.....";
- mes "What's on your mind..?";
- close;
- }
- mes "[Thief Guildsman]";
- mes "Well, are you that proud of it?";
- mes "You're telling me so proudly that you want to be a Thief! Why don't you go to all the villages and advertise yourself for being a thief?";
- mes "'Ha ha ha! Go put up a banner that says 'I will be a proud thief who steals other people's stuff.'";
- next;
- mes "[Thief Guildsman]";
- mes "Do you want to be a thief so badly?";
- next;
- switch(select("Yes.:No.:How about you?")) {
- case 1:
- mes "[Thief Guildsman]";
- mes "Oh, do you...? Huh.. well... I do live and learn to see strange people like you.";
- next;
- break;
- case 2:
- mes "[Thief Guildsman]";
- mes "Then why are you here? Do you think you can become a thief so easily?";
- next;
- break;
- case 3:
- mes "[Thief Guildsman]";
- mes "Eh..? me? me?";
- mes "Well... I just fit well to being a thief... characteristically... I don't mind this silly matter.";
- next;
- break;
- }
- mes "[Thief Guildsman]";
- mes "Anyway, in the outside world, never say that you want to be a Thief!!";
- next;
- mes "[Thief Guildsman]";
- mes "So, do you want to apply for being a Thief?";
- next;
- if(select("Yes, I do.:No.") == 2) {
- mes "[Thief Guildsman]";
- mes "Well... do what you want to do~ Go your way~";
- close;
- }
- mes "[Thief Guildsman]";
- mes "Alright, tell me your name. Huh? What?";
- mes ""+strcharinfo(0)+". So "+strcharinfo(0)+", right...?";
- next;
- if (getskilllv("NV_BASIC") < 9) {
- mes "[Thief Guildsman]";
- mes "I can see your strong will to become a Thief......";
- mes "But only with your will, you cannot make it in a real fight, can you?";
- mes "So go and reach at least Basic Skill Level 9.";
- close;
- }
- mes "[Thief Guildsman]";
- mes "Hmm.... I found your interesting criminal records from the data of the detective agency. Well you seem to have what it takes to be a good thief.";
- mes ""+strcharinfo(0)+". I now declare that you have passed the job interview!";
- next;
- mes "[Thief Guildsman]";
- mes "Well, I'm not in charge of making you a Thief. I just accept applications, get it?";
- mes "If you want to become a Thief, ask the guy next to me.";
- q_job_thief = 1;
- close;
-}
-
-moc_prydb1,42,133,2 script Thief Guildsman#thief 2_M_THIEFMASTER,{
- if(q_job_thief == 1) {
- mes "[Thief Guildsman]";
- mes "Alright. You must have passed the job interview, huh?";
- mes "Good. I'll accept you.";
- mes "Let's begin the job-changing ceremony of our guild!";
- next;
- mes "[Commander of Thief Guild]";
- mes "'"+strcharinfo(0)+".'";
- mes "'For those who are ready, the moonlight shall open the way. Now you are fully ready, I now officially allow you to become a member of the Thief Guild.'";
- callfunc "Job_Change",Job_Thief;
- q_job_thief = 0;
- getitem 13041,1; // N_Main_Gauche
- next;
- mes "[Commander of Thief Guild]";
- mes "'Congratulations on becoming a Thief.'";
- mes "'From now on, keep the rules of our guild and be an honorable member.'";
- mes "'If you bring us any disgrace by breaking our rules, you better watch your back.'";
- mes "'Anyway, I expect you to be a great thief.'";
- next;
- mes "[Brad]";
- mes "Heee~Yaaaa~! Congratulations! My friend.";
- mes "My name is 'Brad'. I'm in charge of human resources here.";
- mes "I'm not sure for now but you'll have more chances to see me later on.";
- next;
- mes "[Brad]";
- mes "Okay, I've done what I can do to you, so go on your way. I'm quite a busy man.";
- mes "See you again.";
- close;
- }
- if(BaseJob != Job_Novice) {
- if(BaseJob == Job_Thief) {
- mes "[Brad]";
- mes "I don't have any special events now. So go on your way and come back later.";
- }else{
- mes "[Thief Guildsman]";
- mes "Hey~ Hey~ You're not a novice or a thief!";
- mes "What are you doing here? You're not welcome to make this place your home~ Hweeeee~ Get outta here~";
- }
- close;
- }
- mes "[Thief Guildsman]";
- mes "Ho? Why is a novice like you visiting here?";
- mes "If you are here to be a Thief, ask the nasty-tempered lady right next to me.";
- close;
-}
diff --git a/npc/re/jobs/3-1/archbishop.txt b/npc/re/jobs/3-1/archbishop.txt
deleted file mode 100644
index 78e35ef34..000000000
--- a/npc/re/jobs/3-1/archbishop.txt
+++ /dev/null
@@ -1,1686 +0,0 @@
-//===== Hercules Script ======================================
-//= Arch Bishop Job Quest
-//===== By: ==================================================
-//= L0ne_W0lf
-//= Credits: Gepard
-//===== Current Version: =====================================
-//= 1.9
-//===== Description: =========================================
-//= [Official Conversion]
-//= Job change Quest from Priest / High Priest -> Arch Bishop.
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//= 1.1 Fixed class checks for arch bishops.
-//= 1.2 Fixed Job tags typos.
-//= 1.3 Made some NPC's into duplicates and fixed some && / || checks. [Masao]
-//= 1.4 Fixed Job_Archbishop/Job_Archbishop_T typos. [Euphy]
-//= 1.5 Redone the whole Script. [Masao]
-//= 1.5a Fixed little typo in Baby Priest & Baby Arch Bishop checks. [Masao]
-//= 1.5b More small fixes. [Euphy]
-//= 1.6 Fixed bugs where players unable to continue the quest. [Joseph]
-//= 1.7 Updated script, many bugs fixed. [Euphy]
-//= 1.7a Moved warps to separate file. [Euphy]
-//= 1.8 Bug fixes and corrections. [Euphy]
-//= 1.9 Added GM management function. [Euphy]
-//============================================================
-
-prt_church,103,88,3 script Praying Minister#arch 1_M_PASTOR,{
- if (BaseJob != Job_Priest) {
- if (Class == Job_Arch_Bishop || Class == Job_Arch_Bishop_T || Class == Job_Baby_Bishop) {
- mes "[Praying Minister]";
- mes "Ah! An Archbishop.";
- mes "You have reached the state of light.";
- mes "I hope you give happiness and honor to people during your adventures.";
- close;
- }
- mes "[Praying Minister]";
- mes "In front of the Almighty God Odin,";
- mes "there shall be no person smarter than him,";
- mes "and there will be no person more merciful than him.";
- next;
- mes "[Praying Minister]";
- mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
- next;
- mes "[Praying Minister]";
- mes "These days, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world.";
- next;
- mes "[Praying Minister]";
- mes "If you see any of these ministers, can you ask to them to go to the church in prontera?";
- next;
- mes "[Praying Minister]";
- mes "They give out a special aura so you can easily recognize them.";
- mes "I'm going to make them ministers worthy of serving Odin.";
- close;
- }
- if ((BaseLevel == 99) && (JobLevel > 49)) {
- if (job_arch == 0) {
- if (SkillPoint) {
- mes "You can't change jobs without using all your skill points. Please use all of your skill points before applying to change jobs~";
- close;
- }
- mes "[Praying Minister]";
- mes "In front of the Almighty God Odin,";
- mes "there shall be no person smarter than him,";
- mes "and there will be no person more merciful than him.";
- next;
- mes "[Praying Minister]";
- mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
- next;
- mes "[Praying Minister]";
- mes (Sex?"Brother":"Sister")+", how has your life been? Have you lived it to its fullest?";
- mes "Have you served your life in the light of Odin?";
- next;
- mes "[Praying Minister]";
- mes "We are ministers and our behavior is seen as acts of the Gods.";
- mes "We should always be mindful of this.";
- next;
- mes "[Praying Minister]";
- mes "We should always tell the truth.";
- mes "We should not fall prey to lies and deceit.";
- next;
- mes "[Praying Minister]";
- mes (Sex?"Brother":"Sister")+"...";
- mes "Even though we serve Odin, we are normal people.";
- mes "We can be degraded in spite of ourselves and we must realize that.";
- next;
- mes "[Praying Minister]";
- mes "We always try to keep our original intention in mind and spread Odin's rule.";
- next;
- select("How do I become like that?");
- mes "[Praying Minister]";
- mes "That's a good question.";
- mes "We have lots of methods.";
- mes "But, I recommend this.";
- next;
- mes "[Praying Minister]";
- mes "Have you ever heard of a ^3131FFHoly Pilgrimage^000000?";
- mes "A Holy Pilgrimage means going to a holy place to pray to the God Odin for protection and grace.";
- next;
- mes "[Praying Minister]";
- mes "When you pray to Odin in the holy place, you will feel that you are born again.";
- next;
- mes "[Praying Minister]";
- mes "What do you think?";
- mes "Would you like to do a Holy Pilgrimage?";
- next;
- switch(select("Yes I want to.:I'll think about it.")) {
- case 1:
- mes "[Praying Minister]";
- mes "That's the correct attitude.";
- mes "A person who lives in one's mundane life would better have a new mind and body and evolve to the way of a true minister of Odin.";
- next;
- mes "[Praying Minister]";
- mes "There is a small village named Umbala far from here.";
- mes "That village is a where a tribe lives in harmony with nature.";
- next;
- mes "[Praying Minister]";
- mes "Go there and find Priest Dayan.";
- mes "Tell him exactly,";
- mes "'^3131FFI'm here for the Holy Pilgrimage.^000000'";
- next;
- mes "[Praying Minister]";
- mes "He's very old so he is hard of hearing.";
- mes "You have to speak loud and clearly. You got it?";
- mes "I hope that this paves the way for you to live in the light of Odin.";
- job_arch = 1;
- setquest 2187;
- close;
- case 2:
- mes "[Praying Minister]";
- mes "Mmmm...";
- mes "A Holy Pilgrimage isn't that difficult.";
- mes "Just be mindful that once you start the path you will be on your way to the way of a true minister of Odin.";
- next;
- mes "[Praying Minister]";
- mes "Feel free to visit me if you change your mind.";
- mes "I'll always be here for you.";
- close;
- }
- }
- mes "[Praying Minister]";
- mes "How's it going?";
- mes "Did you meet Priest Dayan in Umbala?";
- close;
- }
- mes "[Praying Minister]";
- mes "In front of the Almighty God Odin,";
- mes "there shall be no person smarter than him,";
- mes "and there will be no person more merciful than him.";
- next;
- mes "[Praying Minister]";
- mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin.";
- next;
- mes "[Praying Minister]";
- mes "These days, I've heard that ministers are becoming lax in their duty to Odin and adorn themselves with the splendors of the world.";
- next;
- mes "[Praying Minister]";
- mes "If you see any of these ministers, can you ask to them to go to the church in Prontera?";
- next;
- mes "[Praying Minister]";
- mes "They give out a special aura so you can easily recognize them.";
- mes "I'm going to make them ministers worthy of serving Odin.";
- close;
-}
-
-umbala,137,227,5 script Utan Boy#arch 4_M_UMKID,{
- mes "[Utan Boy]";
- mes "........";
- close;
-}
-
-umbala,139,227,3 script Priest#arch 1_M_PASTOR,{
- if (job_arch == 0) {
- mes "[Priest]";
- mes "Un...ba... Unba?";
- close;
- } else if (job_arch == 1) {
- mes "[Priest]";
- mes "Un...ba... Umba?";
- next;
- mes "[Utan Boy]";
- mes "...............";
- next;
- mes "[Priest]";
- mes "Is that... right?";
- mes "Hmm... so...";
- mes "Um...ma? Umau...ma?";
- emotion e_swt;
- next;
- mes "[Utan Boy]";
- mes "...............";
- next;
- mes "[Priest]";
- mes "Huuuuuu......";
- mes "Oh, dear . I feel heavy.";
- mes "hohohoho.";
- next;
- mes "- mumbling~ -";
- next;
- mes "[Priest]";
- mes "hahahahaha.";
- mes "huhuhuhu. humhum.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Hello. are you... Priest Dayan?";
- next;
- mes "[Priest]";
- mes "Huh?";
- next;
- mes "He turns his head towards you.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Aren't you Priest Dayan?";
- next;
- mes "[Priest]";
- mes "muttering...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Priest! Da~yan! Right!?";
- next;
- mes "[Priest Dayan]";
- mes "Ah~, yes.";
- mes "Yes, I am.";
- mes "I'm Dayan. Nice to meet you "+(Sex?"Brother.":"Sister.");
- next;
- mes "The old priest gives you an ear to ear grin. ";
- next;
- mes "[Priest Dayan]";
- mes "I forgot to wear my hearing aid. hehe.";
- mes "Anyway, why have you come here?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Hmm, I wanted to tell you...";
- next;
- input .@inputstr$;
- mes "[" + strcharinfo(0) + "]";
- mes "" + .@inputstr$ + "";
- next;
- if (.@inputstr$ != "I'm here for the Holy Pilgrimage") {
- mes "Priest Dayan doesn't seem to understand you. He just stares at you and smiles.";
- next;
- mes "[Priest]";
- mes "Eh? Say what?";
- close;
- }
- mes "[Priest Dayan]";
- mes "..............?";
- next;
- mes "He cups his ears towards you.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
- mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
- mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
- mes "^FF0000I'm here for the Holy Pilgrimage!^000000";
- next;
- mes "[Priest Dayan]";
- mes "Eh... are you?";
- mes "A pilgrimage to the Holy Land...";
- mes "It has been a long time since I've seen such a devout minister.";
- mes "Welcome. "+(Sex?"Brother.":"Sister.");
- next;
- mes "The old priest gives you a gracious smile.";
- next;
- mes "[Priest Dayan]";
- mes "See this village with the huge forest surrounding it.";
- mes "Can you see a giant tree?";
- next;
- mes "[Priest Dayan]";
- mes "That big tree is called The ^3131FFYggdrasil^000000.";
- mes "That tree was created from Ymir's body after Odin created the world as you know it, Rune-Midgard.";
- next;
- mes "[Priest Dayan]";
- mes "A fountain pours out from the end of Yggdrasil's roots that spread to every world.";
- next;
- mes "[Priest Dayan]";
- mes "The roots head to Niflheim where you can find the Hvergelmir spring.";
- mes "In Rune-Midgard there is Mimir's spring.";
- mes "And in Asgard, the world of the Gods, there is the Word spring.";
- next;
- mes "[Priest Dayan]";
- mes "Mimir's spring wells with intelligence, myth says that if Odin lets you have his eye that you will gain all of the knowledge within that spring.";
- next;
- mes "[Priest Dayan]";
- mes Sex?"Brother.":"Sister.";
- mes "Through the Holy Pilgrimage, we can make ourselves pious by cleansing our bodies and souls.";
- next;
- mes "[Priest Dayan]";
- mes "Enter the Yggdrasil.";
- mes "You may be assaulted by creatures in there";
- mes "but be mindful that their intentions are only to protect the Yggdrasil.";
- next;
- mes "[Priest Dayan]";
- mes "Follow your steps with purpose.";
- mes "If Odin doesn't abandon you, you can reach the beginning of the world at the stem of the Yggdrasil.";
- mes "When you arrive there, find a quiet place.";
- next;
- mes "[Priest Dayan]";
- mes "Pray for a life of faith and expiate your sins with a pious mind.";
- next;
- mes "[Priest Dayan]";
- mes "Admire Odin's omniscience and omnipotence and pray for a wisdom to choose the right path.";
- mes "^3131FFFeel free to ask me about how to pray^000000.";
- next;
- mes "[Priest Dayan]";
- mes "Lets see, go to the place of the most famous creature from Odin.";
- next;
- mes "[Priest Dayan]";
- mes "After making your pilgrimage, let's have a drink together and talk about your experience.";
- next;
- mes "- Priest Dayan smiles again. -";
- job_arch = 2;
- changequest 2187,2188;
- close;
- } else if (job_arch == 2) {
- mes "[Priest Dayan]";
- mes "This place is the holiest place in the world, Yggdrasil.";
- mes "This holy ceremony will brighten your soul.";
- next;
- switch(select("How should I pray?:Cancel.")) {
- case 1:
- mes "[Priest Dayan]";
- mes "Through prayer, we can follow four paths.";
- mes "Remember what I say to you now.";
- next;
- mes "[Priest Dayan]";
- mes "The 1st way is the ^3131FFway of meditation^000000.";
- mes "In the way of meditation, we have to be ready to greet Odin with a clear conscience.";
- next;
- mes "[Priest Dayan]";
- mes "Meditation starts with a ^3131FFBlessing^000000 which calms your mind down.";
- next;
- mes "[Priest Dayan]";
- mes "The 2nd is the ^3131FFway of agony^000000.";
- mes "Through the way of agony, we reflect on ourselves with confession about our retribution for the deeds of a former life.";
- next;
- mes "[Priest Dayan]";
- mes "Don't be afraid of pain. That is a necessity and will be a first step to enter a way to liquidate past wounds.";
- next;
- mes "[Priest Dayan]";
- mes "The 3rd way is the ^3131FFway of joy^000000.";
- mes "As you rid yourself of pain, your mind will suffer less and you will experience the joy of life as you help and console others.";
- next;
- mes "[Priest Dayan]";
- mes "They will bless you because you are an existence of joy overcoming an affliction. We call that ^3131FFAspersio^000000.";
- mes "You must drink a ^3131FFHoly Water^000000 with appreciation of Aspersio.";
- next;
- mes "[Priest Dayan]";
- mes "The last way is the ^3131FFway of light^000000.";
- mes "You are free from all sin because you were blessed from all creation.";
- next;
- mes "[Priest Dayan]";
- mes "You were reborn as light, sing a ^3131FFGloria^000000 of joy and soul that loves you.";
- next;
- mes "[Priest Dayan]";
- mes "After finishing all of these prayers, just stand up with a pious mind.";
- mes "If your prayer is truthful, Odin will lend you his wisdom.";
- next;
- mes "[Priest Dayan]";
- mes "Are you ready?";
- mes "Okay, it's time to leave and exculpate yourself.";
- mes "If your prayer is finished, let's talk.";
- close;
- case 2:
- mes "[Priest Dayan]";
- mes "I hope that my prayer can weaken your agony...";
- close;
- }
- } else if (job_arch == 3) {
- mes "[Priest Dayan]";
- mes "Oh, you've come back.";
- mes "I can feel that you have a fresh energy.";
- mes "Maybe you did pray truthfully.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I feel light-hearted. Like I was just reborn...";
- next;
- mes "[Priest Dayan]";
- mes "Your faith gives you confidence and courage.";
- mes "A smile from a peaceful mind will easily rid people of their wariness.";
- mes "Please, inspire people with love and energy.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Thanks for your kind words.";
- next;
- mes "[Priest Dayan]";
- mes Sex?"Brother.":"Sister.";
- mes "Now, there is a place you should go to.";
- next;
- mes "[Priest Dayan]";
- mes "That place is Hugel in Schwaltzvalt.";
- mes "There is a Nun praying there named Vinue,";
- mes "she is a true minister who prays for the suffering people in the world.";
- mes "But the last time I saw her she seemed sad.";
- next;
- mes "[Priest Dayan]";
- mes "Can you convince her to make a pilgrimage to Yggdrasil?";
- mes "I think she is exhausted due to praying too much.";
- mes "I hope the air of Yggdrasil will be helpful to her.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Don't worry.";
- mes "I'll go and meet her.";
- next;
- mes "[Priest Dayan]";
- mes "Thank you very much.";
- mes "Feel free to visit here when you want to pray, "+(Sex?"brother.":"sister.");
- mes "A visit from a friend always makes me happy.";
- job_arch = 4;
- changequest 2188,2189;
- close;
- }
- mes "[Dayan]";
- mes "Did you find Vinue in Hugel? How's she doing?";
- close;
-}
-
-yggdrasil01,220,47,0 script #arch_pilgrimage HIDDEN_WARP_NPC,5,5,{
-OnTouch:
- if (job_arch == 2) {
- mes "[" + strcharinfo(0) + "]";
- mes "Is it the spring of Hvergelmir.";
- mes "This place is a very vivid and peaceful place.";
- mes "It's proper to pray.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Time to genuflect...";
- mes "Time to start...";
- mes "Hmm, what did that priest say to me?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Hmm... What is the first way?";
- next;
- switch(select("The way of silence.:The way of confession.:The way of meditation.")) {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "The way of silence...?";
- mes "I don't think so.";
- close;
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "The way of confession...?";
- mes "I don't think so.";
- close;
- case 3:
- mes "[" + strcharinfo(0) + "]";
- mes "The way of meditation...?";
- mes "Yes, it's the way of meditation.";
- next;
- }
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFThe 1st way is the way of meditation.^000000";
- mes "^3131FFIn the way of meditation, we have to be ready to greet Odin with a clear conscience.^000000";
- next;
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFMeditation starts with a Blessing which calms your mind down.^000000";
- next;
- mes "- You close your eyes slowly and take a deep breath. -";
- next;
- mes "- * BLESSING! * -";
- specialeffect2 EF_BLESSING;
- next;
- mes "Your mind is refreshed with the blessing effect.";
- mes "You continue to meditate trying to rid your mind of any ill feelings.";
- next;
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFThe 2nd is the way of agony^000000.";
- mes "^3131FFThrough the way of agony, we reflect on ourselves with confession about our retribution for the deeds of a former life.^000000";
- next;
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFDon't be afraid of pain. That is a necessity and will be a first step to enter a way to liquidate past wounds.^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Pain... What kind of faults have I had?";
- input .@inputstr$;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I confess my guilt to the Almighty God Odin.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "^3131FF" + .@inputstr$ + ".^000000";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Oh benevolent Odin, Take mercy on me and pity me because I'm remiss in the discharge of my duties as a minister.";
- mes "Please, lead the way and save a foolish minister with your wisdom.";
- next;
- mes "You ruminate about your confession and are lost in thought again.";
- next;
- mes ".............................";
- next;
- mes ".............................";
- mes ".........................";
- next;
- mes ".............................";
- mes ".........................";
- mes ".....................";
- next;
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFThe 3rd way is the way of joy.^000000";
- mes "^3131FFAs you rid yourself of pain, your mind will suffer less and you will experience the joy of life as you help and console others.^000000";
- next;
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFAnd also they will bless you because you are an existence of joy overcoming an affliction. We call that Aspersio^000000.";
- mes "^3131FFYou must drink a Holy Water with appreciation of Aspersio.^000000";
- next;
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFYou're drinking the Holy Water.^000000";
- next;
- if (countitem(523) == 0) {
- mes "[" + strcharinfo(0) + "]";
- mes "Oh no! I forgot to bring a Holy Water!";
- close;
- }
- mes "- You bow respectfully holding up a Holy Water and put the glass to your lips. -";
- next;
- mes "- * ASPERSIO ! * -";
- specialeffect2 EF_ASPERSIO;
- next;
- specialeffect2 EF_RECOVERY;
- mes ".............................";
- next;
- mes ".............................";
- mes ".........................";
- next;
- mes ".............................";
- mes ".........................";
- mes ".....................";
- next;
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFThe last way is a way of light^000000.^000000.";
- mes "^3131FFYou are free from all sin because you were blessed from all creation.^000000";
- next;
- mes "^3131FF[Priest Dayan]^000000";
- mes "^3131FFYou were reborn as light, sing a Gloria of joy and soul that love you.^000000";
- next;
- mes "- You breath in deep and start to sing a Gloria.";
- mes "A chord crashes out in the spring of Hvergelmir and a waterfall sound gives you a refreshing feeling. -";
- specialeffect2 EF_GLORIA;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "~Descendants of Heimdal gather under the Ash tree Yggdrasil.~";
- mes "~The Curdan bird which sits on a branch brings me the wisdom of whole world.~";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "~The Curdan wolf protects me from all threats in the world.~";
- specialeffect2 EF_GLORIA;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "~The host of ballascalf, rise up from your seat. The whole world shouts for joy.~";
- mes "~The father of light, the poet of wisdom, sing for me.~";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "~The host of a glittering glass, give me a holy prediction.~";
- specialeffect2 EF_GLORIA;
- next;
- mes "- After you finish the song, you feel light and strong with abundant devotion. -";
- specialeffect2 EF_BLESSING;
- specialeffect2 EF_RESURRECTION;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "That was refreshing.";
- mes "I guess I should go back to Priest Dayan.";
- job_arch = 3;
- close2;
- warp "umbala",138,219;
- end;
- } else if (job_arch == 3) {
- mes "[" + strcharinfo(0) + "]";
- mes "The song is over. It's time to go back to Priest Dayan.";
- close2;
- warp "umbala",138,219;
- end;
- }
- end;
-}
-
-hu_in01,205,204,7 script Praying Nun#benew 1_F_PRIEST,{
- if (job_arch == 4) {
- mes "- There is a nun closing her eyes as she murmurs something which sounds like a prayer. -";
- next;
- if(select("Talk to her.:Stay Quiet.") == 2) {
- mes "- You don't feel like disturbing her -";
- close;
- }
- mes "[" + strcharinfo(0) + "]";
- mes "Umm, hello sister?";
- next;
- mes "[Vinue]";
- mes "Ah, Welcome.";
- mes "It's not time to have a service yet...";
- mes "Are you here to pray, "+(Sex?"brother":"sister")+"?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I came here to say hello from Priest Dayan from Prontera.";
- next;
- mes "[Vinue]";
- mes "Ah, Priest Dayan.";
- mes "Is he good?";
- mes "He is so cute even though he's old.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "He told me that he was worried because when he saw you last time, you seemed sad.";
- mes "He asks you to go on a Holy Pilgrimage.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Umbala has the vital power of nature!";
- next;
- mes "[Vinue]";
- mes "Ah...";
- mes "He's very kind. As are you "+(Sex?"brother":"sister")+".";
- next;
- mes "[Vinue]";
- mes "But don't worry.";
- mes "I'm just a little tired because of a bad dream.";
- next;
- mes "[Vinue]";
- mes "Evil is always watching for our souls.";
- mes "If you are indifferent to praying, it never misses an opportunity.";
- next;
- if(select("A dream? What kind of dream?:Your soul should be fine.") == 2) {
- mes "[Vinue]";
- mes "Oh but that's where you're wrong.";
- mes "My soul may be the most at risk.";
- mes "Thank you for delivering the message.";
- mes "I'll go back to my prayers.";
- close;
- }
- mes "[Vinue]";
- mes "That is...";
- mes "Actually I started to have a bad dream from the date I was appointed.";
- next;
- mes "[Vinue]";
- mes "At first, it was a dream that Valkyrie was sad and in darkness.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Valkyrie?";
- next;
- mes "[Vinue]";
- mes "Yeah...";
- mes "She was crying in a pitch-black room.";
- mes "Hanging down like a bird that had its wings cut.";
- next;
- mes "[Vinue]";
- mes "But, as time went by, the dream became scarier. Now Valkyrie is arrested with chains and then finally she is dashed to pieces.";
- next;
- mes "[Vinue]";
- mes "What a cruel performance! I suddenly can't breathe properly and then I wake up.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "To have to see the death of Valkyrie, must be a tormenting dream.";
- next;
- mes "[Vinue]";
- mes "Is it just a nightmare?";
- mes "Or do you think it is an omen?";
- next;
- mes "[Vinue]";
- mes "I've been wanting to pray at Odin's shrine to make the dream go away. But that shrine became a den of evil a long time ago.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "The shrine?";
- mes "Nobody tried to subdue the evil?";
- next;
- mes "[Vinue]";
- mes "Unfortunately, I'm a nun who doesn't have any exorcism skill...";
- mes "Residents of Hugel just stood aghast of the sight because they are not familiar with adventure.";
- next;
- mes "[Vinue]";
- mes "These days, there are a lot of people because of the development of the Odin shrine, but their situation is not so good.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Is the dream related with the evil in the Odin shrine?";
- next;
- mes "[Vinue]";
- mes "Hum... well.";
- mes "I don't have any way to find out.";
- mes "I don't have a method, so I just pray.";
- next;
- if(select("I'll investgate for you.:I'll pray with you.") == 2) {
- mes "[Vinue]";
- mes "Thank you.";
- mes "I'll pray that the darkness stays away.";
- mes "I hope you have a good time with the festival here in Hugel.";
- close;
- }
- mes "[Vinue]";
- mes "Yeah?";
- mes "But, it'll be scary inside!";
- mes "There are lots of devils inside!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "But I can't pretend to ignore a Sister who is in trouble?";
- mes "I'm a minister who copes with lots of asceticism!";
- mes "Entrust me.";
- next;
- mes "[Vinue]";
- mes "Ah... I'm so worried....";
- mes "I'll never forget your warm heart.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "How do I get to Odin shrine?";
- next;
- mes "[Vinue]";
- mes "There is a ferry on the right side of the church.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Ok, wait for good news!";
- next;
- mes "[Vinue]";
- mes "I'll pray for your safe return.";
- mes "I hope that Odin gives you his protection as well.";
- job_arch = 5;
- changequest 2189,2190;
- close;
- } else if ((job_arch > 4) && (job_arch < 100)) {
- mes "[Vinue]";
- mes "I'll pray for your safe return.";
- close;
- }
- mes "[Vinue]";
- mes "I feel refreshed.";
- mes "It must be good news?";
- mes "Thank the Gods.";
- close;
-}
-
-odin_tem02,282,263,0 script #find_val HIDDEN_WARP_NPC,3,3,{
-OnTouch:
- if ((job_arch > 4) && (job_arch < 100))
- hideoffnpc "Valkyrie Illusion#arch";
- end;
-}
-
-odin_tem02,281,275,3 script Valkyrie Illusion#arch 4_F_VALKYRIE2,{
- if ((job_arch > 4) && (job_arch < 100)) {
- mes "You can see Valkyrie who has a despairing face.";
- next;
- switch(select("Touch Valkyrie's Illusion.:Turn away.")) {
- case 1:
- mes "You lose your consciousness while getting a closer view of Valkyrie's Illusion.";
- close2;
- specialeffect2 EF_CLOAKING;
- warp "job3_arch01",29,29;
- hideonnpc "Valkyrie Illusion#arch";
- end;
- case 2:
- mes "Out of fear, you turn away from Valkyrie's illusion.";
- close2;
- hideonnpc "Valkyrie Illusion#arch";
- end;
- }
- }
- end;
-OnInit:
- hideonnpc "Valkyrie Illusion#arch";
- end;
-}
-
-job3_arch01,29,34,3 script Valkyrie#arch 4_F_VALKYRIE2,{
- if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 2000) {
- mes "- Wait a Sec !! -";
- mes "- You are carrying too many items, -";
- mes "- you won't be able to obtain any new items. -";
- mes "- Please take off some items -";
- mes "- and come for the challenge again. -";
- close;
- }
- if ((BaseLevel != 99) || (JobLevel < 50) || (BaseJob != Job_Priest)) {
- warp "odin_tem02",282,263;
- end;
- }
- if (getmercinfo(1)) {
- mes "[Valkyrie]";
- mes "If you want to talk with me, you have to ^3131FFcancel all contracts^000000 with any mercenaries you have.";
- close;
- }
- if (SkillPoint) {
- mes "You can't progress without using all your skill points. Please use all of your skill points before progressing~";
- close;
- }
- if (Class != Job_Priest && Class != Job_High_Priest && Class != Job_Baby_Priest) {
- warp "odin_tem02",282,263;
- end;
- } else if (Class != Job_Arch_Bishop && Class != Job_Arch_Bishop_T && Class != Job_Baby_Bishop) {
- if (job_arch < 5) {
- warp "odin_tem02",282,263;
- end;
- } else if (job_arch == 5) {
- mes "[Valkyrie]";
- mes "In the heavens the sound of pipes spread out, but a bird that can't fly crawls and finally is crushed to pieces on the ground.";
- mes "Ah, I'm resentful! so regretful!";
- next;
- mes "- Valkyrie holds its face, then she finds you and stares with a threatening face. -";
- next;
- mes "[Valkyrie]";
- mes "You are a descendant of Heimdal living in pain as a mortal, why are you in here?";
- mes "Are you here to ridicule my grim fate?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "No way!";
- mes "But it's true that I'm here for you.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "...me?";
- mes "Of course I'm staying in Midgard, but we are under the yoke of fate that can't coexist in this world.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I see, is your goal to enter Valhalla?";
- mes "If you do, it's the wrong place for you.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I was already expelled from Asgard.";
- mes "My duty is protecting this small island from humans trying to take it from the Gods and even I don't have any energy to do so.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "It's not that kind of problem.";
- mes "But someone who perceives your painful situation has sent me here.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Haha! You are going to help me?!";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "...................";
- next;
- mes "- Valkyrie gives you a fierce scowl. -";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "In fact, I can't do anything with my body now.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Human, answer me. Are you here to sincerely help me?";
- next;
- if(select("Yes:No") == 2) {
- mes "[Valkyrie Anguhilde]";
- mes "I knew that I couldn't trust a human!";
- close2;
- warp "odin_tem02",282,263;
- end;
- }
- mes "[Valkyrie Anguhilde]";
- mes "Ok...";
- mes "I don't have any energy to hold my own, so I have no choice but to trust you.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I was a normal Valkyrie that lead soldiers to Valhalla according to the order of Odin.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "But I harmed Freki, one of Odin's wolves, and I was expelled form Asgard without any energy as a Valkyrie with orders to protect this island.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I was disgraced, this island is important as a temple for Odin and the various Gods.";
- mes "I tried to do my best to protect this holy place.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "But one day, the devil started to gain influence on this island.";
- mes "I don't know why they came here and from where they came from.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "They sieged the temple and I exhausted my energy trying to fight them all myself.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "The holy shrine was tainted by the devils.";
- mes "How long do I have to be under this dishonorable fate!";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Mortal one, what is your name?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "My name is " + strcharinfo(0) + ".";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "" + strcharinfo(0) + ",";
- mes "You told me that you want to help me, right? Even though it disgraces me, I am asking for your help.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "This place may look like it was made my humans. Actually, it's a very important monument and also a part of the God's history.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I've lost all of my energy and my body is sealed so there is no way for me to protect the shrine.";
- mes "You have to send a message to Valhalla to ask for help from a Valkyrie quickly.";
- next;
- select("How can I do that?");
- mes "[Valkyrie Anguhilde]";
- mes "At the ^3131FFtop of the shrine^000000, You can contact to them with a ^3131FFGolden pipe^000000.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I'm going to give you a scroll of paper written in an ancient language.";
- mes "In that scroll, there is my impersonation.";
- mes "^3131FFIf you go outside, you can summon a Valkyrie with that scroll.^000000";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "After you summon my impersonation, you have to find a ^3131FFBroken pipe^000000.";
- mes "Maybe it'll be spread in the shrine...";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "You have to go to the top of the shrine, collecting all broken pipes from the impersonation.";
- mes "And then I'm going to take care of the matter.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000.";
- mes "But you have to be careful if an imeprsonation falls down.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "When you finish preparing to go on, talk to me again.";
- mes "It'll be a long journey...";
- job_arch = 6;
- close;
- } else if (job_arch == 6) {
- if ($@archbs == 0) {
- $@archbs = 1;
- mes "[Valkyrie Anguhilde]";
- mes "" + strcharinfo(0) + " Did you finish preparing for your way of asceticism?";
- next;
- if (getmapusers("job3_arch02") > 0) {
- mes "[Valkyrie Anguhilde]";
- mes "Hmm, someone is battling the devil in the shrine right now.";
- mes "You just wait a minute while I'm finding who it is.";
- $@archbs = 0;
- close;
- }
- mes "[Valkyrie Anguhilde]";
- mes "Ok. Now I'm going to send you there.";
- mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000. Don't forget.";
- $@archbs = 0;
- close2;
- nude;
- if (countitem(2798))
- delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
- donpcevent "start#arch::OnEnable";
- job_arch = 7;
- changequest 2190,2191;
- warp "job3_arch02",119,49;
- hideonnpc "Valkyrie#arch";
- end;
- }
- mes "[Valkyrie Anguhilde]";
- mes "I'm talking with another person now, so give me a second.";
- close;
- } else if (job_arch == 7) {
- if (countitem(12381)) delitem 12381,countitem(12381); //ValkyrieA_Scroll
- if (countitem(12382)) delitem 12382,countitem(12382); //ValkyrieB_Scroll
- if ($@archbs == 0) {
- $@archbs = 1;
- mes "[Valkyrie Anguhilde]";
- mes "Are you ok human?";
- mes "It was not as easy as I expected.";
- mes "Will you challenge again?";
- next;
- if (getmapusers("job3_arch02") > 0) {
- $@archbs = 0;
- mes "[Valkyrie Anguhilde]";
- mes "Hmm, someone is battling the devil in the shrine right now.";
- mes "You just wait a minute while I'm finding who it is.";
- close;
- }
- $@archbs = 0;
- mes "[Valkyrie Anguhilde]";
- mes "OK. now I'm going to send you there.";
- mes "^FF0000When you go there, you have to summon my impersonation with the scroll^000000.";
- mes "An impersonation will help when you move or attack as you want through ^FF0000ALT+click^000000.";
- mes "But you have to be careful if an impersonation falls down.";
- close2;
- nude;
- if (countitem(2798))
- delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
- donpcevent "start#arch::OnEnable";
- job_arch = 7;
- warp "job3_arch02",119,49;
- hideonnpc "Valkyrie#arch";
- end;
- }
- mes "[Valkyrie Anguhilde]";
- mes "I'm talking with another person now, so give me a second.";
- close;
- }
- }
- end;
-OnBc:
- $@archbs = 0;
- mapannounce "job3_arch01","Valkyrie: I think someone fell down in the shrine. I can hear the devil's unpleasant laugh.",bc_map,"0xFFCE00";
- hideoffnpc "Valkyrie#arch";
- end;
-}
-
-job3_arch02,119,49,0 script #arch_1_start HIDDEN_WARP_NPC,6,6,{
-OnTouch:
- if (countitem(12381) == 0)
- getitem 12381,1; //ValkyrieA_Scroll
- mapannounce "job3_arch02","Whispering of an impersonation: I feel heavy! Set me free!",bc_map,"0xFFCE00";
- disablenpc "#arch_1_start";
- end;
-}
-
-- script #arch_1_01_0::archbjcq -1,{
-OnTouch:
- if (countitem(12381)) {
- delitem 12381,1; //ValkyrieA_Scroll
- // fall through
- } else if (getmercinfo(1) == 2037) {
- if (strnpcinfo(0) == "#arch_1_10")
- viewpoint 1,113,327,1,0xFF9900;
- .@randht = rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02","Whispering of an impersonation: I can feel the devil's spirits! Be careful!",bc_map,"0xFFCE00";
- else if ((.@randht == 8) || (.@randht == 9))
- mapannounce "job3_arch02","Whispering of an impersonation: They are coming!",bc_map,"0xFFCE00";
- end;
- }
- mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job3_arch01",29,29;
- end;
-}
-job3_arch02,112,73,0 duplicate(archbjcq) #arch_1_01 HIDDEN_WARP_NPC,5,5
-job3_arch02,94,123,0 duplicate(archbjcq) #arch_1_02 HIDDEN_WARP_NPC,5,5
-job3_arch02,93,173,0 duplicate(archbjcq) #arch_1_03 HIDDEN_WARP_NPC,5,5
-job3_arch02,114,186,0 duplicate(archbjcq) #arch_1_04 HIDDEN_WARP_NPC,5,5
-job3_arch02,134,201,0 duplicate(archbjcq) #arch_1_05 HIDDEN_WARP_NPC,5,5
-job3_arch02,154,211,0 duplicate(archbjcq) #arch_1_06 HIDDEN_WARP_NPC,5,5
-job3_arch02,175,227,0 duplicate(archbjcq) #arch_1_07 HIDDEN_WARP_NPC,5,5
-job3_arch02,201,240,0 duplicate(archbjcq) #arch_1_08 HIDDEN_WARP_NPC,5,5
-job3_arch02,223,252,0 duplicate(archbjcq) #arch_1_09 HIDDEN_WARP_NPC,5,5
-job3_arch02,255,268,0 duplicate(archbjcq) #arch_1_10 HIDDEN_WARP_NPC,5,5
-job3_arch02,269,302,0 duplicate(archbjcq) #arch_1_11 HIDDEN_WARP_NPC,5,5
-job3_arch02,245,289,0 duplicate(archbjcq) #arch_1_12 HIDDEN_WARP_NPC,5,5
-
-job3_arch02,203,286,0 script #arch_1_boss HIDDEN_WARP_NPC,5,5,{
-OnTouch:
- if (countitem(12381)) {
- delitem 12381,1; //ValkyrieA_Scroll
- // fall through
- } else if (getmercinfo(1) == 2037) {
- mapannounce "job3_arch02","Valkyrie's Nightmare: An incompetent illusion of Valkyrie came here with the assistance of humans. You wanna have that nightmare?",bc_map,"0xFF0000";
- donpcevent "mob#arch_1::OnKill";
- end;
- }
- mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job3_arch01",29,29;
- end;
-}
-
-- script #arch_redcell -1,{
-OnInit:
- setcell "job3_arch02",276,290,280,294,cell_walkable,0;
- setcell "job3_arch02",276,290,280,294,cell_shootable,0;
- end;
-OnGreen:
- setcell "job3_arch02",276,290,280,294,cell_walkable,1;
- setcell "job3_arch02",276,290,280,294,cell_shootable,1;
- end;
-OnRed:
- setcell "job3_arch02",276,290,280,294,cell_walkable,0;
- setcell "job3_arch02",276,290,280,294,cell_shootable,0;
- end;
-}
-
-job3_arch02,390,389,1 script #arch_val01 CLEAR_NPC,{
- end;
-OnEnable:
- areamonster "job3_arch02",111,325,115,329,"Valkyrie's Nightmare",2036,1,"#arch_val01::OnMyMobDead";
- end;
-OnMyMobDead:
- if (mobcount("job3_arch02","#arch_val01::OnMyMobDead") < 1) {
- donpcevent "#arch_redcell::OnGreen";
- mapannounce "job3_arch02","Valkyrie's Nightmare: Your win is only a false image! hahahaha!",bc_map,"0xFF0000";
- hideoffnpc "Valkyrie#arch_01";
- disablenpc "#arch_1_start";
- disablenpc "#arch_1_01";
- disablenpc "#arch_1_02";
- disablenpc "#arch_1_03";
- disablenpc "#arch_1_04";
- disablenpc "#arch_1_05";
- disablenpc "#arch_1_06";
- disablenpc "#arch_1_07";
- disablenpc "#arch_1_08";
- disablenpc "#arch_1_09";
- disablenpc "#arch_1_10";
- disablenpc "#arch_1_11";
- disablenpc "#arch_1_12";
- disablenpc "#arch_1_boss";
- }
- end;
-OnKill:
- killmonster "job3_arch02","#arch_val01::OnMyMobDead";
- end;
-}
-
-job3_arch02,390,387,1 script #arch_val02 CLEAR_NPC,{
- end;
-OnEnable:
- areamonster "job3_arch02",242,44,246,48,"Valkyrie's Nightmare",2036,1,"#arch_val02::OnMyMobDead";
- end;
-OnMyMobDead:
- if (mobcount("job3_arch02","#arch_val02::OnMyMobDead") < 1) {
- mapannounce "job3_arch02","Valkyrie's Nightmare: You are so childish. I invite you to a devil's party. I'll make sure you have a fun!",bc_map,"0xFF0000";
- hideoffnpc "Valkyrie#arch_02";
- disablenpc "#arch_2_boss";
- viewpoint 1,279,234,1,0xFFFF99;
- }
- end;
-OnKill:
- killmonster "job3_arch02","#arch_val02::OnMyMobDead";
- end;
-}
-
-job3_arch02,113,327,5 script Valkyrie#arch_01 4_F_VALKYRIE2,{
- if (getmercinfo(1)) {
- mes "[Valkyrie]";
- mes "If you want to talk with me, you have to ^3131FFcancel all contracts^000000 with any mercenaries you have.";
- close;
- }
- mes "[Valkyrie Anguhilde]";
- mes "The devil always makes an effort to agitate people's mind.";
- mes "You don't have to care about their whisperings.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Anyway I can feel my energy coming back.";
- mes "Show me the stuff that you found.";
- next;
- mes "- You show a golden piece of pipe to Valkyrie. -";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Oh, It's a piece of pipe!";
- mes "If you collect pieces, you can ask other Valkyries for help.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Because of a close battle, I could only get a little energy.";
- mes "I'm going to give a ^3131FFnew ancient scroll^000000.";
- mes "It'll be helpful to find the rest of pieces.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Then I look forward a good news.";
- close2;
- getitem 12382,1; //ValkyrieB_Scroll
- viewpoint 1,244,46,1,0xFFFF99;
- hideonnpc "Valkyrie#arch_01";
- donpcevent "#arch_2_start::OnEnable";
- end;
-}
-
-job3_arch02,244,46,5 script Valkyrie#arch_02 4_F_VALKYRIE2,{
- mes "[Valkyrie Anguhilde]";
- mes "Did you find the rest of the pieces?";
- next;
- if (countitem(6154) < 2) {
- mes "[Valkyrie Anguhilde]";
- mes "Hum?";
- mes "I can see this one beside you.";
- getitem 6154,2; //Broken_Horn_Pipe
- next;
- }
- mes "[Valkyrie Anguhilde]";
- mes "OK.";
- mes "I'll complete the broken horn pipe!";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "But the battle is not finished yet.";
- mes "You remember a ^3131FFruined shrine on the center of the island^000000?";
- mes "It'll be completed only when you use a horn pipe.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I can feel the air around me is getting impure.";
- mes "And feel the coldness of the pitch-black darkness.";
- mes "This time will be dangerous.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I give you a necklace as a present.";
- mes "But I'm not sure that It'll be helpful or not....";
- mes "Take care.";
- mes "Please, hurry up!";
- close2;
- getitem 2798,1; //Will_Of_Exhausted_Angel
- hideonnpc "Valkyrie#arch_02";
- donpcevent "#arch_3_start::OnEnable";
- end;
-}
-
-job3_arch02,279,234,0 script #arch_end HIDDEN_WARP_NPC,7,7,{
- end;
-OnTouch:
- donpcevent "#arch_3_01::OnKill";
- donpcevent "#arch_3_02::OnKill";
- donpcevent "#arch_3_03::OnKill";
- donpcevent "mob#arch_2::OnKill";
- hideoffnpc "Valkyrie Anguhilde#end";
- if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 2000) {
- mes "- Wait a Sec !! -";
- mes "- You are carrying too many items, -";
- mes "- you won't be able to obtain any new items. -";
- mes "- Please take off some items -";
- mes "- and come for the challenge again. -";
- close;
- }
- if (hascashmount()) {
- mes "You are on a riding pet,";
- mes "so you cannot change your job.";
- mes "Please unequip your riding pet and try again!";
- close;
- }
- if (countitem(6154) < 2) {
- mes "[Valkyrie Anguhilde]";
- mes "Did you collect all of the pieces of my horn pipe?";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "I know you bent over backwards to help me, but I can't do anything without 2 pieces of horn pipe.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "It can be dangerous, so let's go back.";
- close2;
- nude;
- if (countitem(2798))
- delitem 2798,(2798); //Will_Of_Exhausted_Angel
- delitem 6154,countitem(6154); //Broken_Horn_Pipe
- mapwarp "job3_arch02","job3_arch01",29,29;
- end;
- }
- mes "[Valkyrie Anguhilde]";
- mes "Finally we finished all the preparations.";
- next;
- mes "Valkyrie holds the pipe and blows towards the sky.";
- next;
- mes "Booo - - - -";
- next;
- mes "Booo - - -";
- next;
- hideoffnpc "Valkyrie of the heavens";
- mes "[Valkyrie Anguhilde]";
- mes "Assistance of Odin! Soldiers of Valhalla!";
- mes "The holy place of the God Odin is tainted by darkness!";
- next;
- mes "[Valkyrie of the heavens]";
- mes "Don't worry, Anguhilde.";
- mes "Your desire has reached Valhalla.";
- mes "The devils were removed by other Valkyries as you wanted.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Valkyries! Then is it safe now?";
- next;
- mes "[Valkyrie of the heavens]";
- mes "Yes Anguhilde.";
- mes "Even though you were expelled because of an incident before, Odin said that he is reconsidering your banishment.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Ah! I can go back to Asgard!";
- next;
- mes "[Valkyrie of the heavens]";
- mes "Don't make a hasty generalization.";
- mes "But I think that good news will be sent to you.";
- next;
- mes "[Valkyrie Anguhilde]";
- mes "Honor to Odin!";
- mes "I feel full of grace.";
- mes "So bright and warm....";
- next;
- mes "- Shoooo -";
- specialeffect EF_CLOAKING,AREA,"Valkyrie Anguhilde#end";
- hideonnpc "Valkyrie Anguhilde#end";
- emotion e_omg,1;
- next;
- mes "[Valkyrie of the heavens]";
- mes "Set your mind at ease.";
- mes "She went to a place where she is supposed to be.";
- next;
- mes "[Valkyrie of the heavens]";
- mes "I think you don't get it.";
- next;
- mes "[Valkyrie of the heavens]";
- mes "Anguhilde is a Valkyrie who is dead for a long time ago.";
- mes "Didn't you see a shrine covered by the devil?";
- mes "Unfortunately, Anguhilde couldn't cope with the task and fell down.";
- next;
- mes "[Valkyrie of the heavens]";
- mes "Here is an illusion of Anguhilde who doesn't want to be recognized.";
- mes "She can't go to hell even when she is dead, and struggles from her constant nightmare.";
- next;
- mes "[Valkyrie of the heavens]";
- mes "But she is relieved by your favor.";
- mes "Even though It's different with reality but now she may be able to rest in peace.";
- next;
- mes "[Valkyrie of the heavens]";
- mes "Human, the Valkyries are in your debt. Thank you.";
- mes "I can't invite you as I want, but the power given by Odin can help you.";
- next;
- mes "[Valkyrie of the heavens]";
- mes "Now, go back to your world.";
- mes "The sound of the horn pipe and a bird's chirpings will be spread out for you.";
- next;
- if (SkillPoint) {
- mes "You can't progress without using all your skill points. Please use all of your skill points before progressing~";
- close;
- }
- mes "[Valkyrie of the heavens]";
- mes "Don't forget an altruistic minister's spirit like today forever.";
- mes "I hope we see each other in Valhalla sometime.";
- nude;
- if (countitem(2798))
- delitem 2798,countitem(2798); //Will_Of_Exhausted_Angel
- delitem 6154,countitem(6154); //Broken_Horn_Pipe
- job_arch = 100;
- completequest 2191;
- getitem 5747,1; //Mitra
- getitem 2795,1; //Green_Apple_Ring
- jobchange roclass(eaclass()|EAJL_THIRD);
- close;
-OnInit:
- disablenpc "#arch_end";
- end;
-}
-
-job3_arch02,281,232,1 script Valkyrie Anguhilde#end 4_F_VALKYRIE2,{
- end;
-OnInit:
- hideonnpc "Valkyrie Anguhilde#end";
- end;
-}
-
-job3_arch02,273,235,5 script Valkyrie of the heavens 4_F_VALKYRIE,{
- if (job_arch == 100) {
- mes "[Valkyrie of the heavens]";
- mes "Now, go back to your world.";
- mes "The sound of the horn pipe and a bird's chirpings will be spread out for you.";
- next;
- mes "[Valkyrie of the heavens]";
- mes "Don't forget an altruistic minister's spirit like today forever.";
- mes "I hope we see each other in Valhalla sometime.";
- close2;
- mapwarp "job3_arch02","job3_arch01",29,29;
- end;
- }
- end;
-OnInit:
- hideonnpc "Valkyrie of the heavens";
- end;
-}
-
-job3_arch02,132,323,0 script #arch_2_01 HIDDEN_WARP_NPC,5,5,{
- end;
-OnTouch:
- if (countitem(12382))
- mapannounce "job3_arch02","Whispering of Valkyrie: I see a new ancient scroll!",bc_map;
- end;
-}
-
-- script #arch_2_02_0::archbjcq2 -1,{
-OnTouch:
- if (countitem(12382)) {
- delitem 12382,1; //ValkyrieB_Scroll
- // fall through
- } else if (getmercinfo(1) == 2038) {
- .@randht = rand(1,10);
- if (.@randht < 8)
- mapannounce "job3_arch02","Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00";
- else if ((.@randht == 8) || (.@randht == 9))
- mapannounce "job3_arch02","Whispering of an impersonation: Combat readiness!",bc_map,"0xFFCE00";
- else
- mapannounce "job3_arch02","Whispering of an impersonation: I can't leave you. Die!",bc_map,"0xFFCE00";
- end;
- }
- mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job3_arch01",29,29;
- end;
-}
-job3_arch02,167,313,0 duplicate(archbjcq2) #arch_2_02 HIDDEN_WARP_NPC,5,5
-job3_arch02,127,304,0 duplicate(archbjcq2) #arch_2_03 HIDDEN_WARP_NPC,5,5
-job3_arch02,207,279,0 duplicate(archbjcq2) #arch_2_04 HIDDEN_WARP_NPC,5,5
-job3_arch02,239,281,0 duplicate(archbjcq2) #arch_2_05 HIDDEN_WARP_NPC,5,5
-job3_arch02,269,303,0 duplicate(archbjcq2) #arch_2_06 HIDDEN_WARP_NPC,5,5
-job3_arch02,288,283,0 duplicate(archbjcq2) #arch_2_07 HIDDEN_WARP_NPC,5,5
-job3_arch02,278,234,0 duplicate(archbjcq2) #arch_2_08 HIDDEN_WARP_NPC,5,5
-job3_arch02,234,179,0 duplicate(archbjcq2) #arch_2_09 HIDDEN_WARP_NPC,5,5
-job3_arch02,227,169,0 duplicate(archbjcq2) #arch_2_10 HIDDEN_WARP_NPC,5,5
-job3_arch02,190,146,0 duplicate(archbjcq2) #arch_2_11 HIDDEN_WARP_NPC,5,5
-
-/*
-// Not in official script.
-job3_arch02,252,267,0 script #arch_2_12 HIDDEN_WARP_NPC,5,5,{
-OnTouch:
- mapannounce "job3_arch02","Whispering of an impersonation: It's a crossroad. Let's go to the left side. I have to find my pipe.",bc_map,"0xFFCE00";
- end;
-}
-
-job3_arch02,250,290,0 script #arch_2_13 HIDDEN_WARP_NPC,5,5,{
-OnTouch:
- mapannounce "job3_arch02","Whispering of an impersonation: I can see a ruined shrine. Take a rest in there.",bc_map,"0xFFCE00";
- end;
-}
-*/
-
-job3_arch02,206,113,0 script #arch_2_boss HIDDEN_WARP_NPC,5,5,{
-OnTouch:
- if (countitem(12382)) {
- delitem 12382,1; //ValkyrieB_Scroll
- // fall through
- } else if (getmercinfo(1) == 2038) {
- mapannounce "job3_arch02","A shout of devil: You are so childish. I invite you a party of devil. I'll make you have a fun!",bc_map,"0xFF0000";
- end;
- }
- mapannounce "job3_arch02","Whispering of an impersonation: You can't do anything by yourself! Let's go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job3_arch01",29,29;
- end;
-}
-
-job3_arch02,284,159,0 script #arch_3_01 HIDDEN_WARP_NPC,20,20,{
-OnTouch:
- if (Class != Job_Priest) {
- mapannounce "job3_arch02","Frus: Do you want to see God? Okay, I'll send you to the land of the dead by myself!",bc_map,"0xFF0000";
- areamonster "job3_arch02",242,44,246,48,"Frus",1762,1,"#arch_3_01::OnMyMobDead";
- }
- disablenpc "#arch_3_01";
- end;
-OnMyMobDead:
- end;
-OnKill:
- killmonster "job3_arch02","#arch_3_01::OnMyMobDead";
- end;
-//OnInit:
-// enablenpc "#arch_3_01";
-// end;
-}
-
-job3_arch02,307,200,0 script #arch_3_02 HIDDEN_WARP_NPC,5,5,{
-OnTouch:
- if (BaseJob == Job_Priest) {
- mapannounce "job3_arch02","Skogul: You are my guest!",bc_map,"0xFF0000";
- monster "job3_arch02",307,200,"Skogul",1761,1,"#arch_3_02::OnMyMobDead";
- }
- disablenpc "#arch_3_02";
- end;
-OnMyMobDead:
- end;
-OnKill:
- killmonster "job3_arch02","#arch_3_02::OnMyMobDead";
- end;
-//OnInit:
-// enablenpc "#arch_3_02";
-// end;
-}
-
-job3_arch02,296,216,0 script #arch_3_03 HIDDEN_WARP_NPC,5,5,{
-OnTouch:
- mapannounce "job3_arch02","Frus: I like your face... Can I steal it?",bc_map,"0xFF0000";
- monster "job3_arch02",296,216,"Frus",1762,1,"#arch_3_03::OnMyMobDead";
- disablenpc "#arch_3_03";
- end;
-OnMyMobDead:
- end;
-OnKill:
- killmonster "job3_arch02","#arch_3_03::OnMyMobDead";
- end;
-OnInit:
- disablenpc "#arch_3_03";
- end;
-}
-
-job3_arch02,389,390,1 script mob#arch_1 CLEAR_NPC,{
- end;
-OnEnable:
- monster "job3_arch02",100,102,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
- monster "job3_arch02",90,131,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
- monster "job3_arch02",91,170,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
- monster "job3_arch02",104,183,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
- monster "job3_arch02",138,205,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
- monster "job3_arch02",161,215,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
- monster "job3_arch02",165,215,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
- monster "job3_arch02",201,236,"Shrine Invader",1394,2,"mob#arch_1::OnMyMobDead";
- monster "job3_arch02",218,250,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
- monster "job3_arch02",254,293,"Shrine Invader",1427,1,"mob#arch_1::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-OnKill:
- killmonster "job3_arch02","mob#arch_1::OnMyMobDead";
- end;
-}
-
-job3_arch02,389,389,1 script mob#arch_2 CLEAR_NPC,{
- end;
-OnEnable:
- monster "job3_arch02",156,321,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
- monster "job3_arch02",170,305,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
- monster "job3_arch02",183,293,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
- monster "job3_arch02",200,287,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
- monster "job3_arch02",256,293,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
- monster "job3_arch02",286,284,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
- monster "job3_arch02",278,236,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
- monster "job3_arch02",292,185,"Shrine Invader",1480,2,"mob#arch_2::OnMyMobDead";
- monster "job3_arch02",281,170,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
- monster "job3_arch02",227,166,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
- monster "job3_arch02",190,146,"Shrine Invader",1480,1,"mob#arch_2::OnMyMobDead";
- monster "job3_arch02",204,177,"Shrine Invader",1453,1,"mob#arch_2::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-OnKill:
- killmonster "job3_arch02","mob#arch_2::OnMyMobDead";
- end;
-}
-
-job3_arch02,389,388,1 script start#arch CLEAR_NPC,{
- end;
-OnInit:
- mapwarp "job3_arch02","job3_arch01",29,29;
- end;
-OnEnable:
- mapwarp "job3_arch02","job3_arch01",29,29;
- enablenpc "#arch_1_start";
- enablenpc "#arch_1_01";
- enablenpc "#arch_1_02";
- enablenpc "#arch_1_03";
- enablenpc "#arch_1_04";
- enablenpc "#arch_1_05";
- enablenpc "#arch_1_06";
- enablenpc "#arch_1_07";
- enablenpc "#arch_1_08";
- enablenpc "#arch_1_09";
- enablenpc "#arch_1_10";
- enablenpc "#arch_1_11";
- enablenpc "#arch_1_12";
- enablenpc "#arch_1_boss";
- disablenpc "#arch_2_01";
- disablenpc "#arch_2_02";
- disablenpc "#arch_2_03";
- disablenpc "#arch_2_04";
- disablenpc "#arch_2_05";
- disablenpc "#arch_2_06";
- disablenpc "#arch_2_07";
- disablenpc "#arch_2_08";
- disablenpc "#arch_2_09";
- disablenpc "#arch_2_10";
- disablenpc "#arch_2_11";
- disablenpc "#arch_2_boss";
- disablenpc "#arch_3_01";
- disablenpc "#arch_3_02";
- disablenpc "#arch_3_03";
- donpcevent "#arch_3_01::OnKill";
- donpcevent "#arch_3_02::OnKill";
- donpcevent "#arch_3_03::OnKill";
- disablenpc "#arch_end";
- hideonnpc "Valkyrie#arch_01";
- hideonnpc "Valkyrie#arch_02";
- hideonnpc "Valkyrie Anguhilde#end";
- hideonnpc "Valkyrie of the heavens";
- donpcevent "#arch_redcell::OnRed";
- donpcevent "mob#arch_1::OnKill";
- donpcevent "mob#arch_2::OnKill";
- donpcevent "start#arch::OnTimeOff";
- donpcevent "start#arch::OnTimeOn";
- donpcevent "#arch_val01::OnKill";
- donpcevent "#arch_val02::OnKill";
- donpcevent "mob#arch_1::OnKill";
- donpcevent "mob#arch_2::OnKill";
- donpcevent "mob#arch_1::OnEnable";
- donpcevent "#arch_val01::OnEnable";
- end;
-OnTimeOn:
- initnpctimer;
- end;
-OnTimeOff:
- stopnpctimer;
- end;
-OnTimer60000:
-OnTimer120000:
-OnTimer180000:
-OnTimer240000:
-OnTimer300000:
-OnTimer360000:
-OnTimer420000:
-OnTimer480000:
-OnTimer540000:
- if (getmapusers("job3_arch02") == 0) {
- mapwarp "job3_arch02","job3_arch01",29,29;
- donpcevent "Valkyrie#arch::OnBc";
- stopnpctimer;
- }
- end;
-OnTimer600000:
- mapannounce "job3_arch02","Valkyrie's Nightmare: I can't stand anymore!",bc_map,"0xFF0000";
- end;
-OnTimer605000:
- mapannounce "job3_arch02","Whispering of Valkyrie: No way! I can't let you guys do that. Go back!",bc_map,"0xFFCE00";
- mapwarp "job3_arch02","job3_arch01",29,29;
- donpcevent "Valkyrie#arch::OnBc";
- stopnpctimer;
- end;
-}
-
-job3_arch02,390,388,1 script #arch_2_start CLEAR_NPC,{
- end;
-OnInit:
- disablenpc "#arch_2_01";
- disablenpc "#arch_2_02";
- disablenpc "#arch_2_03";
- disablenpc "#arch_2_04";
- disablenpc "#arch_2_05";
- disablenpc "#arch_2_06";
- disablenpc "#arch_2_07";
- disablenpc "#arch_2_08";
- disablenpc "#arch_2_09";
- disablenpc "#arch_2_10";
- disablenpc "#arch_2_11";
- disablenpc "#arch_2_boss";
- end;
-OnEnable:
- enablenpc "#arch_2_01";
- enablenpc "#arch_2_02";
- enablenpc "#arch_2_03";
- enablenpc "#arch_2_04";
- enablenpc "#arch_2_05";
- enablenpc "#arch_2_06";
- enablenpc "#arch_2_07";
- enablenpc "#arch_2_08";
- enablenpc "#arch_2_09";
- enablenpc "#arch_2_10";
- enablenpc "#arch_2_11";
- enablenpc "#arch_2_boss";
- donpcevent "#arch_val02::OnEnable";
- donpcevent "mob#arch_2::OnEnable";
- end;
-}
-
-job3_arch02,390,386,1 script #arch_3_start CLEAR_NPC,{
- end;
-OnEnable:
- enablenpc "#arch_3_01";
- enablenpc "#arch_3_02";
- enablenpc "#arch_3_03";
- enablenpc "#arch_end";
- //enablenpc "#arch_end_eff";
- end;
-}
-
-job3_arch02,290,221,0 script #arch_end_eff HIDDEN_WARP_NPC,5,5,{
-OnTouch:
- specialeffect EF_MAPPILLAR2,"#arch_end";
- end;
-}
-
-/*
-job_arch01,26,25,0 script #archremove HIDDEN_WARP_NPC,3,3,{
-OnTouch:
- if (countitem(6154)) delitem 6154, countitem(6154); //Broken_Horn_Pipe
- if (countitem(12381)) delitem 12381, countitem(12381); //ValkyrieA_Scroll
- if (countitem(12382)) delitem 12382, countitem(12382); //ValkyrieB_Scroll
- if (countitem(2798)) delitem 2798, countitem(2798); //Will_Of_Exhausted_Angel
- end;
-}
-*/
-
-job3_arch01,1,1,1 script control#arch CLEAR_NPC,{
- callfunc "F_GM_NPC";
- mes "[Troll]";
- mes "Password please.";
- next;
- if (callfunc("F_GM_NPC",1854,0) == 1) {
- mes "[Transit]";
- mes "The GlobalVar is";
- mes $@archbs + ".";
- mes "Do you want to change it?";
- next;
- switch(select("0:1")) {
- case 1:
- $@archbs = 0;
- hideoffnpc "Valkyrie#arch";
- close;
- case 2:
- $@archbs = 1;
- hideoffnpc "Valkyrie#arch";
- close;
- }
- } else {
- mes "[Troll]";
- mes "Enter the correct password!";
- close;
- }
-}
-
-odin_tem02,30,181,0 script #wherearch01 HIDDEN_WARP_NPC,10,10,{
-OnTouch:
- if (job_arch == 5)
- viewpoint 1,282,263,1,0xFFFF99;
- end;
-}
-
-odin_tem02,30,335,0 script #wherearch02 HIDDEN_WARP_NPC,10,10,{
-OnTouch:
- if (job_arch == 5)
- viewpoint 1,282,263,1,0xFFFF99;
- end;
-}
diff --git a/npc/re/jobs/3-1/guillotine_cross.txt b/npc/re/jobs/3-1/guillotine_cross.txt
deleted file mode 100644
index 5a75aeb84..000000000
--- a/npc/re/jobs/3-1/guillotine_cross.txt
+++ /dev/null
@@ -1,3961 +0,0 @@
-//===== Hercules Script ======================================
-//= Guillotine Cross Job Quest
-//===== By: ==================================================
-//= Muad_Dib
-//===== Current Version: =====================================
-//= 1.5
-//===== Description: =========================================
-//= [Official Conversion]
-//= Job change Quest from Assassin / Assassin Cross -> Guillotine Cross.
-//===== Additional Comments: =================================
-//= 1.0 Adapted from original script. [Euphy]
-//= 1.0a Added 'npcskill' command. [Euphy]
-//= 1.0b Moved warps to separate file. [Euphy]
-//= 1.1 Fixed some minor bugs. [Euphy]
-//= 1.2 Moved "Girl" NPC off ve_fild05. [Euphy]
-//= 1.3 Added missing OnMyMobDead labels. [Euphy]
-//= 1.4 Added missing labels. [Joseph]
-//= 1.5 Added GM management function. [Euphy]
-//============================================================
-
-que_job01,75,96,3 script Guild Member#3rdgc01 4_M_MOCASS1,{
- if (job_3rd_gc == 0) {
- if (Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Baby_Assassin) {
- if (BaseLevel == 99) {
- L_Mission:
- mes "[Ahcart]";
- mes "Finally, it's time...";
- mes "Hey, what's your name?";
- next;
- switch(select(strcharinfo(0),".....")) {
- case 1:
- mes "[Ahcart]";
- mes strcharinfo(0)+"?";
- mes "Got it. I'll remember your name.";
- mes "A master told me that you are a person with ability.";
- break;
- case 2:
- mes "[Ahcart]";
- mes "What? You are a distrustful person.";
- mes "Hmm, whatever.";
- mes "I heard that you are a person with ability.";
- break;
- }
- next;
- mes "[Ahcart]";
- mes "My duty is delivering a guild message to a capable assassin.";
- mes "I think that you are suitable to perform the guild's duty.";
- next;
- mes "[Ahcart]";
- mes "So, would you perform this duty for us?";
- mes "Of course, I'm going to offer a reward for completing your task.";
- next;
- select("What is the request?");
- mes "[Ahcart]";
- mes "It's unclear.";
- mes "I told you. It's a special task.";
- mes "The only thing I know is the condition to bring a person with the master's ability.";
- next;
- mes "[Ahcart]";
- mes "First, one who has patience.";
- mes "Second, one who is quiet.";
- mes "Third, one who is focused.";
- next;
- mes "[Ahcart]";
- mes "What do you think about what I told you?";
- mes "This task means that it needs a person who can perform a task irrespective of their own will.";
- next;
- mes "[Ahcart]";
- mes "It's necessary to keep this request secret.";
- mes "But it's also your duty not to tell anyone.";
- next;
- mes "[Ahcart]";
- mes "This is all your choice.";
- mes "Will you help us with this request?";
- next;
- switch(select("I'll do it.:Give me time to think.")) {
- case 1:
- mes "[Ahcart]";
- mes "Ok, to Veins.";
- mes "I'll contact them.";
- mes "It's your first duty to go to Veins.";
- next;
- mes "[Ahcart]";
- mes "You should be able to find it easily.";
- mes "Go now.";
- job_3rd_gc = 3;
- setquest 7101;
- close;
- case 2:
- mes "[Ahcart]";
- mes "Got it.";
- mes "But don't think about it for too long.";
- job_3rd_gc = 2;
- close;
- }
- }
- mes "[Ahcart]";
- mes "Hmm, you are my peer.";
- mes "I'm Ahcart. I'm from Veins.";
- mes "Hmm...";
- next;
- mes "[Ahcart]";
- mes "Of course, a chapter of the assassin guild is not only in Morroc. If you have a chance to go there, visit there.";
- mes "I think you might go there.";
- job_3rd_gc = 1;
- close;
- }
- mes "[A man of a sharp impression]";
- mes "....";
- mes "What the...?";
- mes "You are not an assassin.";
- close;
- } else if (job_3rd_gc == 1) {
- if (BaseLevel == 99) goto L_Mission;
- mes "[Ahcart]";
- mes "If you become stronger and more skillful, then the assassin's guild will give you a special task.";
- mes "Go for it.";
- close;
- } else if (job_3rd_gc == 2) {
- mes "[Ahcart]";
- mes "Have you thought about it more?";
- next;
- switch(select("I'll do it.:I'm not ready.")) {
- case 1:
- mes "[Ahcart]";
- mes "Ok, to Veins.";
- mes "I'll contact them.";
- mes "It's your first duty to go to Veins.";
- next;
- mes "[Ahcart]";
- mes "You should be able to find it easily.";
- mes "Go now.";
- job_3rd_gc = 3;
- setquest 7101;
- close;
- case 2:
- mes "[Ahcart]";
- mes "You are too cautious.";
- mes "I get the sense that you don't want to work for us.";
- close;
- }
- } else if (job_3rd_gc == 3) {
- mes "[Ahcart]";
- mes "Go to Veins and find a chapter.";
- mes "You can hear more details from there.";
- close;
- } else {
- mes "[Ahcart]";
- mes "Good luck to you.";
- close;
- }
-}
-
-function script func_3rdgc {
- .@n$ = "["+strcharinfo(0)+"]";
- mes .@n$;
- mes "Let me collect all the information...";
- .@i = 0;
- if (questprogress(7112) == 1) {
- mes "Madelle saw a person who looked like a priest from Rachel late at night.";
- ++.@i;
- }
- if (questprogress(7113) == 1) {
- mes "Crave said that there was a girl who bought lots of things day and night.";
- ++.@i;
- }
- if (questprogress(7114) == 1) {
- mes "Trovan said that there was a guy who could be seen often but is not a hotel guest, so he is suspicious.";
- ++.@i;
- }
- if (!getarg(0)) {
- .@i -= 2;
- if (questprogress(7115) == 1) {
- mes "A peddler wears shabby clothes, but she buys fresh and expensive things every single day.";
- ++.@i;
- }
- if (questprogress(7116) == 1) {
- mes "The old man in village said that there was a girl who showed up in same place at the same time, so maybe moved here.";
- ++.@i;
- }
- }
- next;
- if (.@i == 3) {
- mes .@n$;
- mes "One day, Madelle saw a person who looked like a priest of Rachel,";
- mes "and Trovan is suspicious of why that person is here.";
- next;
- mes .@n$;
- mes "But the reason that Trovan suspects them is...";
- next;
- switch(select("They are unfamiliar:The residence is unclear")) {
- case 1:
- mes .@n$;
- mes "No, that's not the reason. The guard sees new adventurers every day.";
- mes "Besides, Madelle told me that it was a guy and Crave said it was a girl.";
- mes "I'm confused.";
- next;
- mes .@n$;
- mes "Let me rethink this.";
- job_3rd_gc = 7;
- close;
- case 2:
- mes .@n$;
- mes "Yeah, adventurers often visit so it can't be a proper reason.";
- next;
- mes .@n$;
- mes "The thing Trovan suspected is that his residence is unclear. But he shows up often and buys supplies regularly.";
- next;
- mes .@n$;
- mes "But Crave said it was a girl.";
- mes "Madelle said that she witnessed a guy.";
- next;
- if (getarg(0)) {
- if(select("Madelle witnessed 2...:There are more than 2...") == 1) {
- mes .@n$;
- mes "Madelle said that she saw one more person in the darkness.";
- mes "Then is it a girl who brought the supplies?";
- next;
- }
- }
- else select("It could be a helper.");
- mes .@n$;
- mes "Yeah. There could be one more helper.";
- mes "She sent a person to buy the stuff instead of herself.";
- mes "Or it could be a peer Madelle can't see.";
- next;
- mes .@n$;
- mes "Crave said that she comes here day and night to buy stuff regularly.";
- mes "Then I know what I have to do.";
- job_3rd_gc = 8;
- close;
- }
- }
- mes .@n$;
- mes "Umm...";
- mes "Do I need more information? I think something more is needed.";
- close;
-}
-
-job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{
- mes "[Daora]";
- if (Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Baby_Assassin) {
- if (job_3rd_gc < 4) {
- if (Sex) {
- mes "Oh~ you're good-looking!";
- mes "So, what do you want?";
- } else {
- mes "Hmm, you're a girl.";
- mes "Ok pick up whatever you want.";
- }
- next;
- mes "[Daora]";
- mes "I'm not sure that you already know or not, but we are selling special Morroc liquor.";
- mes "Which one do you want?";
- next;
- switch(select("Tropical Sograt:Vermilion on the Beach:No thanks!:......")) {
- case 1:
- mes "[Daora]";
- if (Zeny > 799) {
- mes "Here you are, take it.";
- Zeny -= 800;
- getitem 12112,1; //Tropical_Sograt
- close;
- }
- mes "It's 800 zeny per glass of Tropical Sograt.";
- close;
- case 2:
- mes "[Daora]";
- if (Zeny > 799) {
- mes "Here you are, take it.";
- Zeny -= 800;
- getitem 12113,1; //Vermilion_The_Beach
- close;
- }
- mes "It's 800 zeny per glass of Vermilion on the Beach.";
- close;
- case 3:
- mes "[Daora]";
- mes "Don't show me your nervousness!";
- specialeffect2 EF_HIT1;
- percentheal -30,0;
- close;
- case 4:
- mes "[Daora]";
- mes "What? Why are you looking at me like that?";
- mes "Oh? You are a person of this world.";
- mes "Your name is...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes strcharinfo(0)+".";
- next;
- mes "[Daora]";
- if (job_3rd_gc == 3) {
- mes "Ah~ I've heard your name before.";
- mes "Umm... right!";
- mes "You were recommended by Ahcart.";
- next;
- mes "[Daora]";
- mes "Yeah, can you find an entrance to an alley in the corner?";
- mes "Go in there, then you can hear a more detailed story.";
- mes "Take on this special task~!";
- job_3rd_gc = 4;
- changequest 7101,7102;
- close;
- }
- mes "What, I don't know that name.";
- mes "Hey, I have to be in business, so can you move over?";
- close;
- }
- } else if (job_3rd_gc == 4) {
- mes "The room in the corner. Feel free to enter it because no one enters that room anyway.";
- mes "Or do you need something?";
- next;
- mes "[Daora]";
- mes "Ah, I'm not selling liquir to someone who's started the special task.";
- next;
- switch(select("Not selling liquor...:I need information.:Fine then punk!")) {
- case 1:
- mes "[Daora]";
- mes "Hey, you are performing a task now.";
- mes "And you want me to sell you booze?!";
- mes "Is every assasin like you? Lazy boozers?";
- close;
- case 2:
- mes "[Daora]";
- mes "You dare to demand information after taking a task.";
- mes "You didn't meet a master yet?";
- mes "As if I would just tell you because you ask!";
- mes "You are childish.";
- close;
- case 3:
- mes "[Daora]";
- mes "Don't talk to me like I'm one of your friends!";
- mes "You have no right to be that way!";
- specialeffect2 EF_HIT1;
- percentheal -30,0;
- close;
- }
- } else if (job_3rd_gc == 10) {
- mes "Oh~! good for me.";
- mes "Who is she?";
- mes "You told her that we'll protect her?";
- next;
- select("Yes,I did.");
- mes "[Daora]";
- mes "Hmm, I see...";
- mes "Your opinion will be important.";
- mes "I got it.";
- next;
- mes "[Daora]";
- mes "She was so scared,";
- mes "so I gave her a hot drink";
- mes "and took her to a her room.";
- next;
- mes "[Daora]";
- mes "Well... there is better place to keep an eye on her than this room.";
- next;
- select("No, I just protect...");
- mes "[Daora]";
- mes "Ah~ whatever anyway you make me work.";
- mes "To protect that young girl.";
- next;
- mes "[Daora]";
- mes "Mayshell told me that I have to support you, so I'm not going to complain.";
- next;
- mes "[Daora]";
- mes "So, don't worry.";
- mes "Are you supposed to be here for her?";
- mes "Go ahead.";
- job_3rd_gc = 11;
- close;
- } else if (job_3rd_gc == 11) {
- mes "She is in a room.";
- mes "The one in front of master's room.";
- mes "Can you find it?";
- close;
- } else if (job_3rd_gc == 12) {
- mes "That girl...";
- mes "will be sent to her home?";
- mes "Don't worry about that.";
- next;
- mes "[Daora]";
- mes "Mayshell and the other guys will handle it.";
- close;
- } else if (job_3rd_gc == 14) {
- mes "Oh, it's perfect timing.";
- mes "Mayshell will call you.";
- mes "Go to the master's room.";
- close;
- } else if (job_3rd_gc > 4 && job_3rd_gc < 18) {
- mes "What do you need?";
- mes "We don't sell to anyone who has started the special task.";
- next;
- switch(select("....:Give me 1 glass.:Then, can you give milk?")) {
- case 1:
- mes "[Daora]";
- mes "Why? Are you disappointed?";
- mes "Um~";
- mes "I can't let anyone on duty drink.";
- close;
- case 2:
- mes "[Daora]";
- if (job_3rd_gc == 5) {
- mes "I told you that I won't sell you any.";
- mes "An empty glass is fine without liquor.";
- mes "I already told you...";
- next;
- mes "[Daora]";
- mes "I'll let you know all the information that I know.";
- next;
- mes "[Daora]";
- mes "If you need to, visit me anytime and I'll serve you a drink after your task is done.";
- job_3rd_gc = 6;
- close;
- } else if (job_3rd_gc == 6) {
- if (questprogress(7091) == 1) {
- mes "You hope that there will be something in the glass?";
- mes "Information can't come out of empty glasses.";
- close;
- }
- mes "You need a glass?";
- mes "Mayshell's order distracted you, so you can't understand anything.";
- next;
- mes "[Daora]";
- mes "Ok, what do you want to know?";
- mes "You hope that there will be something in the glass?";
- next;
- switch(select("Ask for help.:Handle it by yourself.")) {
- case 1:
- mes "[Daora]";
- mes "So, it means just killing a strange guy in the village?";
- mes "Why were you in agony because of that?";
- mes "Hmm... Let me see...";
- next;
- mes "[Daora]";
- mes "Then it will need legwork?";
- mes "Where is the most crowded place in this village?";
- mes "The pub and motel.";
- next;
- mes "[Daora]";
- mes "And the guard of the village always keeps an eye on strange people.";
- mes "Or the old merchant is quick in visual learning.";
- next;
- mes "[Daora]";
- mes "I can say that especially...";
- mes "Trovan, Crave who is a trader, and Madelle in the pub are quick in visual learning.";
- next;
- mes "[Daora]";
- mes "It's good information, isn't it?";
- setquest 7091;
- next;
- mes "- The advice of Daora is attached to the board with quest information. -";
- close;
- case 2:
- mes "[Daora]";
- mes "Ok. It's great.";
- mes "Each word and behavior will be an important key of the events.";
- mes "So, look around carefully and figure it out.";
- next;
- mes "[Daora]";
- mes "Something good will happen.";
- close;
- }
- } else if (job_3rd_gc == 7) {
- mes "You seem to be worried.";
- mes "Here, It's cold water.";
- mes "You think over with cold water.";
- next;
- switch(select("Figure out based on information.:Stop the stage.")) {
- case 1:
- if (questprogress(7091) == 1)
- .@j = 1;
- callfunc "func_3rdgc",.@j;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- } else if (job_3rd_gc == 8) {
- if (questprogress(7092) == 1) {
- mes "Wait in an alley where she usually shows up to find her, and you will be able to pursue the question.";
- next;
- mes "[Daora]";
- mes "Trying wouldn't hurt.";
- mes "If you want to find a root, you have to find a leaf first.";
- mes "Work hard.";
- close;
- }
- mes "Did you solve it?";
- mes "What will you do?";
- next;
- switch(select("Get advice.:It's a secret.")) {
- case 1:
- mes "[Daora]";
- mes "Can you let me know about an information you collected?";
- next;
- if(select("You have a heart-to-heart talk with him.:That's impossible.") == 2) {
- mes "[Daora]";
- mes "What, I can't support you properly?";
- mes "You solve it by yourself.";
- close;
- }
- mes "[Daora]";
- mes "Hum. Got it.";
- next;
- mes "[Daora]";
- mes "There is a guy who looks like a priest and Trovan and Madelle saw him.";
- mes "A merchant saw a girl who buys things regularly.";
- next;
- mes "[Daora]";
- mes "The main target is a guy,";
- mes "but the helper is a girl.";
- mes "Maybe.";
- next;
- mes "[Daora]";
- mes "Above all,";
- mes "it's really getting to you.";
- next;
- mes "[Daora]";
- mes "Then it's simple.";
- mes "Why don't you meet her in the place where she visits often?";
- next;
- mes "[Daora]";
- mes "It's the transience of duty.";
- mes "You don't know the meaning with a piece of the puzzle.";
- next;
- mes "[Daora]";
- mes "They can be related people or not.";
- mes "Ok, I'll be very attentive to my want.";
- next;
- mes "[Daora]";
- mes "Right~?";
- mes "Go on a place where can look down a village well and find Melissa.";
- mes "That will be helpful.";
- next;
- mes "- Daora's advice is attached on the board of quest. -";
- setquest 7092;
- close;
- case 2:
- mes "[Daora]";
- mes "Umm~.";
- mes "Right. There is a secret";
- mes "you can't tell anyone while perfoming a task.";
- next;
- mes "[Daora]";
- mes "In those regards, you surpass the standards.";
- close;
- }
- } else if (job_3rd_gc == 9) {
- if (questprogress(7093) == 1) {
- mes "So, go to the east of village, you can see a narrow alley directed to the north.";
- next;
- mes "[Daora]";
- mes "The blind alley that Melissa told means this street.";
- mes "You are thinking like a child.";
- close;
- }
- mes "Haha... how's it going?";
- next;
- switch(select("Where is the blind alley?:It's okay.")) {
- case 1:
- mes "[Daora]";
- mes "The blind alley?";
- mes "Hmm... well.";
- mes "Is there a blind alley like our pub...";
- next;
- mes "[Daora]";
- mes "Ah, in the northeast alley";
- mes "directed upside in the village,";
- mes "there is no street because";
- mes "the houses stand close together in that area.";
- next;
- mes "[Daora]";
- mes "Around Melissa's house,";
- mes "that is the blind alley";
- mes "for the boy, maybe.";
- next;
- mes "[Daora]";
- mes "It's very easy to find walking around the village.";
- setquest 7093;
- next;
- mes "- Daora's advice is attached on the board of quest. -";
- close;
- case 2:
- mes "[Daora]";
- mes "Ok. It's going well.";
- mes "Can I expect a good result?";
- close;
- }
- } else if (job_3rd_gc == 13) {
- mes "I sent a girl named Estillda to her home.";
- mes "Why do we handle worthless things like it?";
- next;
- if (questprogress(7094) == 1) {
- mes "[Daora]";
- mes "I'm not sure if he still lives...";
- mes "Anyway, he is a key artisan in Rachel,";
- mes "and can recognize all kinds of keys.";
- next;
- mes "[Daora]";
- mes "What? Residence?";
- mes "I told you, it's Rachel.";
- mes "He maybe lives in comfort for the rest of his days in Rachel.";
- next;
- mes "[Daora]";
- mes "Go ask inside a pub of Rachel...";
- close;
- }
- mes "[Daora]";
- mes "Yeah, how's it going?";
- next;
- switch(select("It progress satisfactorily.:Show the key.")) {
- case 1:
- mes "[Daora]";
- mes "My glass, you don't need it?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yes. I already have enough information.";
- mes "If that is a stuff has a long story behind it,";
- mes "we have only one way.";
- next;
- mes "[Daora]";
- mes "Right.";
- mes "If you think carefully,";
- mes "you can find a way.";
- next;
- mes "[Daora]";
- mes "Good luck~";
- close;
- case 2:
- mes "[Daora]";
- mes "What is th--";
- mes "I see, that guy had this key...?";
- next;
- mes "[Daora]";
- mes "It's a symbol of shrines";
- mes "and has a showy pattern.";
- mes "Hmm...";
- next;
- mes "[Daora]";
- mes "So, you want to know this key's use?";
- mes "If you do, go to Rachel.";
- mes "There is a key artisan there.";
- next;
- mes "[Daora]";
- mes "Now, he is retired, but he";
- mes "spends his declining years in peace.";
- mes "You can ask him yourself.";
- next;
- mes "[Daora]";
- mes "Ask what this key's use is.";
- setquest 7094;
- next;
- mes "- Daora's advice is attached on the quest board. -";
- close;
- }
- } else if (job_3rd_gc == 15) {
- if (questprogress(7095) == 1) {
- mes "The field northwest of Veins.";
- mes "You can find that easily with a map.";
- mes "There are lots of wolves, so be careful.";
- close;
- }
- mes "Hey, how's Mayshell?";
- mes "Can you fix an uncomfortable way of talking?";
- next;
- mes "[Daora]";
- mes "Don't pretend to be a noblewoman.";
- next;
- switch(select("I'm going to go.:Do you know a mansion around Veins?")) {
- case 1:
- mes "[Daora]";
- mes "Ok.";
- mes "Don't be carried away by ill-advised bravery.";
- mes "Well... it's also hard to be killed.";
- close;
- case 2:
- mes "[Daora]";
- mes "Yes, sure.";
- mes "There is a mansion between ravines.";
- mes "It's very gloomy.";
- mes "I don't understand his taste.";
- next;
- mes "[Daora]";
- mes "And that mansion is built in back of a ravine...";
- mes "It's always dark like the night.";
- next;
- mes "[Daora]";
- mes "The location?";
- mes "Well...";
- mes "It's in the northwest field of Veins.";
- mes "You can go through a narrow road to northeast.";
- setquest 7095;
- next;
- mes "- Daora's advice is attached on the board of quest. -";
- next;
- mes "[Daora]";
- mes "There are lots of scary wolves in that area, be careful.";
- close;
- }
- } else {
- mes "No. It's not funny anymore.";
- close;
- }
- case 3:
- mes "[Daora]";
- mes "Our milk is expensive!";
- mes "Give me 500 zeny for a cup.";
- next;
- switch(select("It's ok. Give me a cup of milk.:You are a barefaced robber!")) {
- case 1:
- mes "[Daora]";
- if (Zeny > 499) {
- mes "Here you are. Milk.";
- mes "Then take a rest.";
- Zeny -= 500;
- getitem 519,1; //Milk
- close;
- }
- mes "I told you, it's 500 zeny.";
- mes "A poor man. You have only a fine figure!";
- close;
- case 2:
- mes "[Daora]";
- mes "An impertinent fellow!";
- specialeffect2 EF_HIT1;
- percentheal -30,0;
- close;
- }
- }
- } else {
- mes "You've completed the task perfectly.";
- mes "What do you need now?";
- mes "Do you need something else?";
- next;
- mes "[Daora]";
- mes "If you decide on a way to walk, it's time to start newly.";
- mes "Everyone is waiting for you.";
- close;
- }
- } else if (Class == Job_Guillotine_Cross || Class == Job_Guillotine_Cross_T || Class == Job_Baby_Cross) {
- if (Sex) {
- mes "Oh~ you're good-looking~!";
- mes "It's worthwhile to open a pub~";
- mes "I can feel fruitful labors whenever I see a guy like you~";
- } else {
- mes "Hmm... You look as good as I did in my youth.";
- mes "What do you want?";
- }
- next;
- switch(select("Tropical Sograt:Vermilion on the Beach:Milk")) {
- case 1:
- mes "[Daora]";
- if (Zeny > 799) {
- mes "Here you are, take it.";
- Zeny -= 800;
- getitem 12112,1; //Tropical_Sograt
- close;
- }
- mes "It's 800 zeny per 1 glass of Tropical Sograt.";
- close;
- case 2:
- mes "[Daora]";
- if (Zeny > 799) {
- mes "Here you are, take it.";
- Zeny -= 800;
- getitem 12113,1; //Vermilion_The_Beach
- close;
- }
- mes "[Daora]";
- mes "It's 800 zeny per 1 glass of Vermilion on the Beach.";
- close;
- case 3:
- mes "[Daora]";
- if (Sex) {
- mes "Uh... Umm...";
- mes "It's complicated order. but I don't have any choice since you want it.";
- next;
- mes "[Daora]";
- if (Zeny > 499) {
- mes "I feel sorry to take 500 zeny per bottle, but I have to.";
- mes "It's very hard to get milk in Veins.";
- Zeny -= 500;
- getitem 519,1; //Milk
- close;
- }
- mes "Umm... I think I can't help you.";
- mes "There is no milk in Veins.";
- close;
- } else {
- mes "Ah, milk.";
- mes "Huu! Milk!";
- next;
- mes "[Daora]";
- mes "I don't have anything like that.";
- close;
- }
- }
- } else {
- if (Sex == 1) {
- mes "Oh~ you're good-looking!";
- mes "So, what do you want?";
- }
- else {
- mes "Hum...you're a girl.";
- mes "Ok pick up whatever you want.";
- }
- next;
- mes "[Daora]";
- mes "I'm not sure that you already know or not, but we are selling special liquor of Morroc.";
- mes "Which one do you want?";
- next;
- switch(select("Tropical Sograt:Vermilion the beach:No thanks!")) {
- case 1:
- mes "[Daora]";
- if (Zeny > 999) {
- mes "Here you are, take it.";
- Zeny -= 1000;
- getitem 12112,1; //Tropical_Sograt
- close;
- }
- mes "It's 1000 zeny per glass of Tropical Sograt.";
- close;
- case 2:
- mes "[Daora]";
- if (Zeny > 999) {
- mes "Here you are, take it.";
- Zeny -= 1000;
- getitem 12113,1; //Vermilion_The_Beach
- close;
- }
- mes "It's 1000 zeny per glass of Vermilion on the Beach.";
- close;
- case 3:
- mes "[Daora]";
- mes "Don't show me your nervousness!";
- specialeffect2 EF_HIT1;
- percentheal -30,0;
- close;
- }
- }
-}
-
-job3_guil01,16,20,4 script Mayshell#3rdgc03 4_F_KHELLISIA,{
- if (!checkweight(1201,2)) {
- mes "- You can't continue this quest because you have too many items. -";
- close;
- }
- mes "[Mayshell]";
- if (job_3rd_gc == 4) {
- mes "You were sent here by Ahcart?";
- mes "I'll give you a task without asking anymore questions.";
- mes "Ok, listen carefully.";
- next;
- mes "[Mayshell]";
- mes "We are chasing a person trying to dissolve an organization.";
- mes "We got information about a guy who looks like a town leader.";
- next;
- mes "[Mayshell]";
- mes "Your task is to punish him under the cover of shadow.";
- next;
- mes "[Mayshell]";
- mes "Our objective shouldn't be released to anybody.";
- mes "Your memories should disappear in shadow.";
- mes "Be cautious and avoid observation.";
- next;
- select("Ok...:So the task is...?");
- mes "[Mayshell]";
- mes "What does he look like?";
- mes "How do you recognize him?";
- mes "I can't tell you.";
- mes "That's for you to find out.";
- next;
- mes "[Mayshell]";
- mes "You will need a compass.";
- mes "You need a lamp and a light to see in the darkness.";
- next;
- mes "[Mayshell]";
- mes "At that point, you will be able to have a drink and rest.";
- next;
- mes "[Mayshell]";
- mes "Overcome the adversity.";
- mes "It is up to you to judge.";
- mes "We can't help you, so you must figure it out for yourself.";
- next;
- mes "[Mayshell]";
- mes "We saw a stranger in this village, we are quite sure that he is the person who we are looking for your task.";
- next;
- mes "[Mayshell]";
- mes strcharinfo(0)+".";
- mes "Time is not waiting for you.";
- mes "Go ahead. Spill blood with the blade of a knife that stands for a stoic life.";
- job_3rd_gc = 5;
- changequest 7102,7103;
- close;
- } else if (job_3rd_gc == 5) {
- mes "You already have your orders.";
- mes "Even though you don't have any evidence, I trust you to do a good job.";
- next;
- mes "[Mayshell]";
- mes "It's a test to watch you.";
- mes "Let me see, "+strcharinfo(0)+"...";
- mes "Go out and think about what you have to do first.";
- next;
- mes "[Mayshell]";
- mes "Your task is finding a stranger.";
- next;
- mes "[Mayshell]";
- mes "Go out search diligently.";
- mes "I'll allow you to have some water.";
- next;
- mes "[Mayshell]";
- mes "Meet Daora before you start.";
- mes "She may be helpful to you.";
- close;
- } else if (job_3rd_gc == 14) {
- mes "Welcome.";
- mes "How was your day?";
- mes "I heard about your activity.";
- next;
- mes "[Mayshell]";
- mes "You found a key, right?";
- mes "Huhu. I have my ways of finding out.";
- next;
- mes "[Mayshell]";
- mes "Can you show me the key?";
- mes "I'm going to check if";
- mes "you were capable or not...";
- next;
- select("Give a key to him.");
- mes "[Mayshell]";
- if (countitem(6150) == 0) {
- mes "You didn't bring a key?";
- mes "I'll be in lots of trouble.";
- close;
- }
- mes "I didn't expect your success without a clear target...";
- mes "You are a man of greater ability than I thought.";
- next;
- mes "[Mayshell]";
- mes "I think you find a target what we look for.";
- mes "Then you handle it after finding a key's host.";
- next;
- mes "[Mayshell]";
- mes "Then it'll be over.";
- mes "But you have to find the key's host by yourself.";
- next;
- mes "[Mayshell]";
- mes "When you find the mansion, there will be a person waiting for you.";
- next;
- mes "[Mayshell]";
- mes "This is the last step.";
- mes "Don't make any mistakes.";
- delitem 6150,1; //Key_Of_The_Mansion
- job_3rd_gc = 15;
- changequest 7108,7109;
- close;
- } else if (job_3rd_gc == 15) {
- mes "Ok, you have something to do?";
- mes "If you are late, Renzak might get upset.";
- close;
- } else if (job_3rd_gc == 18 || job_3rd_gc == 19) {
- mes "I already got a report from Renzak.";
- if (job_3rd_gc == 18) {
- mes "You completed the task quickly.";
- mes "That's great.";
- } else {
- mes "I'm so happy to see you.";
- mes "But quickness is very important to us.";
- next;
- mes "[Mayshell]";
- mes "You were not punctual...";
- mes "At least you came back alive.";
- }
- next;
- .@all_wine = 0;
- for(.@i = 0; .@i < 5; ++.@i)
- if (questprogress(7091+.@i) == 1) {
- ++.@all_wine;
- }
- mes "[Mayshell]";
- if (.@all_wine < 2) {
- mes "You did the job by yourself";
- mes "even though there wasn't any";
- mes "information about it, and you";
- mes "collected it.";
- next;
- mes "[Mayshell]";
- mes "You corresponded with all conditions";
- mes "promptly and with patience.";
- next;
- mes "[Mayshell]";
- if (job_3rd_gc == 18) {
- mes "The evaluation of your task is... [S].";
- mes "[S] is for 'special'.";
- .@quest = 7099;
- } else {
- mes "The evaluation of your task is... [A].";
- mes "If you were punctual, you would have received higher.";
- .@quest = 7096;
- }
- next;
- } else {
- mes "You made full use of Daora's advice.";
- mes "But, didn't I mention it?";
- next;
- mes "[Mayshell]";
- mes "I told you to keep it a secret...";
- mes "Of course, I don't want to blame you.";
- next;
- mes "[Mayshell]";
- mes "It's important not only to solve this by yourself,";
- mes "but also to make an effort getting information.";
- next;
- mes "[Mayshell]";
- if (.@all_wine > 3) {
- if (job_3rd_gc == 18) {
- mes "The evaluation of your task is... [B].";
- .@quest = 7097;
- } else {
- mes "The evaluation of your task is... [C].";
- mes "You need to act by yourself.";
- .@quest = 7098;
- }
- next;
- } else {
- mes "You adjusted an affair with flexible points of view.";
- mes "You were not dependent on the others and you used the surroundings properly.";
- next;
- mes "[Mayshell]";
- mes "I like that.";
- if (job_3rd_gc == 18) {
- mes "The evaluation of your task is... [A].";
- .@quest = 7096;
- } else {
- mes "The evaluation of your task is... [B].";
- .@quest = 7097;
- }
- next;
- }
- }
- mes "[Mayshell]";
- mes "You got a new qualification for completing this task.";
- mes "It's a shadow of our assasin as a shadow of the world...";
- next;
- mes "[Mayshell]";
- mes "I'm going to give you the qualification to be a ^4d4dffGuillotine Cross^000000.";
- mes "I'm not pushing you, so you can come whenever you want to visit.";
- next;
- mes "[Mayshell]";
- mes "I reward you for your labor, and I'm going to give you a present.";
- mes "I got this one from guild, I hope it's helpful to you.";
- job_3rd_gc = 20;
- getitem 12106,1; //Accessory_Box
- erasequest 7091;
- erasequest 7092;
- erasequest 7093;
- if (questprogress(7094)) erasequest 7094;
- if (questprogress(7095)) erasequest 7095;
- erasequest 7112;
- erasequest 7113;
- erasequest 7114;
- if (questprogress(7115)) erasequest 7115;
- if (questprogress(7116)) erasequest 7116;
- changequest 7111,.@quest;
- next;
- mes "[Mayshell]";
- mes "I want to tell you something.";
- mes "I order you that ^4d4dffyou should not leave a document at all^000000, whatever it is.";
- next;
- mes "[Mayshell]";
- mes "There are two types of information:";
- mes "Things that can be shared and those that cannot.";
- next;
- mes "[Mayshell]";
- mes "And never leave records or tell anybody about a task you completed...";
- mes "for your junior who will follow your steps.";
- next;
- mes "[Mayshell]";
- mes "Don't forget.";
- mes "And the task you did is related to Rachel, Rune-Midgard, and our assassin guild.";
- mes "So the others should not be known. Of course, you are included, so please forget everything.";
- close;
- } else if (job_3rd_gc == 20) {
- mes "You are acknowledged by the guild.";
- mes "Feel free to come whenever you want to become a Guillotine Cross.";
- next;
- mes "[Mayshell]";
- mes "That choice means that you will have to walk a street of blood again.";
- next;
- mes "[Mayshell]";
- mes "Bercasell is waiting in the room on the opposite side.";
- mes "Meet him.";
- close;
- } else if (job_3rd_gc > 20) {
- mes "Even though I gave you a qualification,";
- mes "I don't want to celebrate that qualification.";
- next;
- mes "[Mayshell]";
- mes "It's a way to abandon one's mind and the way of pain, of adversity.";
- mes "I pushed you that way.";
- next;
- mes "[Mayshell]";
- mes "It's funny.";
- mes "We live for checking our comrades...";
- mes "But it's a rule of the assasin.";
- next;
- mes "[Mayshell]";
- mes "In a dark night, it's the fate of a person who is going on the shadow of the moon.";
- mes "I wish you to store one's mind, please...";
- close;
- } else {
- mes "You are not allowed in here.";
- close;
- }
-}
-
-ve_in,228,108,3 script Waitress#3rdgc04 1_F_PUBGIRL,{
- mes "[Waitress]";
- if (job_3rd_gc < 6) {
- mes "Welcome~";
- mes "Visit and take a rest~";
- close;
- } else if (job_3rd_gc == 6) {
- if (questprogress(7091) == 1) {
- if (questprogress(7112) == 1) {
- mes "That's all the information that I know.";
- mes "After that, I can't remember anything else.";
- next;
- mes "Then can we figure it out with the information you collected?-";
- next;
- switch(select("Do it.:Stop it.")) {
- case 1:
- callfunc "func_3rdgc",1;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- } else {
- mes "Welcome.";
- mes "Are you ready to order?";
- next;
- switch(select("You are...:Your name is..?:Water, please.")) {
- case 1:
- mes "[Waitress]";
- mes "What's the matter?";
- mes "Are you ready to order?";
- next;
- select("I'm looking for Madelle...");
- mes "[Madelle]";
- mes "Ah? Madelle? Do you know about Daora?";
- mes "I'm Madelle.";
- mes "I think you have business because you came from Daora.";
- next;
- select("Was there a suspicious guest?");
- mes "[Madelle]";
- mes "A suspicious guest?";
- mes "What kind of...?";
- mes "Ah, well... we have had a few strangers.";
- next;
- mes "[Madelle]";
- mes "We don't have lots of floating population because of the rough terrain in the village.";
- mes "Almost all people have been here since they were born or adventurers who are regulars.";
- next;
- mes "[Madelle]";
- mes "But if they are not that kind of people...";
- mes "Yes, there were strangers.";
- next;
- select("Can you tell me about them?");
- mes "[Madelle]";
- mes "Um... One looked like a priest from Rachel.";
- mes "A priest in this village...";
- mes "Maybe he is a soldier, I understand.";
- next;
- mes "[Madelle]";
- mes "One day, there was a guy who seemed to be exhausted and bought food.";
- mes "I remember him because he visited after closing a store.";
- next;
- mes "[Madelle]";
- mes "I'm not sure but there was a person who was wearing a hood.";
- mes "He seemed be exhausted and they wanted to buy a small drink and a snack.";
- next;
- mes "[Madelle]";
- mes "I haven't seen any of them since.";
- mes "So I don't know anymore.";
- setquest 7112;
- next;
- mes "- The information of Madelle is attached on the guest board.";
- mes "Then can we figure out what information you've collected? -";
- next;
- switch(select("Do it.:Stop it.")) {
- case 1:
- callfunc "func_3rdgc",1;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- case 2:
- mes "[Waitress]";
- mes "What? My name?";
- mes "Are you hitting on me?";
- mes "Don't do that.";
- if (Sex) mes "You are not my type.";
- else mes "I don't swing that way.";
- close;
- case 3:
- mes "[Waitress]";
- mes "Do you want ice with that?";
- close;
- }
- }
- } else {
- if (questprogress(7112) == 1) {
- mes "That's all the information that I know.";
- mes "I haven't seen them since.";
- next;
- mes "- I wonder if I can figure it out with the information I've collected... -";
- next;
- switch(select("Do it.:Stop it.")) {
- case 1:
- callfunc "func_3rdgc",0;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- } else {
- mes "Welcome.";
- mes "Are you ready to order?";
- next;
- switch(select("Suspicious people?:Which one is the best food?")) {
- case 1:
- mes "[Waitress]";
- mes "A suspicious person?";
- mes "You are a suspicious person.";
- close;
- case 2:
- mes "[Waitress]";
- mes "Umm? well...";
- mes "If you want to have a simple dish, have a meal from our fixed menu.";
- mes "It's 5000 zeny, Do you want it?";
- next;
- switch(select("Yes, I'll try it.:......")) {
- case 1:
- if (Zeny > 4999) {
- mes "[Waitress]";
- mes "Here you are, this is a meal from the fixed menu.";
- mes "Feel free to call me when you need.";
- next;
- switch(select("How's your business?:Do you have lots of guests?")) {
- case 1:
- mes "[Waitress]";
- mes "Well... not bad.";
- mes "This is the only pub here so it's good.";
- break;
- case 2:
- mes "[Waitress]";
- mes "Not that much lately.";
- mes "It's so-so.";
- break;
- }
- next;
- mes "[Waitress]";
- mes "A business in a village can keep up with customers.";
- mes "Thesedays, adventurers have been visiting more often.";
- next;
- select("Any suspicious visitors?");
- mes "[Waitress]";
- mes "Sure, I see some everyday.";
- mes "I can recognize when I see their outfits.";
- mes "I have to memorize their characters because of business.";
- next;
- select("It's boring...");
- mes "[Waitress]";
- mes "Yeah sometimes.";
- mes "Everyday I have to talk";
- mes "with same people.";
- mes "But...";
- next;
- mes "[Waitress]";
- mes "I'm refreshed when I see guests like you.";
- mes "I remember something that happened a few days ago.";
- next;
- mes "[Waitress]";
- mes "When I closed the store,";
- mes "he seemed be exhausted and they wanted to buy a small drink and a snack.";
- next;
- mes "[Waitress]";
- mes "He was a stranger but I'm sure that he is from Rachel.";
- mes "He looked like a priest.";
- next;
- mes "[Waitress]";
- mes "I thought that a priest came here, but it's wrong.";
- mes "I was starting to get scared.";
- next;
- mes "[Waitress]";
- mes "I thought that I may have opened the door to a thief.";
- mes "Ah, sorry, I must be talking too much.";
- next;
- mes "[Waitress]";
- mes "It was boring to talk with that old man...";
- mes "Anyway, don't let me disturb you anymore.";
- mes "Bon Appetit!";
- next;
- mes "[Waitress]";
- mes "Oh by the way, my name is Madelle.";
- mes "I hope you remember my name.";
- Zeny -= 5000;
- setquest 7112;
- next;
- mes "- Madelle's information is attached to a quest board. What information have I collected? -";
- next;
- switch(select("Check information.:Cancel.")) {
- case 1:
- callfunc "func_3rdgc",0;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- } else {
- mes "[Waitress]";
- mes "A meal from our menu is 5000 zeny.";
- mes "You have to pay.";
- mes "It's prepay.";
- close;
- }
- case 2:
- mes "[Waitress]";
- mes "You feel annoyed.";
- mes "I see. I won't push you.";
- mes "Take a rest there.";
- close;
- }
- }
- }
- }
- } else {
- mes "Hi~!";
- mes "We can see often each other.";
- next;
- mes "[Madelle]";
- mes "A meal? Liquor?";
- mes "Hoho, have a good time!";
- close;
- }
-}
-
-ve_in,246,303,3 script Young Merchant#3rdgc05 4_M_RACHMAN2,{
- if (job_3rd_gc < 6) {
- mes "[Young Merchant]";
- mes "If you want to buy stuff, go to this person.";
- mes "I'm a distributor.";
- close;
- }
- else if (job_3rd_gc == 6) {
- if (questprogress(7091) == 1) {
- if (questprogress(7113) == 1) {
- mes "[Crave]";
- mes "I already gave you all the information I have.";
- mes "I'm quick in visual learning.";
- mes "I can't find the other girl, only the one who matches your condition.";
- next;
- mes "Can we figure out with the information you collected?";
- next;
- switch(select("Do it.:Stop it.")) {
- case 1:
- callfunc "func_3rdgc",1;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- } else {
- mes "[Young Merchant]";
- mes "How about increasing potion in next time...";
- mes "Um, do you have something to tell me?";
- next;
- switch(select("Do you know Crave?:Give me a potion.")) {
- case 1:
- mes "[Crave]";
- mes "I'm Crave, who are you...?";
- //mes "You're not a usual stuff in connection.."; //FIXME: Dialogue.
- next;
- mes "[Crave]";
- mes "Ah, is it about Daora?";
- mes "Yes, what can I do for you?";
- next;
- select("Did you see a stranger these past days?");
- mes "[Crave]";
- mes "Stranger... about Daora's business?";
- mes "Ok. I understand what you are talking about.";
- next;
- mes "[Crave]";
- mes "I found a new face while";
- mes "watching the stores.";
- mes "It was a girl...";
- next;
- mes "[Crave]";
- mes "She buys food and the necessities of life regularly in the morning and afternoon.";
- mes "I wanted to know more about her, because she was pretty.";
- mes "But there is no person who knows her residence.";
- next;
- mes "[Crave]";
- mes "Is it a mysterious person?";
- mes "I don't know who she is, or where she lives!";
- next;
- mes "[Crave]";
- mes "I want to talk to her, but she runs away...";
- mes "She must be hiding something.";
- setquest 7113;
- next;
- mes "- The information Crave gave is attached on the quest board.";
- mes "Then can we figure out with information you collected? -";
- next;
- switch(select("Do it.:Stop it.")) {
- case 1:
- callfunc "func_3rdgc",1;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- case 2:
- mes "[Young Merchant]";
- mes "I carry on a wholesale trade, not a retail trade.";
- mes "Buy that from a tool salesperson.";
- close;
- }
- }
- } else {
- if (questprogress(7113) == 1) {
- mes "[Crave]";
- mes "I already gave you all the information I have.";
- mes "I'm quick in visual learning.";
- mes "I can't find the other girl, only the one who matches your condition.";
- next;
- mes "Can we figure out with the information you collected?";
- next;
- switch(select("Do it.:Stop it.")) {
- case 1:
- callfunc "func_3rdgc",0;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- } else {
- mes "[Young Merchant]";
- mes "What's wrong?";
- mes "I'm a merchant, but not a retail merchant.";
- mes "If you want to buy things, go to the others.";
- next;
- switch(select("Suspicious people?:I heard that you are sharp.")) {
- case 1:
- mes "[Young Merchant]";
- mes "A suspicious person?";
- mes "There are lots of people who are suspicious.";
- next;
- mes "[Young Merchant]";
- mes "It's that lame person that's suspicious, isn't it?";
- close;
- case 2:
- mes "[Young Merchant]";
- mes "Hmm? It's reasonable.";
- mes "I have to be quick in visual learning for living as a merchant.";
- next;
- mes "[Young Merchant]";
- mes "I have to memorize the faces of people who do business with me so I can make a profit.";
- mes "Then I can make steady customers.";
- next;
- switch(select("I'm looking for a cousin...:End conversation.")) {
- case 1:
- mes "[Young Merchant]";
- mes "Is she a beautiful blonde?";
- next;
- switch(select("No, it's a boy.:Yes, she is.")) {
- case 1:
- mes "[Young Merchant]";
- mes "Is he?";
- mes "I don't know.";
- mes "I know only a mysterious blonde beauty.";
- close;
- case 2:
- mes "[Crave]";
- mes "Oh, she is?";
- mes "I'm Crave. If you find her later, please contact me.";
- next;
- mes "[Crave]";
- mes "Don't give me a fierce scowl.";
- mes "I'm a man of ability.";
- next;
- select("Where did you see her?");
- mes "["+strcharinfo(0)+"]";
- mes "A few days have passed already.";
- mes "I want to find her as soon as possible.";
- mes "You said you saw that child? Where did you see her?";
- next;
- mes "[Crave]";
- mes "So... that's why we don't know her residence.";
- mes "I can understand buying food and other supplies.";
- next;
- mes "[Crave]";
- mes "She always runs away without saying anything.";
- mes "I like her because of her mysterious atmosphere.";
- next;
- mes "[Crave]";
- mes "I think that she ran away from home.";
- mes "She visits here to buy stuff every day and every night regularly.";
- next;
- mes "[Crave]";
- mes "She may run away when she sees you.";
- mes "It's probably better to hide in the alley to catch her.";
- setquest 7113;
- next;
- mes "- Crave's information is attached to the quest board. What information have I collected? -";
- next;
- switch(select("Check information.:Cancel.")) {
- case 1:
- callfunc "func_3rdgc",0;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- }
- case 2:
- mes "[Young Merchant]";
- mes "Why do you change your face while I'm talking about a steady customer?";
- mes "Oh, you are...";
- mes "It's a sword of darkness that can't make a profit unrelated to memorizing people's faces.";
- close;
- }
- }
- }
- }
- } else {
- mes "[Crave]";
- mes "Excuse me?";
- mes "Did you find who you were looking for?";
- close;
- }
-}
-
-veins,291,215,3 script Vigilante#3rdgc06 4_DST_SOLDIER,{
- if (job_3rd_gc < 6) {
- mes "[Vigilante]";
- mes "Do you have any inconveniences while you are traveling?";
- mes "At the outskirts of the city, there are many monsters. Be careful.";
- close;
- }
- else if (job_3rd_gc == 6) {
- if (questprogress(7091) == 1) {
- if (questprogress(7114) == 1) {
- mes "[Trovan]";
- mes "I already gave you all the information I have.";
- mes "He's the only suspicious person that's been seen.";
- mes "But nothing has happened yet, so I'm keeping watch.";
- next;
- mes "- What information have I collected? -";
- next;
- switch(select("Check information.:Cancel.")) {
- case 1:
- callfunc "func_3rdgc",1;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- } else {
- mes "[Vigilante]";
- mes "Hello?";
- mes "Do you need help?";
- next;
- switch(select("Do you know Trovan?:No thanks.")) {
- case 1:
- mes "[Vigilante]";
- mes "Eh? I'm Trovan, a member of the vigilante corps of Veins.";
- mes "What's the matter?";
- next;
- mes "[Trovan]";
- mes "Ah, you were recommended by Daora.";
- mes "I remember all of the faces of people who live in this village.";
- next;
- mes "[Trovan]";
- mes "Maybe he is a stranger.";
- mes "We should exclude normal adventurers.";
- next;
- mes "[Trovan]";
- mes "And if Daora finds a person, he must not be a normal person.";
- mes "So we should exclude normal guests...";
- next;
- mes "[Trovan]";
- mes "Then we can set limits for guessing who it is.";
- mes "A few days ago, a priest visited this village.";
- mes "He covered his face with a hood, so I couldn't see him too well.";
- next;
- mes "[Trovan]";
- mes "I can detect suspicious people pretty well.";
- mes "He might be a criminal if he were hiding his face.";
- next;
- mes "[Trovan]";
- mes "Why is he suspicious?";
- mes "He shows up here regularly, but he has no definite residence.";
- mes "And I always lose him when I try to follow him.";
- next;
- mes "[Trovan]";
- mes "I can't offer any more information.";
- mes "I always have to guard the entrance of the village, so I can't follow him for too long.";
- next;
- mes "[Trovan]";
- mes "Anyway. He is a only person who I suspect.";
- mes "He hasn't been caught doing anything criminal,";
- mes "but he's always covering himself up.";
- setquest 7114;
- next;
- mes "- Trovan's information is attached to the quest board. What information have I collected? -";
- next;
- switch(select("Check information.:Cancel.")) {
- case 1:
- callfunc "func_3rdgc",1;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- case 2:
- mes "[Trovan]";
- mes "Recently, I've seen many suspicious people.";
- mes "I'm keeping strict watch.";
- close;
- }
- }
- } else {
- if (questprogress(7114) == 1) {
- mes "[Trovan]";
- mes "I already gave you all the information I have.";
- mes "He's the only suspicious person that's been seen.";
- mes "But nothing has happened yet, so I'm keeping watch.";
- next;
- mes "- Should I figure out the information collected? -";
- next;
- switch(select("Check the information.:Cancel.")) {
- case 1:
- callfunc "func_3rdgc",0;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- } else {
- mes "[Trovan]";
- mes "I'm Trovan, a guard of Veins.";
- mes "What's wrong?";
- next;
- switch(select("Is there a wanted man?:Nothing.")) {
- case 1:
- mes "[Trovan]";
- mes "A wanted man?";
- mes "No, what's the matter?";
- next;
- mes "[Trovan]";
- mes "Did you find any suspicious people entering this village lately?";
- mes "Umm...";
- next;
- mes "[Trovan]";
- mes "Recently, there's been a man in this village wearing a hood.";
- mes "He is not a traveler. He bought food and slipped out of the village.";
- next;
- mes "[Trovan]";
- mes "I'm wondering about his identity.";
- mes "I think he is related to a shrine...";
- mes "Or maybe he isn't...";
- next;
- mes "[Trovan]";
- mes "There is no one else like him among the people living in this village.";
- mes "I wonder where he is from.";
- next;
- mes "[Trovan]";
- mes "He might still be here.";
- mes "There are no new people except for him. I know almost all of the adventurer's faces that visit here.";
- mes "So that's not much news.";
- setquest 7114;
- next;
- mes "- Trovan's information is attached to the quest board. What information have I collected? -";
- next;
- switch(select("Check information.:Cancel.")) {
- case 1:
- callfunc "func_3rdgc",0;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- case 2:
- mes "[Trovan]";
- mes "Don't go too far away.";
- close;
- }
- }
- }
- } else {
- mes "[Trovan]";
- mes "How's it going?";
- close;
- }
-}
-
-veins,187,143,5 script Peddler#3rdgc07 4_F_HUGRANMA,{
- mes "[Peddler]";
- if (job_3rd_gc < 6) {
- mes "What a huge sandstorm.";
- mes "Are you ok?";
- close;
- }
- else if (job_3rd_gc == 6) {
- if (questprogress(7091) == 1) {
- mes "What a huge sandstorm.";
- mes "Are you ok?";
- close;
- } else {
- if (questprogress(7115) == 1) {
- mes "So, did you find that girl?";
- mes "If you do, let her know that she has to come and visit me.";
- next;
- mes "- You can't get more information from the peddler. What information have I collected? -";
- next;
- switch(select("check information.:Cancel.")) {
- case 1:
- callfunc "func_3rdgc",1;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- } else {
- mes "Hey. Hey!";
- mes "I'm talking to you!";
- next;
- switch(select("Ignore him.:Listen to the story.")) {
- case 1:
- mes "[Peddler]";
- mes "You are too cold.";
- close;
- case 2:
- mes "[Peddler]";
- mes "A pretty girl just bought food.";
- mes "You know that freshness is important when buying fish...";
- next;
- mes "[Peddler]";
- mes "But I gave the wrong fish to her.";
- mes "Recently, she bought food from my store.";
- mes "I can't find her, maybe she doesn't live here.";
- next;
- mes "[Peddler]";
- mes "She looks shabby but she always buys expensive food.";
- mes "I thought that she was a maid but we don't have a mansion that can hire maids in Veins.";
- next;
- mes "[Peddler]";
- mes "Kind of suspicious, isn't it?";
- mes "But, I gave spoiled fish to her...";
- next;
- mes "[Peddler]";
- mes "So I have to find her and exchange the fish for a refund.";
- next;
- mes "[Peddler]";
- mes "If you find her, send that message, please?";
- mes "I can't miss a guest like her.";
- next;
- mes "[Peddler]";
- mes "Ok, let's see...";
- mes "She is blonde girl.";
- mes "You should be able";
- mes "to find her easily.";
- next;
- mes "[Peddler]";
- mes "Actually, nobody knows where she's from.";
- mes "You're an adventurer, so I'm asking you.";
- next;
- select("I'll send her your message.:Hmm...");
- mes "["+strcharinfo(0)+"]";
- mes "- Even though I don't have time to spare, the girl mentioned by the peddler is suspicious. -";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "- A girl who has no clear residence and buys expensive food. I have to find out. -";
- next;
- mes "[Peddler]";
- mes "Then send my message to her, please.";
- mes "If I can't exchange the fish, it will spoil.";
- setquest 7115;
- next;
- mes "- The peddler's information is attached to the quest board. What information have I collected? -";
- next;
- switch(select("Check information.:Cancel.")) {
- case 1:
- callfunc "func_3rdgc",0;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- }
- }
- }
- } else {
- mes "Did you send my message properly?";
- mes "Then why she hasn't she visited here to exchange the fish?";
- close;
- }
-}
-
-veins,235,126,3 script Old Man#3rdgc07 4_M_DST_GRAND,{
- mes "[Old Man]";
- if (job_3rd_gc < 6) {
- mes "Haha... I can remember my past when I see a young adventurer like you...";
- close2;
- } else if (job_3rd_gc == 6) {
- if (questprogress(7091) == 1) {
- mes "Haha... I can remember my past when I see a young adventurer like you...";
- close;
- } else {
- if (questprogress(7116) == 1) {
- mes "Thanks for talking to me.";
- next;
- mes "- I can't get anymore information from the Old Man. What information have I collected? -";
- next;
- switch(select("Check information.:Cancel.")) {
- case 1:
- callfunc "func_3rdgc",0;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- } else {
- mes "What? What's the matter?";
- mes "You want to talk with me?";
- next;
- switch(select("Suspicious person...:You look good.")) {
- case 1:
- mes "[Old Man]";
- mes "A suspicious person?";
- mes "Well, Trovan may know more about her than me.";
- close;
- case 2:
- mes "[Old Man]";
- mes "Thanks anyway.";
- mes "I'll just sit down here...";
- next;
- mes "[Old Man]";
- mes "I look around at people who pass by here all the time.";
- mes "I can find out where they're from easily by watching what they wear.";
- next;
- mes "[Old Man]";
- mes "I can't forget her at all because of her funny outfit.";
- mes "It's not difficult to forget a person wearing a formal dress.";
- next;
- select("Then what's funny?");
- mes "[Old Man]";
- mes "Umm, this village is not funny anymore.";
- mes "I know everything~ I even found out everyone's job.";
- next;
- mes "[Old Man]";
- mes "But...";
- mes "Recently, a girl showed up.";
- mes "In the morning, she buys some food from a peddler and then disappears.";
- next;
- mes "[Old Man]";
- mes "And in the afternoon she usually buys the necessities of life.";
- mes "A little bit at a time.";
- mes "And then she goes somewhere after...";
- next;
- mes "[Old Man]";
- mes "I figure that she must be preparing something.";
- mes "If she buys a lot of stuff, then she can be found easily.";
- next;
- mes "[Old Man]";
- mes "I think she stocks up heavily on foods that help during battles.";
- next;
- mes "[Old Man]";
- mes "She just recently started this routine.";
- mes "Is she a newcomer?";
- next;
- mes "[Old Man]";
- mes "I'm going to watch you for a while.";
- mes "Ah, why am I bothering you with this story?";
- setquest 7116;
- next;
- mes "- The information of the Old Man is attached to the quest board. What information have I collected?";
- next;
- switch(select("Check information.:Cancel.")) {
- case 1:
- callfunc "func_3rdgc",0;
- close;
- case 2:
- mes "You stop the confirmation of information.";
- close;
- }
- }
- }
- }
- } else if (job_3rd_gc == 8) {
- mes "You want to know something?";
- mes "We have a marvelous girl in our village.";
- next;
- mes "[Old Man]";
- mes "I don't know what kind of gift she has, but she knows how to find people.";
- next;
- mes "[Old Man]";
- mes "If you want to find her, ask that kid.";
- close;
- } else {
- mes "I still don't know.";
- mes "I'm too old...";
- close;
- }
-}
-
-veins,223,180,3 script Girl#3rdgc09 4_F_DST_CHILD,{
- mes "[Melissa]";
- if (job_3rd_gc == 8) {
- mes "Hi?";
- mes "What?";
- mes "Have you lost a friend?";
- next;
- switch(select("Do you know something?:No...")) {
- case 1:
- mes "[Melissa]";
- mes "I have a special gift that I've had my whole life.";
- mes "People visit me when they need to find something.";
- next;
- mes "[Melissa]";
- mes "Are looking for someone?";
- mes "Can you tell me about their character?";
- next;
- switch(select("You are joking.:Let me do it.")) {
- case 1:
- mes "[Melissa]";
- mes "Ha! But you'll come back to me when you need to find someone.";
- mes "I know everything.";
- close;
- case 2:
- .@ans00 = 0;
- mes "[Melissa]";
- mes "Ok, answer my question.";
- mes "Is it a boy or a girl?";
- next;
- switch(select("A boy:A girl")) {
- case 1:
- mes "[Melissa]";
- mes "A boy and...";
- break;
- case 2:
- mes "[Melissa]";
- mes "A girl and...";
- ++.@ans00;
- break;
- }
- next;
- mes "[Melissa]";
- mes "What is the hair color?";
- next;
- switch(select("Dark:Red:Light yellowish:White")) {
- case 1:
- mes "[Melissa]";
- mes "Dark hair color... hmm...";
- mes "Dark brown or black hair...";
- break;
- case 2:
- mes "[Melissa]";
- mes "Light brown or dark orange... Red hair...";
- break;
- case 3:
- mes "[Melissa]";
- mes "Light orange to blonde hair.";
- ++.@ans00;
- break;
- case 4:
- mes "[Melissa]";
- mes "Gray... white... gold... silver hair...";
- break;
- }
- next;
- mes "[Melissa]";
- mes "Young or old?";
- next;
- switch(select("Like a child.:Young.:Middle-aged.:Very old.")) {
- case 1:
- mes "[Melissa]";
- mes "And a child.";
- break;
- case 2:
- mes "[Melissa]";
- mes "A young person.";
- mes "Like you?";
- ++.@ans00;
- break;
- case 3:
- mes "[Melissa]";
- mes "Same age as a tool salesman?";
- mes "Middle-aged.";
- break;
- case 4:
- mes "[Melissa]";
- mes "Yes, very old.";
- break;
- }
- next;
- mes "[Melissa]";
- mes "Hi, "+((Sex)?"brother":"sister")+"~ Let me collect all of the information you've provided...";
- next;
- mes "- She begins to murmur and gestures toward the sky. Her hair springs up as she says... -";
- next;
- if (.@ans00 == 3) {
- mes "[Melissa]";
- mes "Got it!";
- mes "I know her.";
- mes "Her name is ^4d4dffEstillda^000000.";
- mes "Right?";
- next;
- mes "[Melissa]";
- mes "Why are you looking for her? Is she your friend?";
- mes "She gave me candy the other day.";
- next;
- mes "[Melissa]";
- mes "Umm... this girl...";
- mes "will pass around";
- mes "a blind alley in";
- mes "about 1 hour!";
- mes "Hehehe!";
- erasequest 7103;
- setquest 7104;
- job_3rd_gc = 9;
- next;
- mes "[Melissa]";
- mes "She has to be who you're looking for. I'm never wrong.";
- mes "Tell me I did a good job!";
- next;
- switch(select("Pat Melissa on the head.:Giver her a thumbs up sign.")) {
- case 1:
- mes "You pat Melissa on the head.";
- mes "She reacts like a puppy would.";
- next;
- mes "[Melissa]";
- mes "Hehehe...";
- mes "I'm here to help~!";
- close;
- case 2:
- mes "[Melissa]";
- mes "Hehehe...";
- mes "I did good!";
- close;
- }
- } else {
- mes "[Melissa]";
- mes "Umm...";
- mes "That person who has those characteristics is...";
- next;
- mes "[Melissa]";
- mes "Wha-...? Eww, I've never been wrong.";
- mes "I don't know why, but I can't see that person.";
- next;
- mes "[Melissa]";
- mes "Eeeahhh! Wahhh!";
- next;
- mes "- All I can do is soothe Melissa as she cries. I have to think about the person's characteristics again. -";
- close;
- }
- }
- case 2:
- mes "[Melissa]";
- mes "It's strange.";
- mes "In this village people are always looking for someone.";
- close;
- }
- } else if (job_3rd_gc == 9) {
- mes "Did you find her?";
- mes "Say thanks to her for giving me candy the other day.";
- close;
- } else {
- mes "When I'm looking for people, an angel wearing black clothes gives me information.";
- next;
- mes "[Melissa]";
- mes "I told Daora about this story, then she said to me not to do it again.";
- mes "Maybe she isn't a good angel.";
- close;
- }
-}
-
-veins,337,284,0 script #ghostestilla_3rdgc HIDDEN_WARP_NPC,3,3,{
- end;
-OnTouch:
- if (job_3rd_gc == 9) {
- if ((questprogress(7104,PLAYTIME) == 1) || (questprogress(7105,PLAYTIME) == 1)) {
- mes ".....?";
- mes "There's a sign of somebody present.";
- mes "You still have time.";
- close;
- } else if ((questprogress(7104,PLAYTIME) == 2) || (questprogress(7105,PLAYTIME) == 2)) {
- mes "The blind alley that Melissa told me about must be this street.";
- next;
- mes "There's a sign of somebody present.";
- mes "A blonde girl shows up!";
- donpcevent "Estillda#3rdgc10::OnEnable";
- next;
- select("Make a surprise attack.");
- .@c_spec = readparam(bDex)+readparam(bAspd)+readparam(bCritical);
- if (.@c_spec > 209 || (!rand(2) && .@c_spec > 190 && .@c_spec < 210) || (!rand(3) && .@c_spec < 191)) {
- mes "You take her by the wrist trying not to let her see you.";
- mes "The food that she is holding falls on the floor.";
- next;
- mes "[Estillda]";
- mes "Ahhhh!";
- mes "Who are you?";
- mes "What are you doing?";
- next;
- if(select("Who sent you?:Who's from Rachel?") == 2) {
- mes "[Estillda]";
- mes "I don't know! I don't have any idea. I don't know him!";
- next;
- }
- mes "[Estillda]";
- mes "If I buy stuff for him...";
- mes "He said that he can pay for my labor and production costs.";
- next;
- mes "[Estillda]";
- mes "I don't know who he is.";
- mes "It's true.";
- mes "Is he bad guy?";
- next;
- mes "[Estillda]";
- mes "Help me, please?";
- mes "Help me.";
- mes "I'll do anything you want.";
- next;
- mes "[Estillda]";
- mes "I didn't know anything about him, I don't know if he's a bad guy.";
- mes "I just bought some stuff... (sobbing)...";
- next;
- mes "- Estillda is in shock because she thinks that she's in trouble. -";
- next;
- select("Calm her down.");
- mes "["+strcharinfo(0)+"]";
- mes "Just relax for a second.";
- mes "I totally understand what you're saying.";
- mes "You won't get into any trouble.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'm looking for a guy who committed a crime and ran away.";
- mes "I have to catch him.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "So who made you get those supplies?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "If you cooperate with me, I'm going to protect you until this is all done.";
- mes "The Assassin Guild will protect you.";
- next;
- mes "[Estillda]";
- mes "You promise, right?";
- mes "How can I help you?";
- next;
- select("When are you supposed to meet?");
- mes "[Estillda]";
- mes "Oh, I already delivered the stuff.";
- mes "I'm on my way back.";
- next;
- mes "[Estillda]";
- mes "Ah, these are mine.";
- mes "I got a lot of zeny.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Then go straight this way and pretend that nothing happened.";
- next;
- mes "- I demand that she walks as usual and tell her how to get to Daora's pub. -";
- donpcevent "Estillda#3rdgc10::OnDisable";
- if (questprogress(7104)) erasequest 7104;
- if (questprogress(7105)) erasequest 7105;
- job_3rd_gc = 10;
- setquest 7106;
- next;
- mes "- The pub in the underground of Veins is the best place to keep her safe. -";
- close;
- } else {
- mes "- I tried to take her by the wrist, but she already knew and ran away screaming. -";
- donpcevent "Estillda#3rdgc10::OnDisable";
- if (questprogress(7104)) erasequest 7104;
- if (questprogress(7105)) erasequest 7105;
- setquest 7105;
- next;
- mes "You couldn't catch Estillda.";
- close;
- }
- } else {
- mes "An error has occurred.";
- mes "Please contact the GM team to fix this situation.";
- close;
- }
- }
- end;
-}
-
-veins,341,287,3 script Estillda#3rdgc10 4_F_SHABBY,{
-OnInit:
-OnDisable:
- disablenpc "Estillda#3rdgc10";
- end;
-OnEnable:
- enablenpc "Estillda#3rdgc10";
- end;
-}
-
-job3_guil01,79,15,1 script Estillda#3rdgc11 4_F_SHABBY,{
- if (job_3rd_gc == 11) {
- mes "Estillda is looking around with an anxious expression on her face.";
- next;
- switch(select("Are you ok?:Intimidate her.")) {
- case 1:
- mes "[Estillda]";
- mes "Yes? Yes...";
- mes "I thought assassins were scary.";
- mes "But I don't think so...";
- next;
- select("You don't look like you're from Veins");
- mes "[Estillda]";
- mes "Yes? Yes...";
- mes "I'm from Rachel.";
- mes "I'm here to make zeny.";
- mes "I had a desolate life in Rachel.";
- next;
- switch(select("You came here with alone?:Had a desolate life...")) {
- case 1:
- mes "[Estillda]";
- mes "No.";
- mes "I don't think so.";
- mes "I came here with a guy.";
- next;
- mes "[Estillda]";
- mes "I usually come here by myself. Sometimes he checks my destination.";
- mes "I thought that he is an important person from some company.";
- next;
- mes "[Estillda]";
- mes "But I don't know who he is.";
- break;
- case 2:
- mes "[Estillda]";
- mes "I'm a native,";
- mes "I work in his house.";
- mes "I think it's not bad.";
- mes "I just left my home...";
- next;
- mes "[Estillda]";
- mes "He said that he needed a maid and that he could pay me enough money.";
- break;
- }
- next;
- mes "[Estillda]";
- mes "Actually I don't know him well.";
- mes "...I'll never do it.";
- mes "I want to go home. I miss my mommy.";
- next;
- switch(select("What can you tell me?:Tell me what you know!")) {
- case 1:
- mes "[Estillda]";
- mes "Yes. Right?";
- mes "I'm going to tell you everything that I know.";
- break;
- case 2:
- mes "[Estillda]";
- mes "Sorry. I'm sorry.";
- mes "I'm going to do what you want...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Your attitude is a problem.";
- mes "Let's take up the main subject.";
- break;
- }
- next;
- mes "[Estillda]";
- mes "I usually supply food";
- mes "and other life necessities.";
- next;
- mes "[Estillda]";
- mes "I buy some food to eat for myself.";
- mes "And I buy expensive food for him everyday.";
- next;
- mes "[Estillda]";
- mes "I think he is very fussy about food...";
- mes "And I get money whenever I deliver food..";
- next;
- select("Where did you sleep?");
- mes "[Estillda]";
- mes "Yes? Yes, around here.";
- mes "There is a place that soldiers stay.";
- mes "He wants me to stay there...";
- next;
- select("When are you supposed to meet?");
- mes "[Estillda]";
- mes "In a couple of hours.";
- mes "At a warehouse underground in the south.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Thanks for your cooperation.";
- mes "Your house is in Rachel?";
- mes "Estillda is your real name?";
- mes "Yes, I'm going to draw his rations in Rachel.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "To go back home without an accident.";
- job_3rd_gc = 12;
- changequest 7106,7107;
- close;
- case 2:
- mes "[Estillda]";
- mes "Yes?";
- mes "Please...";
- mes "Don't kill me.";
- next;
- mes "- Estillda looks scared. You need to change the subject. -";
- close;
- }
- } else if (job_3rd_gc == 12) {
- mes "[Estillda]";
- mes "We usually meet at the same place at the same time.";
- mes "It's in a warehouse underground in the south.";
- mes "Don't tell him that I told you.";
- close;
- }
- end;
-}
-
-veins,206,56,0 script #3rdgc_battleroom01 HIDDEN_WARP_NPC,1,1,{
- end;
-OnInit:
- $@3rdgc_room01 = 0;
- end;
-OnTouch:
- if (job_3rd_gc == 12) {
- if (questprogress(7107,PLAYTIME) == 2) {
- mes "This must be the place Estillda told me about.";
- next;
- switch(select("Go inside.:Observe the situation.")) {
- case 1:
- if ($@3rdgc_room01 == 0) {
- warp "job3_guil02",34,44;
- $@3rdgc_room01 = 1;
- } else {
- mes "You tried to open the door but it's locked.";
- mes "It doesn't show any signs of life.";
- next;
- mes "Come back here later.";
- }
- close;
- case 2:
- mes "I back up to watch the situation unfold.";
- close;
- }
- } else if (questprogress(7107,PLAYTIME) == 1) {
- mes "This must be the place Estillda told me about.";
- mes "I have enough time for meeting.";
- close;
- } else {
- mes "An error has occurred.";
- mes "Contact the GM team to resolve the situation.";
- close;
- }
- }
- end;
-}
-
-job3_guil02,34,44,0 script #3rdgc_room01_mag01 HIDDEN_WARP_NPC,2,2,{
- end;
-OnEnable:
- enablenpc "#3rdgc_room01_mag01";
- end;
-OnDisable:
- disablenpc "#3rdgc_room01_mag01";
- end;
-OnStop:
- stopnpctimer;
- end;
-OnTouch:
- if (job_3rd_gc == 12) {
- initnpctimer;
- donpcevent "A man with black clothes::OnEnable";
- disablenpc "#3rdgc_room01_mag01";
- } else {
- mes "You don't have to come here now.";
- close;
- warp "veins",178,62;
- $@3rdgc_room01 = 0;
- end;
- }
- end;
-OnTimer295000:
- mapannounce "job3_guil02","Dandelion: ...Ha, you are strong and sticky!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- donpcevent "A man with black clothes::OnReset";
- end;
-OnTimer296000:
- mapannounce "job3_guil02","The Dandelion ran away.",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- end;
-OnTimer298000:
- mapwarp "job3_guil02","veins",186,65;
- end;
-OnTimer299000:
- donpcevent "Dandelion#3rdgc12::OnDisable";
- donpcevent "A man with black clothes::OnDisable";
- donpcevent "#3rdgc_room01_mag01::OnEnable";
- end;
-OnTimer300000:
- $@3rdgc_room01 = 0;
- stopnpctimer;
- end;
-}
-
-job3_guil02,51,43,7 script A man with black clothes 4_M_DSTMAN,4,4,{
- end;
-OnInit:
-OnDisable:
- hideonnpc "A man with black clothes";
- .on = 0;
- end;
-OnEnable:
- hideoffnpc "A man with black clothes";
- .on = 1;
- end;
-OnReset:
- killmonster "job3_guil02","A man with black clothes::OnMyMobDead";
- end;
-OnTouch:
- if (!.on) end;
- mes "[A man with black clothes]";
- mes "You just arrived here.";
- mes "Why are you so late?";
- mes "Put your stuff down.";
- next;
- select("......");
- mes "[A man with black clothes]";
- mes "May the goddess bless you eternally...";
- npcskill "AL_BLESSING",10,0,0;
- next;
- emotion e_gasp;
- mes "[A man with black clothes]";
- mes "Who... who are you?!";
- mes "A... Assassin Guild?!";
- mes "What?!";
- mes "When did I give you a clue?!";
- next;
- select("You lost your head...");
- mes "["+strcharinfo(0)+"]";
- mes "Is this the correct target?";
- mes "Can you talk with me for a sec?";
- next;
- mes "[A man with black clothes]";
- mes "No way!!!!";
- mes "You... I'll make you close your eyes forever!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What?!";
- close2;
- donpcevent "A man with black clothes::OnDisable";
- monster "job3_guil02",51,43,"Dandelion",2031,1,"A man with black clothes::OnMyMobDead";
- end;
-OnMyMobDead:
- donpcevent "#3rdgc_room01_mag01::OnStop";
- donpcevent "#3rdgc_2nd_timer::OnEnable";
- mapwarp "job3_guil02","job3_guil02",47,43;
- end;
-}
-
-job3_guil02,1,1,0 script #3rdgc_2nd_timer CLEAR_NPC,{
- end;
-OnEnable:
- initnpctimer;
- end;
-OnTimer1000:
- donpcevent "Dandelion#3rdgc12::OnEnable";
- end;
-OnTimer60000:
- mapwarp "job3_guil02","veins",186,65;
- end;
-OnTimer61000:
- donpcevent "Dandelion#3rdgc12::OnDisable";
- donpcevent "A man with black clothes::OnDisable";
- donpcevent "#3rdgc_room01_mag01::OnEnable";
- $@3rdgc_room01 = 0;
- stopnpctimer;
- end;
-}
-
-job3_guil02,49,43,5 script Dandelion#3rdgc12 4_M_DSTMANDEAD,{
- if (!checkweight(1201,2)) {
- mes "- You can't continue this quest because you have too many items. -";
- close;
- }
- if (job_3rd_gc == 12) {
- mes "[Dandelion]";
- mes "Eyah!";
- mes "You... won't find anything.";
- mes "Everything... is guided... by the goddess...";
- mes "Keeek!";
- next;
- mes "- He puts something in his mouth and swallows. -";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What is that?!";
- mes "What do you have in your mouth...?";
- mes "Why did you do that?";
- next;
- mes "It's too late to save him.";
- mes "He passed away.";
- mes "You find a key with a fancy decoration around his neck.";
- job_3rd_gc = 13;
- getitem 6150,1; //Key_Of_The_Mansion
- changequest 7107,7108;
- close;
- } else {
- if (job_3rd_gc == 13) {
- mes "There is nothing to do.";
- mes "Let's get out of here.";
- } else
- mes "You are shoved by an unknown force.";
- close2;
- warp "veins",178,62;
- end;
- }
-OnInit:
-OnDisable:
- disablenpc "Dandelion#3rdgc12";
- end;
-OnEnable:
- enablenpc "Dandelion#3rdgc12";
- end;
-}
-
-rachel,115,77,3 script Girke#3rdgc13 4_M_03,{
- mes "[Girke]";
- mes "Oh~ young man.";
- mes "I'm Girke Sara.";
- mes "Just call me Girke.";
- next;
- mes "- He smells like alcohol. -";
- next;
- mes "[Girke]";
- mes "You know what?";
- mes "A man who is a legendary key artisan lives in our village.";
- mes "Hiccup~";
- next;
- mes "[Girke]";
- mes "Ah~hahahaha";
- mes "My dad likes pieces of work like that.";
- mes "One day, he said to me.";
- next;
- mes "[Girke]";
- mes "'Girke, my wish is having a key crafted from Oresa.'";
- next;
- mes "[Girke]";
- mes "But Oresa already disappeared after handing everything over to his apprentice.";
- mes "Finally, my dad passed away without seeing such a key...";
- next;
- mes "[Girke]";
- mes "You know.";
- mes "That Oresa! He lives in our town?!";
- mes "Hiccup~";
- next;
- mes "[Girke]";
- mes "But he is too old...";
- mes "But the artisan is...";
- next;
- mes "[Girke]";
- mes "...difficult to meet.";
- mes "Like my dad... He's a bit of a loner.";
- next;
- mes "[Girke]";
- mes "What am I talking to you about.";
- mes "Are you drunken? Daddy... (sobbing)";
- mes "Ah... Daddy...";
- next;
- mes "- Girke starts to cry. -";
- close;
-}
-
-ra_in01,175,196,3 script Oresa Rava#3rdgc13 4_M_LGTGRAND,{
- mes "[Oresa Rava]";
- if (job_3rd_gc == 13) {
- mes "I don't know why you are visiting me, but I'm not crafting anymore.";
- mes "I'm too old to craft.";
- next;
- select("Do you know this key?");
- mes "[Oresa Rava]";
- mes "Hmm? Umm... Give it to me.";
- mes "This pattern...";
- mes "Where did you get this from?";
- next;
- switch(select("I just picked it up.:I have a story...")) {
- case 1:
- mes "[Oresa Rava]";
- mes "Umm? Did you just pick it up?";
- mes "That's impossible.";
- mes "Did something happen in that house.";
- next;
- mes "[Oresa Rava]";
- mes "So what will you do with this key?";
- next;
- select("I'm going to find the owner.");
- mes "[Oresa Rava]";
- mes "Ah~! That's why you came here to see me.";
- mes "I gave that key to a person who was a priest.";
- next;
- mes "[Oresa Rava]";
- mes "I couldn't see my home after he became a priest, but I made a key for a celebration.";
- next;
- mes "[Oresa Rava]";
- mes "It's a key to his mansion.";
- mes "Now I don't know where he lives.";
- mes "But can you visit there and send over the caretaker of the summer cottage?";
- next;
- break;
- case 2:
- mes "[Oresa Rava]";
- mes "I don't know what's going on.";
- mes "I gave that key to a person who was a priest.";
- next;
- mes "[Oresa Rava]";
- mes "I couldn't see my home after he became a priest, but I made a key for a celebration.";
- next;
- mes "[Oresa Rava]";
- mes "It's a key to his mansion.";
- mes "Now I don't know where he lives.";
- mes "But can you visit there and send over the caretaker of the summer cottage?";
- next;
- mes "[Oresa Rava]";
- mes "Actually, I can't trust you...";
- mes "But you showed up with a key. It may be an act of providence.";
- next;
- select("Sure.");
- break;
- }
- mes "[Oresa Rava]";
- mes "That mansion was...";
- mes "built in a gorge of Veins.";
- mes "I don't know the exact location of it though.";
- next;
- select("That should be enough.");
- mes "[Oresa Rava]";
- mes "Are you sure?";
- mes "You are so kind.";
- mes "Send over that key.";
- next;
- mes "- Find the owner of that key soon and tell Mayshell. -";
- job_3rd_gc = 14;
- close;
- } else if (job_3rd_gc == 14) {
- mes "That key is of a mansion built in a gorge of Veins.";
- mes "I'm sure of it.";
- close;
- } else {
- mes "It's an old story about that artisan.";
- mes "Now... It's best to see my grandchild.";
- next;
- mes "[Oresa Rava]";
- mes "You are laughing now, but you will understand me soon.";
- close;
- }
-}
-
-//Pre-RE: ve_fild05 (327,308)
-ve_fild02,330,384,3 script Girl#3rdgc14 4_F_GUILLOTINE,{
- if (job_3rd_gc > 14 && job_3rd_gc < 18) {
- mes "[Renzak]";
- if (job_3rd_gc == 15) {
- mes "You are here.";
- mes "I'm Renzak.";
- mes "You sent here from Mayshell?";
- //mes "I'm not dwelling on."; //FIXME: Dialogue.
- next;
- mes "[Renzak]";
- mes "Our final target is over there.";
- mes "The mansion is surrounded by cliffs.";
- mes "You must remove the target in the mansion.";
- next;
- mes "[Renzak]";
- mes "I'm going to give you 10 min.";
- mes "Complete your task and then wait in the backdoor of the mansion.";
- mes "I'll wait for you there.";
- } else if (job_3rd_gc == 16) {
- mes "You have to attain our goal and come out of the mansion's backdoor within 10 minutes.";
- mes "You can do it.";
- } else {
- mes "You failed.";
- mes "You must succeed.";
- next;
- mes "[Renzak]";
- mes "You have to come out of the mansion's backdoor.";
- mes "I'll wait for you.";
- }
- next;
- switch(select("I got it.:I'll be ready.")) {
- case 1:
- if ($@3rdgc_room02 == 0) {
- erasequest ((job_3rd_gc == 17)?7110:7109);
- job_3rd_gc = 17;
- setquest 7110;
- $@3rdgc_room02 = 1;
- warp "job3_guil03",22,70;
- } else {
- mes "[Renzak]";
- mes "Wait a second.";
- mes "Just wait until it gets dark.";
- next;
- mes "[Renzak]";
- mes "It'll be easy to infiltrate because it's covered by the cliff's shadow.";
- job_3rd_gc = 16;
- }
- close;
- case 2:
- mes "[Renzak]";
- mes "You don't have time to spare.";
- mes "You should prepare for action.";
- if (job_3rd_gc == 17) {
- erasequest 7110;
- setquest 7109;
- }
- job_3rd_gc = 16;
- close;
- }
- } else if (job_3rd_gc > 18) {
- mes "[Renzak]";
- mes "You look good.";
- mes "Me? I've always had the same figure.";
- next;
- mes "[Renzak]";
- mes "I just wait for guys who will do what I ask.";
- close;
- } else {
- mes "[Shadow-faced girl]";
- mes "......";
- mes "This road is blocked.";
- mes "Go back.";
- close;
- }
-OnInit:
- $@3rdgc_room02 = 0;
- end;
-}
-
-job3_guil03,22,70,0 script #3rdgc_event01 HIDDEN_WARP_NPC,3,3,{
- end;
-OnEnable:
- enablenpc "#3rdgc_event01";
- end;
-OnDisable:
- disablenpc "#3rdgc_event01";
- end;
-OnStop:
- stopnpctimer;
- end;
-OnTouch:
- if (job_3rd_gc == 17) {
- initnpctimer;
- donpcevent "#3rdgc_event_master::OnEnable";
- disablenpc "#3rdgc_event01";
- } else {
- mes "You don't have to come here.";
- close2;
- warp "ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303)
- $@3rdgc_room02 = 0;
- }
- end;
-OnTimer900000:
- mapannounce "job3_guil03","Renzak : Withdraw!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- end;
-OnTimer901000:
- mapwarp "job3_guil03","ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303)
- end;
-OnTimer902000:
- donpcevent "#3rdgc_event_master::OnReset";
- stopnpctimer;
- end;
-}
-
-job3_guil03,1,4,0 script #3rdgc_event_master CLEAR_NPC,{
- end;
-OnEnable:
- donpcevent "Barbed-Wire Entanglement::OnEnable";
- donpcevent "Guard Dog#dog01::OnEnable";
- donpcevent "Guard Dog#dog02::OnEnable";
- donpcevent "#3rdgc_sunchal_nomal::OnEnable";
- donpcevent "#3rdgc_sunchal_kill01::OnEnable";
- donpcevent "#3rdgc_sunchal_kill02::OnEnable";
- donpcevent "#3rdgc_sunchal_kill03::OnEnable";
- donpcevent "#3rdgc_gojung_kill01::OnEnable";
- donpcevent "#3rdgc_gojung_kill02::OnEnable";
- donpcevent "#3rdgc_gojung_kill03::OnEnable";
- donpcevent "Priest from Rachel::OnEnable";
- end;
-OnReset:
- donpcevent "#3rdgc_guard::OnStop";
- donpcevent "#3rdgc_guardoff::OnReset";
- donpcevent "#3rdgc_hide01::OnStop";
- donpcevent "#3rdgc_hide02::OnStop";
- donpcevent "#3rdgc_hide03::OnStop";
- donpcevent "#3rdgc_sunchal_kill01::OnStop";
- donpcevent "#3rdgc_sunchal_kill02::OnStop";
- donpcevent "#3rdgc_sunchal_kill03::OnStop";
- donpcevent "#3rdgc_gojung_kill01::OnStop";
- donpcevent "#3rdgc_gojung_kill02::OnStop";
- donpcevent "#3rdgc_gojung_kill03::OnStop";
- donpcevent "Guard Dog#dog01::OnReset";
- donpcevent "Guard Dog#dog02::OnReset";
- donpcevent "#3rdgc_sunchal_nomal::OnReset";
- donpcevent "#3rdgc_sunchal_kill01::OnReset";
- donpcevent "#3rdgc_sunchal_kill02::OnReset";
- donpcevent "#3rdgc_sunchal_kill03::OnReset";
- donpcevent "#3rdgc_gojung_kill01::OnReset";
- donpcevent "#3rdgc_gojung_kill02::OnReset";
- donpcevent "#3rdgc_gojung_kill03::OnReset";
- donpcevent "Priest from Rachel::OnReset";
- donpcevent "Barbed-Wire Entanglement::OnDisable";
- donpcevent "Guard Dog#dog01::OnDisable";
- donpcevent "Guard Dog#dog02::OnDisable";
- donpcevent "#3rdgc_gojung_kill01::OnDisable";
- donpcevent "#3rdgc_gojung_kill02::OnDisable";
- donpcevent "#3rdgc_gojung_kill03::OnDisable";
- donpcevent "Priest from Rachel::OnDisable";
- donpcevent "Renzak#3rdgc16::OnDisable";
- donpcevent "#3rdgc_event01::OnEnable";
- $@3rdgc_room02 = 0;
- end;
-}
-
-//Original name: Barbed-Wire Entanglements#3rdgc_door01
-job3_guil03,55,79,0 script Barbed-Wire Entanglement CLEAR_NPC,1,1,{
- end;
-OnEnable:
- enablenpc "Barbed-Wire Entanglement";
- end;
-OnDisable:
- disablenpc "Barbed-Wire Entanglement";
- end;
-OnTouch:
- mes "There is space on the bottom of the old fence.";
- next;
- if(select("Find another way.:Climb into the space.") == 2) {
- mes "You climb into the narrow space.";
- mes "The hole is blocked with the old barbed-wire entanglements.";
- close2;
- warp "job3_guil03",57,79;
- disablenpc "Barbed-Wire Entanglement";
- end;
- }
- close;
-}
-
-job3_guil03,98,46,0 script #3rdgc_hide01 HIDDEN_WARP_NPC,1,4,{
- end;
-OnStop:
- killmonster "job3_guil03","#3rdgc_hide01::OnMyMobDead";
- stopnpctimer;
- end;
-OnTouch:
- mapannounce "job3_guil03","Man's voice : Umm? Is that a shadow in the window?",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- initnpctimer;
- end;
-OnTimer2000:
- monster "job3_guil03",97,49,"Guard",1985,1,"#3rdgc_hide01::OnMyMobDead";
- monster "job3_guil03",98,49,"Guard",1985,1,"#3rdgc_hide01::OnMyMobDead";
- monster "job3_guil03",99,49,"Guard Dog",1866,1,"#3rdgc_hide01::OnMyMobDead";
- mapannounce "job3_guil03","Guards : An invader!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- end;
-OnTimer60000:
- mapannounce "job3_guil03","Guards : Keep strict watch!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- donpcevent "#3rdgc_guard::OnEnable";
- stopnpctimer;
- end;
-OnMyMobDead:
- if (mobcount("job3_guil03","#3rdgc_hide01::OnMyMobDead") < 1)
- stopnpctimer;
- end;
-}
-
-job3_guil03,98,55,0 script #3rdgc_hide02 HIDDEN_WARP_NPC,1,4,{
- end;
-OnStop:
- killmonster "job3_guil03","#3rdgc_hide02::OnMyMobDead";
- stopnpctimer;
- end;
-OnTouch:
- mapannounce "job3_guil03","Man's voice : There is something outside!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- initnpctimer;
- end;
-OnTimer2000:
- monster "job3_guil03",97,57,"Guard",1985,1,"#3rdgc_hide02::OnMyMobDead";
- monster "job3_guil03",98,57,"Guard",1985,1,"#3rdgc_hide02::OnMyMobDead";
- monster "job3_guil03",99,57,"Guard Dog",1866,1,"#3rdgc_hide02::OnMyMobDead";
- mapannounce "job3_guil03","Guards : An invader!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- end;
-OnTimer60000:
- mapannounce "job3_guil03","Guards : Keep strict watch!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- donpcevent "#3rdgc_guard::OnEnable";
- stopnpctimer;
- end;
-OnMyMobDead:
- if (mobcount("job3_guil03","#3rdgc_hide02::OnMyMobDead") < 1)
- stopnpctimer;
- end;
-}
-
-job3_guil03,98,64,0 script #3rdgc_hide03 HIDDEN_WARP_NPC,1,4,{
- end;
-OnStop:
- killmonster "job3_guil03","#3rdgc_hide03::OnMyMobDead";
- stopnpctimer;
- end;
-OnTouch:
- mapannounce "job3_guil03","Man's voice : What is that?",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- initnpctimer;
- end;
-OnTimer2000:
- monster "job3_guil03",97,67,"Guard",1985,1,"#3rdgc_hide03::OnMyMobDead";
- monster "job3_guil03",98,67,"Guard",1985,1,"#3rdgc_hide03::OnMyMobDead";
- monster "job3_guil03",99,67,"Guard Dog",1866,1,"#3rdgc_hide03::OnMyMobDead";
- mapannounce "job3_guil03","Guards : An invader!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- end;
-OnTimer60000:
- mapannounce "job3_guil03","Guards : Keep strict watch!!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- donpcevent "#3rdgc_guard::OnEnable";
- stopnpctimer;
- end;
-OnMyMobDead:
- if (mobcount("job3_guil03","#3rdgc_hide03::OnMyMobDead") < 1)
- stopnpctimer;
- end;
-}
-
-job3_guil03,1,2,0 script #3rdgc_guard CLEAR_NPC,{
- end;
-OnEnable:
- initnpctimer;
- end;
-OnStop:
- stopnpctimer;
- end;
-OnTimer5000:
- mapannounce "job3_guil03","Guards : Take strict precaution outside!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- donpcevent "Exterior Guard#g01::OnEnable";
- donpcevent "Exterior Guard#g02::OnEnable";
- donpcevent "Exterior Guard#g03::OnEnable";
- donpcevent "Exterior Guard#g04::OnEnable";
- donpcevent "Exterior Guard#g05::OnEnable";
- donpcevent "Exterior Guard#g06::OnEnable";
- end;
-OnTimer8000:
- mapannounce "job3_guil03","Guards : Take strict precaution of the front gate!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- donpcevent "Front Gate Guard#g01::OnEnable";
- donpcevent "Front Gate Guard#g03::OnEnable";
- donpcevent "Front Gate Guard#g04::OnEnable";
- donpcevent "Front Gate Guard#g05::OnEnable";
- end;
-OnTimer13000:
- mapannounce "job3_guil03","Guards : Take strict precaution of the back gate!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- donpcevent "Back Gate Guard#g01::OnEnable";
- donpcevent "Back Gate Guard#g03::OnEnable";
- donpcevent "Back Gate Guard#g04::OnEnable";
- donpcevent "Back Gate Guard#g05::OnEnable";
- end;
-OnTimer16000:
- mapannounce "job3_guil03","Guards : Take strict precaution of the interior!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- donpcevent "Interior Guard#g01::OnEnable";
- donpcevent "Interior Guard#g03::OnEnable";
- donpcevent "Interior Guard#g04::OnEnable";
- donpcevent "Interior Guard#g05::OnEnable";
- stopnpctimer;
- end;
-}
-
-job3_guil03,1,3,0 script #3rdgc_guardoff CLEAR_NPC,{
- end;
-OnDisable:
- initnpctimer;
- end;
-OnReset:
- stopnpctimer;
- donpcevent "Front Gate Guard#g01::OnDisable";
- donpcevent "Front Gate Guard#g03::OnDisable";
- donpcevent "Front Gate Guard#g04::OnDisable";
- donpcevent "Front Gate Guard#g05::OnDisable";
- donpcevent "Back Gate Guard#g01::OnDisable";
- donpcevent "Back Gate Guard#g03::OnDisable";
- donpcevent "Back Gate Guard#g04::OnDisable";
- donpcevent "Back Gate Guard#g05::OnDisable";
- donpcevent "Interior Guard#g01::OnDisable";
- donpcevent "Interior Guard#g03::OnDisable";
- donpcevent "Interior Guard#g04::OnDisable";
- donpcevent "Interior Guard#g05::OnDisable";
- donpcevent "Exterior Guard#g01::OnDisable";
- donpcevent "Exterior Guard#g02::OnDisable";
- donpcevent "Exterior Guard#g03::OnDisable";
- donpcevent "Exterior Guard#g04::OnDisable";
- donpcevent "Exterior Guard#g05::OnDisable";
- donpcevent "Exterior Guard#g06::OnDisable";
- donpcevent "Front Gate Guard#g01::OnReset";
- donpcevent "Back Gate Guard#g01::OnReset";
- donpcevent "Interior Guard#g01::OnReset";
- donpcevent "Exterior Guard#g01::OnReset";
- donpcevent "Exterior Guard#g02::OnReset";
- donpcevent "Exterior Guard#g03::OnReset";
- donpcevent "Exterior Guard#g04::OnReset";
- donpcevent "Exterior Guard#g05::OnReset";
- donpcevent "Exterior Guard#g06::OnReset";
- end;
-OnTimer1000:
- mapannounce "job3_guil03","Guards : Umm? I'm imagining things.",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- end;
-OnTimer4000:
- mapannounce "job3_guil03","Guards : Let's go back.",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- end;
-OnTimer5000:
- donpcevent "Front Gate Guard#g01::OnDisable";
- donpcevent "Front Gate Guard#g03::OnDisable";
- donpcevent "Front Gate Guard#g04::OnDisable";
- donpcevent "Front Gate Guard#g05::OnDisable";
- donpcevent "Back Gate Guard#g01::OnDisable";
- donpcevent "Back Gate Guard#g03::OnDisable";
- donpcevent "Back Gate Guard#g04::OnDisable";
- donpcevent "Back Gate Guard#g05::OnDisable";
- donpcevent "Interior Guard#g01::OnDisable";
- donpcevent "Interior Guard#g03::OnDisable";
- donpcevent "Interior Guard#g04::OnDisable";
- donpcevent "Interior Guard#g05::OnDisable";
- donpcevent "Exterior Guard#g01::OnDisable";
- donpcevent "Exterior Guard#g02::OnDisable";
- donpcevent "Exterior Guard#g03::OnDisable";
- donpcevent "Exterior Guard#g04::OnDisable";
- donpcevent "Exterior Guard#g05::OnDisable";
- donpcevent "Exterior Guard#g06::OnDisable";
- stopnpctimer;
- end;
-}
-
-- script #3rdgc_guard00 -1,{
- end;
-OnInit:
-OnDisable:
- disablenpc strnpcinfo(0);
- end;
-OnEnable:
- enablenpc strnpcinfo(0);
- end;
-}
-
-job3_guil03,93,35,3 script Front Gate Guard#g01 4_M_DSTMAN,5,5,{
- end;
-OnInit:
-OnDisable:
- disablenpc "Front Gate Guard#g01";
- end;
-OnEnable:
- enablenpc "Front Gate Guard#g01";
- end;
-OnReset:
- killmonster "job3_guil03","Front Gate Guard#g01::OnMyMobDead";
- end;
-OnTouch:
- disablenpc "Front Gate Guard#g01";
- disablenpc "Front Gate Guard#g03";
- disablenpc "Front Gate Guard#g04";
- disablenpc "Front Gate Guard#g05";
- monster "job3_guil03",93,37,"Guard Dog",1866,1,"Front Gate Guard#g01::OnMyMobDead";
- monster "job3_guil03",93,36,"Front Gate Guard",1985,1,"Front Gate Guard#g01::OnMyMobDead";
- monster "job3_guil03",93,35,"Front Gate Guard",1985,1,"Front Gate Guard#g01::OnMyMobDead";
- monster "job3_guil03",93,34,"Front Gate Guard",1985,1,"Front Gate Guard#g01::OnMyMobDead";
- monster "job3_guil03",93,33,"Front Gate Guard",1985,1,"Front Gate Guard#g01::OnMyMobDead";
- monster "job3_guil03",93,32,"Guard Dog",1866,1,"Front Gate Guard#g01::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-job3_guil03,93,36,3 duplicate(#3rdgc_guard00) Front Gate Guard#g03 4_M_DSTMAN
-job3_guil03,93,34,3 duplicate(#3rdgc_guard00) Front Gate Guard#g04 4_M_DSTMAN
-job3_guil03,93,33,3 duplicate(#3rdgc_guard00) Front Gate Guard#g05 4_M_DSTMAN
-
-job3_guil03,133,52,5 script Back Gate Guard#g01 4_M_DSTMAN,5,5,{
- end;
-OnInit:
-OnDisable:
- disablenpc "Back Gate Guard#g01";
- end;
-OnEnable:
- enablenpc "Back Gate Guard#g01";
- end;
-OnReset:
- killmonster "job3_guil03","Back Gate Guard#g01::OnMyMobDead";
- end;
-OnTouch:
- disablenpc "Back Gate Guard#g01";
- disablenpc "Back Gate Guard#g03";
- disablenpc "Back Gate Guard#g04";
- disablenpc "Back Gate Guard#g05";
- monster "job3_guil03",133,54,"Guard Dog",1866,1,"Back Gate Guard#g01::OnMyMobDead";
- monster "job3_guil03",133,53,"Back Gate Guard",1985,1,"Back Gate Guard#g01::OnMyMobDead";
- monster "job3_guil03",133,52,"Back Gate Guard",1985,1,"Back Gate Guard#g01::OnMyMobDead";
- monster "job3_guil03",133,51,"Back Gate Guard",1985,1,"Back Gate Guard#g01::OnMyMobDead";
- monster "job3_guil03",133,50,"Back Gate Guard",1985,1,"Back Gate Guard#g01::OnMyMobDead";
- monster "job3_guil03",133,49,"Guard Dog",1866,1,"Back Gate Guard#g01::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-job3_guil03,133,53,5 duplicate(#3rdgc_guard00) Back Gate Guard#g03 4_M_DSTMAN
-job3_guil03,133,51,5 duplicate(#3rdgc_guard00) Back Gate Guard#g04 4_M_DSTMAN
-job3_guil03,133,50,5 duplicate(#3rdgc_guard00) Back Gate Guard#g05 4_M_DSTMAN
-
-job3_guil03,117,51,4 script Interior Guard#g01 4_M_DSTMAN,5,5,{
- end;
-OnInit:
-OnDisable:
- disablenpc "Interior Guard#g01";
- end;
-OnEnable:
- enablenpc "Interior Guard#g01";
- end;
-OnReset:
- killmonster "job3_guil03","Interior Guard#g01::OnMyMobDead";
- end;
-OnTouch:
- disablenpc "Interior Guard#g01";
- disablenpc "Interior Guard#g03";
- disablenpc "Interior Guard#g04";
- disablenpc "Interior Guard#g05";
- monster "job3_guil03",117,53,"Guard Dog",1866,1,"Interior Guard#g01::OnMyMobDead";
- monster "job3_guil03",117,52,"Interior Guard",1985,1,"Interior Guard#g01::OnMyMobDead";
- monster "job3_guil03",117,51,"Interior Guard",1985,1,"Interior Guard#g01::OnMyMobDead";
- monster "job3_guil03",117,50,"Interior Guard",1985,1,"Interior Guard#g01::OnMyMobDead";
- monster "job3_guil03",117,49,"Interior Guard",1985,1,"Interior Guard#g01::OnMyMobDead";
- monster "job3_guil03",117,48,"Guard Dog",1866,1,"Interior Guard#g01::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-job3_guil03,117,52,4 duplicate(#3rdgc_guard00) Interior Guard#g03 4_M_DSTMAN
-job3_guil03,117,50,4 duplicate(#3rdgc_guard00) Interior Guard#g04 4_M_DSTMAN
-job3_guil03,117,49,4 duplicate(#3rdgc_guard00) Interior Guard#g05 4_M_DSTMAN
-
-job3_guil03,88,44,4 script Exterior Guard#g01 4_M_DSTMAN,5,5,{
- end;
-OnInit:
-OnDisable:
- disablenpc "Exterior Guard#g01";
- end;
-OnEnable:
- enablenpc "Exterior Guard#g01";
- end;
-OnReset:
- killmonster "job3_guil03","Exterior Guard#g01::OnMyMobDead";
- end;
-OnTouch:
- mapannounce "job3_guil03","Guards : Who are you?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- disablenpc "Exterior Guard#g01";
- monster "job3_guil03",88,44,"Exterior Guard",1985,1,"Exterior Guard#g01::OnMyMobDead";
- monster "job3_guil03",88,43,"Exterior Guard",1985,1,"Exterior Guard#g01::OnMyMobDead";
- monster "job3_guil03",88,45,"Guard Dog",1866,1,"Exterior Guard#g01::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-job3_guil03,88,55,4 script Exterior Guard#g02 4_M_DSTMAN,5,5,{
- end;
-OnInit:
-OnDisable:
- disablenpc "Exterior Guard#g02";
- end;
-OnEnable:
- enablenpc "Exterior Guard#g02";
- end;
-OnReset:
- killmonster "job3_guil03","Exterior Guard#g02::OnMyMobDead";
- end;
-OnTouch:
- mapannounce "job3_guil03","Guards : Enemy?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- disablenpc "Exterior Guard#g02";
- monster "job3_guil03",88,55,"Exterior Guard",1985,1,"Exterior Guard#g02::OnMyMobDead";
- monster "job3_guil03",88,54,"Exterior Guard",1985,1,"Exterior Guard#g02::OnMyMobDead";
- monster "job3_guil03",88,56,"Guard Dog",1866,1,"Exterior Guard#g02::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-job3_guil03,88,64,4 script Exterior Guard#g03 4_M_DSTMAN,5,5,{
- end;
-OnInit:
-OnDisable:
- disablenpc "Exterior Guard#g03";
- end;
-OnEnable:
- enablenpc "Exterior Guard#g03";
- end;
-OnReset:
- killmonster "job3_guil03","Exterior Guard#g03::OnMyMobDead";
- end;
-OnTouch:
- mapannounce "job3_guil03","Guards : An invader, remove!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- disablenpc "Exterior Guard#g03";
- monster "job3_guil03",88,64,"Exterior Guard",1985,1,"Exterior Guard#g03::OnMyMobDead";
- monster "job3_guil03",88,63,"Exterior Guard",1985,1,"Exterior Guard#g03::OnMyMobDead";
- monster "job3_guil03",88,65,"Guard Dog",1866,1,"Exterior Guard#g03::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-job3_guil03,73,62,4 script Exterior Guard#g04 4_M_DSTMAN,5,5,{
- end;
-OnInit:
-OnDisable:
- disablenpc "Exterior Guard#g04";
- end;
-OnEnable:
- enablenpc "Exterior Guard#g04";
- end;
-OnReset:
- killmonster "job3_guil03","Exterior Guard#g04::OnMyMobDead";
- end;
-OnTouch:
- mapannounce "job3_guil03","Guards : Who are you?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- disablenpc "Exterior Guard#g04";
- monster "job3_guil03",73,62,"Exterior Guard",1985,1,"Exterior Guard#g04::OnMyMobDead";
- monster "job3_guil03",73,61,"Exterior Guard",1985,1,"Exterior Guard#g04::OnMyMobDead";
- monster "job3_guil03",73,63,"Guard Dog",1866,1,"Exterior Guard#g04::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-job3_guil03,77,51,4 script Exterior Guard#g05 4_M_DSTMAN,5,5,{
- end;
-OnInit:
-OnDisable:
- disablenpc "Exterior Guard#g05";
- end;
-OnEnable:
- enablenpc "Exterior Guard#g05";
- end;
-OnReset:
- killmonster "job3_guil03","Exterior Guard#g05::OnMyMobDead";
- end;
-OnTouch:
- mapannounce "job3_guil03","Guards : Who are you?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- disablenpc "Exterior Guard#g05";
- monster "job3_guil03",77,51,"Exterior Guards",1985,1,"Exterior Guard#g05::OnMyMobDead";
- monster "job3_guil03",77,50,"Exterior Guards",1985,1,"Exterior Guard#g05::OnMyMobDead";
- monster "job3_guil03",77,49,"Guard Dog",1866,1,"Exterior Guard#g05::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-job3_guil03,73,34,4 script Exterior Guard#g06 4_M_DSTMAN,5,5,{
- end;
-OnInit:
-OnDisable:
- disablenpc "Exterior Guard#g06";
- end;
-OnEnable:
- enablenpc "Exterior Guard#g06";
- end;
-OnReset:
- killmonster "job3_guil03","Exterior Guard#g06::OnMyMobDead";
- end;
-OnTouch:
- mapannounce "job3_guil03","Guard : Who are you?!",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- disablenpc "Exterior Guard#g06";
- monster "job3_guil03",73,34,"Exterior Guards",1985,1,"Exterior Guard#g06::OnMyMobDead";
- monster "job3_guil03",73,33,"Exterior guards",1985,1,"Exterior Guard#g06::OnMyMobDead";
- monster "job3_guil03",73,32,"Guard Dog",1866,1,"Exterior Guard#g06::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-job3_guil03,110,27,3 script Guard Dog#dog01 HELL_POODLE,3,1,{
- end;
-OnEnable:
- enablenpc "Guard Dog#dog01";
- end;
-OnDisable:
- disablenpc "Guard Dog#dog01";
- end;
-OnReset:
- killmonster "job3_guil03","Guard Dog#dog01::OnMyMobDead";
- end;
-OnTouch:
- mapannounce "job3_guil03","You have been detected by the guard dog.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
- disablenpc "Guard Dog#dog01";
- monster "job3_guil03",110,27,"Guard Dog",1866,1,"Guard Dog#dog01::OnMyMobDead";
- monster "job3_guil03",103,27,"Dog Trainer",1985,1,"Guard Dog#dog01::OnMyMobDead";
- monster "job3_guil03",104,27,"Dog Trainer's Assistant",1985,1,"Guard Dog#dog01::OnMyMobDead";
- monster "job3_guil03",98,27,"Guard",1985,1,"Guard Dog#dog01::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-job3_guil03,119,27,3 script Guard Dog#dog02 HELL_POODLE,3,1,{
- end;
-OnEnable:
- enablenpc "Guard Dog#dog02";
- end;
-OnDisable:
- disablenpc "Guard Dog#dog02";
- end;
-OnReset:
- killmonster "job3_guil03","Guard Dog#dog02::OnMyMobDead";
- end;
-OnTouch:
- mapannounce "job3_guil03","You have been detected by the guard dog.",bc_map,"0x00ff00"; //FW_NORMAL 12 0 0
- disablenpc "Guard Dog#dog02";
- monster "job3_guil03",124,27,"Guard Dog",1866,1,"Guard Dog#dog02::OnMyMobDead";
- monster "job3_guil03",126,27,"Dog Trainer",1985,1,"Guard Dog#dog02::OnMyMobDead";
- monster "job3_guil03",104,27,"Trainer's Assistant",1985,1,"Guard Dog#dog02::OnMyMobDead";
- monster "job3_guil03",131,27,"Guard",1985,1,"Guard Dog#dog02::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-job3_guil03,2,1,0 script #3rdgc_sunchal_nomal CLEAR_NPC,{
- end;
-OnEnable:
- monster "job3_guil03",62,35,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",108,78,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",133,77,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",79,69,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",117,27,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",62,48,"Guard",1985,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",116,24,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",137,24,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",49,74,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",48,50,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",62,48,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",61,38,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",74,47,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",90,34,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",91,51,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",155,77,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",127,67,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",131,43,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",103,27,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",63,74,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",79,69,"Guard Dog",1866,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- monster "job3_guil03",0,0,"Watch Light",1129,1,"#3rdgc_sunchal_nomal::OnMyMobDead";
- end;
-OnReset:
- killmonster "job3_guil03","#3rdgc_sunchal_nomal::OnMyMobDead";
- end;
-OnMyMobDead:
- end;
-}
-
-job3_guil03,2,2,0 script #3rdgc_sunchal_kill01 CLEAR_NPC,{
- end;
-OnEnable:
- .@i = atoi(charat(strnpcinfo(0),20));
- setarray .@x[1],74,124,103;
- setarray .@y[1],63, 78, 24;
- monster "job3_guil03",.@x[.@i],.@y[.@i],"Guard",1985,1,strnpcinfo(0)+"::OnMyMobDead";
- end;
-OnStop:
- mapannounce "job3_guil03","Guard : Am I imagining things? I just heard something...",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- stopnpctimer;
- end;
-OnReset:
- killmonster "job3_guil03",strnpcinfo(0)+"::OnMyMobDead";
- end;
-OnMyMobDead:
- initnpctimer;
- end;
-OnTimer3000:
- mapannounce "job3_guil03","Guard : Huh? What's that sound. Hey, what's going on?",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- end;
-OnTimer70000:
- mapannounce "job3_guil03","Guard : What's the matter?",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- end;
-OnTimer10000:
- mapannounce "job3_guil03","Guard : Something's wrong, take caution!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- donpcevent "#3rdgc_guard::OnEnable";
- stopnpctimer;
- end;
-}
-job3_guil03,2,3,0 duplicate(#3rdgc_sunchal_kill01) #3rdgc_sunchal_kill02 CLEAR_NPC
-job3_guil03,2,4,0 duplicate(#3rdgc_sunchal_kill01) #3rdgc_sunchal_kill03 CLEAR_NPC
-
-job3_guil03,64,68,3 script #3rdgc_gojung_kill01 4_M_DSTMAN,7,7,{
- end;
-OnEnable:
- enablenpc strnpcinfo(0);
- end;
-OnDisable:
- disablenpc strnpcinfo(0);
- end;
-OnStop:
- mapannounce "job3_guil03","Guard : Am I imagining things? I just heard something.",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0
- stopnpctimer;
- end;
-OnReset:
- killmonster "job3_guil03",strnpcinfo(0)+"::OnMyMobDead";
- end;
-OnTouch:
- .@i = atoi(charat(strnpcinfo(0),19));
- setarray .@x[1],64,86,83;
- setarray .@y[1],68,63,36;
- mapannounce "job3_guil03","Guard : Who are you?!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- disablenpc strnpcinfo(0);
- monster "job3_guil03",.@x[.@i],.@y[.@i],"Guard",1985,1,strnpcinfo(0)+"::OnMyMobDead";
- initnpctimer;
- end;
-OnMyMobDead:
- stopnpctimer;
- end;
-OnTimer5000:
- if (strnpcinfo(0) == "#3rdgc_gojung_kill03") end;
-OnTimer10000:
- mapannounce "job3_guil03","Guard : I need support! Take caution!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0
- donpcevent "#3rdgc_guard::OnEnable";
- stopnpctimer;
- end;
-}
-job3_guil03,86,63,1 duplicate(#3rdgc_gojung_kill01) #3rdgc_gojung_kill02 4_M_DSTMAN,8,8
-job3_guil03,83,36,5 duplicate(#3rdgc_gojung_kill01) #3rdgc_gojung_kill03 4_M_DSTMAN,6,6
-
-job3_guil03,88,71,0 script #3rdgc_safezone01 HIDDEN_WARP_NPC,1,1,{
- end;
-OnTouch:
- mes "It's a good bush to hide yourself.";
- donpcevent strnpcinfo(0)+"::OnTimer";
- close;
-OnTimer:
- //FIXME: This is a workaround for...
- //var pccount_tt = GetNeighborPcNumber 2
- getmapxy(.@map$,.@x,.@y,1);
- setarray .@x[1],.@x-2,.@x+2;
- setarray .@y[1],.@y-2,.@y+2;
- sleep 1000;
- for(.@i = 0; .@i<9; ++.@i) {
- if (getareausers(.@map$,.@x[1],.@y[1],.@x[2],.@y[2]) < 1)
- end;
- sleep 1000;
- }
- if (getareausers(.@map$,.@x[1],.@y[1],.@x[2],.@y[2]) > 0)
- donpcevent "#3rdgc_guardoff::OnDisable";
- end;
-}
-job3_guil03,82,45,0 duplicate(#3rdgc_safezone01) #3rdgc_safezone02 HIDDEN_WARP_NPC,1,1
-job3_guil03,72,53,0 duplicate(#3rdgc_safezone01) #3rdgc_safezone03 HIDDEN_WARP_NPC,1,1
-
-job3_guil03,111,51,7 script Priest from Rachel 4_M_MIDDLE1,{
- if (!.on) end;
- mes "[Priest from Rachel]";
- if (job_3rd_gc == 17) {
- mes "Are you from the Assassin Guild?";
- next;
- mes "[Priest from Rachel]";
- mes "The reason that our organization was dissolved was because of you guys.";
- mes "You are a thorough person?";
- next;
- mes "[Priest from Rachel]";
- mes "Because of you, you ruined everything!";
- setnpcdisplay(strnpcinfo(0), HIDEN_PRIEST);
- next;
- mes "[Priest from Rachel]";
- mes "You want to destroy us forever!";
- mes "I can't put the Goddess to shame on a dirty Odin!";
- next;
- mes "[Priest from Rachel]";
- mes "I'll never forgive you!!!";
- mes "Pagan! Justice will be swift!";
- donpcevent "Priest from Rachel::OnDisable";
- monster "job3_guil03",111,51,"Priest from Rachel",2030,1,"Priest from Rachel::OnMyMobDead";
- close;
- }
- mes "Who are you?";
- mes "Get out of here.";
- close2;
- warp "ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303)
- end;
-OnInit:
-OnDisable:
- .on = 0;
- hideonnpc "Priest from Rachel";
- end;
-OnEnable:
- .on = 1;
- hideoffnpc "Priest from Rachel";
- end;
-OnReset:
- killmonster "job3_guil03","Priest from Rachel::OnMyMobDead";
- end;
-OnMyMobDead:
- donpcevent "Renzak#3rdgc16::OnEnable";
- mapannounce "job3_guil03","I... I can't die in vain...",bc_map,"0xFF0000"; //FW_NORMAL 12 0 0
- donpcevent "#3rdgc_event01::OnStop";
- initnpctimer;
- end;
-OnTimer3000:
- mapannounce "job3_guil03","Renzak : Hey! Come out!",bc_map,"0x4d4dff"; //FW_NORMAL 12 0 0
- end;
-OnTimer40000:
- mapannounce "job3_guil03","Renzak : Don't lag!",bc_map,"0x4d4dff"; //FW_NORMAL 12 0 0
- end;
-OnTimer60000:
- mapwarp "job3_guil03","ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303)
- end;
-OnTimer61000:
- donpcevent "#3rdgc_guard::OnStop";
- donpcevent "#3rdgc_guardoff::OnReset";
- donpcevent "#3rdgc_hide01::OnStop";
- donpcevent "#3rdgc_hide02::OnStop";
- donpcevent "#3rdgc_hide03::OnStop";
- donpcevent "#3rdgc_sunchal_kill01::OnStop";
- donpcevent "#3rdgc_sunchal_kill02::OnStop";
- donpcevent "#3rdgc_sunchal_kill03::OnStop";
- donpcevent "#3rdgc_gojung_kill01::OnStop";
- donpcevent "#3rdgc_gojung_kill02::OnStop";
- donpcevent "#3rdgc_gojung_kill03::OnStop";
- donpcevent "Guard Dog#dog01::OnReset";
- donpcevent "Guard Dog#dog02::OnReset";
- donpcevent "#3rdgc_sunchal_nomal::OnReset";
- donpcevent "#3rdgc_sunchal_kill01::OnReset";
- donpcevent "#3rdgc_sunchal_kill02::OnReset";
- donpcevent "#3rdgc_sunchal_kill03::OnReset";
- donpcevent "#3rdgc_gojung_kill01::OnReset";
- donpcevent "#3rdgc_gojung_kill02::OnReset";
- donpcevent "#3rdgc_gojung_kill03::OnReset";
- donpcevent "Priest from Rachel::OnReset";
- donpcevent "Barbed-Wire Entanglement::OnDisable";
- donpcevent "Guard Dog#dog01::OnDisable";
- donpcevent "Guard Dog#dog02::OnDisable";
- donpcevent "#3rdgc_gojung_kill01::OnDisable";
- donpcevent "#3rdgc_gojung_kill02::OnDisable";
- donpcevent "#3rdgc_gojung_kill03::OnDisable";
- donpcevent "Priest from Rachel::OnDisable";
- donpcevent "Renzak#3rdgc16::OnDisable";
- end;
-OnTimer61500:
- donpcevent "#3rdgc_event01::OnEnable";
- $@3rdgc_room02 = 0;
- stopnpctimer;
- end;
-}
-
-job3_guil03,146,70,3 script Renzak#3rdgc16 4_F_GUILLOTINE,{
- mes "[Renzak]";
- if (questprogress(7110,HUNTING) == 2) {
- mes "My peers will come here to settle this affair.";
- mes "Go to Mayshell for the report.";
- next;
- mes "[Renzak]";
- if (questprogress(7110,PLAYTIME) == 1) {
- mes "You finished quickly.";
- mes "Good job.";
- job_3rd_gc = 18;
- } else {
- mes "I told you that you have to finish within 10 minutes.";
- mes "You might be exhausted.";
- mes "Fortunately you are ok.";
- job_3rd_gc = 19;
- }
- erasequest 7110;
- setquest 7111;
- close2;
- warp "job3_guil01",51,50;
- end;
- }
- mes "Get the target!";
- mes "Actually, I'm not supposed to be here. Is something wrong with you?";
- close;
-OnInit:
- disablenpc "Renzak#3rdgc16";
- end;
-OnEnable:
- enablenpc "Renzak#3rdgc16";
- end;
-OnDisable:
- disablenpc "Renzak#3rdgc16";
- end;
-}
-
-job3_guil01,148,53,3 script Bercasell#3rdgc16 4_M_GUILLOTINE,{
- if (!checkweight(1201,2)) {
- mes "- You can't continue this quest because you have too many items. -";
- close;
- }
- mes "[Bercasell]";
- if (Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Baby_Assassin) {
- if (job_3rd_gc == 20) {
- if (JobLevel > 49 && SkillPoint == 0 && BaseLevel > 98) {
- mes "I'm so tired...";
- mes "You were sent by Mayshell?";
- mes "Tell me why you came to see me.";
- next;
- switch(select("What is a Guillotine Cross?:I want to be a Guillotine Cross.:Nothing.")) {
- case 1:
- mes "[Bercasell]";
- mes ".....";
- next;
- mes "[Bercasell]";
- mes "So you want to know about the Guillotine Cross?";
- mes "Get out!";
- next;
- switch(select("Just tell me...:......")) {
- case 1:
- mes "[Bercasell]";
- callsub L_Info;
- mes "[Bercasell]";
- mes "It's funny that I'm talking to you like this.";
- mes "I want to stop you from becoming a Guillotine Cross because of your defiance.";
- close;
- case 2:
- mes "[Bercasell]";
- mes "Yes, you don't ask questions.";
- mes "That's good. You are qualified. What about being a Guillotine Cross?";
- mes "Do you want to be a Guillotine Cross?";
- next;
- switch(select("Yes, change my job.:I need to think about it.")) {
- case 1:
- L_JobChange:
- mes "[Bercasell]";
- mes "You don't regret it?";
- callsub L_Info;
- mes "[Bercasell]";
- mes "You can become a living offensive weapon.";
- mes "Do you really want to become a Guillotine Cross?";
- next;
- switch(select("Yes, change my job.:I need to rethink it.")) {
- case 1:
- mes "[Bercasell]";
- if (hascashmount()) {
- mes "I cannot perform the job change.";
- mes "Please remove your mount and try again.";
- close;
- } else if (SkillPoint != 0) {
- mes "You still have unspent skill points.";
- mes "Please use all your skill points and try again.";
- close;
- }
- mes "Is your decision final?";
- mes "Good.";
- next;
- mes "[Bercasell]";
- mes "Now, you are an assassin, yet you are not an assassin anymore.";
- mes "You are in the shadows, but it's different from the other shadows.";
- next;
- mes "[Bercasell]";
- mes "Your enemy is everything you can see.";
- mes "Don't forget yourself.";
- mes "A weight of the blood on your weapons.";
- next;
- mes "[Bercasell]";
- mes "Ok, change your clothes to your new uniform.";
- mes "You are now a Guillotine Cross.";
- next;
- mes "[Bercasell]";
- mes "A sword of the shadow...";
- setlook 7,0;
- jobchange roclass(eaclass()|EAJL_THIRD);
- if (questprogress(7096) == 1) {
- job_3rd_gc = 25;
- erasequest 7096;
- } else if (questprogress(7097) == 1) {
- job_3rd_gc = 26;
- erasequest 7097;
- } else if (questprogress(7098) == 1) {
- job_3rd_gc = 27;
- erasequest 7098;
- } else if (questprogress(7099) == 1) {
- job_3rd_gc = 28;
- erasequest 7099;
- }
- getitem 2795,1; //Green_Apple_Ring
- getitem 5755,1; //Silent_Executer
- next;
- mes "[Bercasell]";
- mes "And... these are presents to celebrate your becoming a Guillotine Cross.";
- close;
- case 2:
- mes "[Bercasell]";
- mes "You are prudent. That's a good thing.";
- mes "I'll wait for the day that you decide to join us as a Guillotine Cross.";
- close;
- }
- case 2:
- mes "[Bercasell]";
- mes "You are prudent. That's a good thing.";
- mes "I'll wait for the day that you decide to join us as a Guillotine Cross.";
- close;
- }
- }
- case 2:
- goto L_JobChange;
- case 3:
- mes "[Bercasell]";
- mes "Don't bother me.";
- close;
- }
- }
- mes "......";
- mes "What can I do for you?";
- next;
- switch(select("I want to be a Guillotine.:Nothing.")) {
- case 1:
- mes "[Bercasell]";
- mes "Do you?";
- mes "What for...?";
- mes "Of course, you came here with your own will...";
- next;
- mes "[Bercasell]";
- mes "Guillotine Cross is an enforcer of the Assassin Guild's laws.";
- mes "Can you put a dagger in the back of one of your peers?";
- next;
- mes "[Bercasell]";
- mes "You are not ready to do it yet...";
- close;
- case 2:
- mes "[Bercasell]";
- mes "Don't bother me.";
- close;
- }
- } else if (job_3rd_gc > 20) {
- mes "Don't pursue only strength.";
- mes "You'll get tired.";
- mes "It's no better than living.";
- mes "If you only seek power...";
- next;
- mes "[Bercasell]";
- mes "Someday, it'll come back to you.";
- mes "Well, I'm just a weapon, suppose I have no right to talk about life...";
- close;
- } else {
- mes "What's going on with Daora?";
- mes "Why are you in here?";
- mes "Did I say you could come here?";
- next;
- mes "[Bercasell]";
- mes "Or did Mayshell send you?";
- mes "Or what, are you my fan?";
- mes "You found the wrong place!";
- next;
- mes "[Bercasell]";
- mes "Get out of here now!!!";
- close;
- }
- } else if (Class == Job_Guillotine_Cross || Class == Job_Guillotine_Cross_T || Class == Job_Baby_Cross) {
- mes "Don't pursue only strength.";
- mes "You'll get tired.";
- mes "It's no better than living.";
- mes "If you only seek power...";
- next;
- mes "[Bercasell]";
- mes "Someday, it'll come back to you.";
- mes "Well, I'm just a weapon, suppose I have no right to talk about life...";
- close;
- }
- mes "What?";
- mes "Hey, you aren't supposed to be here!";
- mes "Get out now!";
- close;
-
-L_Info:
- mes "Guillotine Cross is an enforcer.";
- mes "A living offensive weapon...";
- next;
- mes "[Bercasell]";
- mes "Who is an assassin's natural enemy?";
- mes "Swordman? Priest?";
- mes "Wizard?";
- mes "Things of evil in great abundance?";
- next;
- mes "[Bercasell]";
- mes "No, an assassin's natural enemy is other assassins.";
- mes "The most threatening thing to us is us.";
- next;
- mes "[Bercasell]";
- mes "In the darkness of the guild, in the shadows we are the Guillotine Crosses.";
- mes "We maintain the law and order within the Assassin Guild.";
- next;
- mes "[Bercasell]";
- mes "Sometimes we set examples for our peers, sometimes we aim swords at our members' necks in the name of the Guild.";
- mes "We are the Guillotine Cross, the sword of the Assassin Guild.";
- next;
- mes "[Bercasell]";
- mes "We have the skill to find members who are in the darkness, and you are being way too pushy.";
- next;
- mes "[Bercasell]";
- mes "We have highly advanced combat skills.";
- next;
- return;
-}
-
-// Warp Portals
-//============================================================
-job3_guil01,80,77,0 script #gate_to_guil05 WARPNPC,1,1,{
- end;
-OnTouch:
- if (job_3rd_gc > 3)
- warp "job3_guil01",60,50;
- else {
- mes "[Daora]";
- mes "Hey, there!";
- mes "No trespassing!";
- close;
- }
- end;
-}
-job3_guil01,51,55,0 script #gate_to_guil07 WARPNPC,1,1,{
- end;
-OnTouch:
- if (job_3rd_gc == 4 || job_3rd_gc == 14 || job_3rd_gc > 17)
- warp "job3_guil01",12,7;
- else {
- mes " [-----------------------------]";
- mes " No trespassing without ";
- mes " permission. ";
- mes " I'm not a ";
- mes " generous person. ";
- mes " - Mayshell ";
- mes " [-----------------------------]";
- close;
- }
- end;
-}
-job3_guil01,51,44,0 script #gate_to_guil09 WARPNPC,1,1,{
- end;
-OnTouch:
- if (job_3rd_gc == 11 || job_3rd_gc == 12)
- warp "job3_guil01",79,23;
- else if (job_3rd_gc > 19)
- warp "job3_guil01",144,57;
- else {
- mes "You don't have anything to do.";
- close;
- }
- end;
-}
-
-job3_guil02,1,3,0 script #GMhelper01_gc CLEAR_NPC,{
- callfunc "F_GM_NPC";
- mes "What can I do for you?";
- next;
- if (callfunc("F_GM_NPC",1854,0) == 1) {
- .@room01 = $@3rdgc_room01;
- mes "I check the recent situation.";
- mes "The battle situation of storage: "+.@room01+"";
- mes "1 : In progress. 0 : Standby status.";
- next;
- switch(select("Reset a situation of storage:Stop it.")) {
- case 1:
- mes "Do you wish to reset a situation of storage?";
- mes "Check the inside that there is a person or not, please.";
- next;
- switch(select("No.:Reset.")) {
- case 1:
- mes "I did nothing.";
- close;
- case 2:
- mes "Reset a situation of storage.";
- donpcevent "Dandelion#3rdgc12::OnDisable";
- donpcevent "A man with black clothes::OnDisable";
- donpcevent "#3rdgc_room01_mag01::OnEnable";
- $@3rdgc_room01 = 0;
- next;
- mes "Complete a reset.";
- close;
- }
- case 2:
- mes "A management for mansion is in mansion.";
- close;
- }
- } else {
- mes "-_-.";
- close;
- }
-}
-
-job3_guil03,1,8,0 script #GMhelper02_gc CLEAR_NPC,{
- callfunc "F_GM_NPC";
- mes "What can I do for you?";
- next;
- if (callfunc("F_GM_NPC",1854,0) == 1) {
- .@room02 = $@3rdgc_room02;
- mes "Check the recent situation.";
- mes "The battle situation of the mansion is: "+.@room02+"";
- mes "1 : In progress. 0 : Standby status.";
- next;
- switch(select("Reset the mansion:Stop it.")) {
- case 1:
- mes "Do you want to reset the mansion?";
- mes "With completion a rest all players of inside will be expelled.";
- next;
- switch(select("No.:Reset.")) {
- case 1:
- mes "I don't anything.";
- close;
- case 2:
- mes "Reset the mansion.";
- donpcevent "#3rdgc_guard::OnStop";
- donpcevent "#3rdgc_guardoff::OnReset";
- donpcevent "#3rdgc_hide01::OnStop";
- donpcevent "#3rdgc_hide02::OnStop";
- donpcevent "#3rdgc_hide03::OnStop";
- donpcevent "#3rdgc_sunchal_kill01::OnStop";
- donpcevent "#3rdgc_sunchal_kill02::OnStop";
- donpcevent "#3rdgc_sunchal_kill03::OnStop";
- donpcevent "#3rdgc_gojung_kill01::OnStop";
- donpcevent "#3rdgc_gojung_kill02::OnStop";
- donpcevent "#3rdgc_gojung_kill03::OnStop";
- donpcevent "Guard Dog#dog01::OnReset";
- donpcevent "Guard Dog#dog02::OnReset";
- donpcevent "#3rdgc_sunchal_nomal::OnReset";
- donpcevent "#3rdgc_sunchal_kill01::OnReset";
- donpcevent "#3rdgc_sunchal_kill02::OnReset";
- donpcevent "#3rdgc_sunchal_kill03::OnReset";
- donpcevent "#3rdgc_gojung_kill01::OnReset";
- donpcevent "#3rdgc_gojung_kill02::OnReset";
- donpcevent "#3rdgc_gojung_kill03::OnReset";
- donpcevent "Priest from Rachel::OnReset";
- donpcevent "Barbed-Wire Entanglement::OnDisable";
- donpcevent "Guard Dog#dog01::OnDisable";
- donpcevent "Guard Dog#dog02::OnDisable";
- donpcevent "#3rdgc_gojung_kill01::OnDisable";
- donpcevent "#3rdgc_gojung_kill02::OnDisable";
- donpcevent "#3rdgc_gojung_kill03::OnDisable";
- donpcevent "Priest from Rachel::OnDisable";
- donpcevent "Renzak#3rdgc16::OnDisable";
- next;
- mes "Complete a reset of NPC inside.";
- mes "The global var is organized.";
- mes "We start to expel by force.";
- mes "Just put the enter button now.";
- donpcevent "#3rdgc_event01::OnEnable";
- $@3rdgc_room02 = 0;
- close2;
- mapwarp "job3_guil03","ve_fild02",330,379; //Pre-RE: ve_fild05 (341,303)
- end;
- }
- case 2:
- mes "The management of storage is in a storage.";
- close;
- }
- } else {
- mes "-_-.";
- close;
- }
-}
diff --git a/npc/re/jobs/3-1/mechanic.txt b/npc/re/jobs/3-1/mechanic.txt
deleted file mode 100644
index 227d59d00..000000000
--- a/npc/re/jobs/3-1/mechanic.txt
+++ /dev/null
@@ -1,731 +0,0 @@
-//===== Hercules Script ======================================
-//= Mechanic Job Quest
-//===== By: ==================================================
-//= Muad_Dib
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Jobchange Quest from Blacksmith / Whitesmith -> Mechanic.
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Masao]
-//= 1.1 Fixed the Door NPC [JayPee].
-//= 1.2 Updated script. [Euphy]
-//============================================================
-
-yuno,129,156,3 script Chainheart 4_M_DOCTOR,{
- mes "[Chainheart]";
- if (BaseLevel > 99) {
- mes "Living as a Mechanic is tough,";
- mes "but I am happy that I can";
- mes "always do what I want.";
- close;
- }
- if (job__mechanic == 12) {
- mes "There's nothing to say specifically about Mechanics or magic machinery.";
- mes "You would know more about it than anyone now.";
- next;
- mes "[Chainheart]";
- mes "Continue to grow your knowledge by experiencing what the world has to offer.";
- close;
- } else if (job__mechanic == 11) {
- if (BaseJob == Job_Blacksmith && BaseLevel > 98 && JobLevel > 49 && SkillPoint == 0) {
- if (hascashmount()) {
- mes "You are on a riding pet,";
- mes "so you cannot change your job.";
- mes "Please unequip your riding pet and try again!";
- close;
- }
- mes "What is it? Is that you?";
- mes "Oh wait, you look quite different than the last time I saw you.";
- mes "Did something happen?";
- next;
- mes "[Chainheart]";
- mes "Ahh! You went to Juperos";
- mes "like I said. As Franklson did.";
- next;
- mes "[Chainheart]";
- mes "It seems there's no need";
- mes "for more questioning.";
- mes "I'm certain that you've gained the knowledge to be a true mechanic.";
- next;
- mes "[Chainheart]";
- mes "There's nothing I can say more.";
- mes "You are already a great Mechanic.";
- mes "Don't lose your nerves with the";
- mes "title. The most important thing is that you have the knowledge.";
- next;
- mes "[Chainheart]";
- mes "You don't seem to be the type to be locked up inside a lab or in a library.";
- mes "You are a type who learns";
- mes "by actively participating.";
- next;
- mes "[Chainheart]";
- mes "I like who you are and I think we need that kind of a new blood for our Mechanics.";
- next;
- mes "[Chainheart]";
- mes "Science is seeking and studying things that can be proven logically.";
- mes "Ironically enough, science usually starts from uncertain theories just like magic.";
- next;
- mes "[Chainheart]";
- mes "As I said before if the passion and the talent are real there would be no problem!";
- mes "Congratulations for walking through a new path as a Mechanic!";
- next;
- job__mechanic = 12;
- completequest 10101;
- if (Sex)
- getitem 5749,1; //Driver_Band
- else
- getitem 5760,1; //Driver_Band_
- getitem 2795,1; //Green_Apple_Ring
- jobchange roclass(eaclass()|EAJL_THIRD);
- mes "[Chainheart]";
- mes "This is a gift that I give to you.";
- mes "If you keep this well, one day";
- mes "you'll be thankful to me.";
- next;
- mes "[Chainheart]";
- mes "Well, go. This wide world is";
- mes "your laboratory, everything in";
- mes "this world is going to be your";
- mes "textbook, so let there be a silver lining in the future of Mechanics!";
- close;
- }
- mes "It seems something not enough?";
- close;
- } else if (job__mechanic >= 3) {
- mes "By the way, Franklson is missing.";
- mes "He said that he wanted to study";
- mes "and then disappeared.";
- mes "Where could he have gone?";
- next;
- mes "[Chainheart]";
- mes "If you keep walking the way to being a Mechanic you might bump into him.";
- mes "Fate works in weird ways friend.";
- next;
- mes "[Chainheart]";
- mes "Anyway, farewell.";
- close;
- } else if (job__mechanic == 2) {
- mes "I think I've done all the explanations, is there anything else you want to know?";
- next;
- switch(select("I want to know more.:Nothing.")) {
- case 1:
- mes "[Chainheart]";
- mes "Um..? You want to know more about magic machinery. Is that it?";
- mes "Hmm... I told you that you are talented it's difficult.";
- next;
- mes "[Chainheart]";
- mes "Well, you seem talented, so it wouldn't be bad for us if you could become a Mechanic.";
- mes "But unfortunately it doesn't";
- mes "work just like that.";
- next;
- mes "[Chainheart]";
- mes "The mechanic scholars won't just acknowledge you that easily and hand you the knowledge without you showing true effort first.";
- next;
- mes "[Chainheart]";
- mes "Of course, I'm one of those scholars so I guess I can try to consider you.";
- next;
- mes "[Chainheart]";
- mes "Anyhow, I just think it's unfair to exclude someone who's talented without any test.";
- next;
- mes "[Chainheart]";
- mes "Hmm...";
- next;
- mes "[Chainheart]";
- mes "Actually, if somebody can't teach you, you can learn by yourself.";
- mes "If someone else can do it then anyone can figure it out for themself too right?";
- next;
- mes "[Chainheart]";
- mes "It won't be easy but if your passion is strong and your talent is real then there shouldn't be any problems.";
- next;
- mes "[Chainheart]";
- mes "Come to think of it...";
- mes "Franklson developed the";
- mes "magic machinery on his own.";
- mes "So why don't you go to";
- mes "the Ruins of Juperos?";
- next;
- mes "[Chainheart]";
- mes "As I told you before, if your passion and talent are real, you will definitely find something.";
- next;
- mes "[Chainheart]";
- mes "Find out the knowledge";
- mes "for yourself like we did.";
- mes "Don't just wait around for someone to teach it to you. Show the passion that you claim to have.";
- next;
- job__mechanic = 3;
- changequest 10091,10092;
- mes "[Chainheart]";
- mes "Anyway, whatever your choice might be I expect you to do your best.";
- close;
- case 2:
- mes "[Chainheart]";
- mes "What a strange person.";
- mes "I thought that you had what it took to be a true Mechanic.";
- close;
- }
- } else if (job__mechanic == 1) {
- mes "Ok let me catch my breath.";
- mes "You must be interested in";
- mes "magic machinery and the";
- mes "world of Mechanics.";
- mes "Ok, so let me explain.";
- next;
- mes "[Chainheart]";
- mes "Magic machinery was born by a fusion between machines and magic.";
- mes "The two haven't really been connected successfully together until now.";
- next;
- mes "[Chainheart]";
- mes "If you use the magic machinery, you really have to be familiar with the inner workings of machines.";
- next;
- mes "[Chainheart]";
- mes "It can be used effectively,";
- mes "and you don't need to rely on something that's uncertain and unstable as magic, so what can be better than this.";
- next;
- mes "[Chainheart]";
- mes "The person who invented magic machinery is Franklson, a scholar from the Schwaltzvalt Republic.";
- next;
- mes "[Chainheart]";
- mes "Franklson discovered an ancient machine in the ^FF0000Ruins of Juperos^000000 and fused it with the power of magic, and that was the beginning.";
- next;
- mes "[Chainheart]";
- mes "So naturally, Franklson named the newborn machine Magic Machinery.";
- next;
- mes "[Chainheart]";
- mes "Anyway, since it hasn't been too well known to other places outside of Juno, the study of Magic Machinery has been progressing since.";
- next;
- mes "[Chainheart]";
- mes "Because we've researched";
- mes "Magic Machinery endlessly";
- mes "people started calling us ^FF0000Mechanics^000000.";
- mes "The name is self-explanatory";
- mes "so it just stuck.";
- next;
- mes "[Chainheart]";
- mes "Hmm. Well I guess I'm done explaining Magic Machinery.";
- mes "I want to explain more but it's too technical.";
- mes "I don't want to bore you more.";
- next;
- job__mechanic = 2;
- changequest 10090,10091;
- mes "[Chainheart]";
- mes "Anyway if you become one of us you can form your own definition and explanation of Mechanics yourself.";
- close;
- }
- if (BaseJob == Job_Blacksmith) {
- if (BaseLevel > 98 && JobLevel > 49 && SkillPoint == 0) {
- mes "At a glance, you, seem to be a very versatile person on dealing with various things.";
- mes "You look quite skilled.";
- mes "You can be the one.";
- next;
- mes "[Chainheart]";
- mes "Ah, I didn't introduce myself.";
- mes "I am the famous Chainheart.";
- mes "I'm a Mechanic.";
- mes "Well, actually I'm not that famous.";
- next;
- mes "[Chainheart]";
- mes "I don't think the word Mechanic";
- mes "is familiar to you.";
- mes "In fact, when it comes";
- mes "to the description,";
- mes "it's a new job that can";
- mes "be explained simply.";
- next;
- mes "[Chainheart]";
- mes "One who studies and uses Magic Machinery, that is a Mechanic.";
- next;
- mes "[Chainheart]";
- mes "So, what is the Magic Machinery that a Mechanic studies and uses?";
- mes "That isn't as simple to explain but I'll give it a try.";
- next;
- setquest 10090;
- job__mechanic = 1;
- mes "[Chainheart]";
- mes "Sorry, I'm starting";
- mes "to talk too much.";
- mes "Let me catch my";
- mes "breath for a while.";
- mes "If you are interested,";
- mes "please talk to me again.";
- close;
- }
- mes "You look like someone who has a great sense on dealing with stuff.";
- next;
- mes "[Chainheart]";
- mes "That power has been used on";
- mes "just dealing with simple things.";
- mes "That isn't going to give";
- mes "you true enjoyment.";
- next;
- mes "[Chainheart]";
- mes "Right... If you want to enjoy";
- mes "true feelings of dealing and";
- mes "a deep profoundness,";
- mes "you need to handle";
- mes "^FF0000Magic Machinery^000000!";
- next;
- mes "[Chainheart]";
- mes "Magic Machinery hasn't been";
- mes "in the world long, so recognizing it is not common yet.";
- mes "It's very precise and completely different from anything you've experienced in the world.";
- next;
- mes "[Chainheart]";
- mes "Yeah, and the ones who deal with magic machinery are called ^FF0000Mechanics^000000.";
- mes "I am also the one of those honorable mechanics.";
- next;
- mes "[Chainheart]";
- mes "It seems like you have what it takes to be a good mechanic.";
- mes "Here are the basic requirements.";
- next;
- mes "[Chainheart]";
- mes "If you come to me after reaching ^FF0000Base level 99^000000 and ^FF0000Job level 50^000000,";
- mes "I will guide you to the world of Mechanics.";
- close;
- }
- mes "Living as a Mechanic is tough,";
- mes "but I am happy that I can";
- mes "always do what I want.";
- next;
- mes "[Chainheart]";
- mes "Don't you also want to become a Mechanic and enjoy true happiness?";
- close;
-}
-
-jupe_cave,37,55,5 script Scholar#Mechanic 4_M_ALCHE_D,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 300) {
- mes "- Your pack is too heavy. -";
- mes "- Lighten your body first -";
- mes "- and please try again. -";
- close;
- }
- mes "[Scholar]";
- if (job__mechanic > 10) {
- mes "How was Juperos?";
- mes "I am so scared that I still";
- mes "cannot go there.";
- close;
- } else if (job__mechanic > 3) {
- mes "^FF0000You won't be able to reach the destination by walking.";
- mes "^FF0000Strong enemies are not the problem here, you just won't be able to get to the destination.";
- mes "Please make yourself at home.^000000";
- next;
- mes "[Scholar]";
- mes "However comfortable it may be,";
- mes "I have no intention to go.";
- next;
- mes "[Scholar]";
- mes "Okay then, Are you ready";
- mes "to go to the midway point";
- mes "at Juperos?";
- next;
- switch(select("I am ready!:Not yet")) {
- case 1:
- mes "[Scholar]";
- mes "Uh... you are acting so firmly that I regret a little that I haven't gone there.";
- mes "Should I have gone there? Uh... It's no use crying over spilled milk!";
- next;
- mes "[Scholar]";
- mes "Well, I'll send you.";
- mes "I hope you get";
- mes "the knowledge";
- mes "you wanted.";
- close2;
- warp "jupe_core2",149,288;
- end;
- case 2:
- mes "[Scholar]";
- mes "Umm... right. Of course, it's no surprise that you are hesitant.";
- next;
- mes "[Scholar]";
- mes "But, if you don't take the warp that I open for you, you won't be able to get to the destination.";
- mes "Please don't waste your energy.";
- next;
- mes "[Scholar]";
- mes "Of course, no matter how comfortable you may be I wouldn't go there.";
- close;
- }
- }
- mes "I am a scholar who came here to research the ruins here in Juperos.";
- next;
- mes "[Scholar]";
- mes "But... actually when I try to go further";
- mes "I get scared. I can hardly go inside.";
- mes "What can I do?";
- next;
- mes "[Scholar]";
- mes "I heard a rumor that humans aren't welcome inside there.";
- mes "But it should be very useful to study the marvelous machines in there.";
- if (job__mechanic != 3) close;
- next;
- mes "[Scholar]";
- mes "Umm? Are you also going to Juperos to get something?";
- mes "I have no courage to go in there.";
- mes "Good luck to you.";
- next;
- mes "[Scholar]";
- mes "I know the way to get to";
- mes "the midway point and I also have";
- mes "all the stuff I need. But I'm just too scared.";
- next;
- mes "[Scholar]";
- mes "So if you want, I'll send you";
- mes "to Juperos. Mr. Elder Scholar";
- mes "has told me how to warp to";
- mes "the midway point to Juperos.";
- next;
- job__mechanic = 4;
- mes "[Scholar]";
- mes "It is true that it becomes easy";
- mes "but you can't help the fear";
- mes "it's too bad. Anyway if you are";
- mes "ready to go please tell me.";
- close;
-}
-
-jupe_core2,149,273,3 script Ghostfire#1 4_NFWISP,{
- mes "[?]";
- if (job__mechanic == 11) {
- mes "I've lost my body and all that's left is my spirit in this place.";
- mes "I will live and die here in Juperos forever...";
- close;
- } else if (job__mechanic == 10) {
- mes "That appearance... Is it so? You also gained the knowledge.";
- mes "When the future is full of possibilities...";
- mes "An attitude of a pure child";
- mes "like you can do anything...";
- next;
- mes "[?]";
- mes "Come to think of it now the most precious thing right now might be getting confidence rather than knowledge itself...";
- next;
- mes "[?]";
- mes "Please don't make any";
- mes "faults from now on as I did.";
- mes "I hope you get knowledge";
- mes "by yourself someday.";
- next;
- mes "[?]";
- mes "Well then go back, find a human who knows of magic machinery and show evidence that you've gained the knowledge...";
- next;
- mes "[?]";
- mes "I'm the one who lost my body";
- mes "and my spirits are disrupted";
- mes "I'm restricted to this place, Juperos... I will live and die with Juperos";
- mes "Forever...";
- next;
- mes "[?]";
- mes "My name... name is... Fr...";
- close2;
- job__mechanic = 11;
- changequest 10100,10101;
- warp "yuno",157,83;
- end;
- } else if (job__mechanic > 4) {
- mes "I've lost my body and all that's left is my spirit in this place.";
- mes "I will live and die here in Juperos forever...";
- close;
- } else if (job__mechanic > 2) {
- mes "Talented one.";
- mes "Make sure there are";
- mes "no enemies around.";
- mes "If you focus on me,";
- mes "you might get attacked.";
- next;
- if(select("Well then, later.:Focus.") == 1) close;
- mes "[?]";
- mes "I was once a human scholar.";
- mes "I wanted to know the limitation of science that humankind didn't know of, so I learned a lot of things, studied,";
- mes "and searched...";
- next;
- mes "[?]";
- mes "That's when I discovered, the uncertain magical power.";
- next;
- mes "[?]";
- mes "The thing, with uncertain magic is that it is highly unstable and unpredictable.";
- mes "During my studies I encountered a pocket of highly volatile magic.";
- next;
- mes "[?]";
- mes "The only memories I have are from that day forward.";
- mes "I've been trapped here since.";
- next;
- mes "[?]";
- mes "Juperos is all that I know now.";
- mes "I'm going to die here.";
- next;
- mes "[?]";
- mes "I don't know who you are...";
- mes "I won't bother to know if you";
- mes "want to gain some knowledge";
- mes "find someone who cares.";
- next;
- if (job__mechanic == 3 || job__mechanic == 4)
- changequest 10092,10094;
- job__mechanic = 5;
- mes "[?]";
- mes "Knowledge isn't obtained from others. It is found through one's own efforts.";
- mes "Find your own knowledge path.";
- close;
- }
- end;
-}
-
-jupe_core2,53,75,3 script Ghostfire#2 4_NFWISP,{
- mes "[?]";
- if (job__mechanic > 5) {
- mes "Juperos... I...";
- mes "Juperos... What I want";
- mes "exists all in here...";
- mes "The power of science...the paradise of machines...";
- close;
- } else if (job__mechanic == 5) {
- mes "Talented one.";
- mes "Make sure there are";
- mes "no enemies around.";
- mes "If you focus on me,";
- mes "you might get attacked.";
- next;
- if(select("Well then, later:Focus") == 1) close;
- mes "[?]";
- mes "When I had a body";
- mes "I wanted to prove the";
- mes "excellence of science";
- mes "to the ones who only believe";
- mes "such occult things...";
- next;
- mes "[?]";
- mes "I wanted to use the power of";
- mes "magic as a reasonable form";
- mes "which is visible. With stronger";
- mes "results, I wanted to control";
- mes "the power of magic by";
- mes "using science....";
- next;
- mes "[?]";
- mes "I wanted to show that science";
- mes "is excellent to control magic";
- mes "like the occult. I studied a lot";
- mes "of things and agonized over";
- mes "making science and magic";
- mes "co-exist.";
- next;
- mes "[?]";
- mes "My research led me here,";
- mes "Juperos. In this place there";
- mes "are many products of science";
- mes "that could stimulate a scholar's";
- mes "brain...";
- next;
- mes "[?]";
- mes "I found that it was possible to join the power of magic with science.";
- mes "Even if it wasn't perfect, it appealed enough to the other scholars...";
- next;
- mes "[?]";
- mes "The recent events of the world have created a confusion so my research hasn't been shared with the rest of the world.";
- next;
- job__mechanic = 6;
- changequest 10094,10095;
- mes "[?]";
- mes "So... I came back to Juperos to continue my investigation of science and magic.";
- close;
- }
- end;
-}
-
-jupe_core2,242,62,3 script Ghostfire#3 4_NFWISP,{
- mes "[?]";
- if (job__mechanic > 6) {
- mes "I want to know more about the knowledge...";
- mes "the features of humans...";
- mes "The things to be done first and later...";
- mes "The door of truth will later...";
- close;
- } else if (job__mechanic == 6) {
- mes "Talented one.";
- mes "Make sure there are";
- mes "no enemies around.";
- mes "If you focus on me,";
- mes "you might get attacked.";
- next;
- if(select("Well then, later:Focus") == 1) close;
- mes "[?]";
- mes "I wasn't satisfied with my success so I came back here time and time again.";
- next;
- mes "[?]";
- mes "When I stepped on the foothold of this statue, the energy I had gathered and learned was absorbed.";
- next;
- mes "[?]";
- mes "But, with that energy being absorbed, I began to gain knowledge that I never knew previously.";
- next;
- mes "[?]";
- mes "But it came at a price. With the knowledge I started losing my humanity.";
- mes "I lost my body and the only thing I had was my spirit.";
- next;
- mes "[?]";
- mes "I don't regret gaining the knowledge. All I wish is that I could have my body back.";
- next;
- job__mechanic = 7;
- changequest 10095,10096;
- mes "[?]";
- mes "After I had poured my energy into the statue, I figured that I could move my energy to different statues.";
- close;
- }
- end;
-}
-
-jupe_core2,29,150,0 script #Foothold HIDDEN_WARP_NPC,1,1,{
-OnTouch:
- if (job__mechanic == 8) {
- percentheal 0,-30;
- mes "-Suddenly I feel power is-";
- mes "-escaping my whole body-";
- mes "-What is happening?-";
- next;
- mes "-Find the door of truth-";
- mes "-it is the source of the-";
- mes "-power drain.-";
- close;
- } else if (job__mechanic == 7) {
- percentheal -20,0;
- mes "-Suddenly, an unidentified-";
- mes "-voice is ringing in my head-";
- mes "-What is it?-";
- next;
- mes "-Handling machines-";
- mes "-absorbing magic power-";
- mes "-a sacrificial offering-";
- mes "-the statue of a human.-";
- next;
- job__mechanic = 8;
- changequest 10096,10097;
- mes "-Most certain of all is that-";
- mes "-I started to feel the urge-";
- mes "-to go to the door of truth.-";
- close;
- } else if (job__mechanic > 2) {
- percentheal 0,-30;
- mes "-Suddenly I feel power is-";
- mes "-escaping from my body-";
- mes "-What is happening?-";
- close;
- }
- end;
-}
-
-jupe_core2,272,149,0 script #Foothold2 HIDDEN_WARP_NPC,1,1,{
-OnTouch:
- if (job__mechanic == 9) {
- mes "-I had a feeling that power-";
- mes "-has been draining out,-";
- mes "-but now, I do not-";
- mes "-feel anything.-";
- next;
- mes "-Go to the south of-";
- mes "-the foothold quickly.-";
- close;
- } else if (job__mechanic == 8) {
- percentheal -20,-30;
- mes "-Suddenly I feel power is-";
- mes "-escaping from my body-";
- mes "-What is happening?-";
- next;
- mes "-I feel my senses-";
- mes "-are returning to me.-";
- next;
- donpcevent "#Door::OnEnable";
- changequest 10097,10098;
- mes "-I think that I am becoming-";
- mes "-the sacrificial offering.-";
- close;
- } else if (job__mechanic > 2) {
- percentheal 0,-30;
- mes "-Suddenly I feel power is-";
- mes "-escaping from my body-";
- mes "-What is happening?-";
- close;
- }
- end;
-}
-
-jupe_core2,288,142,3 script #Door CLEAR_NPC,1,1,{
- end;
-OnInit:
-OnDisable:
- disablenpc "#Door";
- end;
-OnEnable:
- enablenpc "#Door";
- specialeffect EF_MAPPILLAR;
- initnpctimer;
- end;
-OnTimer180000:
- donpcevent "#Door::OnDisable";
- end;
-OnTouch:
- mes "-Once again a voice rings out-";
- mes "-in my head. This time it is-";
- mes "-different than before, it is a-";
- mes "-voice of an impressive person.-";
- next;
- mes "I know you came this far because you want the knowledge.";
- mes "Humans are weak animals";
- mes "and any sacrifice is a hard";
- mes "decision for them to make.";
- next;
- mes "But you are lacking something to pass through this door of truth.";
- mes "Through this door is knowledge above all human thinking.";
- next;
- mes "It won't harm a human's mind if it doesn't surpass your brain capacity.";
- next;
- mes "Try to put your body onto the foothold of knowledge at the south.";
- next;
- mes "If the knowledge suits you, you'll be able to obtain it without becoming a sacrificial offering.";
- mes "If you are unqualified, you will lose your body as a sacrifice.";
- next;
- mes "When you are qualified, you will be able to pass through the door of truth.";
- mes "Till that day, don't lose yourself.";
- next;
- mes "............";
- next;
- mes "-I can't hear any voices-";
- mes "-anymore and I can't feel-";
- mes "-anything in this place.-";
- next;
- mes "-As the ringing voice in my-";
- mes "-head instructed, let's go to-";
- mes "-the southern foothold.-";
- close2;
- job__mechanic = 9;
- changequest 10098,10099;
- donpcevent "#Door::OnDisable";
- end;
-}
-
-jupe_core2,149,34,0 script #Acquiring Knowledge HIDDEN_WARP_NPC,1,0,{
-OnTouch:
- if (job__mechanic == 9) {
- mes "-The moment I stepped on-";
- mes "-the foothold the voice-";
- mes "-didn't come into my brain-";
- mes "-rather new knowledge-";
- mes "-came in naturally.-";
- next;
- mes "-Almost instantaneously-";
- mes "-you gained all of the-";
- mes "-knowledge that you need-";
- mes "-to know about mechanics-";
- mes "-and magic machinery.-";
- next;
- job__mechanic = 10;
- changequest 10099,10100;
- specialeffect EF_POTION_CON;
- mes "-This amount of knowledge-";
- mes "-is enough. Let's get finished-";
- mes "-and find a way out.-";
- close;
- }
- end;
-}
-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
diff --git a/npc/re/jobs/3-1/ranger.txt b/npc/re/jobs/3-1/ranger.txt
deleted file mode 100644
index 9ed4152b3..000000000
--- a/npc/re/jobs/3-1/ranger.txt
+++ /dev/null
@@ -1,1807 +0,0 @@
-//===== Hercules Script ======================================
-//= Ranger Job Quest
-//===== By: ==================================================
-//= Muad_Dib
-//===== Current Version: =====================================
-//= 1.6
-//===== Description: =========================================
-//= [Official Conversion]
-//= Job change Quest from Hunter / Sniper -> Ranger.
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Masao]
-//= 1.1 Updated SC_STONE duration from 2 Seconds to 2 Minutes
-//= and fixed Mercenary check.
-//= 1.2 Fixed first quest so that when a false poring got killed
-//= it decreases the total points by 1, commented the SC_STONE
-//= part until M_DESERT_WOLF_B Mercenary is fully working.
-//= 1.3 Fixed waves not being announced and counted [Elias]
-//= 1.3a Little beauty fix, changed break; to next; . [Masao]
-//= 1.4 Some optimization. [Euphy]
-//= 1.5 Updated script, optimized. [Euphy]
-//= 1.6 Added GM management function. [Euphy]
-//============================================================
-
-tur_dun01,156,36,5 script Survival Instructor#jr01 1_M_ORIENT01,{
- mes "[Survival Instructor, Rescue]";
- if (BaseJob == Job_Hunter) {
- if (job_ranger01 < 1) {
- mes "eeeeei~ ha!";
- mes "The weather is really great.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "What's up?";
- mes "The monsters here are a";
- mes "little tough so be careful.";
- next;
- if(select("I came here to become to a Ranger.:I just came to look around.") == 2) {
- mes "[Survival Instructor, Rescue]";
- mes "Oh ya?";
- mes "The weather is really great. Shall we take a picture to commemorate it?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "No?";
- mes "Then just look around quietly and then go back.";
- close;
- }
- mes "[Survival Instructor, Rescue]";
- mes "Huh?";
- mes "How did you find me?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Well, it's a passing mark that you recognize me... let me see.";
- next;
- if (BaseLevel < 99 || JobLevel < 50) {
- mes "[Survival Instructor, Rescue]";
- mes "No.";
- mes "I can tell just by looking at you that you seem to be inexperienced.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Have more pride in your job and get more experience, and then when you grow as a Hunter or a Sniper you can make an aura by yourself, please come back again.";
- close;
- }
- mes "[Survival Instructor, Rescue]";
- mes "Ok!";
- mes "It looks like you have";
- mes "enough experience.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Good.";
- mes "First of all, let me tell you the job change qualifications to be a Ranger.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "I've already checked the first qualification that you've experienced enough to make an aura as a Hunter or a Sniper.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "For the second qualification to judge one's ability exactly, you need to lighten your body and mind.";
- next;
- if (Class == Job_Hunter || Class == Job_Baby_Hunter) {
- mes "[Survival Instructor, Rescue]";
- mes "Ah wait, before that.";
- mes "When you change a job into a Ranger from a Hunter,";
- mes "you won't get any chance to learn the skills of a Sniper, would that be okay?";
- next;
- switch(select("I'll think about it more.:I want to be a Ranger already.")) {
- case 1:
- mes "[Survival Instructor, Rescue]";
- mes "Okay.";
- mes "Take your time to think, if it's okay then come back.";
- close;
- case 2:
- mes "[Survival Instructor, Rescue]";
- mes "All right.";
- mes "You are ready then.";
- next;
- }
- mes "[Survival Instructor, Rescue]";
- mes "Well let's continue our conversation.";
- mes "Before you change into a Ranger, even though you reached the highest level of a Hunter, it is not the best evaluation of your abilities.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "So in order to check your abilities, I'll need to evaluate your pure abilities.~";
- next;
- } else {
- mes "[Survival Instructor, Rescue]";
- mes "Before you change into a Ranger, even though you reached the highest level of a Sniper, it is not the best evaluation of your abilities.";
- next;
- mes "[Survival Instructor]";
- mes "So in order to check your abilities, I'll need to evaluate your pure abilities.~";
- next;
- }
- mes "[Survival Instructor, Rescue]";
- mes "To do this you need to be cleansed of body and soul.";
- mes "Make sure that your weight equals '0' to continue.";
- job_ranger01 = 1;
- setquest 8254;
- close2;
- warp "alberta",117,57;
- end;
- } else if (job_ranger01 == 1) {
- if (Weight < 1) {
- mes "Wow, you've come back so quickly.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Ok, now I'll talk about the requirements to take the test to become a Ranger.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "All the tests to become a Ranger are going to be done with practical means.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Will there be a written test?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Why do you want one?";
- mes "The most important part of this test is the test of your experience on the battlefield.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Therefore, what I request of you is to prove your power of survival.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "I want to see the real power of survival, even if you fall down and get beat up.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "If you succeed with this survival power test, you will receive the first qualification.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Well, let's talk about the details when you get the qualification for taking the test.";
- mes "When you want to take the survival power test, please talk to me again.";
- job_ranger01 = 2;
- changequest 8254,8255;
- close;
- }
- mes "Before you change into a Ranger, I'll need to evaluate your pure abilities.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "To do this you need to be cleansed of body and soul.";
- mes "Make sure that your weight equals 0 to continue.";
- close;
- } else if (job_ranger01 == 2) {
- if (Weight < 1) {
- mes "Um. That you talked to me again means that you are determined to change into a Ranger and take the survival power test.";
- next;
- if(select("I'll think about it more:I'll take the test") == 1) {
- mes "[Survival Instructor, Rescue]";
- mes "Prepare yourself very well before taking this test.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Think about it well and come back.";
- close;
- }
- mes "[Survival Instructor, Rescue]";
- mes "If you are determined, then there's nothing to wait for.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "I'll explain it simply.";
- mes "What I'm going to provide you is 10 Fly Wings, 500 of Arrows and 1 test Bow.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Take the provided items and all you have to do for the survival power test is ^0000ffgo to the Northwestern area of Turtle Island and find Instructor Teardrop^000000.";
- mes "Easy, right?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Remember that you don't have any other equipment on, so be careful of the monsters.";
- mes "Ready to start?";
- next;
- if(select("Wait a second:Yes, I'm ready") == 1) {
- mes "[Survival Instructor, Rescue]";
- mes "What kind of preparation can be so long.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Come again when you are absolutely ready.";
- close;
- }
- mes "[Survival Instructor, Rescue]";
- mes "Well, then let's start.";
- mes "There's no time to hesitate.";
- mes "Do your best.";
- job_ranger01 = 3;
- changequest 8255,8256;
- getitem 1703,1; //Bow__
- getitem 12323,10; //N_Fly_Wing
- getitem 1750,500; //Arrow
- close;
- }
- mes "I knew it.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Why did you bring so much?";
- mes "It's good that you do your best on the job change but, the key to this test is to test our true abilities...";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "If you don't make your weight 0, you wouldn't be able to take the test.";
- close;
- } else if (job_ranger01 == 3) {
- mes "Umm?";
- mes "What are you waiting for?";
- next;
- if(select("Tell me the mission again.:I just wanted to talk.") == 1) {
- mes "[Survival Instructor, Rescue]";
- mes "Oh, ya.";
- mes "Is this the mind of a person who's going to take the test?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Stay alert and listen.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Take the provided items and all you have to do for the survival power test is ^0000ffgo to the Northwestern area of Turtle Island and find Instructor Teardrop^000000.";
- mes "Isn't that so easy?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "As you don't have any equipment on, be careful of the monsters in the field.";
- mes "Well, shall we start?";
- next;
- if(select("Wait a minute:I will start") == 1) {
- mes "[Survival Instructor, Rescue]";
- mes "What kind of preparation can be so long.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Come again when you are absolutely ready.";
- close;
- }
- mes "[Survival Instructor, Rescue]";
- mes "Okay, let's start.";
- mes "There's no time to hesitate, so do your best.";
- close;
- }
- mes "[Survival Instructor, Rescue]";
- mes "I don't think you have the time for that.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Hurry up and finish the test.";
- close;
- } else if (job_ranger01 > 3 && job_ranger01 < 7) {
- mes "Are you still wandering about here?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Well, if you are an easy person, that's none of my business but if you decided once, wouldn't it be better to take the practical test in a minute and meet me after becoming a Ranger?";
- close;
- } else if (job_ranger01 == 7) {
- mes "Oh, hey. What are you doing here?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Because you've disappeared suddenly, the Ranger Master was looking for you.";
- mes "Do you want to go to him now?";
- next;
- switch(select("Don't go:Go")) {
- case 1:
- mes "[Survival Instructor, Rescue]";
- mes "Are you busy with something else?";
- close;
- case 2:
- mes "[Survival Instructor, Rescue]";
- mes "Then I'll send you, please be well.";
- close2;
- warp "job3_rang01",89,38;
- end;
- }
- }
- mes "Oh, hey. Who's this?";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Hey, you look great.";
- mes "Congratulations on becoming a Ranger~";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Next time, try not to intimidate other people.";
- close;
- }
- if (Class == Job_Ranger || Class == Job_Ranger_T || Class == Job_Baby_Ranger) {
- if (job_ranger01 == 8) {
- mes "Ho. Who's this~";
- mes "You really look talented...";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "Next time, try not to intimidate other people.";
- close;
- }
- }
- mes "Ha ~ ha.";
- mes "The weather is really great.";
- next;
- mes "[Survival Instructor, Rescue]";
- mes "What's up?";
- mes "The monsters here are a";
- mes "little tough so be careful.";
- close;
-}
-
-tur_dun01,91,169,3 script Test Instructor#jr02 4_M_JOB_HUNTER,{
- mes "[Test Instructor, Teardrop]";
- if (BaseJob == Job_Hunter) {
- if (job_ranger01 < 3) {
- mes "Good to goooooo!!!!!!!";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Huh? Who are you? What are you doing here, you baby archer.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "May I tell you one thing?";
- mes "If you want to change a job to a Ranger, first talk to Survival Instructor Rescue.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Then he will tell you the requirement for the job change test!!!";
- close;
- } else if (job_ranger01 == 3) {
- mes "Good to goooooo!!!!!!!";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Huh? Who are you? What are you doing here, you baby archer.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "That you are coming and going bugs me so, would you please stop?!";
- next;
- if(select("Ranger practical test building?:I came for the test.") == 1) {
- mes "[Test Instructor, Teardrop]";
- mes "What, what are you...?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "What do you think you are looking at?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "How could you be a Ranger if you can't even recognize what's in front of you? Get out of here!";
- close;
- }
- mes "[Test Instructor, Teardrop]";
- mes "Ho, having come this far, it means you've passed the first survival test.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "But, can you be sure that there wasn't any cheating?";
- next;
- if (Weight > 500) {
- mes "[Test Instructor, Teardrop]";
- mes "See, I knew it.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Having done the test normally, you would have adjusted your weight to 0, and hold the items provided by Rescue!";
- mes "But, how come you weigh so much?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "I consider this as cheating!";
- mes "Come and see me again!";
- close2;
- warp "tur_dun01",162,33;
- end;
- }
- mes "[Test Instructor, Teardrop]";
- mes "Hmm. It's doubtful...";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "I don't smell any signs of cheating. For now...";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Before taking a practical test, I want to eat something.";
- mes "You know the food situation isn't always so good in a foreign land.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "I know that the very basic way to survive might be raising the strength of one's own body. But, I find that sending adventurers is easier for me.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "So, kill ^0000ff1 Dragon Tail^000000 and bring me ^0000ff1 Wing of Dragonfly^000000.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "If you run out of the provided items, we cannot support you more so take care.";
- mes "Consider this as an extension of the survival power test.";
- job_ranger01 = 4;
- changequest 8256,8257;
- close;
- } else if (job_ranger01 == 4) {
- if (questprogress(8257,HUNTING) == 2) {
- if (countitem(7064) > 0) {
- mes "Oh! Oh! Woooooow!";
- mes "You've brought it! Let me see...";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Hmmmm, it's still hot?!";
- mes "You don't seem to be hurt anywhere...";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Good, for now you're qualified for the practical test.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Well, before I explain, could you please give me that Dragonfly wing?";
- mes "You've heard the saying, 'in any situation, eating comes first'?";
- delitem 7064,1; //Dragon_Fly_Wing
- job_ranger01 = 5;
- changequest 8257,8258;
- close;
- }
- }
- mes "What are you doing there? Standing with a blank look.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "I'm hungry.";
- mes "Before taking the practical test, I want to eat something.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "I know that the very basic way to survive might be raising the strength of one's own body. But, I find that sending adventurers is easier for me.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "So, kill ^0000ff1 Dragon Tail^000000 and bring me ^0000ff1 Dragon Fly Wing^000000.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "If you run out of the provided items, we cannot support more so take care.";
- mes "Consider this as an extension of the survival power test.";
- close;
- } else if (job_ranger01 == 5) {
- mes "Awooo. Yumyum.";
- mes "Eh? What are you looking at?";
- mes "You want to eat some?";
- next;
- switch(select("Oh, just eat up:...")) {
- case 1:
- mes "[Test Instructor, Teardrop]";
- mes "Why aren't you eating?";
- mes "It's quite edible.";
- mes "If you cover it with rice, it's like roasted seaweed, very tasty and delicious.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "You need to be strong enough not to be so picky with such things...";
- next;
- break;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "No thanks... anyway...";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Hmm? Oh my, oh my, I've shown you my sloppiness.";
- next;
- break;
- }
- mes "[Test Instructor, Teardrop]";
- mes "Ok, I'll send you to the practical test field.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "The practical test consists of 3 parts in total.";
- mes "It's to recheck the things you've learned as a hunter or a sniper, so there's nothing much to be worried.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "If you get a passing mark over three tests, you'll be on your way to becoming a Ranger.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "I'll explain the paths for the test.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Once you get into the test field, a staff will be waiting for you. Go into the room made by the staff, and standby.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "The test is done one by one so, if there's many people, you might need to wait.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "The first test is to test of how keen your eyes are.";
- mes "Different monsters will appear in 8 places. Kill only the monster named 'Poring' and you get a point, when you reach a certain mark, then you pass. Easy, huh?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "The second test is about how much you can use a trap efficiently.";
- mes "Get rid of monsters and do the mission by using only the provided traps, and you pass. Just be careful not to be engulfed by the explosion.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "For the 3rd test, when you become a Ranger you can handle a wolf, so you will be tested on how well you can handle such an animal.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "When you remove a bomb by using the given wolf, you get points. You pass when you get a certain mark on the test.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "The staff there will tell you more details as well.";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Now, I will enter you into the practical test field, is your preparation all done?";
- next;
- if(select("Please wait a little:Let's go to the practical test field!") == 1) {
- mes "[Test Instructor, Teardrop]";
- mes "Um? Aren't you ready?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Well. To be careful is good.";
- mes "Come back when you are ready.";
- close;
- }
- callsub L_Start,0;
- close;
- } else if (job_ranger01 == 6) {
- mes "Good to goooooo!!!!!!!";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Um? What happened?";
- mes "Why are you walking about here? What about the test?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Aha... You've failed the middle!";
- mes "You are such a fool.";
- emotion e_gg;
- next;
- mes "[Test Instructor, Teardrop]";
- mes "So what are you going to do? Try again?";
- next;
- switch(select("Wait a minute:Go to the practical test field!:I give up the job change.")) {
- case 1:
- mes "[Test Instructor, Teardrop]";
- mes "Um? Aren't you ready yet?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "All right. To be careful is good.";
- mes "Come when you are ready.";
- close;
- case 2:
- callsub L_Start,1;
- close;
- case 3:
- mes "[Test Instructor, Teardrop]";
- mes "Um? What, you're kidding huh?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Think again.";
- mes "Do you really want to give up the job change to become a Ranger?";
- next;
- switch(select("No, I'll try again:I give up!")) {
- case 1:
- mes "[Test Instructor, Teardrop]";
- mes "Hey. You were kidding after all?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "It's not funny so don't do that kind of joke again.";
- close;
- case 2:
- mes "[Test Instructor, Teardrop]";
- mes "You don't have as many guts as I thought.";
- nude;
- next;
- if (countitem(1703) > 0) {
- mes "[Test Instructor, Teardrop]";
- mes "Okay. I'll respect your opinion.";
- mes "I'll cancel the job change request from "+strcharinfo(0)+".";
- delitem 1703,1; //Bow__
- job_ranger01 = 0;
- for(.@i = 8254; .@i <= 8262; ++.@i)
- if (questprogress(.@i))
- erasequest .@i;
- close;
- }
- mes "[Test Instructor, Teardrop]";
- mes "Huh? Where's the bow that I gave you for the practical tests?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "If you don't return it, I can't cancel you job change request.";
- close;
- }
- }
- } else if (job_ranger01 == 7) {
- mes "Oh, hey. What are you doing here?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Because you've disappeared suddenly, the Ranger Master was looking for you.";
- mes "Do you want to go to him now?";
- next;
- switch(select("Don't go:Go")) {
- case 1:
- mes "[Test Instructor, Teardrop]";
- mes "Are you busy with something else?";
- close;
- case 2:
- mes "[Test Instructor, Teardrop]";
- mes "Then I'll send you, please be well.";
- close2;
- warp "job3_rang01",89,38;
- end;
- }
- }
- mes "Wow. Who's this?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "It seems that your dull eyes became somewhat keen now?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Then, enjoy an adventure well as a Ranger.";
- close;
- }
- mes "Good to gooooooooooooooo!!!!!!";
- next;
- mes "[Test Instructor]";
- mes "Huh? What are you? Where are you from?";
- mes "Don't hang around here doing nothing. This is my area!";
- close;
-L_Start:
- if (getmercinfo(1)) {
- mes "[Test Instructor, Teardrop]";
- mes "Stop!";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Where do you think you're going with that mercenary?!";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "If you don't cancel the mercenary, you cannot get into the test field! Cancel it first!";
- close;
- }
- if (getarg(0) == 1) {
- if (countitem(12380)) {
- mes "[Test Instructor, Teardrop]";
- mes "What, what is this?";
- mes "You shouldn't keep this around!";
- delitem 12380,countitem(12380); //Desert_Wolf_Babe_Scroll
- next;
- }
- if (countitem(12258)) {
- mes "[Test Instructor, Teardrop]";
- mes "What, what is this, a Bombring Capsule.";
- mes "You shouldn't keep such a dangerous thing!";
- delitem 12258,countitem(12258); //Bombring_Box
- next;
- }
- if (countitem(6156)) {
- mes "[Test Instructor, Teardrop]";
- mes "What, what are all these Documents?";
- mes "I think I know. You were going to send this to Caution, right?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "If you hold such thing it would disturb your practical test so I'll take this.";
- delitem 6156,countitem(6156); //Approval_Report
- next;
- }
- }
- if (Weight > 500) {
- mes "[Test Instructor, Teardrop]";
- mes "Well, then let's gooooooooo.... oo,um?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "Hey, what are you hiding there?";
- mes "I've pointed it out for several times, you should not even think to go in there secretly with anything other than the provided items!";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "You'd better lighten your weight.";
- close;
- }
- mes "[Test Instructor, Teardrop]";
- mes "See, for the last time, I warn you that cheating is strictly banned.";
- next;
- if (countitem(1750) < 100) {
- mes "[Test Instructor, Teardrop]";
- mes "Okay, once again I'll provide you with arrows, then I'll let you in.";
- .@arrow = 1;
- next;
- }
- mes "[Test Instructor, Teardrop]";
- mes "Good luck.";
- mes "Become a Ranger and we shall meet again.";
- job_ranger01 = 6;
- if (getarg(0) == 0)
- changequest 8258,8259;
- else {
- erasequest 8260;
- erasequest 8261;
- }
- if (.@arrow) getitem 1750,100; //Arrow
- close2;
- warp "job3_rang01",30,36;
- end;
-}
-
-job3_rang01,30,44,3 script Test Waiting Room#jr_03 4_M_ORIENT01,{
- mes "[Staff DTS]";
- mes "Please wait at the practical test waiting room to start the test process.";
- next;
- mes "[Staff DTS]";
- mes "In the order you enter, you can take the practical test one by one.";
- mes "There's 3 kinds of a Ranger job change practical tests, it takes a total of about 10 minutes.";
- next;
- switch(select("Test explanation:Cancel:I give up the Ranger test")) {
- case 1:
- break;
- case 2:
- mes "[Staff DTS]";
- mes "Don't you need any explanation?";
- next;
- mes "[Staff DTS]";
- mes "Enter into the chat room and wait for the order and take the job change practical test.";
- close;
- case 3:
- mes "[Staff DTS]";
- mes "Please think about it again.";
- mes "If you give up here, your job change request will be cancelled. Do you really want to give up the job change to a Ranger?";
- next;
- switch(select("No, I'll continue with the test:I give up the Ranger job change")) {
- case 1:
- mes "[Staff DTS]";
- mes "If you want to continue with the practical test, please enter into the chat room.";
- close;
- case 2:
- mes "[Staff DTS]";
- mes "You don't have as many guts as I thought.";
- nude;
- next;
- if (countitem(1703) > 0) {
- mes "[Staff DTS]";
- mes "Okay. I'll respect your opinion.";
- mes "I'll cancel the job change request from "+strcharinfo(0)+".";
- delitem 1703,1; //Bow__
- job_ranger01 = 0;
- for(.@i = 8254; .@i <= 8262; ++.@i)
- if (questprogress(.@i))
- erasequest .@i;
- close;
- close2;
- warp "alberta",117,57;
- end;
- }
- mes "[Staff DTS]";
- mes "Huh? Where's the bow that I gave you for the practical tests?";
- next;
- mes "[Test Instructor, Teardrop]";
- mes "If you don't return it, I can't cancel you job change request.";
- close;
- }
- }
- while (1) {
- mes "[Staff DTS]";
- mes "I'll explain the Ranger job change practical test.";
- mes "Among the 1st, 2nd, and 3rd practical tests, which one's test method are you curious of?";
- next;
- switch(select("1st Test:2nd Test:3rd Test:Cancel")) {
- case 1:
- mes "[Staff DTS]";
- mes "For the 1st test, we test your eyesight and accuracy.";
- next;
- mes "[Staff DTS]";
- mes "Monsters appear randomly from 8 sides of the left, right, up and down of the player, among them if you get rid of a monster named 'Poring' you get a point.";
- next;
- mes "[Staff DTS]";
- mes "^0000ffWhatever the form looks like, you need to kill the monster named 'Poring' to get a point, and if you get rid of others your points get deducted, so be careful.^000000";
- next;
- mes "[Staff DTS]";
- mes "The 1st test progressing time will be about 3 minutes. When you get 15 points or more over 20, you are sent to 2nd test field.";
- next;
- break;
- case 2:
- mes "[Staff DTS]";
- mes "The 2nd test is to test the mission performance ability and the efficient use of a trap.";
- next;
- mes "[Staff DTS]";
- mes "The attendant receives 10 'Bombring Capsules'. When you consume the Bombring Capsule, a Bombring is summoned near and after the summoning when you reach a certain time, the Bombring explodes.";
- next;
- mes "[Staff DTS]";
- mes "^0000ffThe Bombring explosion affects you, so be careful not to get involved in the explosion. You need to get rid of the monster by using the Bombring Capsule, accomplish the mission and come out alive.^000000";
- next;
- mes "[Staff DTS]";
- mes "The 2nd test progressing time will be about 3 minutes. When you consume all the Bombring Capsules, collect hidden equipment, and survive, you will be sent to the 3rd test field.";
- next;
- break;
- case 3:
- mes "[Staff DTS]";
- mes "The 3rd is to test how you can efficiently use a wolf which is given Rangers.";
- next;
- mes "[Staff DTS]";
- mes "The tester is provided with disposable wolf summoning flute. Remove all bombs that are dispersed here and there by controlling the summoned warg and you get a point.";
- next;
- mes "[Staff DTS]";
- mes "^0000ffThe tester cannot move while the test is going on and the test is completed when he or she removes the bombs quickly and accurately in time by using only the warg.^000000";
- next;
- mes "[Staff DTS]";
- mes "The 3rd test progressing time would be about 3 minutes, when you get 10 or more over 20, all the practical tests are completed.";
- next;
- break;
- case 4:
- mes "[Staff DTS]";
- mes "When you want to progress with the practical test, please enter into the chat room.";
- close;
- }
- }
- end;
-OnInit:
- waitingroom "Practical Test Waiting Room",20,"Test Waiting Room#jr_03::OnStartArena",1;
- enablewaitingroomevent;
- end;
-OnStartArena:
- warpwaitingpc "job3_rang02",45,48;
- donpcevent "Test Supervisor#jr_04::OnEnable";
- disablewaitingroomevent;
- end;
-OnEnable:
- enablewaitingroomevent;
- end;
-OnDisable:
- disablewaitingroomevent;
- end;
-}
-
-job3_rang02,100,95,0 script Test Supervisor#jr_04 HIDDEN_WARP_NPC,{
-OnInit:
- $@job_rang_point01 = 0;
- disablenpc "Test Supervisor#jr_04";
- end;
-OnEnable:
- enablenpc "Test Supervisor#jr_04";
- $@job_rang_point01 = 0;
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- disablenpc "Test Supervisor#jr_04";
- end;
-OnStart:
- stopnpctimer;
- donpcevent "CallCorrectAnswer#jr::OnEnable";
- donpcevent "CallWrongAnswer#jr::OnEnable";
- donpcevent "First Test Timer#jr_05::OnEnable";
- disablenpc "Test Supervisor#jr_04";
- end;
-OnTimer3000:
- mapannounce "job3_rang02","Test Supervisor, Notice : Welcome to the Ranger Job Change Test. I am Test Supervisor, Notice.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer6000:
- mapannounce "job3_rang02","Test Supervisor, Notice : The 1st test is to test your eyesight and accuracy.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer9000:
- mapannounce "job3_rang02","Test Supervisor, Notice : The test method is, to kill monsters named 'Poring' amongst the random spawned monsters on 8 locations.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer12000:
- mapannounce "job3_rang02","Test Supervisor, Notice : Whatever it may look like, you need to kill the monster named 'Poring' to get a point, and if you kill others you will lose points, so be careful.",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0
- end;
-OnTimer15000:
- mapannounce "job3_rang02","Test Supervisor, Notice : The test progression time would be around 3 minutes. You need to get 15 points or more to qualify for the next test.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer18000:
- stopnpctimer;
- mapannounce "job3_rang02","Test Supervisor, Notice : Then let's begin the test. Good luck.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- donpcevent "Test Supervisor#jr_04::OnStart";
- end;
-}
-
-job3_rang02,102,95,0 script First Test Timer#jr_05 HIDDEN_WARP_NPC,{
-OnInit:
- disablenpc "First Test Timer#jr_05";
- end;
-OnEnable:
- enablenpc "First Test Timer#jr_05";
- $@job_rang_point01 = 0;
- $@job_rang_text01 = 0;
- setarray .text$[1],
- "First","Second","Third","Fourth","Fifth","Sixth","Seventh","Eighth","Ninth","Tenth","Eleventh",
- "Twelfth","Thirteenth","Fourteenth","Fifteenth","Sixteenth","Seventeenth","Eighteenth","Nineteenth","Last";
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- disablenpc "First Test Timer#jr_05";
- end;
-OnTimer8000:
-OnTimer15000:
-OnTimer22000:
-OnTimer29000:
-OnTimer36000:
-OnTimer43000:
-OnTimer50000:
-OnTimer57000:
-OnTimer64000:
-OnTimer71000:
-OnTimer78000:
-OnTimer85000:
-OnTimer92000:
-OnTimer99000:
-OnTimer106000:
-OnTimer113000:
-OnTimer120000:
-OnTimer127000:
-OnTimer134000:
-OnTimer141000:
- donpcevent "CallCorrectAnswer#jr::OnReset";
- donpcevent "CallWrongAnswer#jr::OnReset";
- end;
-OnTimer3000:
-OnTimer10000:
-OnTimer17000:
-OnTimer24000:
-OnTimer31000:
-OnTimer38000:
-OnTimer45000:
-OnTimer52000:
-OnTimer59000:
-OnTimer66000:
-OnTimer73000:
-OnTimer80000:
-OnTimer87000:
-OnTimer94000:
-OnTimer101000:
-OnTimer108000:
-OnTimer115000:
-OnTimer122000:
-OnTimer129000:
-OnTimer136000:
- ++$@job_rang_text01;
- mapannounce "job3_rang02","Test Supervisor, Notice : "+.text$[$@job_rang_text01]+" Wave! Kill the Poring!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- donpcevent "CallCorrectAnswer#jr::OnStart";
- end;
-OnTimer143000:
- mapannounce "job3_rang02","Test Supervisor, Notice : Well done! Now for your test result!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer146000:
- if ($@job_rang_point01 < 1)
- $@job_rang_point01 = 0;
- mapannounce "job3_rang02","Test Supervisor, Notice : I'll announce the test result. The number of Porings you killed out of 20 is ..." + $@job_rang_point01 + "!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer149000:
- if ($@job_rang_point01 > 14) {
- mapannounce "job3_rang02","Test Supervisor, Notice : Congratulations! You've killed " + $@job_rang_point01 + " out of 20 Porings total, so you've passed the 1st test. I will send you to the 2nd test field.",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0
- mapwarp "job3_rang02","job3_rang02",113,58;
- donpcevent "Second Test Timer#jr_08::OnEnable";
- stopnpctimer;
- } else
- mapannounce "job3_rang02","Test Supervisor, Notice : You couldn't kill 15 Porings or more on a total of 20 total, so you've failed the 1st test... I am sorry but please try again.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer151000:
- mapannounce "job3_rang02","Test Supervisor, Notice : The adventurer's 1st test ends now. Please make yourself more capable. Goodbye.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- mapwarp "job3_rang02","tur_dun01",93,165;
- end;
-OnTimer154000:
- mapwarp "job3_rang02","tur_dun01",93,165;
- donpcevent "CallCorrectAnswer#jr::OnDisable";
- donpcevent "CallWrongAnswer#jr::OnDisable";
- end;
-OnTimer157000:
- stopnpctimer;
- mapwarp "job3_rang02","tur_dun01",93,165;
- $@job_rang_point01 = 0;
- $@job_rang_text01 = 0;
- donpcevent "Test Supervisor#jr_04::OnDisable";
- donpcevent "Test Waiting Room#jr_03::OnEnable";
- donpcevent "First Test Timer#jr_05::OnDisable";
- end;
-}
-
-job3_rang02,104,95,0 script CallCorrectAnswer#jr HIDDEN_WARP_NPC,{
-OnInit:
-OnDisable:
- disablenpc "CallCorrectAnswer#jr";
- end;
-OnEnable:
- enablenpc "CallCorrectAnswer#jr";
- end;
-OnStart:
- setarray .@label$[0],"OnOne","OnTwo","OnThree","OnFour","OnFive","OnSix","OnSeven","OnEight";
- setarray .@x[0],35,44,54,35,54,35,44,54;
- setarray .@y[0],58,58,58,49,49,39,39,39;
- setarray .@id[0],1002,1031,1242,1113;
- .@i = rand(8);
- donpcevent "CallWrongAnswer#jr::"+.@label$[.@i];
- monster "job3_rang02",.@x[.@i],.@y[.@i],"Poring",.@id[rand(4)],1,"CallCorrectAnswer#jr::OnMyMobDead";
- end;
-OnReset:
- killmonster "job3_rang02","CallCorrectAnswer#jr::OnMyMobDead";
- end;
-OnMyMobDead:
- specialeffect2 EF_POTION_CON;
- ++$@job_rang_point01;
- mapannounce "job3_rang02","Test Supervisor, Notice : Correct Target! You have very good eyesight!",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0
- end;
-}
-
-job3_rang02,106,95,0 script CallWrongAnswer#jr HIDDEN_WARP_NPC,{
-OnInit:
-OnDisable:
- disablenpc "CallWrongAnswer#jr";
- end;
-OnEnable:
- enablenpc "CallWrongAnswer#jr";
- end;
-OnOne:
- monster "job3_rang02",44,58,"Poing",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,58,"Horing",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,49,"Poporing",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,49,"Puring",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,39,"Poriring",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,39,"Marine",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,39,"Dropporing",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- end;
-OnTwo:
- monster "job3_rang02",35,58,"Poyong",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,58,"Puding",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,49,"Porin",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,49,"Poja",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,39,"Poporing",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,39,"Drops",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,39,"Pororing",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- end;
-OnThree:
- monster "job3_rang02",35,58,"Poporing",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,58,"Podaegi",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,49,"Poing",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,49,"Poja",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,39,"Maporing",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,39,"Drops",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,39,"Pororing",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- end;
-OnFour:
- monster "job3_rang02",35,58,"Poing",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,58,"Hoing",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,58,"Marine",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,49,"Drops",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,39,"Puding",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,39,"Droporing",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,39,"Marine",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- end;
-OnFive:
- monster "job3_rang02",35,58,"Popuri",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,58,"Poporing",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,58,"Mariring",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,49,"Poyong",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,39,"Marine",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,39,"Puding",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,39,"Hoing",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- end;
-OnSix:
- monster "job3_rang02",35,58,"Pork",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,58,"Drops",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,58,"Poja",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,49,"Poporing",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,49,"Horing",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,39,"Marun",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,39,"Drawing",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- end;
-OnSeven:
- monster "job3_rang02",35,58,"Marine",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,58,"Pororing",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,58,"Pork",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,49,"Porin",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,49,"Poporing",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,39,"Horin",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,39,"Puding",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- end;
-OnEight:
- monster "job3_rang02",35,58,"Marun",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,58,"Poja",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,58,"Drops",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,49,"Poing",1242,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",54,49,"Puding",1002,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",35,39,"Horing",1031,1,"CallWrongAnswer#jr::OnMyMobDead";
- monster "job3_rang02",44,39,"Poporing",1113,1,"CallWrongAnswer#jr::OnMyMobDead";
- end;
-OnReset:
- killmonster "job3_rang02","CallWrongAnswer#jr::OnMyMobDead";
- end;
-OnMyMobDead:
- specialeffect2 EF_DEVIL;
- --$@job_rang_point01;
- mapannounce "job3_rang02","Test Supervisor, Notice : Wrong Target! Pull yourself together!",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0
- end;
-}
-
-job3_rang02,100,93,0 script Second Test Timer#jr_08 HIDDEN_WARP_NPC,{
-OnInit:
- disablenpc "Second Test Timer#jr_08";
- end;
-OnEnable:
- enablenpc "Second Test Timer#jr_08";
- initnpctimer;
- donpcevent "Test Supervisor#jr_04::OnDisable";
- donpcevent "First Test Timer#jr_05::OnDisable";
- donpcevent "CallCorrectAnswer#jr::OnDisable";
- donpcevent "CallWrongAnswer#jr::OnDisable";
- end;
-OnDisable:
- stopnpctimer;
- disablenpc "Second Test Timer#jr_08";
- end;
-OnStop:
- stopnpctimer;
- end;
-OnTimer3000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Yeah. Congrats on you passing the 1st practical test. I am the 2nd practical test supervisor Caution.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer6000:
- mapannounce "job3_rang02","Test Supervisor, Caution : The Second Test is about test performance ability and the effective usage of traps.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer9000:
- mapannounce "job3_rang02","Test Supervisor, Caution : When the test begins, you'll recive 'Bombring Caspule's' from a staff member near you, and kill the monsters in your way.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer11000:
- mapannounce "job3_rang02","Test Supervisor, Caution : When you use a 'Bombring Capsule' a Bombring is summoned near you, and after 3 seconds it will explode.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer14000:
- mapannounce "job3_rang02","Test Supervisor, Caution : The explosive range of the Bombring is a 5x5 cell around the Bombring, so be carefull not to be caught in the explosion.",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0
- end;
-OnTimer17000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Whilst progressing, if you complete the mission given by an staff member come and see me, then you will pass the 2nd practical test!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer20000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Oh! When you come and see me, all 'Bombring Capsules' have to been used up.",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0
- end;
-OnTimer23000:
- mapannounce "job3_rang02","Test Supervisor, Caution : The test period will take 3 minutes in total! Copmplete the mission in 3 minutes and stay alive! Then come to see me!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer26000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Well the test begins now!! Start going!!!!!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- donpcevent "Staff Rust#jr_09::OnEnable";
- end;
-OnTimer80000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 1 Minute has passed. You are coming to see me, right?",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer83000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Don't be too brave to rush and get yourself killed, be slow and careful.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer140000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 2 Minutes have passed. Getting here on time should be your top priority.?",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer143000:
- mapannounce "job3_rang02","Test Supervisor, Caution : However, you need to be alive in order to make the time limit, right? Please watch out.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer170000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 2 Minutes and 30 Seconds have passed. There's not much time left!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer173000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Hurry up! Hurry up! Come on.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer200000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 3 Minutes have passed! 3 Minutes!!!! I'll be a little easy on you, so hurry up!!!!!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer205000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 5 Seconds remaining!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer206000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 4 Seconds remaining!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer207000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 3 Seconds remaining!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer208000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 2 Seconds remaining!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer209000:
- mapannounce "job3_rang02","Test Supervisor, Caution : 1 Second remaining!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer210000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Ugh... What are you doing? Your time is up!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer213000:
- mapannounce "job3_rang02","Test Supervisor, Caution : You couldn't get here on time, therefore the 2nd practical test ends here!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer217000:
- mapannounce "job3_rang02","Test Supervisor, Caution : If you want to blame something, blame your own stupidness! Start over from the beginning! You fool!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- mapwarp "job3_rang02","tur_dun01",93,165;
- end;
-OnTimer220000:
- mapannounce "job3_rang02","Test Supervisor, Caution : If you want to blame something, blame your own stupidness! Start over from the beginning! You fool!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- mapwarp "job3_rang02","tur_dun01",93,165;
- donpcevent "Staff Rust#jr_09::OnDisable";
- donpcevent "Summon Monster#jr_10::OnDisable";
- donpcevent "Test Supervisor#jr_11::OnDisable";
- end;
-OnTimer223000:
- stopnpctimer;
- donpcevent "Test Waiting Room#jr_03::OnEnable";
- donpcevent "Second Test Timer#jr_08::OnDisable";
- end;
-}
-
-job3_rang02,111,56,3 script Staff Rust#jr_09 4_M_ORIENT02,{
- if (job_ranger01 == 6) {
- if (countitem(12258) < 1) {
- percentheal 100,0;
- specialeffect2 EF_ABSORBSPIRITS;
- mes "[Staff Rust]";
- mes "I'll give you the 'Bombring Capsules.";
- mes "The 'Bombring Capsules' can be given again only for the one who used it all, so please keep that in mind.";
- if (countitem(6156)) {
- getitem 12258,5; //Bombring_Box
- close;
- }
- next;
- emotion e_an;
- mes "[Staff Rust]";
- mes "And the mission is.... to deliver these documents to the supervisor, Caution. He won't take what I give...";
- setquest 8260;
- getitem 6156, (MaxWeight-Weight-2000)/10; //Approval_Report
- getitem 12258,10; //Bombring_Box
- getitem 569,100; //Novice_Potion
- close;
- }
- mes "[Staff Rust]";
- mes "I'm sorry, but you already have the 'Bombring Capsules', so I cannot provide you with more.";
- close;
- }
- mes "[Staff Rust]";
- mes "Excuse me, but how did you get in?";
- next;
- mes "[Staff Rust]";
- mes "If you are not here for the job change test, please leave.";
- close;
-OnInit:
- disablenpc "Staff Rust#jr_09";
- end;
-OnEnable:
- enablenpc "Staff Rust#jr_09";
- donpcevent "Summon Monster#jr_10::OnEnable";
- donpcevent "Test Supervisor#jr_11::OnEnable";
- end;
-OnDisable:
- disablenpc "Staff Rust#jr_09";
- end;
-}
-
-job3_rang02,136,21,0 script Summon Monster#jr_10 HIDDEN_WARP_NPC,5,5,{
-OnInit:
- disablenpc "Summon Monster#jr_10";
- end;
-OnEnable:
- enablenpc "Summon Monster#jr_10";
- monster "job3_rang02",112,45,"Mandragora",1020,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",114,45,"Mandragora",1020,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",116,45,"Mandragora",1020,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",110,30,"Flora",1118,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",112,30,"Flora",1118,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",114,30,"Flora",1118,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",116,30,"Flora",1118,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",116,41,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",112,41,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",111,34,"Flora",1118,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",117,22,"Muscipular",1780,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",114,21,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",115,23,"Parasite",1500,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",135,25,"Drosera",1781,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",135,23,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",137,36,"Drosera",1781,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",139,34,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",144,41,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",152,41,"Parasite",1500,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",168,49,"Drosera",1781,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",165,48,"Muscipular",1780,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",160,56,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",158,56,"Drosera",1781,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",170,53,"Flora",1118,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",168,56,"Parasite",1500,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",174,63,"Muscipular",1780,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",176,60,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",170,59,"Geographer",1368,1,"Summon Monster#jr_10::OnMyMobDead";
- monster "job3_rang02",126,19,"Nepenthes",1988,1,"Summon Monster#jr_10::OnMyMobDead";
- end;
-OnDisable:
- killmonster "job3_rang02","Summon Monster#jr_10::OnMyMobDead";
- disablenpc "Summon Monster#jr_10";
- end;
-OnTouch:
- percentheal 10,0;
- specialeffect2 EF_ABSORBSPIRITS;
- mapannounce "job3_rang02","Test Supervisor, Caution : You are doing well! If you come closer a little more, you should be able to see me.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnMyMobDead:
- end;
-}
-
-job3_rang02,180,78,3 script Test Supervisor#jr_11 4_F_SITDOWN,1,1,{
- mes "[Test Supervisor, Caution]";
- mes "Come, come near, nearer, nearer!!";
- close;
-OnInit:
- disablenpc "Test Supervisor#jr_11";
- end;
-OnEnable:
- enablenpc "Test Supervisor#jr_11";
- end;
-OnDisable:
- stopnpctimer;
- disablenpc "Test Supervisor#jr_11";
- end;
-OnTouch:
- if (job_ranger01 == 6) {
- if (countitem(12258)) {
- mes "[Test Supervisor, Caution]";
- mes "No, no!";
- mes "You need to use all the 'Bombring Capsules'?!";
- next;
- mes "[Test Supervisor, Caution]";
- mes "Use it all and come back!";
- mes "Time is ticking so you'd better hurry.";
- close;
- }
- if (countitem(6156) > 0) {
- mes "[Test Supervisor, Caution]";
- mes "You've arrived safely!!!";
- donpcevent "Second Test Timer#jr_08::OnDisable";
- donpcevent "Staff Rust#jr_09::OnDisable";
- donpcevent "Summon Monster#jr_10::OnDisable";
- initnpctimer;
- next;
- mes "[Test Supervisor, Caution]";
- mes "What are those documents?";
- emotion e_no;
- next;
- select("Mr. Rust asked me to give this to you.");
- mes "[Test Supervisor, Caution]";
- mes "Haaaaaaaah!!";
- mes "I've been avoiding him so much!!";
- delitem 6156,countitem(6156); //Approval_Report
- erasequest 8260;
- next;
- mes "[Test Supervisor, Caution]";
- mes "I've never imagined this could be a test...";
- emotion e_sob;
- next;
- mes "[Test Supervisor, Caution]";
- mes "Anyway you've passed the 2nd test very well.";
- next;
- mes "[Test Supervisor, Caution]";
- mes "Pass the 3rd one and you will become a great ranger.";
- close2;
- warp "job3_rang02",250,49;
- donpcevent "Test Supervisor#jr_13::OnEnable";
- end;
- }
- }
- mes "[Test Supervisor, Caution]";
- mes "You've arrived safely......uh?";
- next;
- mes "[Test Supervisor, Caution]";
- mes "Didn't Rust give you something?";
- next;
- mes "[Test Supervisor, Caution]";
- mes "Where did you lose that?";
- mes "Pick it up quickly!";
- close;
-OnTimer60000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Come here, you don't have to rush your test, but why are you delaying the test?",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0
- end;
-OnTimer63000:
- mapannounce "job3_rang02","Test Supervisor, Caution : I hate people that make me wait! if you don't talk to me in 30 seconds to continue the test, I will end your test progress!",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0
- end;
-OnTimer93000:
- mapannounce "job3_rang02","Test Supervisor, Caution : Hurry up! Hurry up! Come on.",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0
- end;
-OnTimer96000:
- mapannounce "job3_rang02","Test Supervisor, Caution : You couldn't get here on time, therefore the 2nd practical test ends here!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer99000:
- mapannounce "job3_rang02","Test Supervisor, Caution : If you want to blame something, blame your own stupidity! Start over from the beginning! You fool!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- mapwarp "job3_rang02","tur_dun01",93,165;
- end;
-OnTimer102000:
- mapannounce "job3_rang02","Test Supervisor, Caution : If you want to blame something, blame your own stupidity! Start over from the beginning! You fool!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- mapwarp "job3_rang02","tur_dun01",93,165;
- donpcevent "Staff Rust#jr_09::OnDisable";
- donpcevent "Summon Monster#jr_10::OnDisable";
- donpcevent "Second Test Timer#jr_08::OnDisable";
- end;
-OnTimer105000:
- stopnpctimer;
- donpcevent "Test Waiting Room#jr_03::OnEnable";
- donpcevent "Test Supervisor#jr_11::OnDisable";
- end;
-}
-
-job3_rang02,104,93,0 script Third Test Timer#jr_12 HIDDEN_WARP_NPC,{
-OnInit:
- disablenpc "Third Test Timer#jr_12";
- end;
-OnEnable:
- enablenpc "Third Test Timer#jr_12";
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- $@job_rang_point03 = 0;
- disablenpc "Third Test Timer#jr_12";
- end;
-OnTimer3000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : Well, then let's start the 3rd practical test! Are you ready?",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer6000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : From now on, every 3 seconds an 'Egg Bomb' will appear! Look at it carefully, and have your wolf attack the egg bomb to dismantle it!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer9000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : You can control the wolf by pressing the alt key and left click the surface, the wolf then moves to that point! Then you target the bomb and click on more time, it will then attack it!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer12000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : The 'Egg Bombs' will spawn 20 times! Each time you successfully dismantle one, you get 1 point! If you get 10 or more points, you pass the practical test, so go for it! Then I'll start!!!!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- .n = 14;
- end;
-OnTimer15000:
-OnTimer20000:
-OnTimer25000:
-OnTimer30000:
-OnTimer35000:
-OnTimer40000:
-OnTimer45000:
-OnTimer50000:
-OnTimer55000:
-OnTimer60000:
-OnTimer65000:
-OnTimer70000:
-OnTimer75000:
-OnTimer80000:
-OnTimer85000:
-OnTimer90000:
-OnTimer95000:
-OnTimer100000:
-OnTimer105000:
-OnTimer110000:
- donpcevent "Egg Bomb#"+(.n+rand(3))+"::OnEnable";
- if (.n == 26) .n = 14;
- else .n += 3;
- end;
-OnTimer113000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : The test is ooooooooooooooveeeeerrr!!!!!!!!!!!!!!!!!!!!!!!!!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- for(.@i = 14; .@i<=28; ++.@i)
- donpcevent "Egg Bomb#"+.@i+"::OnDisable";
- .n = 0;
- end;
-OnTimer116000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : Well let's see the result?!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer119000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : Your score is ..." + $@job_rang_point03 + " out of 20!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer121000:
- if ($@job_rang_point03 > 9) {
- mapannounce "job3_rang02","Test Supervisor, Freeze : You have been successful so far! You've passed all practical tests! Let's move to the waitingroom!!!!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- mapwarp "job3_rang02","job3_rang01",89,38;
- } else
- mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad but you couldn't pass the 10 points, so you failed!!!!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer124000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad, but you'll need to retake the test from the beginning! Please go back!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- mapwarp "job3_rang02","tur_dun01",93,165;
- end;
-OnTimer127000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad, but you'll need to retake the test from the beginning! Please go back!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- $@job_rang_point03 = 0;
- mapwarp "job3_rang02","tur_dun01",93,165;
- donpcevent "Test Supervisor#jr_13::OnDisable";
- end;
-OnTimer130000:
- stopnpctimer;
- $@job_rang_point03 = 0;
- donpcevent "Test Waiting Room#jr_03::OnEnable";
- donpcevent "Third Test Timer#jr_12::OnDisable";
- end;
-}
-
-job3_rang02,251,49,3 script Test Supervisor#jr_13 4_M_JOB_HUNTER,{
- mes "[Test Supervisor, Freeze]";
- if (job_ranger01 == 6) {
- if (!questprogress(8261)) {
- mes "Congrats for passing the 2nd practical test! I am the 3rd practical test supervisor Freeze!";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "For the 3rd test, I'll test how much you could use a wolf effectively. When you become a Ranger in the future, you'll learn an wolf!";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "^0000ffThe tester is provided with a disposable Wolf summoning Flute! When you remove egg bombs coming out from here and there by controlling the summoned wolf, you get points!^000000";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "Tester cannot move during the test, and the test completes when all bombs are removed quickly and accurately within the given time only by using a wolf!";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "^0000ffThe way to control an wolf is to press the alt key and left-click the surface, then the wolf moves to the point where you've clicked on!^000000";
- mes "^0000ffWhen you target the bomb and press one more, it starts to attack!^000000";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "The 3rd test time limit is about 3 minutes, when you get 10 over 20 points, you can pass the practical test!";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "Well, then first get this Wolf' flutes and after summoning the wolf, talk to me!";
- getitem 12380,1; //Desert_Wolf_Babe_Scroll
- setquest 8261;
- close;
- }
- if (getmercinfo(1) == 2034) {
- erasequest 8261;
- mes "Good! Then I'll start the test right now!";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "Keep in mind! You need to remove the egg bomb before it gets exploded by only using a wolf!";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "Then, good luck!";
- sc_start SC_STONE,120000,10;
- close2;
- donpcevent "Test Supervisor#jr_13::OnDisable";
- donpcevent "Third Test Timer#jr_12::OnEnable";
- end;
- }
- if (countitem(12380) < 1) {
- mes "Huh?! There's no wolf, no Test Flute, where did you get rid of them?!";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "I'll give you one more time specially, so hold yourself together!";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "Summon the wolf quickly, and talk to me again!";
- getitem 12380,1; //Desert_Wolf_Babe_Scroll
- close;
- }
- mes "Ha? What are you doing?";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "Play the Test Flute quickly to summon the wolf and talk to me!";
- close;
- }
- mes "Who are you?";
- next;
- mes "[Test Supervisor, Freeze]";
- mes "This area is for the Ranger Job Change test!";
- mes "You are not authorized to be here, please get out!";
- close;
-OnInit:
- disablenpc "Test Supervisor#jr_13";
- end;
-OnEnable:
- enablenpc "Test Supervisor#jr_13";
- initnpctimer;
- donpcevent "Second Test Timer#jr_08::OnDisable";
- donpcevent "Staff Rust#jr_09::OnDisable";
- donpcevent "Summon Monster#jr_10::OnDisable";
- donpcevent "Test Supervisor#jr_11::OnDisable";
- end;
-OnDisable:
- stopnpctimer;
- disablenpc "Test Supervisor#jr_13";
- end;
-OnTimer3000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : Welcome to the 3rd practical test field! I am the 3rd practical Test Supervisor Freeze!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer6000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : For the smooth testing progress for the other testers, if you don't talk to me again in 2 minutes to start the 3rd test, the test will end!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer9000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : Don't hesitate and let's begin!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer60000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : For the smooth testing progress for the other testers, if you don't talk to me again in 1 minute to start the 3rd test, the test will end!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer63000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : Don't hesitate and let's begin!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer120000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : Why aren't you starting the test?",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer123000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : You weren't on time for the test, so I am ending the 3rd practical test!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnTimer127000:
- $@job_rang_point03 = 0;
- mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad, but try again!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- mapwarp "job3_rang02","tur_dun01",93,165;
- end;
-OnTimer130000:
- mapannounce "job3_rang02","Test Supervisor, Freeze : It's too bad, but try again!",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- mapwarp "job3_rang02","tur_dun01",93,165;
- end;
-OnTimer133000:
- stopnpctimer;
- donpcevent "Third Test Timer#jr_12::OnDisable";
- donpcevent "Test Waiting Room#jr_03::OnEnable";
- donpcevent "Test Supervisor#jr_13::OnDisable";
- end;
-}
-
-- script Egg Bomb#0 -1,{
-OnInit:
- disablenpc strnpcinfo(0);
- end;
-OnEnable:
- enablenpc strnpcinfo(0);
- initnpctimer;
- getmapxy(.@map$,.@x,.@y,1);
- monster "job3_rang02",.@x,.@y,"Egg Bomb",1047,1,strnpcinfo(0)+"::OnMyMobDead";
- switch(atoi(strnpcinfo(2))%3) {
- case 0: .@str$ = "Hey, I am going to explode. What are you going to do?"; break;
- case 1: .@str$ = "I... no, I can't stand anymore!!"; break;
- case 2: .@str$ = "I am almost done now... Don't stop me."; break;
- }
- mapannounce "job3_rang02","Egg Bomb : "+.@str$,bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- end;
-OnDisable:
- stopnpctimer;
- killmonster "job3_rang02",strnpcinfo(0)+"::OnMyMobDead";
- disablenpc strnpcinfo(0);
- end;
-OnMyMobDead:
- ++$@job_rang_point03;
- switch(atoi(strnpcinfo(2))%3) {
- case 0: .@str$ = "The world is meaningless and my dream is so far away..."; break;
- case 1: .@str$ = "Don't be relieved. Misery always comes from carelessness."; break;
- case 2: .@str$ = "Alas, it was only a dream for a short time..."; break;
- }
- mapannounce "job3_rang02","Egg Bomb : "+.@str$,bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0
- donpcevent strnpcinfo(0)+"::OnDisable";
- end;
-OnTimer10000:
- mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!",bc_map,"0xFF9900"; //FW_NORMAL 12 0 0
- donpcevent strnpcinfo(0)+"::OnDisable";
- end;
-}
-job3_rang02,246,42,0 duplicate(Egg Bomb#0) Egg Bomb#14 HIDDEN_WARP_NPC
-job3_rang02,249,46,0 duplicate(Egg Bomb#0) Egg Bomb#15 HIDDEN_WARP_NPC
-job3_rang02,256,43,0 duplicate(Egg Bomb#0) Egg Bomb#16 HIDDEN_WARP_NPC
-job3_rang02,243,54,0 duplicate(Egg Bomb#0) Egg Bomb#17 HIDDEN_WARP_NPC
-job3_rang02,246,58,0 duplicate(Egg Bomb#0) Egg Bomb#18 HIDDEN_WARP_NPC
-job3_rang02,255,56,0 duplicate(Egg Bomb#0) Egg Bomb#19 HIDDEN_WARP_NPC
-job3_rang02,260,48,0 duplicate(Egg Bomb#0) Egg Bomb#20 HIDDEN_WARP_NPC
-job3_rang02,244,53,0 duplicate(Egg Bomb#0) Egg Bomb#21 HIDDEN_WARP_NPC
-job3_rang02,254,50,0 duplicate(Egg Bomb#0) Egg Bomb#22 HIDDEN_WARP_NPC
-job3_rang02,241,41,0 duplicate(Egg Bomb#0) Egg Bomb#23 HIDDEN_WARP_NPC
-job3_rang02,259,41,0 duplicate(Egg Bomb#0) Egg Bomb#24 HIDDEN_WARP_NPC
-job3_rang02,256,52,0 duplicate(Egg Bomb#0) Egg Bomb#25 HIDDEN_WARP_NPC
-job3_rang02,259,58,0 duplicate(Egg Bomb#0) Egg Bomb#26 HIDDEN_WARP_NPC
-job3_rang02,254,52,0 duplicate(Egg Bomb#0) Egg Bomb#27 HIDDEN_WARP_NPC
-job3_rang02,247,42,0 duplicate(Egg Bomb#0) Egg Bomb#28 HIDDEN_WARP_NPC
-
-job3_rang01,90,43,3 script Ranger Master#jr_29 4_M_REIDIN_KURS,{
- mes "[Ranger Master, Neveragain]";
- if (job_ranger01 < 6) {
- mes "... ...Huh?";
- mes "It's weird... How did you get here?";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "You don't seem to belong here...";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "Go away.";
- mes "You are not supposed to be here.";
- close2;
- warp "alberta",117,57;
- end;
- } else if (job_ranger01 == 6 || job_ranger01 == 7) {
- if (BaseLevel < 99 || JobLevel < 50) {
- mes "No.";
- mes "I can tell just by looking at you that you seem to be inexperienced.";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "Have more pride in your job and get more experience, and then when you grow as a Hunter or a Sniper you can make an aura by yourself, please come back again.";
- close2;
- warp "alberta",117,57;
- end;
- }
- mes "Congratulations!";
- mes "You've completed all the rough practical tests!";
- if (job_ranger01 == 6) {
- job_ranger01 = 7;
- changequest 8259,8262;
- }
- next;
- mes "[Ranger Master, Neveragain]";
- mes "Well, you've had enough experience so I won't need to drag on.";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "Before you do a job change ^0000ffdismiss your Falcon^000000, and check if you've used all of your ^0000ffSkill Points^000000.";
- next;
- if(select("Wait a minute:I am ready") == 1) {
- mes "[Ranger Master, Neveragain]";
- mes "I am not running away so take your time.";
- close;
- }
- mes "[Ranger Master, Neveragain]";
- if (checkfalcon()) {
- mes "Didn't you dismiss your falcon??";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "Please dismiss your falcon, and come back to me.";
- close;
- }
- if (SkillPoint != 0) {
- mes "I think you need to learn more.";
- next;
- mes "[Ranger Master Neveragain]";
- mes "Use up all of your skill points before continuing on.";
- close;
- }
- mes "Good. No falcon and you've used up all your skill points.";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "Okay, before you really change the job into a ranger, I'll ask you on more time.";
- mes "Do you really want to become a ranger?";
- next;
- if(select("No:Yes!") == 1) {
- mes "[Ranger Master, Neveragain]";
- mes "...Um? That's not the answer that I was waiting for...";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "Even after passing through all the rough practical tests, you don't want to become a ranger... are you sure?";
- close;
- }
- mes "[Ranger Master, Neveragain]";
- if (hascashmount()) {
- mes "You are on a riding pet,";
- mes "so you cannot change your job.";
- mes "Please unequip your riding pet and try again!";
- close;
- }
- if (BaseJob != Job_Hunter) {
- mes "Wait, who are you?";
- mes "You are not a Hunter or a Sniper?!";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "What are you doing here?";
- mes "You are not supposed to be here. Get out!";
- job_ranger01 = 0;
- for(.@i = 8254; .@i <= 8262; ++.@i)
- if (questprogress(.@i))
- erasequest .@i;
- close2;
- warp "alberta",117,57;
- end;
- }
- mes "Your firm answer seems very trustworthy!";
- next;
- nude;
- if (countitem(1703) < 1) {
- mes "[Ranger Master, Neveragain]";
- mes "Umm?";
- mes "You need to return the borrowed stuff.";
- mes "Where is the bow that was given to you for the job change test?";
- close;
- }
- mes "[Ranger Master, Neveragain]";
- mes "From now on be active as a splendid Ranger!";
- mes "I wish you luck in your future!";
- delitem 1703,1; //Bow__
- job_ranger01 = 8;
- completequest 8262;
- jobchange roclass(eaclass()|EAJL_THIRD);
- getitem 5748,1; //Sniper_Goggle
- getitem 2795,1; //Green_Apple_Ring
- getitem 6124,1; //Wolf's_Flute
- close;
- }
- mes "Hey, you look great.";
- mes "What are you doing here?";
- next;
- switch(select("I just came by:Please let me be out")) {
- case 1:
- mes "[Ranger Master, Neveragain]";
- mes "Well, there's nothing to see and you came.";
- next;
- mes "[Ranger Master, Neveragain]";
- mes "Take a rest as long as you want.";
- mes "It's the place where you can have a tea easily.";
- close;
- case 2:
- mes "[Ranger Master, Neveragain]";
- mes "It was good to see you.";
- mes "Don't lose the dignity as a Ranger wherever you go.";
- close2;
- warp "alberta",117,57;
- end;
- }
-}
-
-job3_rang01,58,1,0 script Worker#job_ranger 4_M_ORIENT01,{
- callfunc "F_GM_NPC";
- switch(select("Enable Waiting Room:Disable Waiting Room:Enable 1st Test:Disable 1st Test:Enable 2nd Test:Disable 2nd Test:Enable 3rd Test:Disable 3rd Test:Cancel")) {
- case 1:
- mes "Enabled Waiting Room";
- donpcevent "Test Waiting Room#jr_03::OnEnable";
- close;
- case 2:
- mes "Disabled Waiting Room";
- donpcevent "Test Waiting Room#jr_03::OnDisable";
- close;
- case 3:
- mes "1st Test Enabled";
- donpcevent "Test Supervisor#jr_04::OnEnable";
- close;
- case 4:
- mes "1st Test Disabled";
- donpcevent "Test Supervisor#jr_04::OnDisable";
- donpcevent "First Test Timer#jr_05::OnDisable";
- donpcevent "CallCorrectAnswer#jr::OnReset";
- donpcevent "CallWrongAnswer#jr::OnReset";
- donpcevent "CallCorrectAnswer#jr::OnDisable";
- donpcevent "CallWrongAnswer#jr::OnDisable";
- close;
- case 5:
- mes "2nd Test Enabled";
- donpcevent "Second Test Timer#jr_08::OnEnable";
- close;
- case 6:
- mes "2nd Test Disabled";
- donpcevent "Second Test Timer#jr_08::OnDisable";
- close;
- case 7:
- mes "3rd Test has been Enabled";
- donpcevent "Third Test Timer#jr_12::OnEnable";
- close;
- case 8:
- mes "3rd Test has been Disabled";
- donpcevent "Third Test Timer#jr_12::OnDisable";
- for(.@i = 14; .@i<=28; ++.@i)
- donpcevent "Egg Bomb#"+.@i+"::OnDisable";
- close;
- case 9:
- close;
- }
-}
diff --git a/npc/re/jobs/3-1/rune_knight.txt b/npc/re/jobs/3-1/rune_knight.txt
deleted file mode 100644
index 200d6c965..000000000
--- a/npc/re/jobs/3-1/rune_knight.txt
+++ /dev/null
@@ -1,2157 +0,0 @@
-//===== Hercules Script ======================================
-//= Rune Knight Job Quest
-//===== By: ==================================================
-//= L0ne_W0lf, Muad_Dib
-//===== Current Version: =====================================
-//= 1.5
-//===== Description: =========================================
-//= Job change Quest from Knight / Lord Knight -> Rune Knight.
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//= 1.1 Added forgoten Header. [Masao]
-//= 1.2 Added Energy Rune item reward. [Masao]
-//= 1.3 Updated script, optimized. [Euphy]
-//= 1.3a Added 'npcskill' command. [Euphy]
-//= 1.4 Fixed a few bugs. [Euphy]
-//= 1.4a Moved Kafra to main file. [Euphy]
-//= 1.5 Added GM management function. [Euphy]
-//============================================================
-
-prt_in,162,24,3 script Splendid-Looking Knight 4_M_KNIGHT_SILVER,2,2,{
- mes "[Rune Knight Manuel]";
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "You are now a member of our select brethren. I can still remember when I first met you.";
- next;
- mes "[Rune Knight Manuel]";
- mes "Strive to live the way of the sword with honor...";
- next;
- mes "[Rune Knight Manuel]";
- mes "Cheers to our new future...";
- close;
- }
- if (job_rune_edq == 0) {
- mes "There are many paths one can take in the world. Most people can see their path but don't really follow it...";
- next;
- mes "[Rune Knight Manuel]";
- mes "Anyway the drinks here are really good. Would you like to have one?";
- next;
- if(select("Sure, let's have a drink.:I refuse.") == 2) {
- mes "[Rune Knight Manuel]";
- mes "Are you sure? You don't know the true elegance of these drinks...";
- close;
- }
- mes "[Rune Knight Manuel]";
- if (BaseJob == Job_Knight) {
- mes "You walk the way of sword too don't you? Then we can understand each other. Drinks taste better when it's with a fellow Swordman.";
- next;
- mes "[Rune Knight Manuel]";
- mes "I'll buy this round.";
- mes "A toast to friendship~";
- next;
- mes "[Rune Knight Manuel]";
- if (BaseLevel > 98 && JobLevel > 49) {
- mes "In my opinion you seem to be ready to start a new way...";
- next;
- mes "[Rune Knight Manuel]";
- mes "Walking the way of the sword is a perpetual battle. From now on you may have a rough journey ahead of you...";
- next;
- mes "[Rune Knight Manuel]";
- mes "If you want to walk on your new way and surpass your current limits, I'm willing to help you.";
- next;
- mes "[Rune Knight Manuel]";
- mes "The true way of a Swordman who learned harmony to break the limit of a sword is a Rune Knight.";
- next;
- mes "[Rune Knight Manuel]";
- mes "Won't you join our brethren? You look like you're fully qualified to become one of us.";
- next;
- mes "[Rune Knight Manuel]";
- mes "If you are interested, I'll introduce you to the masters who will guide you to the way of the Rune Knight with my recommendation.";
- next;
- switch(select("I am not ready yet.:I'm ready to be a Rune Knight.")) {
- case 1:
- mes "[Rune Knight Manuel]";
- mes "Right. Every challenge always needs preparation. Okay, I'll wait for you.";
- next;
- mes "[Rune Knight Manuel]";
- mes "Of course, I would only accept you if you are one hundred percent sure of your conviction to become a Rune Knight.";
- close;
- case 2:
- mes "[Rune Knight Manuel]";
- mes "You're sure now?";
- mes "Let me send a dispatch to my comrades that you are willing to join our ranks.";
- next;
- job_rune_edq = 1;
- setquest 3200;
- mes "[Rune Knight Manuel]";
- mes "You know the place called Glast Heim? There's a Rune Knight waiting for you there, he will guide you to the entrance of Glast Heim Tower.";
- next;
- mes "[Rune Knight Manuel]";
- mes "My name is Manuel. I am called the Rune Knight of Brilliance. When you tell him that you are a Rune Knight candidate with my recommendation, he will handle the rest.";
- next;
- mes "[Rune Knight Manuel]";
- mes "I will wait for the day that you become our comrade as a true Rune Knight.";
- close;
- }
- }
- mes "If you continually walk the way of the sword, you will eventually feel the limits of your powers. Like myself before...";
- next;
- mes "[Rune Knight Manuel]";
- mes "When the time comes there will be a way to help you surpass that limit. Until the day that your strength has grown comes, we can at least still have a drink together.";
- next;
- mes "[Rune Knight Manuel]";
- mes "A toast to the day that your strength can withstand the powers of a Rune Knight!";
- close;
- }
- mes "I believe that the wind of change is not always a good one.";
- next;
- mes "[Rune Knight Manuel]";
- mes "Just like the taste of this drink. I wish the taste of this drink is kept here forever.";
- close;
- } else if (job_rune_edq == 1) {
- mes "The Rune Knight is waiting for you at Glast Heim. He will guide you to the entrance of Glast Heim Tower.";
- next;
- mes "[Rune Knight Manuel]";
- mes "Tell him that you are a candidate to be a Rune Knight and he will handle the rest.";
- next;
- mes "[Rune Knight Manuel]";
- mes "I will wait for the day you become our comrade as a true Rune Knight.";
- close;
- }
- mes "Don't you have things to do right now?";
- next;
- mes "[Rune Knight Manuel]";
- mes "No? Well then never mind.";
- mes "Don't you love the smell of alcohol?";
- close;
-}
-
-glast_01,44,363,3 script Guide, Jungberg 4_M_KNIGHT_BLACK,2,2,{
- mes "[Guide, Jungberg]";
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "Oh, you must be "+strcharinfo(0)+".";
- mes "Welcome.";
- next;
- mes "[Guide, Jungberg]";
- mes "We are looking forward to you helping the Rune Knights spread honor throughout the world.";
- next;
- mes "[Guide, Jungberg]";
- mes "So, What can I help you with?";
- next;
- switch(select("I want to go to the gathering place.:Nothing.")) {
- case 1:
- mes "[Guide, Jungberg]";
- mes "Right. I'll send you right now. I'll see you soon.";
- close2;
- warp "job3_rune01",80,65;
- end;
- case 2:
- close;
- }
- }
- if (BaseJob != Job_Knight) {
- mes "I am the only knight who's keeping the way of the Swordsman in this cursed place Glast Heim.";
- next;
- mes "[Guide, Jungberg]";
- mes "Since you don't walk the way of the Sword, you wouldn't understand our spirit. I can manage by myself. Follow your own path.";
- close;
- }
- if (job_rune_edq < 2) {
- mes "Are you a cursed ghost of this place? Or are you an ignorant adventurer?";
- next;
- mes "[Guide, Jungberg]";
- mes "If you are a breathing human, then listen to me carefullly. I wouldn't risk my life here by hesitating to talk to just anyone.";
- next;
- if (job_rune_edq == 0) {
- switch(select("Who are you?:What are you doing here?:Cancel.")) {
- case 1:
- mes "[Guide, Jungberg]";
- mes "I am the only knight who's keeping the way of the Swordsman in this cursed place Glast Heim.";
- next;
- mes "[Guide, Jungberg]";
- mes "If you also follow the way of the Swordsman our paths will most certainly cross again when you have reached your full potential.";
- close;
- case 2:
- mes "[Guide, Jungberg]";
- mes "I am a man walking the way of the Sword. But I'm not exactly the same as the likes of you, Rune-Midgart knight.";
- next;
- mes "[Guide, Jungberg]";
- mes "We are not like the other Knights who are absorbed with pomp and circumstance so you may not know of us yet.";
- next;
- mes "[Guide, Jungberg]";
- mes "We are the Rune Knights. A group that leads the true power as well as the physical strength to the righteous way of the Sword.";
- next;
- mes "[Guide, Jungberg]";
- mes "We have been living in secret here in the deep of Glast Heim for a half century but it's time to let the world know our purpose.";
- next;
- mes "[Guide, Jungberg]";
- mes "Now there are many instructors who are looking for talented Sword wielders in various places of Rune-Midgard. They are looking for a people who will join the true way of the Sword.";
- next;
- mes "[Guide, Jungberg]";
- mes "If you wish to join the Rune Knights. Please get a recommendation from one of the guides and come to me again.";
- close;
- case 3:
- close;
- }
- } else if (job_rune_edq == 1) {
- switch(select("I came to be a Rune Knight.:Cancel.")) {
- case 1:
- mes "[Guide, Jungberg]";
- mes "Um... Are you the Rune Knight candidate that Manuel talked about?";
- next;
- mes "[Guide, Jungberg]";
- mes "Your name is "+strcharinfo(0)+", right? I can see clearly that you are qualified to become our comrade.";
- next;
- mes "[Guide, Jungberg]";
- mes "Good. I don't have to ask any more about your qualification to join our brethren....1.S... Now I'll give you your first assignment.";
- next;
- mes "[Guide, Jungberg]";
- mes "Find our Rune Knight gathering place hidden inside of Glast Heim.";
- next;
- mes "[Guide, Jungberg]";
- mes "There's a place that leads to the Rune Knight's secret gathering room inside the Glast Heim Chivalry. Find that place by yourself.";
- next;
- mes "[Guide, Jungberg]";
- mes "If you can find it, there'll be a person waiting to greet you, so let's start.";
- next;
- mes "[Guide, Jungberg]";
- mes "Of course your life might be at risk by the ghosts of Glast Heim... but overcoming the risk shouldn't be hard for a Rune Knight candidate.";
- job_rune_edq = 2;
- changequest 3200,3201;
- close;
- case 2:
- close;
- }
- }
- } else if (job_rune_edq == 2) {
- mes "The 1st assignment is to find out our Rune Knight gathering place hidden inside of Glast Heim.";
- next;
- mes "[Guide, Jungberg]";
- mes "There's a place that leads to the Rune Knights' secret gathering place inside Glast Heim Chivalry. Find that place by yourself.";
- next;
- mes "[Guide, Jungberg]";
- mes "If you can find it, there'll be a person waiting to greet you, so let's start.";
- next;
- mes "[Guide, Jungberg]";
- mes "Of course your life might be at risk by the ghosts of Glast Heim... but overcoming the risk shouldn't be hard for a Rune Knight candidate.";
- close;
- }
- mes "It seems that you are still taking the test. Do your best and pass all the tests.";
- next;
- switch(select("I want to go to the gathering place.:Quit the conversation.")) {
- case 1:
- mes "[Guide, Jungberg]";
- mes "All right. I'll send you right away. I'll check you later.";
- close2;
- warp "job3_rune01",80,65;
- end;
- case 2:
- close;
- }
-}
-
-gl_knt02,150,55,3 script Rune Knight Staff 4_M_01,2,2,{
- mes "[Rune Knight Staff]";
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "Welcome, "+strcharinfo(0)+". Are you going to the gathering place?";
- next;
- switch(select("Yes, take me there.:I'm on other business.:Cancel.")) {
- case 1:
- mes "[Rune Knight Staff]";
- mes "Okay, come in. I'll guide you.";
- close2;
- warp "job3_rune01",80,65;
- end;
- case 2:
- mes "[Rune Knight Staff]";
- mes "Oh, really? Then, keep on your work. I'll continue with my mission.";
- close;
- case 3:
- close;
- }
- }
- if (BaseJob == Job_Knight) {
- if (job_rune_edq == 1) {
- mes "Ah... this area is off limits, you are prohibited to be here. Please do not do anything to hinder our efforts.";
- next;
- mes "[Rune Knight Staff]";
- mes "Although... you seem to have the potential to become a companion to those who follow the path of the sword.";
- next;
- mes "[Rune Knight Staff]";
- mes "I'm sure we'll be crossing paths before long. I believe we will meet again.";
- close;
- } else if (job_rune_edq > 1) {
- mes "You found this place correctly. Jungberg sent me to send you to the gathering place.";
- next;
- mes "[Rune Knight Staff]";
- mes "When you get into the gathering place, talk to Captain Tigris. He's always waiting for new members to show up.";
- next;
- mes "[Rune Knight Staff]";
- mes "Well, please follow me.";
- close2;
- warp "job3_rune01",80,65;
- end;
- }
- }
- mes "Wait! This place is prohibited. I don't mind you wandering about but, don't ever disturb me again.";
- close;
-}
-
-job3_rune01,80,60,3 script Rune Knight Captain 4_M_KNIGHT_SILVER,2,2,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
- mes "You've got too many things. You cannot proceed anymore. Please try again after losing some weight.";
- close;
- }
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "[Captain Tigris]";
- if (job_rune_edq == 23) {
- mes "Oh, I see... Please wait a moment.";
- next;
- mes "[Captain Tigris]";
- mes "I forgot to check if you are qualified to get the celebration gift for changing your job...";
- next;
- mes "[Captain Tigris]";
- mes "Let me check the report from the instructors who took care of your tests.";
- next;
- mes "[Captain Tigris]";
- if (job_rune_edq3 == 0) {
- mes "Hm... This is perfect. You've come here with very rare good records.";
- .@item = 2140; //Energy_Rune_Guard
- } else if (job_rune_edq3 > 2 && job_rune_edq3 < 6) {
- mes "Hmm... This is great. You've come here with decent records.";
- .@item = 2794; //Magic_Stone_Ring
- } else {
- mes "Hmm, not bad. It's not a great record but you tried your best.";
- .@item = 15002; //Rune_Plate
- }
- next;
- mes "[Captain Tigris]";
- mes "Here, take this. It's a gift that I like to give to the younger generation like yourself.";
- getitem .@item,1; //Energy_Rune_Guard
- job_rune_edq = 24;
- close;
- }
- mes "Hey, long time no see, "+strcharinfo(0)+". I don't think you've got any important matters to discuss but make yourself comfortable.";
- close;
- }
- if (BaseJob == Job_Knight) {
- if (job_rune_edq == 2) {
- mes "A man wearing glorious armor and passion in his eyes is standing in front of me.";
- next;
- mes "He stares at me with an absent look and after a while he begins to talk.";
- next;
- mes "[Captain Tigris]";
- mes "Hey, are you the Rune Knight candidate that Manuel recommended? I am Captain Tigris from the Rune Knights, and your name is?";
- next;
- mes "[Captain Tigris]";
- mes "Oh, I've heard it before but I've forgotten it. Right, were you "+strcharinfo(0)+"? I truly welcome you from the heart for coming here.";
- next;
- mes "[Captain Tigris]";
- mes "Let's see. How many candidates have come to this room? Hey, Lunarea, which candidate is this one here?";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "... 172nd.";
- next;
- mes "[Captain Tigris]";
- mes "She says so my friend. Actually I don't want to see the next one. So please do well.";
- next;
- mes "[Captain Tigris]";
- mes "Let me see... Manual and Jungberg must have finished the basic verification, then let's start the test right away.";
- next;
- mes "[Captain Tigris]";
- mes "Lunarea, proceed with the first test.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "...";
- next;
- mes "This pale-skinned female Rune Knight called Lunarea is nodding her head quietly and watching me.";
- next;
- mes "[Captain Tigris]";
- mes "The test begins now. First, you'll get the 1st test from that beautiful icy lady, so please try your best.";
- next;
- mes "[Captain Tigris]";
- mes "When the test is done, talk to me. Anyway you'll need to care about the tests progressing with other people.";
- next;
- job_rune_edq = 3;
- changequest 3201,3202;
- mes "[Captain Tigris]";
- mes "Well then, I'll be waiting here so take the test.";
- close;
- } else if (job_rune_edq == 3) {
- mes "[Captain Tigris]";
- mes "Now the test begins. First, you'll get the 1st test from that beautiful icy lady, so please try your best.";
- next;
- mes "[Captain Tigris]";
- mes "When the test is done, talk to me... anyway you'll need to care about the tests progressing with other people.";
- next;
- mes "[Captain Tigris]";
- mes "Well then, I'll be waiting here so take the test.";
- close;
- } else if (job_rune_edq > 3 && job_rune_edq < 6) {
- mes "[Captain Tigris]";
- mes "Hey you, weren't you testing? Lunarea, what happened? Is the test all done?";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "......";
- next;
- mes "She just shakes her head without saying any word, and stares at me. She has piercing eyes.";
- next;
- mes "[Captain Tigris]";
- mes "Okay Lunarea. Hey, listen to me carefully. Lunarea is a poor talker and quiet but you shouldn't ignore her.";
- next;
- mes "[Captain Tigris]";
- mes "Even for me... no, any one of us who upsets her wouldn't be able to deal with that.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "......";
- next;
- mes "[Captain Tigris]";
- mes "Whoa don't look at me like that. Okay, you see that? Aspiring Rune Knight. Go back to Lunarea and take the test as she says. That'll be good for you.";
- close;
- } else if (job_rune_edq == 6) {
- mes "[Captain Tigris]";
- mes "Umm, it seems that you've passed Lunarea's test? I guess I won't have to test more for the basics.";
- next;
- mes "[Captain Tigris]";
- mes "Undeniably our Rune Knights have some differences but we should not forget our Swordsman roots.";
- next;
- mes "[Captain Tigris]";
- mes "From now on, this will be the real test as a Rune Knight that you want to be. You'll need to prepare to take next test.";
- next;
- mes "[Captain Tigris]";
- mes "Renoa, I know that you've been waiting for a long time but it's your turn.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "It really has been such a long time but Lunarea's test and mine differ like the sky to the earth. I hope you won't be just a muscle-headed fool.";
- next;
- mes "[Captain Tigris]";
- mes "Hahaha. you heard that? It won't be easy this time. I hope you get through it my friend.";
- next;
- mes "[Captain Tigris]";
- mes "Go to that fiery lady in the library room to get the next test done and come back.";
- job_rune_edq = 7;
- changequest 3204,3205;
- close;
- } else if (job_rune_edq > 6 && job_rune_edq < 16) {
- mes "[Captain Tigris]";
- mes "Now, this will be the real test as a Rune Knight. You've got to prepare to take the next test.";
- next;
- mes "[Captain Tigris]";
- mes "Renoa, I know that you've been waiting for a long time but it's your turn.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "It really has been such a long time but Lunarea's test and mine differ like the sky to the earth. I hope you won't be just a muscle-headed fool.";
- next;
- mes "[Captain Tigris]";
- mes "Hahaha. you heard that? It won't be easy this time. I hope you get through it my friend.";
- next;
- mes "[Captain Tigris]";
- mes "Go to that fiery lady in the library room to get the next test done and come back.";
- close;
- } else if (job_rune_edq == 16) {
- mes "[Captain Tigris]";
- mes "Oh, I heard that you've passed Renoa's test which only few people could pass.";
- next;
- mes "[Captain Tigris]";
- mes "I heard that the number of candidates who've given up while taking Renoa's test has been high.";
- next;
- mes "[Captain Tigris]";
- mes "You have to understand. I think it was the test that shows exactly the test instructor's personality. Hmm...";
- next;
- mes "[Captain Tigris]";
- mes "Now, there's only the last test left. When you pass this, you will be on your way to officially becoming a Rune Knight.";
- next;
- mes "[Captain Tigris]";
- mes "Take the final test from the Rune Knight Velpino who is at the arsenal's right side.";
- next;
- mes "[Captain Tigris]";
- mes "I'm not kidding, I am really looking forward to your new start as a Rune Knight.";
- mes "So please do your best.";
- job_rune_edq = 17;
- changequest 3215,3216;
- close;
- } else if (job_rune_edq > 16 && job_rune_edq < 22) {
- mes "[Captain Tigris]";
- mes "Take the final test from the Rune Knight Velpino who is at the arsenal's right side.";
- next;
- mes "[Captain Tigris]";
- mes "I'm not kidding, I am really looking forward to your new start as a Rune Knight. So please do your best.";
- close;
- } else if (job_rune_edq == 22) {
- mes "[Captain Tigris]";
- mes "Congratulations. Now you've passed all the tests and can walk the way of a Rune Knight.";
- next;
- mes "[Captain Tigris]";
- mes "I'm happy from the bottom of my heart. I'm very proud of you.";
- next;
- mes "[Captain Tigris]";
- mes "Now you can be yourself around us and stand proud as one of us.";
- next;
- mes "[Captain Tigris]";
- mes "There's the evaluations from Lunarea, Renoa and Velpino who took care of your tests.";
- next;
- mes "[Captain Tigris]";
- mes "It's not much but there are some gifts for new Rune Knights who got good scores on the tests.";
- next;
- mes "[Captain Tigris]";
- mes "There will be a difference depending on the scores, but they are all helpful for anyone who is a Rune Knight.";
- next;
- mes "[Captain Tigris]";
- mes "Lastly, there are several things to be aware of as a Knight who's experienced a job change to a Lord Knight in Valhalla.";
- next;
- callsub L_Warning;
- mes "[Captain Tigris]";
- mes "Well, my job is done now. Would you like to start your new life as a Rune Knight?";
- next;
- switch(select("Every preparation is done.:I need more time to think.")) {
- case 1:
- if (SkillPoint != 0 || checkmount() == MOUNT_PECO) {
- mes "[Captain Tigris]";
- mes "Weren't you listening?";
- next;
- callsub L_Warning;
- mes "[Captain Tigris]";
- mes "If you understood, then make your preparations and come back.";
- close;
- }
- if (BaseLevel < 99 || JobLevel < 50) {
- mes "[Captain Tigris]";
- mes "It seems not enough?";
- close;
- }
- if (hascashmount()) {
- mes "[Captain Tigris]";
- mes "Please unequip your mount and come back again.";
- close;
- }
- mes "[Captain Tigris]";
- mes "Our Master, Beljeve... and the Great Sage, Serpeone...";
- next;
- mes "[Captain Tigris]";
- mes "This Knight is going to walk the way of the Rune Knights with us, so please give your blessing.";
- next;
- getitem 5746,1; //Rune_Circlet
- getitem 2795,1; //Green_Apple_Ring
- job_rune_edq = 23;
- completequest 3219;
- jobchange roclass(eaclass()|EAJL_THIRD);
- mes "[Captain Tigris]";
- mes "Congratulations.";
- mes "You are now an honorable Rune Knight.";
- mes "Remember this day from this day forth!";
- next;
- mes "[Captain Tigris]";
- mes "There's a royal gift from the Rune-Midgarts Kingdom for all new Rune Knights.";
- next;
- mes "[Captain Tigris]";
- mes "Give me a second to get the royal gift and talk to me again.";
- close;
- case 2:
- close;
- }
- }
- }
- mes "[Captain Tigris]";
- mes "I don't know how you were able to get here. But it looks like you've come to a place where you shouldn't be.";
- next;
- mes "[Captain Tigris]";
- mes "Go back to where you belong.";
- close2;
- warp "gl_knt02",150,55;
- end;
-L_Warning:
- mes "[Captain Tigris]";
- mes "If there's any equipment that you are wearing now, or anything you're holding. Please empty it for your job change moment.";
- next;
- mes "[Captain Tigris]";
- mes "Talk to the Kafra Employee to use the storage.";
- next;
- mes "[Captain Tigris]";
- mes "You might know already, if you are riding a Peco Peco, you should have left it behind. If you brought it, leave it and come again.";
- next;
- mes "[Captain Tigris]";
- mes "One more thing. If you have any remaining skill-points, use it all and learn the skills. You won't be able to change jobs if you have any more skill points.";
- next;
- return;
-}
-
-job3_rune01,90,50,3 script Rune Knight Lunarea 4_M_KNIGHT_GOLD,2,2,{
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "She holds up her chin quietly, nods lightly and notices me.";
- next;
- mes "Then after a moment she puts her face down and seems absorbed with other thoughts.";
- close;
- }
- if (BaseJob == Job_Knight) {
- if (job_rune_edq == 3) {
- mes "She finally opens her mouth and begins to talk.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "5 minutes... When you endure and get rid of all, you succeed.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "In this test, Captain Tigris, Renoa, Velpino and I will visit together.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "If you want to, you can ask help from one of us. But don't think that we will always help.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "Since it's a test, getting help from us is completely your choice. It doesn't matter if you take the test with our help or all by yourself.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "When you are ready to go to the test field talk to me.";
- next;
- switch(select("Move to the test field now.:Give me time to get ready.")) {
- case 1:
- callsub L_Test,0;
- close;
- case 2:
- close;
- }
- } else if (job_rune_edq == 4) {
- mes "[Rune Knight, Lunarea]";
- mes "Did you fail? But, there's no limitation to the number of times you can try.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "If you want to take the test again. I can send you to the test field.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "5 minutes... When you endure and get rid of all, you succeed.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "If you are ready to move to the test field talk to me.";
- next;
- switch(select("Move to the test field now.:Please give me time to prepare.")) {
- case 1:
- if (questprogress(3220,PLAYTIME) == 1) {
- mes "[Rune Knight, Lunarea]";
- mes "Once someone enters into the test field you cannot enter directly. The test is taken one by one.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "When it's your turn to enter you will be sent there directly.";
- close;
- }
- callsub L_Test,1;
- close;
- case 2:
- close;
- }
- } else if (job_rune_edq == 5) {
- mes "[Rune Knight, Lunarea]";
- mes "Was your test successful?";
- next;
- mes "She shows a small smile which is barely visible and looks at me.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "This portion of the test is over. Go talk to Captain Tigris.";
- job_rune_edq = 6;
- changequest 3203,3204;
- close;
- } else if (job_rune_edq > 5) {
- mes "[Rune Knight, Lunarea]";
- mes "This portion of the test is over. Go talk to Captain Tigris.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "There are other tests you need to complete. I hope you do a good job.";
- close;
- }
- }
- mes "This pale-skinned absent-looking female Rune Knight doesn't seem to care. Of course she doesn't seem interested with my existence";
- close;
-L_Test:
- mes "She nods her head and reaches out her hand lightly. Then she draws her sword and makes a signal.";
- if ($@job_rune_test1 == 0) {
- if (getarg(0) == 0) {
- job_rune_edq = 4;
- changequest 3202,3203;
- setquest 3220; // ?
- } else if (questprogress(3220)) {
- erasequest 3220;
- setquest 3220;
- }
- $@job_rune_test1 = 1;
- close2;
- warp "job3_rune02",38,40;
- end;
- }
- // Custom translation
- next;
- mes "But her expression suddenly changed a bit as she looked at to speak.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "Now... the testing room is currently occupied...";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "You'll have to wait... it is regulation that the test must take place one by one.";
- next;
- mes "[Rune Knight, Lunarea]";
- mes "Just wait 5 minutes and it should be your turn.";
- close;
-}
-
-job3_rune01,55,50,3 script Rune Knight, Renoa 4_M_KNIGHT_GOLD,2,2,{
- mes "[Rune Knight, Renoa]";
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "Congratulations for becoming one of us. Junior Rune Knight, "+strcharinfo(0)+".";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Soon you'll see the way we need to go clearly.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Until then, I'll be here to discover more candidates just like you.";
- close;
- }
- if (BaseJob == Job_Knight) {
- if (job_rune_edq < 7) {
- mes "Are you the one who wants to be a Rune Knight? There have been so many today.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "It's too bad that there haven't been many candidates that have made it to my part of the test yet so I'm just taking a bit of a rest.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "If you are taking the Rune Knight test I hope that you try your best. This won't be as easy to pass as Lunarea's test ok?";
- close;
- } else if (job_rune_edq == 7) {
- mes "Finally! Is it my turn? I'm so happy.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "There have been so many candidates failing Lunarea's test that I've given up counting.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "I am Renoa. I am in charge of the teaching and testing of runes and magic for Rune Knight candidates.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Thank you for all of your trouble taking the test so far. Okay, anyway.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Well first, I'll give you an assignment. Let's start by studying. Go to the library and study these books.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Umm, ^0000FFRunes and Rune Knights^000000, ^0000FFThe Principles of Runes^000000, ^0000FFThe Making and use of Runes^000000. Start with these 3...";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Read the book thoroughly and come back. If you are the type of person who doesn't like reading and studying then it won't be easy for you to live as a Rune Knight.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Don't worry, you won't be required to have the same knowledge as the magicians of Geffen or Juno. But you can't be an idiot either.";
- job_rune_edq = 8;
- changequest 3205,3206;
- close;
- } else if (job_rune_edq > 7 && job_rune_edq < 11) {
- mes "Well first, I'll give you an assignment. Let's start by studying. Go to the library and study these books.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Umm, ^0000FFRunes and Rune Knights^000000, ^0000FFThe Principles of Runes^000000, ^0000FFThe Making and use of Runes^000000. Start with these 3...";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Read the book thoroughly and come back. If you are the type of person who doesn't like reading and studying then it won't be easy for you to live as a Rune Knight.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Don't worry, you won't be required to have the same knowledge as the magicians of Geffen or Juno. But you can't be an idiot either.";
- close;
- } else if (job_rune_edq == 11) {
- mes "Have you read all the books from the library? It won't be easy to read but if you are determined to be a Rune Knight, you have to have this kind of basic knowledge.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Basically, the power of magic cannot be used without training to draw out the power of nature and the elements.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Therefore, jobs such as Wizard and Sage have come out and the magic became their own sacred field.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "The leader of the Rune Knights, Beljeve, is known to have been in touch with the fairies even before the dimensional door of the Ash-Vacuum was made when Satan Morroc resurrected.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "I heard a story from the magical scholars about the technology that can substantialize the essence of magic. I began a study to substantialize it to a rune by getting their help.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Our Rune Knight's were born from the result of that study, which enables practicing both the power of the sword and magic by using runes.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "You look like you don't understand why I'm repeating the teaching of the story already written in the book.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "So for the second test, you need to visit the Laphine magical scholars who had given the direct help to the birth of Rune Knights at Ash-Vacuum.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Find the sage, Serpeone who's been studying and helping the Rune Knights who are out in the Rune-Midgard's camp at Ash-Vacuum.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "The sage has already been in touch with us for a long time so you don't need to worry about understanding Serpeone's language.c";
- next;
- mes "[Rune Knight, Renoa]";
- mes "If you are ready I'll guide you to the warp that moves you directly to Serpeone. Meet her and get instructions from her.";
- job_rune_edq_book = 0;
- job_rune_edq = 12;
- changequest 3206,3207;
- close;
- } else if (job_rune_edq > 11 && job_rune_edq < 14) {
- mes "If you are ready I'll open the way to the sage, Serpeone who's in the Rune-Midgard post at Ash-Vacuum. Are you prepared?";
- next;
- switch(select("Yes, I am prepared.:Not yet.")) {
- case 1:
- mes "[Rune Knight, Renoa]";
- mes "Good. Then I'll send you there now. But, there's one thing I need to tell you.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "You will be sent to the Ash-Vacuum. The people dispatched to the Rune-Midgard post are certified adventurers and officials.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Beljeve has an agreement with the other alliance countries that the free behavior of our Rune Knights is guaranteed but...";
- next;
- mes "[Rune Knight, Renoa]";
- mes "If you want to move freely through all of Ash-Vacuum, you'll have to go through the normal route which is acquiring qualification with the Rune-Midgard alliance. It has nothing to do with us.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "The agreement only allows us to send candidates to the Rune-Midgard camp and nowhere else.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Good luck.";
- close2;
- warp "mid_camp",235,250;
- end;
- case 2:
- mes "[Rune Knight, Renoa]";
- mes "If you are ready talk to me again. I'm free anytime.";
- close;
- }
- } else if (job_rune_edq == 14) {
- mes "Umm, you're back? How's it like in the Ash-Vacuum?";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Well, a person of your strength must have been there already no?";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Now it's time to take the test concerning runes. I know that you have been through quite a complicated process.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "I am going to give you a test that allows you to deal with runes directly.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "In this test you will be making a rune stone yourself which will also be used for your last test.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "If you remember what you read in the library just before, you'll be able to produce a rune stone here without my explanation.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "If you succeed in making the rune stone it will automatically become the rune stone you'll use for yourself when you become a Rune Knight, so try your best.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "The total number of rune stones you need to make is 20.";
- mes "Remember that well.";
- job_rune_edq = 15;
- changequest 3213,3214;
- close;
- } else if (job_rune_edq == 15) {
- mes "In this test you will be making a rune stone yourself which is going to be used for your last test.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "If you remember the books you've read in the library just before, you'll be able to produce a rune stone here without my explanation.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "If you succeed in making the rune stone automatically it becomes the rune stone you'll use for yourself when you succeed, and it's delivered to Captain Tigris...so try hard.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "The number of total rune stones you need to make is exactly 20. Remember that well.";
- next;
- switch(select("Check number of made runes?:I've made all the 20 rune stones.")) {
- case 1:
- mes "[Rune Knight, Renoa]";
- mes "The number of rune stones made 'til now is " + job_rune_edq2 + ".";
- close;
- case 2:
- if (job_rune_edq2 < 20) {
- mes "[Rune Knight, Renoa]";
- mes "Hey! I think I told you to make at least 20.";
- close;
- }
- if (job_rune_edq2 == 20) {
- mes "[Rune Knight, Renoa]";
- mes "You've brought just the right amount. I'll hand over all the finished rune stones to Captain Tigris.";
- next;
- } else {
- mes "[Rune Knight, Renoa]";
- mes "Wow! What's this? You've made over 20. It's ok for now but remember to follow directions next time.";
- mes "I'll hand over all the made rune stones to Captain Tigris.";
- next;
- }
- mes "[Rune Knight, Renoa]";
- mes "Because there is a test waiting for you that uses these rune stones.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Here, you've passed. Go back to Captain Tigris and complete the next test.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Ha! You did a good job considering how difficult my test is. If you were nervous, you can relax now.";
- job_rune_edq = 16;
- if (job_rune_edq2 == 20)
- changequest 3214,3215;
- close;
- }
- }
- mes "Become a proud Rune Knight.";
- close;
- }
- mes "How... how did you get in here?! Captain, we have a spy!";
- next;
- mes "[Captain Tigris]";
- mes "Ah? What are you talking about, Renoa? Don't talk in such a manner! You make us sound like criminals.";
- next;
- mes "[Rune Knight, Renoa]";
- mes "Well, there is an unidentified person here.";
- next;
- mes "[Captain Tigris]";
- mes "Ah... hey, friend, come over here and let us talk for a minute...";
- close;
-}
-
-job3_rune01,58,51,1 script Rune Furnace CLEAR_NPC,{
- if (job_rune_edq < 15) {
- mes "[Rune Knight Renoa]";
- mes "You don't want to touch that thing. Believe me, I'm not kidding.";
- close;
- } else if (job_rune_edq == 15) {
- mes "I can see a hole under the huge Rune Stone Statue behind Renoa. Clearly this is a mass-produced rune heating furnace that I read in the book.";
- next;
- if(select("Use the Rune Heating Furnace:Stop.") == 2) close;
- switch(rand(24)) {
- case 0: setarray .@str$[0],"Ehwaz","This red hot spiral is..."; break;
- case 1: setarray .@str$[0],"Osilla","The rune flashing with this violet oblique line shape is..."; break;
- case 2: setarray .@str$[0],"Mannaz","This live emerald diamond rune is..."; break;
- case 3: setarray .@str$[0],"Ansuz","The rune flashing with an emerald round shape is..."; break;
- case 4: setarray .@str$[0],"Hagalaz","The rune flashing with this sky-blue star shape is..."; break;
- case 5: setarray .@str$[0],"Kano","The rune flashing with a red diamond shape is..."; break;
- case 6: setarray .@str$[0],"Rhydo","The rune flashing with this sky-blue oblique line shape is..."; break;
- case 7: setarray .@str$[0],"Turisus","The rune flashing with this yellow round shape is..."; break;
- case 8: setarray .@str$[0],"Dagaz","The rune flashing with this emerald spiral line shape is..."; break;
- case 9: setarray .@str$[0],"Sowilo","The rune flashing with this sky-blue fan-shape is..."; break;
- case 10: setarray .@str$[0],"Laguz","The rune flashing with this yellow diamond shape is..."; break;
- case 11: setarray .@str$[0],"Isia","The rune flashing with this violet spiral line is..."; break;
- case 12: setarray .@str$[0],"Pertz","The rune flashing with this silver spiral shape is..."; break;
- case 13: setarray .@str$[0],"Verkana","The rune flashing with this gold star shape is..."; break;
- case 14: setarray .@str$[0],"Gebo","The rune flashing with this yellow cone shape is..."; break;
- case 15: setarray .@str$[0],"Algiz","The rune flashing with this emerald oblique line is..."; break;
- case 16: setarray .@str$[0],"Arwez","The rune flashing with this gray diamond is..."; break;
- case 17: setarray .@str$[0],"Teiwaz","The rune flashing with this gold sphere is..."; break;
- case 18: setarray .@str$[0],"Wunjo","The rune flashing with this emerald star shape is..."; break;
- case 19: setarray .@str$[0],"Jera","The rune flashing with this yellow sphere is..."; break;
- case 20: setarray .@str$[0],"Nosiege","The rune flashing with this yellow fan-shape is..."; break;
- case 21: setarray .@str$[0],"Ingz","The rune flashing with this violet diamond shape is..."; break;
- case 22: setarray .@str$[0],"Fehu","The rune flashing with this silver round shape is..."; break;
- case 23: setarray .@str$[0],"Urj","The rune flashing with this violet spiral is..."; break;
- }
- progressbar "ffff00",5;
- mes "The magical power of the rune pitches and tosses while it is getting shaped.";
- next;
- mes .@str$[1];
- next;
- input .@inputstr$;
- if (.@inputstr$ == .@str$[0]) {
- mes "[Rune Knight Renoa]";
- mes "Wow! This is great. The image of the rune stone in my head and the modeled rune stone match perfectly. It's well made.";
- next;
- mes "[Rune Knight Renoa]";
- mes "1 "+.@str$[0]+" rune was created normally.";
- ++job_rune_edq2;
- close;
- }
- if (rand(1,(6 + job_rune_edq3)) == 3) {
- mes "[Rune Knight Renoa]";
- mes "I was lucky. The image of the rune stone in my head and the modelled rune stone didn't match but it's made normally. This case is rare.";
- next;
- mes "[Rune Knight Renoa]";
- mes "1 "+.@str$[0]+" rune was created normally.";
- ++job_rune_edq2;
- close;
- }
- mes "[Rune Knight Renoa]";
- mes "It's a natural result. The image of the rune stone in my head and the modeled rune stone didn't match so the success rate just got lower.";
- next;
- mes "[Rune Knight Renoa]";
- mes "Refining the rune stone has failed... Please try again.";
- ++job_rune_edq3;
- close;
- }
- mes "[Rune Knight Renoa]";
- mes "You don't want to touch that thing. Believe me, I'm not kidding.";
- close;
-}
-
-job3_rune01,40,54,1 script Runes and Rune Knights CLEAR_NPC,{
- if (job_rune_edq < 8) {
- mes "[Rune Knight Renoa]";
- mes "Besides touching stuff in this place without permission. Would you be able to understand the contents of the book?";
- next;
- mes "[Captain Tigris]";
- mes "Hey Renoa, go easy on that Knight. You there too, you'd better stop touching stuff here without permission.";
- close;
- }
- while(1) {
- switch(select("The birth of Rune Knights:Runes and Magic Energy:Stop Reading")) {
- case 1:
- .@book1 = 1;
- mes "Rune Knights are the gathering of evolved swordmen who have achieved the harmony of sword and magic.";
- next;
- mes "It had been achieved by the legendary swordsman Beljeve who's been known as a Sword Master and a founder of dispensable expenditure.";
- next;
- mes "Rune Knights use rune stones as a medium for magic power rather than using the magical energy made directly within the body.";
- next;
- mes "Magic power could only previously be used by those who can harness magic power within their bodies through a long time of research";
- next;
- mes "However, for the direct research on the rune magical power which had broken the human's normal concept is now ongoing.";
- next;
- mes "It's known that the Sword Master Beljeve felt the limit of his power, so he studied the way to overcome the physical limitation of mortals.";
- next;
- mes "We guess he had been already in touch with the Laphine tribe long before the dimensional rift was discovered to get to the Ash-Vacuum.";
- next;
- mes "The Laphine tribe are the fairies from the Ash-Vacuum and are known to have a close relationship to the birth of the Rune Knights.";
- next;
- mes "Now it's possible for those who are normally unsuited to using magic power to carry a medium that can carry magic that normal mortals could not wield before.";
- next;
- mes "The result of studying these techniques are the rune stones tuned in harmony with the physical power of swords.";
- next;
- mes "Beljeve's disciples who started to learn the way to imbue their swords with rune stones became known as Rune Knights.";
- next;
- break;
- case 2:
- .@book2 = 1;
- mes "A jewel called as a Rune is a medium that contains the formless existence, the magical power and the essence of it can be used directly.";
- next;
- mes "The Laphine Sage, Serpeone and the founder of Rune Knights Beljeve co-researched runes and the result of their research has only recently become to be known to the world.";
- next;
- mes "It's a limitless alternative energy source and research on them is still ongoing. ";
- next;
- mes "Unlike humans, the living things in the Ash-Vacuum preserve magical energy by holding it in their bodies.";
- next;
- mes "The discovery of transvering this magical power into runes was refined by Beljeve and Serpeone and shared with the Rune Knights.";
- next;
- break;
- case 3:
- if (.@book1 && .@book2 && job_rune_edq < 11 && (job_rune_edq_book & 1) == 0) {
- job_rune_edq_book |= 1;
- ++job_rune_edq;
- }
- close;
- }
- }
-}
-
-job3_rune01,43,44,1 script The Principles of Runes CLEAR_NPC,{
- if (job_rune_edq < 8) {
- mes "[Rune Knight Renoa]";
- mes "Besides touching stuff in this place without permission. Would you be able to understand the contents of the book?";
- next;
- mes "[Captain Tigris]";
- mes "Hey Renoa, go easy on that Knight. You there too, you'd better stop touching stuff here without permission.";
- close;
- }
- while(1) {
- switch(select("The principle use of Runes:The types of Runes:Stop Reading")) {
- case 1:
- .@book1 = 1;
- mes "A rune is a kind of symbol that's been used on the Rune-Midgard continent since ancient times. Up until now it has only been used by occult circles.";
- next;
- mes "Runes are used as a symbol system, however, by the story handed down orally, it's known to be used for fortune-telling or used to draw out the human sub consciousness.";
- next;
- mes "Runes have their own system and types and can draw out various powers according to how they are arranged. But their power level can't currently be measured by known means.";
- next;
- mes "It is fortunate that the Rune Knights discovered their use for positive means. Runes have not been used for dark magic but it is certainly possible for their power to be misused if in the wrong hands.";
- next;
- break;
- case 2:
- .@book2 = 1;
- mes "The runes are created from a a total of 25 small stones and they are very fragile to physical shock. So they require special care when being handled.";
- next;
- mes "The 25 stones have different meanings and among these, 14 when counter-positioned can have entirely different power and meaning from the original so it's essential to study the exceptional aspects.";
- next;
- mes "The other 11 runes have consistent power, not influenced by any position so if you don't master all 11 ordinary runes and the 14 inverse runes, you cannot draw out all the complete power.";
- next;
- mes "Among the 11 ordinary runes, the blank rune is an exception.";
- next;
- mes "The names of the 25 rune stones are the following:";
- next;
- mes "Ehwaz, Osilia, Mannaz, Ansuz, Hagalas, Kano, Rhydo, Turisus, Dagaz, Sowilo, Laguz, Isia, Pertz, Verkana, Gebo, Algiz, Arwez, Teiwaz, Wunjo, Jera, Nosiege, Ingz, Fehu, Urj.";
- next;
- break;
- case 3:
- if (.@book1 && .@book2 && job_rune_edq < 11 && (job_rune_edq_book & 2) == 0) {
- job_rune_edq_book |= 2;
- ++job_rune_edq;
- }
- close;
- }
- }
-}
-
-job3_rune01,50,36,1 script Runes, Make & Use CLEAR_NPC,{
- if (job_rune_edq < 8) {
- mes "[Rune Knight Renoa]";
- mes "Besides touching stuff in this place without permission. Would you be able to understand the contents of the book?";
- next;
- mes "[Captain Tigris]";
- mes "Hey Renoa, go easy on that Knight. You there too, you'd better stop touching stuff here without permission.";
- close;
- }
- while(1) {
- switch(select("The Making of Rune Stones:Rune Stone Ability Details:Stop Reading")) {
- case 1:
- .@book1 = 1;
- mes "The making of Rune stones is achieved through a skill called rune mastery which is learned when one becomes a Rune Knight.";
- next;
- mes "Rune Mastery is like a code that's been put into the body as a mark of a Rune Knight.";
- next;
- mes "Ordinary people can also learn this skill and it needs its own machine called a Rune Furnace.";
- next;
- mes "When you making a Rune stone with a Rune Furnace, the type of rune is determined by the magical energy put into it, and it cannot be changed.";
- next;
- mes "When making a rune stone by using Rune Mastery, it can be made into the rune property that you want but it's classified as a Rune Knights' own ability.";
- next;
- mes "When you operate the Rune Furnace, the magical energy of the body gets concentrated through it and it enables the change into a Rune Stone.";
- next;
- break;
- case 2:
- .@book2 = 1;
- switch(select("Chapter One:Chapter Two:Chapter Three:Chapter Four:Stop Reading")) {
- case 1:
- mes "Ehwaz - This rune means the enhancement of luck and positive power. It shapes the source in the form of a red spiral in a Rune Furnace.";
- next;
- mes "Osilia - This rune is an equivalent exchangement which means that you lose one and you gain one, and it also means the power that needs a cost. This is shaped into the form of a violet oblique line in a Rune Furnace.";
- next;
- mes "Mannaz - This rune means hope and a new start and also the positive power that can reverse a desperate situation. This is shaped into the form of an emerald diamond in a Rune Furnace.";
- next;
- mes "Ansuz - This rune means preparation or arrangement and the power that can overcome the uneasiness of the coming future. This is shaped into the form of an emerald round in a Rune Furnace. ";
- next;
- mes "Hagalas - This rune means the freedom and the power that resists restraint. This is shaped into the form of a sky-blue colored star-shape in a Rune Furnace.";
- next;
- mes "Kano - This rune means flame and passion, and the power that ends everything. The source of it is shaped into the form of a red diamond in a Rune Furnace.";
- next;
- break;
- case 2:
- mes "Rhydo - This rune means the combination and recombination and the power of completion. This is shaped into the sky-blue oblique line in a Rune Furnace.";
- next;
- mes "Turisus - This rune means the border and the power of limitation. This is shaped into a yellow round in a Rune Furnace.";
- next;
- mes "Dagaz - This rune means the talent and the power of enduring adversity. This is shaped into an emerald spiral in a Rune Furnace.";
- next;
- mes "Sowilo - This rune means victory and success and the power of arrangement and cessation. This is shaped into the form of a sky-blue fan-shape in a Rune Furnace.";
- next;
- mes "Laguz -This rune means uncertainty and the power that protects the inside. This is shaped into a form of a yellow diamond in a Rune Furnace.";
- next;
- mes "Isia - This rune means the power that stops everything. This is shaped into a violet spiral in a Rune Furnace.";
- next;
- break;
- case 3:
- mes "Pertz - This rune means revelation and the power of chance. This is shaped into the form of silver spiral in a Rune Furnace.";
- next;
- mes "Verkana - This rune means richness, birth and the power of defense and protection. This is shaped into the form of a gold-color star in a Rune Furnace.";
- next;
- mes "Gebo - This rune means cooperation and the power of harmony. This is shaped into the form of a yellow cone in a Rune Furnace.";
- next;
- mes "Algiz - This rune means chance and the power of challenge. This is shaped into the form of an emerald oblique line in a Rune Furnace.";
- next;
- mes "Arwez - This rune means change, convulsion and the power of movement. This is shaped into the form of a gray diamond in a Rune Furnace.";
- next;
- mes "Teiwaz - This rune means perfect victory and the power of absolute solution. This is shaped into the form of a gold round in a Rune Furnace.";
- next;
- break;
- case 4:
- mes "Wunjo - This rune means intelligence and the power of wisdom. This is shaped into the form of an emerald star in a Rune Furnace.";
- next;
- mes "Jera - This rune means comfort and the power of rest. This is shaped into the form of a yellow round in a Rune Furnace.";
- next;
- mes "Nosiege - This rune means weakness and the power of attenuating. This is shaped into the form of a yellow fan-shape in a Rune Furnace.";
- next;
- mes "Ingz - This rune means disruption and the power of separation. This is shaped into the form of a violet diamond in a Rune Furnace.";
- next;
- mes "Fehu - This rune means attainment and the power of materialization. This is shaped into the form of a silver round in a Rune Furnace.";
- next;
- mes "Urj - This rune means destiny and the power of restriction. This is shaped into the form of a violet spiral line in a Rune Furnace.";
- next;
- break;
- case 5:
- close;
- }
- break;
- case 3:
- if (.@book1 && .@book2 && job_rune_edq < 11 && (job_rune_edq_book & 4) == 0) {
- job_rune_edq_book |= 4;
- ++job_rune_edq;
- }
- close;
- }
- }
-}
-
-mid_camp,238,250,3 script Rune Knight Sage Guard 4_M_KNIGHT_BLACK,2,2,{
- mes "[Rune Knight Sage Guard]";
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "The sage Serpeone is the one who has been with us since the beginning of the Rune Knights.";
- next;
- mes "[Rune Knight Sage Guard]";
- mes "I am very proud as a Rune Knight to serve beside her.";
- close;
- }
- if (BaseJob == Job_Knight) {
- if (job_rune_edq < 11) {
- mes "You might be walking the way of the sword but you are not a Rune Knight yet. Don't wander around here too much if you know what I mean.";
- close;
- }
- mes "Splendide is the land of the Laphine. We are offering a convenience by an agreement between the Rune Knights and the expeditionary team.";
- next;
- mes "[Rune Knight Sage Guard]";
- mes "Our agents are opening the way to Splendide only for the trainees who are taking the Rune Knight job change test.";
- next;
- mes "[Rune Knight Sage Guard]";
- mes "But when you become a Rune Knight, you'll need to make sure that you join the expeditionary team in order to fully explore the Ash-Vacuum.";
- close;
- }
- mes "Hanging around this man won't be good for you. Keep going the way you were heading.";
- close;
-}
-
-mid_camp,13,138,3 script Dispatched Rune Knight#1 4_M_01,2,2,{
- mes "[Dispatched Rune Knight]";
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "Thanks for your work. We will continue our mission for the Rune Knight testers.";
- close;
- }
- if (BaseJob == Job_Knight && job_rune_edq > 10) {
- mes "I've been waiting for you Rune Knight candidate. I'm helping the candidates as a favor to Ms. Serpeone.";
- next;
- mes "[Dispatched Rune Knight]";
- if (strnpcinfo(0) == "Dispatched Rune Knight#1") {
- mes "Do you want to go out to the Splendide field?";
- next;
- if(select("Move to Splendide field:Cancel.") == 1)
- warp "spl_fild01",355,325;
- close;
- } else if (strnpcinfo(0) == "Dispatched Rune Knight#2") {
- mes "Do you want to go back to the expeditionary team's post?";
- next;
- if(select("Yes please.:Not yet.") == 1)
- warp "mid_camp",50,153;
- close;
- }
- close;
- }
- mes "Shh... Our mission is not something to be revealed to the public. Please just move along.";
- close;
-}
-spl_fild01,361,327,3 duplicate(Dispatched Rune Knight#1) Dispatched Rune Knight#2 4_M_01,2,2
-
-spl_fild02,13,241,0 script #Barricade1 HIDDEN_WARP_NPC,10,10,{
- end;
-OnTouch:
- if (job_rune_edq > 0 && job_rune_edq < 23) {
- mes "- Whispers of the sage Serpeone are delivered to my mind. -";
- next;
- mes "[Sage Serpeone]";
- mes "Until you become an honorable Rune Knight I cannot help you control your powers in Rune-Midgard.";
- next;
- mes "[Sage Serpeone]";
- mes "Please understand this and be devoted to this test.";
- close2;
- warp "spl_fild02",25,245;
- end;
- }
- end;
-}
-
-mid_camp,235,250,3 script Sage Serpeone 4_F_FAIRY,2,2,{
- mes "[Sage Serpeone]";
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "Finally you are an honorable Rune Knight. I'm happy to help you.";
- next;
- mes "[Sage Serpeone]";
- mes "The power of Runes are not perfect and more research still needs to be done to make it perfectly safe. It is up to me and other Rune Knights like you to make sure to continue that research.";
- next;
- mes "[Sage Serpeone]";
- mes "Please be devoted to the Runes and hopefully your life will be illuminated by it.";
- close;
- }
- if (BaseJob == Job_Knight) {
- if (job_rune_edq < 12) {
- mes "It must be surprising that I, a Laphine, am here in your people's base.";
- next;
- mes "[Sage Serpeone]";
- mes "Some of us have been in contact with humans in special situations since even before the dimensional rift opened up.";
- next;
- mes "[Sage Serpeone]";
- mes "I have been having correspondences with humans for a number of years now. It was for mutual interests. Anyway, that's how I learned your language.";
- next;
- mes "[Sage Serpeone]";
- mes "Maybe there needs to be a machine that can translate the Laphine language to make it easier for humans to understand us.";
- next;
- mes "[Sage Serpeone]";
- mes "More than that... I cannot tell you more. I cannot speak carelessly since I'm speaking for my people here and I am on a special pass to be allowed in your camp.";
- close;
- } else if (job_rune_edq == 12) {
- mes "Welcome, you are the one taking the job training test of the Rune Knights. I am Serpeone.";
- next;
- mes "[Sage Serpeone]";
- mes "All Rune Knights that you've met so far are the disciples who were taught by me and Beljeve. Now you are on your way to joining them.";
- next;
- mes "[Sage Serpeone]";
- mes "I think you've already heard a basic explanation and instructions from Renoa. Now it seems that it's my turn to help you out.";
- next;
- mes "[Sage Serpeone]";
- mes "The magical power that the Rune Knights use are not technically the same as the magical power made in the human world.";
- next;
- mes "[Sage Serpeone]";
- mes "Right this place... our sphere where you call as Ash-Vacuum...it's the magical power made with";
- next;
- mes "[Sage Serpeone]";
- mes "The living things in this place have been preserving the magical energy in our bodies unlike the living things in the human world.";
- next;
- mes "[Sage Serpeone]";
- mes "The power of the rune stones is the way of shaping the magical power in our bodies into runes which take place of our bodies as a medium.";
- next;
- mes "[Sage Serpeone]";
- mes "So to use the rune stone you need a direct understanding of the other sphere's living things.";
- next;
- mes "[Sage Serpeone]";
- mes "But, it must be too much for you to extract the magical energy from the living things in this land yet.";
- next;
- mes "[Sage Serpeone]";
- mes "Now I'll cast a magic spell on your body so you can gather magic energy from other living things.";
- next;
- mes "[Sage Serpeone]";
- mes "Temporarily you'll able to extract magic energy from evil creatures in the human world. Of course you won't be able to use the energy directly...";
- next;
- mes "[Sage Serpeone]";
- mes "If you store up the energy by getting rid of evil creatures in the human world, I'll convert it to the energy that you can use.";
- next;
- mes "[Sage Serpeone]";
- mes "The vicious souls that they keep even after being dead is the great source of magical powers.";
- next;
- mes "[Sage Serpeone]";
- mes "Please get rid of ^0000FF10 Dullahan^000000, ^0000FF10 Disguise^000000, ^0000FF10 Quve^000000, ^0000FF10 Heirozoist^000000 and gather their energy.";
- next;
- mes "[Sage Serpeone]";
- mes "I am telling you beforehand but I don't test or judge your qualification. A Rune Knight will be the judge of that.";
- next;
- mes "[Sage Serpeone]";
- mes "If you have any problems or any questions, please talk to me.";
- job_rune_edq = 13;
- changequest 3207,3208;
- setquest 3209;
- setquest 3210;
- setquest 3211;
- setquest 3212;
- close;
- } else if (job_rune_edq == 13) {
- mes "Are you gathering enough magical energy? Or do you have any questions?";
- next;
- switch(select("I've gathered enough energy.:To the gathering place.:Stop the conversation.")) {
- case 1:
- mes "[Sage Serpeone]";
- mes "Is it so? Then let's check this out.";
- next;
- if (questprogress(3209,HUNTING) == 2 && questprogress(3210,HUNTING) == 2 && questprogress(3211,HUNTING) == 2 && questprogress(3212,HUNTING) == 2) {
- mes "[Sage Serpeone]";
- mes "Umm, this is great. Enough amount of living body magical energy has accumulated in your body.";
- next;
- mes "[Sage Serpeone]";
- mes "Rune Knight Renoa will tell you the way of using rune stones.";
- next;
- mes "[Sage Serpeone]";
- mes "Now I think my part is all over. I hope you will become an honorable Rune Knight.";
- next;
- mes "[Sage Serpeone]";
- mes "If you have any business here, I'll send you to the Rune Knight gathering place. If you are ready, please tell me.";
- job_rune_edq = 14;
- changequest 3208,3213;
- completequest 3209;
- completequest 3210;
- completequest 3211;
- completequest 3212;
- close;
- }
- mes "[Sage Serpeone]";
- mes "You haven't collected enough magical energy yet.";
- next;
- mes "[Sage Serpeone]";
- mes "Please brace yourself and gather enough energy by dispatching those monsters.";
- close;
- case 2:
- mes "[Sage Serpeone]";
- mes "You want to go back to the gathering place? If you want I'll send you back there immediately. But to continue the test you'll need to come and see me again.";
- next;
- mes "[Sage Serpeone]";
- mes "Do you want to go back the Rune Knight gathering place?";
- next;
- if(select("I want to go back.:I want to cancel.") == 1)
- warp "job3_rune01",80,65;
- close;
- case 3:
- close;
- }
- } else if (job_rune_edq == 14) {
- mes "Are you ready to go back to the Rune Knight gathering place?";
- next;
- if(select("I want to go back now.:I am not ready yet.") == 1)
- warp "job3_rune01",80,65;
- close;
- }
- mes "Are the preparations going well?";
- next;
- mes "[Sage Serpeone]";
- mes "Aren't you in the wrong state right now?";
- next;
- mes "[Sage Serpeone]";
- mes "Then I'll send you to the Rune Knight gathering place where you should be.";
- next;
- if(select("I'll go back now.:I'll stay.") == 1)
- warp "job3_rune01",80,65;
- close;
- }
- mes "It must be surprising that I, a Laphine, am here in your people's base.";
- next;
- mes "[Sage Serpeone]";
- mes "Some of us have been in contact with humans in special situations since even before the dimensional rift opened up.";
- next;
- mes "[Sage Serpeone]";
- mes "I have been having correspondences with humans for a number of years now. It was for mutual interests. Anyway, that's how I learned your language.";
- next;
- mes "[Sage Serpeone]";
- mes "Maybe there needs to be a machine that can translate the Laphine language to make it easier for humans to understand us.";
- next;
- mes "[Sage Serpeone]";
- mes "More than that... I cannot tell you more. I cannot speak carelessly since I'm speaking for my people here and I am on a special pass to be allowed in your camp.";
- close;
-}
-
-job3_rune01,114,50,3 script Rune Knight Velpino 4_M_KNIGHT_BLACK,{
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "[Rune Knight Velpino]";
- mes "You still smell like a fledging. Bring honor to the Rune Knights and raise your power...";
- close;
- }
- if (BaseJob == Job_Knight) {
- if (job_rune_edq < 17) {
- mes "A very cold feeling Rune Knight dressed in black from head to toe is scowling at me.";
- next;
- mes "Why are all of the Rune Knights blabberers or uncommunicative and combative...?";
- next;
- mes "[Captain Tigris]";
- mes "Hey... What about me? I'm not like that!";
- close;
- } else if (job_rune_edq == 17) {
- mes "[Rune Knight Velpino]";
- mes "I didn't think that a candidate would make it to me today...";
- next;
- mes "[Rune Knight Velpino]";
- mes "Congratulations! You are at the long-waited final test... I think you've mastered the basics now.";
- next;
- mes "[Rune Knight Velpino]";
- mes "The final test is relatively simple. Everything ends when you get rid of all the magical monsters in this Glast Heim...";
- next;
- mes "[Rune Knight Velpino]";
- mes "The only condition is that you have to get rid of these monsters by using the rune stones you made at the former test.";
- next;
- mes "[Rune Knight Velpino]";
- mes "For this test, only a one-hand weapon, a shield or a two-handed weapon can be equipped.";
- next;
- mes "[Rune Knight Velpino]";
- mes "The only set of weapons you can use should be within the weight limit of 400. Rune stones to be provided are 30 attack-only rune stones and 30 defense-only rune stones.";
- next;
- mes "[Rune Knight Velpino]";
- mes "To use these runes, I will cast a special buff spell over you.";
- next;
- mes "[Rune Knight Velpino]";
- mes "The magical monsters are the 3 kinds of magic monsters from Glast Heim that you might already know... It won't be an easy fight but if you just undergo this final suffering, you'll walk the path of a Rune Knight.";
- next;
- mes "[Rune Knight Velpino]";
- mes "To help the preparation we've made a contract with the Kafra headquarters in Al De Baran by employing a Kafra Employee especially for this gathering place. So it would be good to visit her.";
- next;
- mes "[Rune Knight Velpino]";
- mes "If you are ready just talk to me again.";
- job_rune_edq = 18;
- changequest 3216,3217;
- close;
- } else if (job_rune_edq > 17 && job_rune_edq < 21) {
- if (countitem(12388)+countitem(12389)+countitem(12390) == 0) {
- mes "[Rune Knight Velpino]";
- mes "If all of your preparations are done, I'll send you to the final test field.";
- job_rune_edq = 18;
- next;
- if(select("Enter the final test field.:I'm not ready yet.") == 2) close;
- if (getequipisequiped(EQI_HEAD_TOP) || getequipisequiped(EQI_ARMOR) || getequipisequiped(EQI_GARMENT) || getequipisequiped(EQI_SHOES) ||
- getequipisequiped(EQI_ACC_L) || getequipisequiped(EQI_ACC_R) || getequipisequiped(EQI_HEAD_MID) || getequipisequiped(EQI_HEAD_LOW)) {
- mes "[Rune Knight Velpino]";
- mes "For this test, only a one-hand weapon, a shield or a two-handed weapon can be equipped. Keep your other equipments with the Kafra Employee in the center.";
- close;
- }
- if (questprogress(3220,PLAYTIME) == 1) {
- mes "[Rune Knight Velpino]";
- mes "Haven't you failed at the test... If you fail once, you cannot enter again for 10 minutes.";
- next;
- mes "[Rune Knight Velpino]";
- mes "It's a consideration for the other testers who are waiting for the test, just like you, so come back after the designated time.";
- close;
- }
- if ($@job_rune_test1 == 0) {
- if (Weight < 4001) {
- $@job_rune_test1 = 1;
- sc_start SC_INCINT,300000,40;
- getitem 12389,30; //Runstone_Storm
- getitem 12390,30; //Runstone_Millennium
- if (questprogress(3220)) erasequest 3220;
- setquest 3220;
- warp "job3_rune02",38,40;
- end;
- }
- mes "[Rune Knight Velpino]";
- mes "The only set of weapons you can use should be within the weight limit of 400. Rune stones to be provided are 30 attack-only rune stones and 30 defense-only rune stones.";
- next;
- mes "[Rune Knight Velpino]";
- mes "The remaining stuff you are holding should be kept by the Kafra employee in the middle.";
- close;
- }
- // Custom translation
- mes "[Rune Knight Velpino]";
- mes "Looks like there is already an applicant in the test room.";
- next;
- mes "[Rune Knight Velpino]";
- mes "Be patient and wait your turn.";
- close;
- }
- mes "[Rune Knight Velpino]";
- mes "Wait, I'll collect all the rune stones provided before. There's a certain limit on using the rune stones that's made for the test.";
- if (countitem(12388)) delitem 12388,countitem(12388); //Runstone_Crush
- if (countitem(12389)) delitem 12389,countitem(12389); //Runstone_Storm
- if (countitem(12390)) delitem 12390,countitem(12390); //Runstone_Millennium
- next;
- mes "[Rune Knight Velpino]";
- mes "I'll get new rune stones so if your preparation is all done, please talk to me again.";
- close;
- } else if (job_rune_edq == 21) {
- mes "[Rune Knight Velpino]";
- mes "You've been very successful up to the last test.";
- next;
- if (countitem(12388)+countitem(12389)+countitem(12390) == 0) {
- mes "[Rune Knight Velpino]";
- mes "Now all the tests you need to take are over. Go back to Captain Tigris and inform him of this test result, and then feel the deep emotion of being born again as a Rune Knight.";
- next;
- mes "[Rune Knight Velpino]";
- mes "Congratulations!";
- mes "Well I'd better go now for the remaining candidates.";
- job_rune_edq = 22;
- changequest 3218,3219;
- close;
- }
- mes "[Rune Knight Velpino]";
- mes "Wait, I'll collect all the rune stones provided before. There's a certain limit on using the rune stones that's made for the test.";
- if (countitem(12388)) delitem 12388,countitem(12388); //Runstone_Crush
- if (countitem(12389)) delitem 12389,countitem(12389); //Runstone_Storm
- if (countitem(12390)) delitem 12390,countitem(12390); //Runstone_Millennium
- next;
- mes "[Rune Knight Velpino]";
- mes "I'll need to re-use these unused rune stones. Talk to me again once I have taken all the test rune stones.";
- close;
- }
- }
- mes "A very cold feeling Rune Knight dressed in black from head to toe is scowling at me.";
- close;
-}
-
-job3_rune02,38,40,0 script #RK Test Hidden Portal 1 HIDDEN_WARP_NPC,15,15,{
- end;
-OnEnable:
- enablenpc "#RK Test Hidden Portal 1";
- end;
-OnDisable:
- disablenpc "#RK Test Hidden Portal 1";
- end;
-OnTouch:
- if (job_rune_edq == 4) {
- donpcevent "job_rune_edq#1st_tb::OnEnable";
- donpcevent "#RK Test Hidden Portal 1::OnDisable";
- end;
- } else if (job_rune_edq > 17 && job_rune_edq < 21) {
- donpcevent "job_rune_edq#3rd_tb::OnEnable";
- donpcevent "#RK Test Hidden Portal 1::OnDisable";
- end;
- } else {
- donpcevent "#RK Test Hidden Portal 1::OnDisable";
- donpcevent "job_rune_edq#1st_tb::OnDisable";
- donpcevent "job_rune_edq#1st_tc::OnDisable";
- donpcevent "job_rune_edq#1st_tcmc::OnDisable";
- donpcevent "job_rune_edq#1st_tcmc2::OnDisable";
- donpcevent "job_rune_edq#1st_tcnc::OnDisable";
- donpcevent "job_rune_edq#3rd_tb::OnDisable";
- donpcevent "job_rune_edq#3rd_tc::OnDisable";
- $@job_rune_test1 = 0;
- $@job_rune_test2 = 0;
- donpcevent "#RK Test Hidden Portal 1::OnEnable";
- mapwarp "job3_rune02","job3_rune01",80,65;
- end;
- }
-}
-
-job3_rune02,1,1,0 script job_rune_edq#1st_tb HIDDEN_WARP_NPC,{
- end;
-OnInit:
- disablenpc "job_rune_edq#1st_tb";
- end;
-OnEnable:
- enablenpc "job_rune_edq#1st_tb";
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- disablenpc "job_rune_edq#1st_tb";
- end;
-OnTimer5000:
- mapannounce "job3_rune02","I'll start the first test of the Rune Knight Job Change.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- end;
-OnTimer8000:
- mapannounce "job3_rune02","The content of the test is to get rid of all the monsters for 5 minutes and survive.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- end;
-OnTimer11000:
- mapannounce "job3_rune02","If you fail to survive or cannot get rid of all the monsters within the time limit, I'll consider it a failure.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- end;
-OnTimer14000:
- mapannounce "job3_rune02","Now let's start the test.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- donpcevent "job_rune_edq#1st_tc::OnEnable";
- donpcevent "job_rune_edq#1st_tb::OnDisable";
- end;
-}
-
-job3_rune02,1,2,0 script job_rune_edq#1st_tc HIDDEN_WARP_NPC,{
- end;
-OnInit:
- disablenpc "job_rune_edq#1st_tc";
- end;
-OnEnable:
- enablenpc "job_rune_edq#1st_tc";
- initnpctimer;
- donpcevent "job_rune_edq#1st_tcmc::OnEnable";
- donpcevent "job_rune_edq#1st_tcnc::OnEnable";
- end;
-OnDisable:
- stopnpctimer;
- disablenpc "job_rune_edq#1st_tc";
- end;
-OnTimer300000:
- killmonster "job3_rune02","job_rune_edq#1st_tc::OnMyMobDead";
- mapannounce "job3_rune02","You reached the limit time so I'll consider the test as a failure.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- end;
-OnTimer305000:
- donpcevent "#RK Test Hidden Portal 1::OnDisable";
- donpcevent "job_rune_edq#1st_tb::OnDisable";
- donpcevent "job_rune_edq#1st_tc::OnDisable";
- donpcevent "job_rune_edq#1st_tcmc::OnDisable";
- donpcevent "job_rune_edq#1st_tcmc2::OnDisable";
- donpcevent "job_rune_edq#1st_tcnc::OnDisable";
- donpcevent "job_rune_edq#3rd_tb::OnDisable";
- donpcevent "job_rune_edq#3rd_tc::OnDisable";
- donpcevent "#RK Test Hidden Portal 1::OnEnable";
- mapwarp "job3_rune02","job3_rune01",80,65;
- $@job_rune_test1 = 0;
- $@job_rune_test2 = 0;
- stopnpctimer;
- end;
-}
-
-job3_rune02,3,10,0 script job_rune_edq#1st_tcmc HIDDEN_WARP_NPC,{
- end;
-OnInit:
- disablenpc "job_rune_edq#1st_tcmc";
- end;
-OnEnable:
- enablenpc "job_rune_edq#1st_tcmc";
- initnpctimer;
- end;
-OnDisable:
- killmonster "job3_rune02","job_rune_edq#1st_tcmc::OnMyMobDead";
- stopnpctimer;
- disablenpc "job_rune_edq#1st_tcmc";
- end;
-OnReset:
- killmonster "job3_rune02","job_rune_edq#1st_tcmc::OnMyMobDead";
- end;
-OnTimer5000:
- monster "job3_rune02",0,0,"Raydric",1467,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
- monster "job3_rune02",0,0,"Raydric Archer",1453,2,"job_rune_edq#1st_tcmc::OnMyMobDead";
- end;
-OnTimer50000:
-OnTimer100000:
-OnTimer150000:
-OnTimer200000:
- switch(rand(6)) {
- case 0:
- monster "job3_rune02",0,0,"Raydric",1467,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
- monster "job3_rune02",0,0,"Raydric Archer",1453,2,"job_rune_edq#1st_tcmc::OnMyMobDead";
- end;
- case 1:
- case 2:
- monster "job3_rune02",0,0,"Rideword",1478,4,"job_rune_edq#1st_tcmc::OnMyMobDead";
- end;
- case 3:
- case 4:
- monster "job3_rune02",0,0,"Phendark",1484,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
- monster "job3_rune02",0,0,"Rybio",1483,1,"job_rune_edq#1st_tcmc::OnMyMobDead";
- end;
- case 5:
- monster "job3_rune02",0,0,"Wraith Dead",1475,4,"job_rune_edq#1st_tcmc::OnMyMobDead";
- end;
- }
- end;
-OnTimer250000:
- killmonster "job3_rune02","job_rune_edq#1st_tcmc::OnMyMobDead";
- donpcevent "job_rune_edq#1st_tcmc2::OnEnable";
- donpcevent "job_rune_edq#1st_tcmc::OnDisable";
- end;
-OnMyMobDead:
- end;
-}
-
-job3_rune02,3,11,0 script job_rune_edq#1st_tcmc2 HIDDEN_WARP_NPC,{
- end;
-OnInit:
- disablenpc "job_rune_edq#1st_tcmc2";
- end;
-OnEnable:
- enablenpc "job_rune_edq#1st_tcmc2";
- switch(rand(6)) {
- case 0:
- monster "job3_rune02",0,0,"Raydric",1467,1,"job_rune_edq#1st_tcmc2::OnMyMobDead";
- monster "job3_rune02",0,0,"Raydric Archer",1453,2,"job_rune_edq#1st_tcmc2::OnMyMobDead";
- end;
- case 1:
- case 2:
- monster "job3_rune02",0,0,"Rideword",1478,4,"job_rune_edq#1st_tcmc2::OnMyMobDead";
- end;
- case 3:
- case 4:
- monster "job3_rune02",0,0,"Phendark",1484,1,"job_rune_edq#1st_tcmc2::OnMyMobDead";
- monster "job3_rune02",0,0,"Rybio",1483,1,"job_rune_edq#1st_tcmc2::OnMyMobDead";
- end;
- case 5:
- monster "job3_rune02",0,0,"Wraith Dead",1475,4,"job_rune_edq#1st_tcmc2::OnMyMobDead";
- end;
- }
- end;
-OnDisable:
- killmonster "job3_rune02","job_rune_edq#1st_tcmc2::OnMyMobDead";
- disablenpc "job_rune_edq#1st_tcmc2";
- end;
-OnMyMobDead:
- if (mobcount("job3_rune02","job_rune_edq#1st_tcmc2::OnMyMobDead") < 1) {
- job_rune_edq = 5;
- erasequest 3220;
- killmonster "job3_rune02","job_rune_edq#1st_tcmc2::OnMyMobDead";
- mapannounce "job3_rune02","Congratulations. You've passed the first test.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- mapwarp "job3_rune02","job3_rune01",80,65;
- donpcevent "job_rune_edq#1st_tb::OnDisable";
- donpcevent "job_rune_edq#1st_tc::OnDisable";
- donpcevent "job_rune_edq#1st_tcnc::OnDisable";
- donpcevent "job_rune_edq#1st_tcmc::OnDisable";
- donpcevent "job_rune_edq#1st_tcmc2::OnDisable";
- donpcevent "#RK Test Hidden Portal 1::OnEnable";
- $@job_rune_test1 = 0;
- $@job_rune_test2 = 0;
- end;
- }
- end;
-}
-
-job3_rune02,1,10,0 script job_rune_edq#1st_tcnc HIDDEN_WARP_NPC,{
- end;
-OnInit:
- disablenpc "job_rune_edq#1st_tcnc";
- end;
-OnEnable:
- enablenpc "job_rune_edq#1st_tcnc";
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- $@job_rune_test2 = 0;
- donpcevent "Captain Tigris#jrt1::OnDisable";
- donpcevent "Rune Knight Lunarea#jrt1::OnDisable";
- donpcevent "Rune Knight Renoa#jrt1::OnDisable";
- donpcevent "Rune Knight Velpino#jrt1::OnDisable";
- disablenpc "job_rune_edq#1st_tcnc";
- end;
-OnUse:
- mapannounce "job3_rune02","Captain Tigris : Gentlemen, let's watch the test for a while.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- stopnpctimer;
- $@job_rune_test2 = 0;
- donpcevent "Captain Tigris#jrt1::OnDisable";
- donpcevent "Rune Knight Lunarea#jrt1::OnDisable";
- donpcevent "Rune Knight Renoa#jrt1::OnDisable";
- donpcevent "Rune Knight Velpino#jrt1::OnDisable";
- donpcevent "job_rune_edq#1st_tcnc::OnEnable";
- end;
-OnTimer30000:
- mapannounce "job3_rune02","Captain Tigris : Rune Knight Candidates... If you want to borrow our power talk to one of us.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- donpcevent "Captain Tigris#jrt1::OnEnable";
- donpcevent "Rune Knight Lunarea#jrt1::OnEnable";
- donpcevent "Rune Knight Renoa#jrt1::OnEnable";
- donpcevent "Rune Knight Velpino#jrt1::OnEnable";
- end;
-OnTimer60000:
- mapannounce "job3_rune02","Captain Tigris : It seems you don't need our help... Let's watch the test for a while.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- stopnpctimer;
- donpcevent "Captain Tigris#jrt1::OnDisable";
- donpcevent "Rune Knight Lunarea#jrt1::OnDisable";
- donpcevent "Rune Knight Renoa#jrt1::OnDisable";
- donpcevent "Rune Knight Velpino#jrt1::OnDisable";
- donpcevent "job_rune_edq#1st_tcnc::OnEnable";
- end;
-}
-
-job3_rune02,34,46,5 script Captain Tigris#jrt1 4_M_KNIGHT_SILVER,2,2,{
- if (job_rune_edq != 4 || $@job_rune_test2 != 0) {
- donpcevent "job_rune_edq#1st_tcnc::OnUse";
- end;
- }
- switch(rand(6)) {
- case 0:
- mapannounce "job3_rune02","Captain Tigris : May Beljeve bless you!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- npcskill "AL_BLESSING",1,0,0;
- break;
- case 1:
- case 2:
- mapannounce "job3_rune02","Captain Tigris : The Spark of life... may flame again.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- npcskill "AL_HEAL",8,70,99;
- break;
- case 3:
- mapannounce "job3_rune02","Captain Tigris : Evil demons! I will send you back to your graves!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- specialeffect2 EF_METEORSTORM;
- donpcevent "job_rune_edq#1st_tcmc::OnReset";
- break;
- case 4:
- mapannounce "job3_rune02","Captain Tigris : For a Rune Knight, this kind of ordeal is nothing!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- sc_start SC_STUN,10000,0;
- break;
- case 5:
- mapannounce "job3_rune02","Captain Tigris : For a Rune Knight, this kind of ordeal is nothing!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- sc_start SC_BLOODING,10000,0;
- break;
- }
- $@job_rune_test2 = 1;
- initnpctimer;
- end;
-OnInit:
-OnDisable:
- disablenpc "Captain Tigris#jrt1";
- end;
-OnEnable:
- enablenpc "Captain Tigris#jrt1";
- end;
-OnTimer5000:
- donpcevent "job_rune_edq#1st_tcnc::OnUse";
- $@job_rune_test2 = 0;
- stopnpctimer;
- end;
-}
-
-job3_rune02,43,46,3 script Rune Knight Lunarea#jrt1 4_M_KNIGHT_GOLD,2,2,{
- if (job_rune_edq != 4 || $@job_rune_test2 != 0) {
- donpcevent "job_rune_edq#1st_tcnc::OnUse";
- end;
- }
- switch(rand(6)) {
- case 0:
- mapannounce "job3_rune02","Rune Knight Lunarea : Quickly... find and strike at the enemy's weakness!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- npcskill "AL_INCAGI",1,0,0;
- break;
- case 1:
- case 2:
- mapannounce "job3_rune02","Rune Knight Lunarea : It's not over... you need more power...",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- npcskill "AL_HEAL",8,60,90;
- break;
- case 3:
- mapannounce "job3_rune02","Rune Knight Lunarea : Everything starts from the beginning!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- npcskill "AL_CURE",1,0,0;
- break;
- case 4:
- mapannounce "job3_rune02","Rune Knight Lunarea : There can't be growth without a trial.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- sc_start SC_POISON,30000,0;
- break;
- case 5:
- mapannounce "job3_rune02","Rune Knight Lunarea : There can't be growth without a trial.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- sc_start SC_CURSE,30000,0;
- break;
- }
- $@job_rune_test2 = 1;
- initnpctimer;
- end;
-OnInit:
-OnDisable:
- disablenpc "Rune Knight Lunarea#jrt1";
- end;
-OnEnable:
- enablenpc "Rune Knight Lunarea#jrt1";
- end;
-OnTimer5000:
- donpcevent "job_rune_edq#1st_tcnc::OnUse";
- $@job_rune_test2 = 0;
- stopnpctimer;
- end;
-}
-
-job3_rune02,43,34,1 script Rune Knight Renoa#jrt1 4_M_KNIGHT_GOLD,2,2,{
- if (job_rune_edq != 4 || $@job_rune_test2 != 0) {
- donpcevent "job_rune_edq#1st_tcnc::OnUse";
- end;
- }
- switch(rand(6)) {
- case 0:
- mapannounce "job3_rune02","Rune Knight Renoa : The rune of Wind! May it give you strength!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- npcskill "AL_INCAGI",1,0,0;
- break;
- case 1:
- case 2:
- mapannounce "job3_rune02","Rune Knight Renoa : The rune of Birth! May give you the power of life!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- npcskill "AL_HEAL",8,60,90;
- break;
- case 3:
- mapannounce "job3_rune02","Rune Knight Renoa : I am faster than all of them! Different then the others!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- specialeffect2 EF_PIERCESELF;
- donpcevent "job_rune_edq#1st_tcmc::OnReset";
- break;
- case 4:
- mapannounce "job3_rune02","Rune Knight Renoa : For a Rune Knight, this kind of ordeal is nothing!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- sc_start SC_POISON,30000,0;
- break;
- case 5:
- mapannounce "job3_rune02","Rune Knight Renoa : For a Rune Knight, this kind of ordeal is nothing!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- sc_start SC_CURSE,30000,0;
- break;
- }
- $@job_rune_test2 = 1;
- initnpctimer;
- end;
-OnInit:
-OnDisable:
- disablenpc "Rune Knight Renoa#jrt1";
- end;
-OnEnable:
- enablenpc "Rune Knight Renoa#jrt1";
- end;
-OnTimer5000:
- $@job_rune_test2 = 0;
- donpcevent "job_rune_edq#1st_tcnc::OnUse";
- stopnpctimer;
- end;
-}
-
-job3_rune02,34,34,7 script Rune Knight Velpino#jrt1 4_M_KNIGHT_BLACK,2,2,{
- if (job_rune_edq != 4 || $@job_rune_test2 != 0) {
- donpcevent "job_rune_edq#1st_tcnc::OnUse";
- end;
- }
- switch(rand(6)) {
- case 0:
- mapannounce "job3_rune02","Rune Knight Velpino : You are not one who gets to fall down in this kind of place.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- npcskill "AL_HEAL",8,60,90;
- break;
- case 1:
- case 2:
- mapannounce "job3_rune02","Rune Knight Velpino : Move on! There are obstacles to overcome.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- npcskill "AL_INCAGI",1,0,0;
- break;
- case 3:
- mapannounce "job3_rune02","Rune Knight Velpino : You are not alone. We are by your side.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- npcskill "AL_BLESSING",1,0,0;
- break;
- case 4:
- mapannounce "job3_rune02","Rune Knight Velpino : Fight and win! Don't give in to the pain!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- sc_start SC_FREEZE,10000,0;
- break;
- case 5:
- mapannounce "job3_rune02","Rune Knight Velpino : It's not a big trial for a true Rune Knight!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- sc_start SC_SLEEP,10000,0;
- break;
- }
- $@job_rune_test2 = 1;
- initnpctimer;
- end;
-OnInit:
-OnDisable:
- disablenpc "Rune Knight Velpino#jrt1";
- end;
-OnEnable:
- enablenpc "Rune Knight Velpino#jrt1";
- end;
-OnTimer5000:
- $@job_rune_test2 = 0;
- donpcevent "job_rune_edq#1st_tcnc::OnUse";
- stopnpctimer;
- end;
-}
-
-job3_rune02,2,1,0 script job_rune_edq#3rd_tb HIDDEN_WARP_NPC,{
- end;
-OnInit:
- disablenpc "job_rune_edq#3rd_tb";
- end;
-OnEnable:
- enablenpc "job_rune_edq#3rd_tb";
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- disablenpc "job_rune_edq#3rd_tb";
- end;
-OnTimer5000:
- mapannounce "job3_rune02","I'll start the last test of the Rune Knight Job change.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- end;
-OnTimer8000:
- mapannounce "job3_rune02","Get rid of monsters appearing here within 8 minutes by using the provided rune stones.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- end;
-OnTimer11000:
- mapannounce "job3_rune02","If you die or can't get rid of all the monsters within the time limit, I'll consider the try as a failure.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- end;
-OnTimer14000:
- mapannounce "job3_rune02","Now I'll start the test.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- donpcevent "job_rune_edq#3rd_tc::OnEnable";
- donpcevent "job_rune_edq#3rd_tb::OnDisable";
- end;
-}
-
-job3_rune02,2,2,0 script job_rune_edq#3rd_tc HIDDEN_WARP_NPC,{
- end;
-OnInit:
- disablenpc "job_rune_edq#3rd_tc";
- end;
-OnEnable:
- enablenpc "job_rune_edq#3rd_tc";
- initnpctimer;
- donpcevent "job_rune_edq#3rd_tc1::OnEnable";
- end;
-OnDisable:
- stopnpctimer;
- donpcevent "job_rune_edq#3rd_tc1::OnDisable";
- donpcevent "job_rune_edq#3rd_tc2::OnDisable";
- donpcevent "job_rune_edq#3rd_tc3::OnDisable";
- disablenpc "job_rune_edq#3rd_tc";
- end;
-OnTimer480000:
- killmonster "job3_rune02","job_rune_edq#3rd_tc::OnMyMobDead";
- mapannounce "job3_rune02","You reached the limit time so I'll consider the test as a failure.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- end;
-OnTimer482000:
- mapwarp "job3_rune02","job3_rune01",80,65;
- donpcevent "job_rune_edq#1st_tb::OnDisable";
- donpcevent "job_rune_edq#1st_tc::OnDisable";
- donpcevent "job_rune_edq#1st_tcnc::OnDisable";
- donpcevent "job_rune_edq#1st_tcmc2::OnDisable";
- donpcevent "job_rune_edq#1st_tcmc::OnDisable";
- donpcevent "job_rune_edq#3rd_tb::OnDisable";
- donpcevent "job_rune_edq#3rd_tc::OnDisable";
- donpcevent "#RK Test Hidden Portal 1::OnEnable";
- $@job_rune_test1 = 0;
- $@job_rune_test2 = 0;
- stopnpctimer;
- end;
-}
-
-job3_rune02,2,3,0 script job_rune_edq#3rd_tc1 HIDDEN_WARP_NPC,{
- end;
-OnInit:
- disablenpc "job_rune_edq#3rd_tc1";
- end;
-OnEnable:
- enablenpc "job_rune_edq#3rd_tc1";
- monster "job3_rune02",40,40,"Executioner",2039,1,"job_rune_edq#3rd_tc1::OnMyMobDead";
- end;
-OnDisable:
- killmonster "job3_rune02","job_rune_edq#3rd_tc1::OnMyMobDead";
- disablenpc "job_rune_edq#3rd_tc1";
- end;
-OnMyMobDead:
- if (mobcount("job3_rune02","job_rune_edq#3rd_tc1::OnMyMobDead") < 1) {
- job_rune_edq = 19;
- killmonster "job3_rune02","job_rune_edq#3rd_tc1::OnMyMobDead";
- donpcevent "job_rune_edq#3rd_tc2::OnEnable";
- donpcevent "job_rune_edq#3rd_tc1::OnDisable";
- end;
- }
- end;
-}
-
-job3_rune02,2,4,0 script job_rune_edq#3rd_tc2 HIDDEN_WARP_NPC,{
- end;
-OnInit:
- disablenpc "job_rune_edq#3rd_tc2";
- end;
-OnEnable:
- enablenpc "job_rune_edq#3rd_tc2";
- monster "job3_rune02",40,40,"Ogretooth",2040,1,"job_rune_edq#3rd_tc2::OnMyMobDead";
- end;
-OnDisable:
- killmonster "job3_rune02","job_rune_edq#3rd_tc2::OnMyMobDead";
- disablenpc "job_rune_edq#3rd_tc2";
- end;
-OnMyMobDead:
- if (mobcount("job3_rune02","job_rune_edq#3rd_tc2::OnMyMobDead") < 1) {
- job_rune_edq = 20;
- killmonster "job3_rune02","job_rune_edq#3rd_tc2::OnMyMobDead";
- donpcevent "job_rune_edq#3rd_tc3::OnEnable";
- donpcevent "job_rune_edq#3rd_tc2::OnDisable";
- end;
- }
- end;
-}
-
-job3_rune02,2,5,0 script job_rune_edq#3rd_tc3 HIDDEN_WARP_NPC,{
- end;
-OnInit:
- disablenpc "job_rune_edq#3rd_tc3";
- end;
-OnEnable:
- enablenpc "job_rune_edq#3rd_tc3";
- monster "job3_rune02",40,40,"Mysteltainn",2041,1,"job_rune_edq#3rd_tc3::OnMyMobDead";
- end;
-OnDisable:
- killmonster "job3_rune02","job_rune_edq#3rd_tc3::OnMyMobDead";
- disablenpc "job_rune_edq#3rd_tc3";
- end;
-OnMyMobDead:
- if (mobcount("job3_rune02","job_rune_edq#3rd_tc3::OnMyMobDead") < 1) {
- job_rune_edq = 21;
- changequest 3217,3218;
- erasequest 3220;
- killmonster "job3_rune02","job_rune_edq#3rd_tc3::OnMyMobDead";
- mapannounce "job3_rune02","Congratulations. You've passed the test.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- mapwarp "job3_rune02","job3_rune01",80,65;
- donpcevent "job_rune_edq#1st_tb::OnDisable";
- donpcevent "job_rune_edq#1st_tc::OnDisable";
- donpcevent "job_rune_edq#1st_tcnc::OnDisable";
- donpcevent "job_rune_edq#1st_tcmc2::OnDisable";
- donpcevent "job_rune_edq#1st_tcmc::OnDisable";
- donpcevent "job_rune_edq#3rd_tb::OnDisable";
- donpcevent "job_rune_edq#3rd_tc::OnDisable";
- donpcevent "#RK Test Hidden Portal 1::OnEnable";
- $@job_rune_test1 = 0;
- $@job_rune_test2 = 0;
- end;
- }
- end;
-}
-
-sec_in02,34,167,3 script R.Knight Job Manager 4_M_KNIGHT_SILVER,1,1,{
- callfunc "F_GM_NPC";
- mes "Enter the Password.";
- next;
- if (callfunc("F_GM_NPC","1854",1) == 1) {
- mes "Rune Knight Job Change Managing Module Start";
- next;
- switch(select("GlobalVar check:GlobalVar Oneshot Modification")) {
- case 1:
- mes "Rune Knight Job Change GlobalVar right now is " + $@job_rune_test1 + ".";
- mes "The number of Rune Knight Test field right now is... " + getmapusers("job3_rune02") + ".";
- close;
- case 2:
- $@job_rune_test1 = 0;
- mes "Rune Knight Job Change GlobalVar is modified to 0. The use of the test field is now available.";
- close;
- }
- }
- close;
-}
-job3_rune01,1,1,3 duplicate(R.Knight Job Manager) #renshucheck CLEAR_NPC
diff --git a/npc/re/jobs/3-1/warlock.txt b/npc/re/jobs/3-1/warlock.txt
deleted file mode 100644
index 3445055c0..000000000
--- a/npc/re/jobs/3-1/warlock.txt
+++ /dev/null
@@ -1,1096 +0,0 @@
-//===== Hercules Script ======================================
-//= Warlock Job Quest
-//===== By: ==================================================
-//= Muad_Dib, Gepard & L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.4
-//===== Description: =========================================
-//= [Official Conversion]
-//= Job change Quest from Wizard / High Wizard -> Warlock.
-//===== Additional Comments: =================================
-//= 1.0 First version. [Masao]
-//= 1.1 Fixed some conversion mistakes, replaced numbers with
-//= constants, added item names in comments.
-//= 1.2 Fixed the problem where NPC are not enabled and chamber
-//= will never open for the second try or use.
-//= 1.2a Fixed a typo. [Euphy]
-//= 1.3 Updated script, optimized. [Euphy]
-//= 1.3a Added temporary coordinate fix #distorted_space_1-1. [Euphy]
-//= 1.3b Added official coordinates. [Euphy]
-//= 1.4 Added GM management function. [Euphy]
-//============================================================
-
-- script #distorted_space_ -1,{
-OnTouch:
- if (job_wl > 1) {
- mes " - There is a strange distortion here - ";
- if (strnpcinfo(0) == "#distorted_space_1" && (Class == Job_Warlock || Class == Job_Warlock_T || Class == Job_Baby_Warlock)) {
- close2;
- if (countitem(6153) > 0)
- warp "spl_in02",79,102;
- end;
- }
- next;
- switch(select("Extend your hand.:Ignore it.")) {
- case 1:
- mes " - I extend my arm as a fierce sound resonates in my ear and a cool wave surrounds me - ";
- close2;
- warp "spl_in02",79,102;
- end;
- case 2:
- mes " - You ignore the distortion. - ";
- close;
- }
- }
- if (BaseLevel > 94 && (strnpcinfo(0) == "#distorted_space_2" || BaseJob == Job_Wizard)) {
- mes " - There is a strange distortion here - ";
- next;
- switch(select("Search the area.:Ignore it.")) {
- case 1:
- mes " - There appears to be nothing here. But I can definitely feel something around here... - ";
- next;
- switch(select("Extend arm.:Leave it alone.")) {
- case 1:
- mes " - I extend my arm as a fierce sound resonates in my ear and a cool wave surrounds me - ";
- close2;
- warp "spl_in02",79,102;
- end;
- case 2:
- mes " - You decide to leave it alone. - ";
- close;
- }
- case 2:
- mes " - You ignore it. - ";
- close;
- }
- }
- end;
-}
-//morocc,103,144,0 duplicate(#distorted_space_) #distorted_space_1 HIDDEN_WARP_NPC,1,1
-morocc,95,132,0 duplicate(#distorted_space_) #distorted_space_1 HIDDEN_WARP_NPC,1,1
-splendide,141,284,0 duplicate(#distorted_space_) #distorted_space_2 HIDDEN_WARP_NPC,1,1
-
-function script F_Warlock {
- mes "[Assistant]";
- mes "Huh!!! Human!?!";
- mes "How did you enter here?";
- mes "This is only connected with a special gate!";
- next;
- mes "[Assistant]";
- mes "I don't know how...";
- mes "But we should leave before my master spots you...!";
- next;
- mes "[???]";
- mes "What's that noise out there?";
- mes "I warned them to be quiet while I'm meditating.";
- next;
- mes "[Assistant]";
- mes "Huh!?!";
- mes "Master...";
- mes "It's nothing...";
- next;
- mes "[Master]";
- mes "Oh~ there's a human being in front of me.";
- next;
- mes "[Assistant]";
- mes "Oh this thing?";
- mes "I was just leading it out.";
- next;
- mes "[Master]";
- mes "Yoop!!!";
- next;
- mes "[Yoop]";
- mes "Yeap...!!";
- next;
- mes "[Master]";
- mes "There's the warp portal beyond you... Is it an illusion?";
- next;
- mes "[Yoop]";
- mes "Sorry!!!";
- mes "It's my mistake...";
- next;
- mes "[Master]";
- mes "Fool...";
- mes "I'll deal with you after you send the human away.";
- next;
- mes "[Master]";
- mes "MushSartas Ir Cyamar";
- mes "UdenLo";
- if (BaseJob == Job_Wizard) {
- next;
- mes " - The fairy with the green hair chants a spell. - ";
- mes " - I feel like something special surrounds me. - ";
- specialeffect2 EF_DISPELL;
- next;
- mes "[Master]";
- mes "Oh, that's interesting.";
- mes "How dare you resist me human?";
- next;
- if (BaseLevel > 98 && JobLevel > 49) {
- select("I'm not sure. Who are you?");
- mes "[Master]";
- mes "I am the leader of the ^000077Warlock^000000s.";
- mes "'^000077Sila Egnoloria^000000'";
- mes "If you are a Wizard, it would be good of you to memorize my name.";
- next;
- select("What is a ^000077Warlock^000000?");
- mes "[Master Egnoloria]";
- mes "Oh...are you interested?";
- next;
- mes "[Master Egnoloria]";
- mes "A ^000077Warlock^000000 is someone who uses the magic of the giants of Jotunheim.";
- mes "It can't be defined in any other words.";
- next;
- mes "[Master Egnoloria]";
- mes "Only the strong magic can explain it.";
- next;
- select("Could I become Warlock?");
- mes "[Master Egnoloria]";
- mes "You?";
- mes "You want to become a Warlock?";
- mes "Hahaha";
- next;
- mes "[Master Egnoloria]";
- mes "You're so interesting.";
- mes "It would be difficult for a human to become a Warlock.";
- mes "The strong power would gnaw at your weak body.";
- next;
- mes "[Master Egnoloria]";
- mes "If you dare to face death, you can try to become one.";
- next;
- switch(select("What do I need to do?:Cancel.")) {
- case 1:
- mes "[Master Egnoloria]";
- mes "Are you serious?";
- mes "You hunger for power don't you human.";
- next;
- mes "[Master Egnoloria]";
- mes "The strong desire to be more powerful makes your soul more beautiful.";
- next;
- mes "[Master Egnoloria]";
- mes "But, I need to check that you're qualified.";
- next;
- mes "[Master Egnoloria]";
- mes "Yoop!";
- next;
- mes "[Yoop]";
- mes "Yeap!!";
- next;
- mes "[Master Egnoloria]";
- mes "Give this to the human.";
- next;
- mes "[Master Egnoloria]";
- mes "Talk to the guy with the weird hair.";
- mes "He'll let you know what you should do.";
- job_wl = 2;
- setquest 11106;
- close;
- case 2:
- mes "[Master Egnoloria]";
- mes "Good.";
- mes "You are a human being so that's for you.";
- job_wl = 1;
- close2;
- warp "splendide",200,100;
- end;
- }
- }
- mes "[Master]";
- mes "You're still quite far too low of a level to even consider this.";
- }
- close2;
- warp "splendide",200,100;
- end;
-}
-
-spl_in02,77,107,5 script Assistant#Warlock1 4_M_FAIRYKID5,{
- if (job_wl == 0) {
- callfunc "F_Warlock";
- end;
- } else if (job_wl == 1) {
- mes "[Yoop]";
- mes "You're... we've met before.";
- mes "Can you imagine how severely I was scolded by my master?!";
- mes "If you have any business with me, just go away!";
- next;
- switch(select("Leave.:Stay.")) {
- case 1:
- mes "[Yoop]";
- mes "Leave me alone...!";
- close2;
- warp "splendide",200,100;
- end;
- case 2:
- mes "[Yoop]";
- mes "What?!";
- mes "Just do whatever you want...";
- mes "My master will deal with you then.";
- close;
- }
- } else if (job_wl == 2 || job_wl == 3) {
- mes "[Yoop]";
- if (job_wl == 2) {
- mes "Dear, master! My pony-tail is funny looking?!";
- mes "Oh, but I spent a lot time on it!";
- next;
- mes "[Master Egnoloria]";
- mes "It's noisy.";
- mes "I need to meditate";
- mes "so do as I said.";
- next;
- mes "[Yoop]";
- mes "Huh..";
- mes "Oh, yeah!";
- next;
- mes "[Yoop]";
- mes "Hey, human!";
- mes "Would you like to";
- mes "become a Warlock?";
- next;
- }
- if (SkillPoint != 0) {
- mes "First, use all of your remaining job skill points before continuing.";
- job_wl = 3;
- close;
- }
- mes "This is the Master's";
- mes "decision so let me know.";
- next;
- mes "[Yoop]";
- mes "We need to test if your body can withstand being a Warlock.";
- mes "So you need to gather materials to prove yourself.";
- next;
- mes "[Yoop]";
- mes "Please gather ^000077Glittering Crystal^000000s and ^000077Giant Bradium Fragment^000000s.";
- next;
- callsub L_Quest,1;
- close;
- } else if (job_wl == 4) {
- if (countitem(6152) == 0 || countitem(6151) == 0)
- callsub L_Quest,0;
- else {
- mes "[Yoop]";
- mes "I can't conduct the task here. I need to go to my lab.";
- mes "My lab is located on the north western part of Splendide.";
- }
- close;
- } else if (job_wl == 5) {
- mes "[Yoop]";
- mes "This stone is well made.";
- mes "Please go to my Master.";
- close;
- } else {
- mes "[Yoop]";
- mes "A Magic Chamber is created from magic materials.";
- next;
- mes "[Yoop]";
- mes "This combined stone is formed differently according to the raw materials and the way of treating it.";
- next;
- mes "[Yoop]";
- mes "But most of stones are quite similar!";
- mes "We can't differentiate them easily.";
- next;
- mes "[Yoop]";
- mes "Even I don't know how it all works.";
- close;
- }
-
-L_Quest:
- mes "[Yoop]";
- mes "You must be wearing these Magical Stone Rings to get these items while hunting.";
- mes "You need to hunt Naga and Bradium Golems while wearing these rings.";
- next;
- if (getarg(0)) {
- mes "[Yoop]";
- mes "Show us how strong you are. And don't forget to wear this.";
- job_wl = 4;
- getitem 2796,1; //Magical_Stone
- getitem 2797,1; //Magical_Stone_
- changequest 11106,11107;
- next;
- }
- mes "[Yoop]";
- mes "Bring these stones with you or else you won't be able to return!";
- mes "Be careful!";
- next;
- mes "[Yoop]";
- mes "The person next to my Master will let you out if you talk to him.";
- next;
- mes "[Yoop]";
- mes "My lab is located on the north western part of Splendide. Bring these to me when you've gathered them.";
- return;
-}
-
-spl_in02,60,231,5 script Yoop#Warlock 4_M_FAIRYKID5,{
- mes "[Yoop]";
- if (job_wl < 4) {
- mes "Who are you?";
- mes "Get out of here!";
- close;
- } else if (job_wl == 4) {
- mes "You're back?";
- next;
- switch(select("I brought the materials.:I've lost the Magical Stones.:Nothing.")) {
- case 1:
- mes "[Yoop]";
- if (countitem(6152) == 0 || countitem(6151) == 0) {
- mes "......";
- mes "......Where?";
- mes "Don't bother me!";
- next;
- mes "[Yoop]";
- mes "We need to test if your body can withstand being a Warlock.";
- mes "So you need to gather materials to prove yourself.";
- next;
- mes "[Yoop]";
- mes "Please gather ^000077Glittering Crystal^000000s and ^000077Giant Bradium Fragment^000000s.";
- next;
- mes "[Yoop]";
- mes "You must be wearing these Magical Stone Rings to get these items while hunting.";
- mes "You need to hunt Naga and Bradium Golems while wearing these rings.";
- next;
- mes "[Yoop]";
- mes "Bring these stones with you or else you won't be able to return!";
- mes "Be careful!";
- close;
- } else if (countitem(6152) && countitem(6151)) {
- if (isequipped(2796) || isequipped(2797)) {
- mes "Bring me back the magical stones.";
- close;
- }
- if (countitem(2796) == 0 || countitem(2797) == 0) {
- mes "It seems that you don't have it?";
- mes "You lost it?";
- next;
- mes "[Yoop]";
- mes "Please find that stone and come back to me.";
- close;
- }
- mes "Alright! All the materials are ready!";
- mes "While I am concentrating on working on this stone. Can you go back to my master?";
- mes "I will follow up once it's done.";
- delitem 2796,countitem(2796); //Magical_Stone
- delitem 2797,countitem(2797); //Magical_Stone_
- delitem 6152,countitem(6152); //Glittering_Crystal
- delitem 6151,countitem(6151); //Peice_Of_Great_Bradium
- job_wl = 5;
- changequest 11107,11108;
- close;
- }
- case 2:
- mes "[Yoop]";
- mes "What?!";
- mes "I asked you to double check it and make sure you wore it!";
- next;
- mes "[Yoop]";
- mes "Please check whether you misplaced it or if you already have it equipped.";
- next;
- switch(select("I found it.:Nah.")) {
- case 1:
- mes "[Yoop]";
- mes "Don't tease me!";
- mes "It's not hard to tell if you have it or not!";
- close;
- case 2:
- if ((isequipped(2796) == 0 && countitem(2796) == 0) || (isequipped(2797) == 0 && countitem(2797) == 0)) {
- if (countitem(732) > 0) {
- switch(select("Give 3 carat diamond.:Just quit it.")) {
- case 1:
- mes "[Yoop]";
- mes "I will overlook your fault.";
- mes "Please be careful with it.";
- delitem 732,1; //Crystal_Jewel__
- if (isequipped(2796) == 0 && countitem(2796) == 0)
- getitem 2796,1; //Magical_Stone
- if (isequipped(2797) == 0 && countitem(2797) == 0)
- getitem 2797,1; //Magical_Stone_
- close;
- case 2:
- mes "[Yoop]";
- mes "Just show me your good faith!";
- close;
- }
- }
- mes "[Yoop]";
- mes "How can you can say that?";
- mes "^000077Just apologize^000000!";
- mes "I guess I could give you more stones if you give me say a 3 carat diamond...";
- close;
- }
- mes "[Yoop]";
- if (isequipped(2796) || isequipped(2797)) {
- mes "Please check your equipment window...";
- mes "You sure you don't have it?";
- close;
- }
- mes "Then what's that you are holding now...?";
- close;
- }
- case 3:
- mes "[Yoop]";
- mes "What...?";
- mes "Don't bother me, I am quite busy.";
- close;
- }
- } else {
- mes "I am focusing on meditating.";
- mes "So I can create magic.";
- next;
- mes "[Yoop]";
- mes "And... you seem to have more talent on this than regular mages.";
- mes "Maybe if I become an alchemist, I might be better than I am now don't you think?";
- next;
- mes "[Yoop]";
- mes "I'm studying to better myself.";
- next;
- mes "[Yoop]";
- mes "If am inside of 'the room of time and magic', I will catch up with your power!";
- mes "Hahahaha...";
- close;
- }
-}
-
-spl_in02,84,103,3 script Assistant#Warlock2 4_F_FAIRYKID4,{
- if (job_wl == 0) {
- callfunc "F_Warlock";
- end;
- } else if (job_wl == 1) {
- mes "[Assistant]";
- mes "Human! What do you want?";
- close;
- } else if (job_wl < 6) {
- mes "[Assistant]";
- mes "It's not me you are looking for currently.";
- close;
- } else if (job_wl == 6) {
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 3500) {
- mes "You're carring out too many items.";
- mes "You'd better minimize your weight.";
- close;
- }
- mes "[Yoop]";
- mes "The test isn't that hard.";
- mes "We can create the magic stone in the magic room.";
- next;
- mes "[Yoop]";
- mes "Be careful of the monsters in the test room.";
- mes "These are rainbow Rubies sealed with a Warlock's magic.";
- mes "Use these during the test.";
- next;
- mes "[Yoop]";
- mes "I will guide you into the magic room.";
- job_wl = 7;
- changequest 11109,11110;
- getitem 12384,5; //Rainbow_Ruby_Water
- getitem 12386,5; //Rainbow_Ruby_Wind
- getitem 12387,5; //Rainbow_Ruby_Earth
- getitem 12385,5; //Rainbow_Ruby_Fire
- close2;
- warp "job3_war01",23,20;
- end;
- } else if (job_wl == 7) {
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 3500) {
- mes "You're carring out too many items.";
- mes "You'd better minimize your weight.";
- close;
- }
- mes "[Yoop]";
- mes "Would you like to try it again?";
- mes "Let me give you more rubies.";
- next;
- if (countitem(12384)) delitem 12384,countitem(12384); //Rainbow_Ruby_Water
- if (countitem(12386)) delitem 12386,countitem(12386); //Rainbow_Ruby_Wind
- if (countitem(12387)) delitem 12387,countitem(12387); //Rainbow_Ruby_Earth
- if (countitem(12385)) delitem 12385,countitem(12385); //Rainbow_Ruby_Fire
- getitem 12384,5; //Rainbow_Ruby_Water
- getitem 12386,5; //Rainbow_Ruby_Wind
- getitem 12387,5; //Rainbow_Ruby_Earth
- getitem 12385,5; //Rainbow_Ruby_Fire
- close2;
- warp "job3_war01",23,20;
- end;
- } else if (job_wl == 8) {
- mes "[Yoop]";
- mes "You have successfully crystallized the Hollow Stone.";
- mes "I'm sorry that I've doubted you.";
- if (countitem(12384)) delitem 12384,countitem(12384); //Rainbow_Ruby_Water
- if (countitem(12386)) delitem 12386,countitem(12386); //Rainbow_Ruby_Wind
- if (countitem(12387)) delitem 12387,countitem(12387); //Rainbow_Ruby_Earth
- if (countitem(12385)) delitem 12385,countitem(12385); //Rainbow_Ruby_Fire
- next;
- mes "[Yoop]";
- mes "All of the tests are done. Now talk to Master Engoloria.";
- mes "I'm so happy that you have succeeded.";
- job_wl = 9;
- changequest 11111,11112;
- close;
- } else if (job_wl == 9) {
- mes "[Yoop]";
- mes "All of the tests are done. Now talk to Master Engoloria.";
- mes "I'm so happy that you have succeeded.";
- close;
- } else {
- mes "[Yoop]";
- mes "I can feel that you have strong magic.";
- mes "I envy you.";
- next;
- mes "[Yoop]";
- mes "It deserves something special.";
- mes "Don't abuse it.";
- close;
- }
-}
-
-spl_in02,78,110,5 script Assistant#Warlock3 4_F_FAIRYKID2,{
- if (job_wl == 0) {
- callfunc "F_Warlock";
- end;
- }
- mes "[Assistant]";
- mes "......";
- switch(job_wl) {
- case 1: mes "If you don't have anything to say to me, would you just leave?"; break;
- case 2: mes "I don't have a pony-tail..."; break;
- default: mes "Please be quiet while my master is meditating."; break;
- }
- next;
- switch(select("Leave:Stay")) {
- case 1:
- mes "[Assistant]";
- mes "Then be careful.";
- close2;
- warp "splendide",200,100;
- end;
- case 2:
- mes "[Assistant]";
- mes "......";
- close;
- }
-}
-
-spl_in02,80,108,5 script Guild Master#Warlock 4_F_FAIRY1,{
- if (job_wl == 0) {
- callfunc "F_Warlock";
- end;
- } else if (job_wl == 1) {
- mes "[Master Egnoloria]";
- mes "Do you have something to ask me?";
- next;
- switch(select("How can I be a Warlock?:Cancel.")) {
- case 1:
- mes "[Master Egnoloria]";
- mes "Are you serious?";
- mes "You hunger for power don't you human.";
- next;
- mes "[Master Egnoloria]";
- mes "The strong desire to be more powerful makes your soul more beautiful.";
- next;
- mes "[Master Egnoloria]";
- mes "But, I need to check that you're qualified.";
- next;
- mes "[Master Egnoloria]";
- mes "Yoop!";
- next;
- mes "[Yoop]";
- mes "Yeap!!";
- next;
- mes "[Master Egnoloria]";
- mes "Give this to the human.";
- next;
- mes "[Master Egnoloria]";
- mes "Talk to the guy with the weird hair.";
- mes "He'll let you know what you should do.";
- job_wl = 2;
- setquest 11106;
- close;
- case 2:
- mes "[Master Egnoloria]";
- mes "Good.";
- mes "You are a human being so that's for you.";
- close2;
- warp "splendide",200,100;
- end;
- }
- } else if (job_wl == 2) {
- mes "[Master Egnoloria]";
- mes "I'm meditating, I said talk to Yoop ok.";
- mes "Yoop has a funny pony-tail.";
- mes "And don't disturb me.";
- close;
- } else if (job_wl == 3 || job_wl == 4) {
- mes "[Master Egnoloria]";
- mes "......";
- next;
- mes "[Assistant]";
- mes "Master is meditating.";
- mes "Be quiet.";
- close;
- } else if (job_wl == 5) {
- mes "[Master Egnoloria]";
- mes "I've heard from Yoop that a very useful stone can be created.";
- next;
- mes "[Master Egnoloria]";
- mes "It can be used to make magical jewelry that can cast powerful magic.";
- next;
- mes "[Master Egnoloria]";
- mes "Yoop.";
- next;
- mes "[Yoop]";
- mes "Yeap, Master!";
- next;
- mes "[Master Egnoloria]";
- mes "Please take him to the magical room.";
- next;
- mes "[Yoop]";
- mes "Yup, Master.";
- mes "Please follow me.";
- emotion e_ic,0,"Assistant#Warlock2";
- job_wl = 6;
- changequest 11108,11109;
- close;
- } else if (job_wl < 9) {
- mes "[Master Egnoloria]";
- mes "......";
- next;
- mes "[Yoop]";
- mes "My master is meditating now, please follow me.";
- close;
- } else if (job_wl == 9) {
- if (BaseLevel < 99 || BaseJob != Job_Wizard) {
- mes "[Master Egnoloria]";
- mes "Hm...?";
- mes "How did you come this far...";
- close;
- }
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 3500) {
- mes "You've got too many items.";
- mes "Please come back after reducing the number of items you have.";
- close;
- }
- mes "[Master Egnoloria]";
- if (SkillPoint != 0) {
- mes "Unless you like your current job, you should use all your skill points.";
- close;
- }
- if (hascashmount()) {
- mes "You are on a riding pet,";
- mes "so you cannot change your job.";
- mes "Please unequip your riding pet and try again!";
- close;
- }
- mes "Beautiful light...";
- mes "Don't make me disappointed at you...";
- next;
- mes "[Master Egnoloria]";
- mes "You have become a member of the Warlocks.";
- mes "Be proud.";
- next;
- if (SkillPoint != 0) {
- mes "^0000ffYou still have left the skill points, Please use all the skill points and try to start again!^000000";
- close;
- }
- mes "[Master Egnoloria]";
- mes "This crystallized magical stone will keep you safe.";
- if (Class == Job_High_Wizard) {
- if (JobLevel > 69) job_wl = 13;
- else if (JobLevel > 59) job_wl = 12;
- else job_wl = 11;
- }
- else job_wl = 10;
- jobchange roclass(eaclass()|EAJL_THIRD);
- completequest 11112;
- getitem 5753,1; //Magic_Stone_Hat
- getitem 2795,1; //Green_Apple_Ring
- close;
- } else if (job_wl > 9) {
- mes "[Master Egnoloria]";
- mes "How are you adjusting to the power of a Warlocks?";
- mes "If you get careless, you will be overthrown by your own power.";
- close;
- }
-}
-
-job3_war01,22,22,7 script Yoop#WRR 4_F_FAIRYKID4,{
- mes "[Yoop]";
- mes "If you ask Ebein to be sent to the magical room, he would send you there.";
- mes "Wait in the queue to enter the Chamber of Magic.";
- close;
-}
-
-job3_war01,29,25,0 script Ebein#WRR 4_F_FAIRYKID2,{
- mes "[Ebein]";
- mes "Would you like to take a test?";
- mes "If you stand by in the waiting room, you'll be able to go into the Chamber of Magic.";
- next;
- mes "[Ebein]";
- mes "If there're others inside the room, you just need to wait for a while.";
- next;
- switch(select("Go to the waiting room.:Go outside.")) {
- case 1:
- mes "[Ebein]";
- mes "Then please enter the room yourself.";
- mes "Make sure you have enough potions to survive the test as the monsters are very powerful in the Chamber.";
- close;
- case 2:
- mes "[Ebein]";
- mes "......";
- mes "Then I will send you outside.";
- mes "Bye...";
- close2;
- warp "spl_in02",79,102;
- end;
- }
-}
-
-job3_war01,29,25,5 script The chamber of magic#1 4_F_FAIRYKID2,{
- end;
-OnInit:
- disablenpc "The chamber of magic#1";
- waitingroom "The chamber of magic",20,"The chamber of magic#1::OnStartArena",1;
- enablewaitingroomevent;
- end;
-OnStartArena:
- warpwaitingpc "job3_war02",29,25;
- donpcevent "The chamber of magic#2::OnEnable";
- initnpctimer;
- disablewaitingroomevent;
- end;
-OnTimer10000:
- if (getmapusers("job3_war02") == 0) {
- donpcevent "The chamber of magic#2::OnReset";
- donpcevent "The chamber of magic#2::OnDisable";
- stopnpctimer "The chamber of magic#2";
- donpcevent "The chamber of magic#3::OnReset";
- donpcevent "The chamber of magic#3::OnDisable";
- stopnpctimer "The chamber of magic#3";
- donpcevent "The chamber of magic#4::OnReset";
- donpcevent "The chamber of magic#4::OnDisable";
- stopnpctimer "The chamber of magic#4";
- donpcevent "Hollow Stone#Warlock::OnReset";
- donpcevent "Hollow Stone#Warlock::OnDisable";
- stopnpctimer "Hollow Stone#Warlock";
- stopnpctimer;
- enablewaitingroomevent;
- end;
- }
- initnpctimer;
- end;
-OnEnable:
- enablewaitingroomevent;
- end;
-OnDisable:
- disablewaitingroomevent;
- end;
-}
-
-- script The chamber of magic#2 -1,{
-OnInit:
- disablenpc strnpcinfo(0);
- end;
-OnEnable:
- enablenpc strnpcinfo(0);
- monster "job3_war02",23,32,"Magic Monster",2047,1,strnpcinfo(0)+"::OnMyMobDead";
- monster "job3_war02",23,21,"Magic Monster",2048,1,strnpcinfo(0)+"::OnMyMobDead";
- monster "job3_war02",34,32,"Magic Monster",2049,1,strnpcinfo(0)+"::OnMyMobDead";
- monster "job3_war02",34,21,"Magic Monster",2050,1,strnpcinfo(0)+"::OnMyMobDead";
- monster "job3_war02",23,32,"Magic Monster",2047,1,strnpcinfo(0)+"::OnMyMobDead";
- monster "job3_war02",23,21,"Magic Monster",2048,1,strnpcinfo(0)+"::OnMyMobDead";
- monster "job3_war02",34,32,"Magic Monster",2049,1,strnpcinfo(0)+"::OnMyMobDead";
- monster "job3_war02",34,21,"Magic Monster",2050,1,strnpcinfo(0)+"::OnMyMobDead";
- initnpctimer;
- end;
-OnReset:
- killmonster "job3_war02",strnpcinfo(0)+"::OnMyMobDead";
- end;
-OnDisable:
- disablenpc strnpcinfo(0);
- end;
-OnMyMobDead:
- if (mobcount("job3_war02",strnpcinfo(0)+"::OnMyMobDead") < 1) {
- stopnpctimer;
- mapannounce "job3_war02","The Monster Invasion has been stopped.",bc_map;
- .@str$ = "The chamber of magic#"+((strnpcinfo(0) == "The chamber of magic#2")?"3":"4");
- donpcevent .@str$+"::OnEnable";
- }
- end;
-OnTimer3000:
- if (strnpcinfo(0) != "The chamber of magic#2") end;
- mapannounce "job3_war02","A Magical Power fragment has been created in the Magic Chamber Room.",bc_map;
- end;
-OnTimer4000:
- mapannounce "job3_war02","Defend this room from monsters for 5 minutes.",bc_map;
- end;
-OnTimer5000:
- mapannounce "job3_war02","Destroy all the monsters, and the Chamber will stabilize.",bc_map;
- end;
-OnTimer63000:
- mapannounce "job3_war02","There's 4 min left to stabilize the chamber...",bc_map;
- end;
-OnTimer123000:
- mapannounce "job3_war02","There's 3 min left to stabilize the chamber...",bc_map;
- end;
-OnTimer183000:
- mapannounce "job3_war02","There's 2 min left to stabilize the chamber...",bc_map;
- end;
-OnTimer243000:
- mapannounce "job3_war02","There's 1 min left to stabilize the chamber...",bc_map;
- end;
-OnTimer273000:
- mapannounce "job3_war02","There's 30 seconds left to stabilize the chamber...",bc_map;
- end;
-OnTimer283000:
- mapannounce "job3_war02","There's 20 seconds left to stabilize the chamber...",bc_map;
- end;
-OnTimer293000:
- mapannounce "job3_war02","There's 10 seconds left to stabilize the chamber...",bc_map;
- end;
-OnTimer303000:
- mapannounce "job3_war02","The magic stabilization has failed.",bc_map;
- donpcevent "The chamber of magic#2::OnReset";
- donpcevent "The chamber of magic#3::OnReset";
- donpcevent "The chamber of magic#4::OnReset";
- end;
-OnTimer304000:
- mapwarp "job3_war02","spl_in02",79,102;
- end;
-OnTimer305000:
- donpcevent "The chamber of magic#2::OnDisable";
- donpcevent "The chamber of magic#3::OnDisable";
- donpcevent "The chamber of magic#4::OnDisable";
- donpcevent "The chamber of magic#1::OnEnable";
- stopnpctimer;
- end;
-}
-- duplicate(The chamber of magic#2) The chamber of magic#3 -1
-
-- script The chamber of magic#4 -1,{
-OnInit:
- disablenpc "The chamber of magic#4";
- end;
-OnEnable:
- enablenpc "The chamber of magic#4";
- monster "job3_war02",23,32,"Magic Monster",1002,1,"The chamber of magic#4::OnMyMobDead";
- monster "job3_war02",23,21,"Magic Monster",1002,1,"The chamber of magic#4::OnMyMobDead";
- monster "job3_war02",34,32,"Magic Monster",1002,1,"The chamber of magic#4::OnMyMobDead";
- monster "job3_war02",34,21,"Magic Monster",1002,1,"The chamber of magic#4::OnMyMobDead";
- monster "job3_war02",23,32,"Magic Monster",1002,1,"The chamber of magic#4::OnMyMobDead";
- monster "job3_war02",23,21,"Magic Monster",1002,1,"The chamber of magic#4::OnMyMobDead";
- monster "job3_war02",34,32,"Magic Monster",1002,1,"The chamber of magic#4::OnMyMobDead";
- monster "job3_war02",34,21,"Magic Monster",1002,1,"The chamber of magic#4::OnMyMobDead";
- initnpctimer;
- end;
-OnReset:
- killmonster "job3_war02","The chamber of magic#4::OnMyMobDead";
- end;
-OnDisable:
- disablenpc "The chamber of magic#4";
- end;
-OnMyMobDead:
- if (mobcount("job3_war02","The chamber of magic#4::OnMyMobDead") < 1) {
- mapannounce "job3_war02","Once it's stabilized, the fragments are toward the center.",bc_map;
- stopnpctimer;
- donpcevent "Hollow Stone#Warlock::OnEnable";
- }
- end;
-OnTimer4000:
- mapannounce "job3_war02","Defend this room from monsters for 1 min.",bc_map;
- end;
-OnTimer5000:
- mapannounce "job3_war02","Destroy all the monsters, and the Chamber will stabilize.",bc_map;
- end;
-OnTimer33000:
- mapannounce "job3_war02","There's 30 seconds left to stabilize the chamber....",bc_map;
- end;
-OnTimer43000:
- mapannounce "job3_war02","There's 20 seconds left to stabilize the chamber....",bc_map;
- end;
-OnTimer53000:
- mapannounce "job3_war02","There's 10 seconds left to stabilize the chamber....",bc_map;
- end;
-OnTimer58000:
- mapannounce "job3_war02","There's 5 seconds left to stabilize the chamber....",bc_map;
- end;
-OnTimer63000:
- mapannounce "job3_war02","The magic stabilization has failed. The fragment has lost its power.",bc_map;
- donpcevent "The chamber of magic#2::OnReset";
- donpcevent "The chamber of magic#3::OnReset";
- donpcevent "The chamber of magic#4::OnReset";
- end;
-OnTimer64000:
- mapwarp "job3_war02","spl_in02",79,102;
- end;
-OnTimer65000:
- donpcevent "The chamber of magic#2::OnDisable";
- donpcevent "The chamber of magic#3::OnDisable";
- donpcevent "The chamber of magic#4::OnDisable";
- donpcevent "The chamber of magic#1::OnEnable";
- stopnpctimer;
- end;
-}
-
-- script Hollow Stone#Warlock -1,{
-OnInit:
- disablenpc "Hollow Stone#Warlock";
- end;
-OnEnable:
- enablenpc "Hollow Stone#Warlock";
- donpcevent "The chamber of magic#2::OnReset";
- donpcevent "The chamber of magic#2::OnDisable";
- donpcevent "The chamber of magic#3::OnReset";
- donpcevent "The chamber of magic#3::OnDisable";
- donpcevent "The chamber of magic#4::OnReset";
- donpcevent "The chamber of magic#4::OnDisable";
- monster "job3_war02",29,27,"Hollow Stone",2035,1,"Hollow Stone#Warlock::OnMyMobDead";
- initnpctimer;
- end;
-OnReset:
- killmonster "job3_war02","Hollow Stone#Warlock::OnMyMobDead";
- end;
-OnDisable:
- disablenpc "Hollow Stone#Warlock";
- end;
-OnMyMobDead:
- if (mobcount("job3_war02","Hollow Stone#Warlock::OnMyMobDead") < 1) {
- mapannounce "job3_war02","The Hollow Stone is crystallized with enough magic power.",bc_map;
- job_wl = 8;
- changequest 11110,11111;
- donpcevent "Hollow Stone#Warlock::OnReset";
- donpcevent "Hollow Stone#Warlock::OnDisable";
- stopnpctimer;
- donpcevent "Ebein#E1::OnEnable";
- donpcevent "Ebein#E2::OnEnable";
- }
- end;
-OnTimer1000:
- mapannounce "job3_war02","The Hollow Stone needs to be crystallized with magic.",bc_map;
- end;
-OnTimer2000:
- mapannounce "job3_war02","The Hollow Stone will absorb any magic thrown at it.",bc_map;
- end;
-OnTimer3000:
- mapannounce "job3_war02","You have 10 minutes to crystallize the Hollow Stone with your magic.",bc_map;
- end;
-OnTimer303000:
- mapannounce "job3_war02","There's 5 min left to crystallize the stone....",bc_map;
- end;
-OnTimer363000:
- mapannounce "job3_war02","There's 4 min left to crystallize the stone....",bc_map;
- end;
-OnTimer423000:
- mapannounce "job3_war02","There's 3 min left to crystallize the stone....",bc_map;
- end;
-OnTimer483000:
- mapannounce "job3_war02","There's 2 min left to crystallize the stone....",bc_map;
- end;
-OnTimer543000:
- mapannounce "job3_war02","There's 1 min left to crystallize the stone....",bc_map;
- end;
-OnTimer573000:
- mapannounce "job3_war02","There's 30 seconds left to crystallize the stone....",bc_map;
- end;
-OnTimer583000:
- mapannounce "job3_war02","There's 20 seconds left to crystallize the stone....",bc_map;
- end;
-OnTimer593000:
- mapannounce "job3_war02","There's 10 seconds left to crystallize the stone....",bc_map;
- end;
-OnTimer603000:
- mapannounce "job3_war02","The Hollow Stone Crystalization has failed.",bc_map;
- donpcevent "Hollow Stone#Warlock::OnReset";
- end;
-OnTimer605000:
- mapwarp "job3_war02","spl_in02",79,102;
- end;
-OnTimer607000:
- donpcevent "Hollow Stone#Warlock::OnDisable";
- stopnpctimer;
- donpcevent "The chamber of magic#1::OnEnable";
- end;
-}
-
-- script Ebein#E1 -1,{
-OnInit:
- disablenpc "Ebein#E1";
- end;
-OnEnable:
- initnpctimer;
- end;
-OnDisable:
- disablenpc "Ebein#E1";
- end;
-OnTimer2000:
- mapannounce "job3_war01","Congratulations! You've succeeded in creating a magic crystal.",bc_map;
- end;
-OnTimer3000:
- mapannounce "job3_war01","The Magic Chamber is starting to fill with magic power.",bc_map;
- end;
-OnTimer6000:
- donpcevent "Ebein#E1::OnDisable";
- stopnpctimer;
- donpcevent "The chamber of magic#1::OnEnable";
- end;
-}
-
-- script Ebein#E2 -1,{
-OnInit:
- disablenpc "Ebein#E2";
- end;
-OnEnable:
- initnpctimer;
- end;
-OnDisable:
- disablenpc "Ebein#E2";
- end;
-OnTimer3000:
- mapannounce "job3_war02","Congratulations! You've succeeded in creating a magic crystal.",bc_map;
- end;
-OnTimer5000:
- mapannounce "job3_war02","The Magic Chamber is starting to fill with magic power.",bc_map;
- mapwarp "job3_war02","spl_in02",79,102;
- end;
-OnTimer6000:
- donpcevent "Ebein#E2::OnDisable";
- stopnpctimer;
- end;
-}
-
-job3_war01,1,2,0 script Button Girl#wl 1_F_01,{
- callfunc "F_GM_NPC";
- switch(select("Open Arena:Close Arena:Open the Chamber of Magic:Close the Chamber of Magic:Hollow Stone On:Hollow Stone Off:Cancel")) {
- case 1:
- mes "Opening the Arena.";
- donpcevent "The chamber of magic#1::OnEnable";
- close;
- case 2:
- mes "Closing the Arena.";
- donpcevent "The chamber of magic#1::OnDisable";
- close;
- case 3:
- mes "Opening the Chamber of Magic.";
- donpcevent "The chamber of magic#2::OnEnable";
- close;
- case 4:
- mes "Closing the Chamber of Magic.";
- donpcevent "The chamber of magic#2::OnReset";
- donpcevent "The chamber of magic#2::OnDisable";
- donpcevent "The chamber of magic#3::OnReset";
- donpcevent "The chamber of magic#3::OnDisable";
- donpcevent "The chamber of magic#4::OnReset";
- donpcevent "The chamber of magic#4::OnDisable";
- close;
- case 5:
- mes "Enabing Hollow Stone.";
- donpcevent "Hollow Stone#Warlock::OnEnable";
- close;
- case 6:
- mes "Disabling Hollow Stone.";
- donpcevent "Hollow Stone#Warlock::OnReset";
- donpcevent "Hollow Stone#Warlock::OnDisable";
- close;
- case 7:
- close;
- }
-}
-
-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
diff --git a/npc/re/jobs/3-2/genetic.txt b/npc/re/jobs/3-2/genetic.txt
deleted file mode 100644
index 809d5ff65..000000000
--- a/npc/re/jobs/3-2/genetic.txt
+++ /dev/null
@@ -1,1039 +0,0 @@
-//===== Hercules Script ======================================
-//= Genetic Job Quest
-//===== By: ==================================================
-//= Muad_Dib, Aeomin
-//===== Current Version: =====================================
-//= 1.3a
-//===== Description: =========================================
-//= [Official Conversion]
-//= Job change Quest from Alchemist / Creator -> Genetic.
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Masao]
-//= 1.1 Fixed Scatter Stuff NPCs [JayPee].
-//= 1.2 Updated dialogue. Credits to Muad_Dib. [Joseph]
-//= 1.3 Updated script, optimized. [Euphy]
-//= 1.3a Moved warps to separate file. [Euphy]
-//============================================================
-
-alde_alche,35,186,5 script Alchemist Union Member 1_M_SIGNALCHE,{
- mes "[Alchemist Union Member]";
- if (BaseLevel > 98 && JobLevel > 49){
- if (BaseJob == Job_Alchemist) {
- if (SkillPoint != 0) {
- mes "- You still have unused skill points. Come back when you have used all of them. -";
- close;
- }
- if (job_gen == 0) {
- mes "Our Alchemist Union brings up many junior alchemists with various promotions and investigations.";
- next;
- mes "[Alchemist Union Member]";
- mes "They have spread to all corners of Rune-Midgart and were active in many fields like sciences or special item production methods.";
- next;
- mes "[Alchemist Union Member]";
- mes "We call the members of our new union ^3131FF'Geneticists'^000000.";
- next;
- mes "[Alchemist Union Member]";
- mes "Geneticists are the ones who have reached their peak potential in the world of Alchemy. They are the ones who currently spearhead alchemy throughout all of Rune-Midgart.";
- next;
- mes "[Alchemist Union Member]";
- mes "It looks like you are an expert in this field, how about meeting other geneticists?";
- next;
- mes "[Alchemist Union Member]";
- mes "Not long ago there was a Geneticist who announced a sensational new life studying research.";
- mes "You are very knowledgeable. Do you think you might understand her work?";
- next;
- mes "[Alchemist Union Member]";
- mes "Her study may help you gain the knowledge to help you make a Geneticist!";;
- next;
- mes "[Alchemist Union Member]";
- mes "How's that sound? Do you want to meet a Geneticist?";
- next;
- switch(select("Of course, I want to meet a Geneticist.:I don't want to meet a Geneticist.")) {
- case 1:
- mes "[Alchemist Union Member]";
- mes "Wise choice!";
- mes "The infamous Geneticist 'Devries'.";
- next;
- mes "[Alchemist Union Member]";
- mes "You can find her in the Alchemy Lab at the western part of Lighthalzen. There is also another Geneticist studying weaponry there, you might want to pay her a visit as well.";
- job_gen = 1;
- setquest 2215;
- close;
- case 2:
- mes "[Alchemist Union Member]";
- mes "Aren't you interested in the study of life?";
- close;
- }
- }
- mes "The infamous Geneticist is studying at the Alchemy Lab in the western part of Lighthalzen.";
- mes "If you are interested, go meet with her.";
- close;
- }
- }
- mes "Our Alchemist Union brings up many junior alchemists with various promotions and investigations.";
- next;
- mes "[Alchemist Union Member]";
- mes "They have spread to all corners of Rune-Midgart and were active in many fields like sciences or special item production methods.";
- next;
- mes "[Alchemist Union Member]";
- mes "We call the members of our new union ^3131FF'Geneticists'^000000.";
- next;
- mes "[Alchemist Union Member]";
- mes "Geneticists are the ones who have reached their peak potential in the world of Alchemy. They are the ones who currently spearhead alchemy throughout all of Rune-Midgard.";
- close;
-}
-
-job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{
- if (SkillPoint != 0) {
- mes "- You still have some unused skill points. -";
- close;
- }
- if (job_gen == 1) {
- mes "[Devries]";
- mes "Oh! The bloodsucking plant sample C is withering again.";
- mes "Should I change the ingredient of the growth care?";
- mes "Hey please cheer up soon!";
- next;
- mes "[Devries]";
- mes "Oh? A stranger?";
- mes "Your look tells me that you are doing Alchemy as well right?";
- next;
- mes "[Devries]";
- mes "People say the number of alchemists is increasing nowadays though there aren't may who study this field properly!";
- next;
- mes "[Devries]";
- mes "They're all too worried about saying things like, ''Look at my bomb damage!'' or ''isn?t my homunculus prettier?''";
- next;
- mes "[Devries]";
- mes "The Alchemist Union was saying they'd support the researchers but actually what you get from the studying is just 'Spores Which Can Be Easily Raised'!";
- next;
- mes "[Devries]";
- mes "Thanks to that, there are spores everywhere in my lab! There are spores everywhere!";
- next;
- select("Why do you talk like that?");
- mes "[Devries]";
- mes "'Cause I'm from Rune-Midgart!";
- mes "Have you ever been to Rune-Midgart? Everyone in Rune-Midgart speaks like this.";
- next;
- switch(select("Impossible?!:I'm also from Rune-Midgart.")) {
- case 1:
- mes "[Devries]";
- mes "Impossible?";
- mes "Do you come from a Rune-Midgart village?";
- mes "My village is very big, everyone there speaks like this.";
- break;
- case 2:
- emotion e_lv;
- mes "[Devries]";
- mes "Really! That's why I felt some kind of familiar atmosphere around you.";
- mes "Meeting a hometown person in Schwaltzvalt, it's my pleasure to meet you!";
- break;
- }
- next;
- mes "- Thump!! -";
- next;
- emotion e_ag;
- mes "[Devries]";
- mes "Ughhhhh! That woman started again!";
- next;
- select("What's that sound?");
- mes "[Devries]";
- mes "That's the sound of an experiment being carried out by my roommate, Demi Calberine..";
- mes "Demi's a fire shell technician so she's always noisy like that.";
- next;
- emotion e_sob;
- mes "[Devries]";
- mes "Look at that!";
- mes "My spores and plants are all freaked out!";
- mes "I can't do my work with those noisy sounds. It gives me so much stress!!";
- next;
- mes "- Munch Crunch -";
- next;
- mes "[Devries]";
- mes "When I don't feel good, I savor Mr. Orlean's handmade cookies little by little.";
- next;
- mes "[Devries]";
- mes "It's a high-quality cookie that I got from Prontera. When I get one bite, it seems like I'm floating to Asgard.";
- mes "The softness of the sweet cookie drowns out the clashing sounds from Demi Calberine.";
- next;
- mes "[Devries]";
- mes "Wanna try one?";
- mes "Ah, I've eaten all of it.";
- next;
- mes "[Devries]";
- mes "But it's okay! On the 2nd floor of my room, there are boxes of those!";
- mes "I couldn't stop buying it all in bulk. Ho ho ho.";
- next;
- mes "- Zooooooooooooooooing -";
- specialeffect EF_ENDURE;
- next;
- specialeffect EF_REPAIRWEAPON,AREA,"#from1to2gen";
- mes "- (Screeching Sounds)!!! -";
- mes "- (Screeching)!!! -";
- next;
- specialeffect EF_CRASHEARTH,AREA,"#from1to2gen";
- mes "- Bump! Bump! Bump! -";
- next;
- mes "[Devries]";
- mes "..................";
- next;
- mes "[Devries]";
- mes "Yoooooooooooow";
- mes "Yipeeeeeeeeee!!!";
- next;
- mes "[Devries]";
- mes "Demiiiiiiiiiiiiiiiiiiiiiiii!!!";
- mes "Demiiiiiiiiiiiiiiiiiiiii!!!";
- next;
- mes "- For now it seems that I -";
- mes "- need to calm down Devries. -";
- job_gen = 2;
- close;
- } else if (job_gen == 2) {
- mes "[Devries]";
- mes "Yipeeeeeeeeee!!!";
- mes "Demiiiiii!!!";
- mes "Demiiiiiiiii!!!";
- next;
- mes "- Hmm. -";
- mes "- What'll make her calm? -";
- close;
- } else if (job_gen == 3) {
- mes "[Devries]";
- mes "Yipeeeeeeeeee!!!";
- mes "Demiiiiii!!!";
- mes "Demiiiiiiiii!!!";
- next;
- select("Hand Devries a cookie.");
- mes "- Devries quickly snatches -";
- mes "- away the cookie and stuffs -";
- mes "- it all in her mouth. -";
- next;
- mes "- Crunch Crunch Crunch -";
- mes "- Crunch Crunch Crunch -";
- mes "- Crunch Crunch Crunch -";
- next;
- mes "[Devries]";
- mes "Ah, The sweet buttery taste remains at the end of my tongue.";
- mes "This really gives me peace of mind.";
- next;
- emotion e_pif;
- mes "[Devries]";
- mes "Demi is studying hard today as well";
- mes "Huhuhu. She's really a hard worker.";
- next;
- mes "- That cookie changed her mood quick. -";
- emotion e_no1,1;
- next;
- mes "[Devries]";
- mes "You came here with a love for Alchemy?";
- next;
- mes "[Devries]";
- mes "Oh wait, We haven't introduced ourselves yet.";
- mes "My name is Devries.";
- mes "I'm very interested in making living things that show new and peculiar growth.";
- next;
- mes "[Devries]";
- mes "What's your name, young alchemist?";
- next;
- select("I'm "+strcharinfo(0)+".");
- mes "[Devries]";
- mes "Oh, "+strcharinfo(0)+"!";
- mes "That's a very unusual name. Pleased to meet you.";
- next;
- mes "[Devries]";
- mes "But I can't memorize the name well.";
- mes "So I'll just call you <Popo>. Would that be ok?";
- next;
- select("I uhh...");
- mes "[Devries]";
- mes "Great...";
- mes "Popo, have you heard of my research?";
- mes "You came here because of that, am I right?";
- next;
- switch(select("No.:Yes.")) {
- case 1:
- mes "[Devries]";
- mes "Well, it's all over your face.";
- mes "You don't have to be shy.";
- break;
- case 2:
- mes "[Devries]";
- mes "That's right huh?";
- mes "Well, as I expected, there really is something that makes homeland people get each other";
- break;
- }
- next;
- mes "[Devries]";
- mes "When you saw me in that feverish state, you remembered what I said before and that calmed me down.";
- next;
- mes "[Devries]";
- mes "I like the way you manage yourself and take care to remember small details.";
- mes "You have the talent to become a Geneticist.";
- next;
- mes "[Devries]";
- mes "^FF0000If you become a Geneticist, you can't take the Alchemist's or Biochemist study course that you haven't investigated before.^000000";
- mes "If that's all right for you, how about giving it a shot right now?.";
- next;
- switch(select("I'll try later.:I want to become a Geneticist!")) {
- case 1:
- mes "[Devries]";
- mes "Alright.";
- mes "Even though your knowledge is not that great as that of Geneticists, a fundamental knowledge is also important.";
- mes "Popo, come back to me once you've finished your studies.";
- job_gen = 4;
- close;
- case 2:
- mes "[Devries]";
- mes "Good!";
- mes "Let's do it!";
- job_gen = 5;
- close;
- }
- } else if (job_gen == 4) {
- mes "[Devries]";
- mes "Popo!";
- mes "Are you ready to give it a shot?";
- next;
- switch(select("No.:Yes!")) {
- case 1:
- mes "[Devries]";
- mes "You have to do your best! There is no easy way when looking for knowledge!";
- close;
- case 2:
- mes "[Devries]";
- mes "Very good!";
- mes "Let's do it!";
- job_gen = 5;
- close;
- }
- } else if (job_gen == 5) {
- mes "[Devries]";
- mes "What do you think of plants, Popo";
- mes "Do you like plants? What kind of plants are you interested in?";
- next;
- mes "- Boom, Boom, Boom -";
- next;
- emotion e_swt;
- mes "[Devries]";
- mes "Ah, please tell me Demi Calberine is not starting again?";
- mes "Please let my expectation be wrong ... Please... Demi, please...";
- next;
- mes "[Devries]";
- mes "Where did I stop talking";
- mes "Oh, right. Plants are very important in Alchemy.";
- next;
- mes "[Devries]";
- mes "Alchemy can make Flora's and Geographers grow immensely fast, so they can help in battle, like those Alchemists...";
- next;
- mes "- Boom!! Boom!! Boom!! Boom!! -";
- next;
- emotion e_dots;
- mes "[Devries]";
- mes ".......................";
- next;
- emotion e_dots;
- mes "[Devries]";
- mes "Techniques, plants are relatively easy to...";
- next;
- mes "- Boom!!!!!! -";
- next;
- emotion e_dots;
- mes "[Devries]";
- mes "Crossbreed...";
- next;
- mes "- Pop!!!!!! -";
- mes "- Keeeeeeeeeeeeeh!!!! -";
- mes "- Boooooooooooooom!!!! -";
- mes "- Boom!! Boom!! Boom!! -";
- next;
- emotion e_dots;
- mes "[Devries]";
- mes ".......................";
- next;
- emotion e_dots;
- mes "[Devries]";
- mes "Popo.";
- next;
- emotion e_dots;
- mes "[Devries]";
- mes "I'll give you the test to become a Geneticist.";
- next;
- mes "[Devries]";
- mes "The subject is <The Perfect Soundproof System>!";
- mes "Please think of a way to save me from Demi Calberine's noise, using plants and experimental equipment that are here on the 1st floor of the lab.";
- next;
- mes "[Devries]";
- mes "Well, you better get started!";
- job_gen = 6;
- close;
- } else if (job_gen == 6) {
- mes "[Devries]";
- mes "The subject is <The Perfect Soundproof System>!";
- mes "Please think of a way to save me from Demi Calbereine's noise, using plants and experimental equipment that are here on the 1st floor of the lab.";
- next;
- mes "[Devries]";
- mes "There are some guides in the cabinet that you may use.";
- mes "Well, you better get started!";
- close;
- } else if (job_gen > 6 && job_gen < 60) {
- mes "[Devries]";
- mes "Is there a problem?";
- next;
- switch(select("Nothing.:The experiment failed.")) {
- case 1:
- mes "[Devries]";
- mes "Better get started, or I'll start to scream!!!";
- close;
- case 2:
- mes "[Devries]";
- mes "You can start from the beginning then?";
- mes "Why are you asking me such things?";
- job_gen = 7;
- if (questprogress(2209) == 1) erasequest 2209;
- if (questprogress(2210) == 1) erasequest 2210;
- if (questprogress(2211) == 1) erasequest 2211;
- if (questprogress(2212) == 1) erasequest 2212;
- if (questprogress(2213) == 1) erasequest 2213;
- if (questprogress(2214) == 1) erasequest 2214;
- close;
- }
- } else if (job_gen == 60 || job_gen == 61) {
- mes "- Zing Zing Zigi Zigi -";
- next;
- mes "- Zing Zing Zigi Zigi -";
- next;
- mes "[Devries]";
- mes "What the hell is Demi Calberine doing?";
- mes "That's really a noisy one.";
- next;
- mes "[Devries]";
- mes "Your study is done, Popo?";
- mes "Give me those seeds.";
- next;
- if (countitem(6273) == 0 && countitem(6272) == 0) {
- mes "[Devries]";
- mes "What happened?";
- mes "How could you say the study is completed without any result?";
- mes "Start again.";
- job_gen = 7;
- } else {
- mes "[Devries]";
- mes "Well, I'll take a look at the seeds Popo made.";
- mes "What's the result?";
- next;
- mes "[Devries]";
- mes "When you put a seed in a Super Cultivator, and adjust the temperature...";
- next;
- mes "[Devries]";
- mes "Damn!";
- next;
- if (job_gen == 60) {
- specialeffect EF_FLASHER,AREA,"Super Cultivator#gen";
- specialeffect EF_PHARMACY_OK,AREA,"Super Cultivator#gen";
- mes "[Devries]";
- mes "Popo, look at that!";
- mes "That's really a mysterious plant!";
- next;
- mes "[Devries]";
- mes "The inside of the Cultivator is now full of thorny stems!";
- mes "It's as if the stems are making a wall and growing very sturdily and those are getting tangled!";
- next;
- mes "[Devries]";
- mes "This is it, Popo!";
- mes "This plant's properties can be used for many applications!";
- next;
- mes "[Devries]";
- mes "This is really great, Popo.";
- mes "I knew that you were knowledgeable but your ability is more than that!";
- next;
- mes "[Devries]";
- mes "I will tell the outcome to the Alchemist Union.";
- mes "I will send a recommendation letter saying that your ability is really great and that you could be a brilliant member.";
- next;
- mes "[Devries]";
- mes "Getting an answer from the Union will take some time, so could you wait a moment?";
- mes "Why don't you go up to Demi Calberine?";
- next;
- mes "[Devries]";
- mes "She is a fellow Geneticist, specializing in mini cannons.";
- mes "Go take a look at her experiment results.";
- mes "Could you give this message to her? Tell her to conduct her experiments quietly.";
- delitem 6273,1; //Altered_Seed
- job_gen = 62;
- changequest 2215,2216;
- } else {
- specialeffect EF_SPELLBREAKER,AREA,"Super Cultivator#gen";
- specialeffect EF_PHARMACY_FAIL,AREA,"Super Cultivator#gen";
- mes "[Devries]";
- mes "Uh oh! You failed, Popo.";
- mes "It didn't grow at all, it's withered already.";
- mes "Go and start over!";
- delitem 6272,1; //Experiment_Seed
- job_gen = 7;
- }
- }
- if (questprogress(2209) == 1) erasequest 2209;
- if (questprogress(2210) == 1) erasequest 2210;
- if (questprogress(2211) == 1) erasequest 2211;
- if (questprogress(2212) == 1) erasequest 2212;
- if (questprogress(2213) == 1) erasequest 2213;
- if (questprogress(2214) == 1) erasequest 2214;
- close;
- } else if (job_gen > 61 && job_gen < 76) {
- if (questprogress(2223,HUNTING) == 2) {
- mes "[Devries]";
- mes "Oh, wait a second.";
- mes "It seems that the mail's has arrived.";
- job_gen = 76;
- completequest 2223;
- close;
- }
- mes "[Devries]";
- mes "You can take a look at the Demi Calberine's work place while we get an answer from the Union.";
- close;
- } else if (job_gen == 76) {
- mes "[Devries]";
- mes "Popo!";
- mes "I've got good news for you!";
- next;
- if (checkweight(1201,2) == 0 || MaxWeight - Weight < 2000) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you lose some weight. -";
- close;
- }
- mes "[Devries]";
- if (BaseJob != Job_Alchemist || BaseLevel < 99 || JobLevel < 50) {
- mes "Oh, it looks like you're not ready to hear it.";
- close;
- }
- if (checkcart()){
- mes "First take off that heavy and dirty cart, that doesn't suit you on this happy moment.";
- close;
- }
- if (SkillPoint != 0) {
- mes "But you look like you have a lingering desire for previous studies.";
- close;
- }
- mes "A letter has arrived from the Alchemist Union.";
- mes "I'll read it to you, Popo!";
- next;
- mes "<Dearest Miss Devries,>";
- mes "<We are very aware of the brilliant activities you've shown lately.>";
- next;
- mes "<Miss. Devries>";
- mes "This guy is also from my hometown.";
- next;
- mes "<I heard very good news that your research results are taking the step of commercial use.>";
- mes "<I'm sure it will be a great inspiration for other Alchemists.>";
- next;
- mes "<Come to think of it, you've attached a paper?>";
- mes "<It was a new plant which makes plants grow super-fast, discovered by an Alchemist named, "+strcharinfo(0)+">";
- next;
- mes "<Myself and many other Alchemists from the Alchemist union are taking great interest in this.>";
- next;
- mes "<We are looking forward to more volumes of study papers and outcomes, especially from other Geneticists who?ve heard this news.>";
- next;
- mes "<Miss. Devries>";
- mes "<I think that "+strcharinfo(0)+" has enough ability and talent to be a Geneticist.>";
- next;
- mes "<Please tell "+strcharinfo(0)+" as soon as possible that we are expecting remarkable activities as a Geneticist from now on.>";
- next;
- mes "<The Alchemist Union is very proud of Miss Devries, Miss Demi Calberine and "+strcharinfo(0)+" who are excellent talented people.>";
- mes "<We hope that you yield good fruits in the future as well.>";
- next;
- mes "[Devries]";
- if (hascashmount()) {
- mes "You are on a riding pet,";
- mes "so you cannot change your job.";
- mes "Please unequip your riding pet and try again!";
- close;
- }
- mes "Congratulations, Popo!";
- mes "You are a Geneticist from now on!!";
- jobchange roclass(eaclass()|EAJL_THIRD);
- job_gen = 77;
- getitem 5752,1; //Midas_Whisper
- getitem 2795,1; //Green_Apple_Ring
- next;
- mes "[Devries]";
- mes "Just like the word from the Union, I'm also looking forward to your awesome activities.";
- mes "Let's try hard together! To become the best Geneticist!";
- close;
- } else if (job_gen == 77) {
- mes "[Devries]";
- mes "Popo, do you want to join my Love Orleans club? It's a club for those that love cookies. Of course, we don't think of doing weird things with Charles Orleans.";
- close;
- }
- mes "[Devries]";
- mes "Am I that pretty to you? Why are you staring at me like that?";
- close;
-}
-
-job3_gen01,83,72,3 script Delivery Box#generic HIDDEN_NPC,{
- mes "- There's a big box. -";
- if (job_gen == 2) {
- next;
- switch(select("Open the box.:Check the address.:Do nothing.")) {
- case 1:
- mes "- There are several cookie bags which are packed carefully in the box. -";
- next;
- switch(select("Take out a cookie bag.:Do nothing.")) {
- case 1:
- mes "- You've taken out a cookie bag out of the box. -";
- job_gen = 3;
- close;
- case 2:
- mes "You do nothing.";
- close;
- }
- case 2:
- mes "[From: Rune-Midgarts Kingdom, Prontera, Charles Orleans]";
- mes "[Recipient: Schwaltzvalt Republic, Lighthalzen, Devries]";
- close;
- case 3:
- mes "You do nothing.";
- close;
- }
- }
- close;
-}
-
-job3_gen01,12,56,3 script Plant Guide#generic HIDDEN_NPC,{
- mes "<The Easiest Alchemy in the World>";
- mes "Written by Bob Ross.";
- next;
- switch(select("Animals:Plants:Minerals:Etc")) {
- case 1:
- mes "...Using animals in Alchemy can easily be practiced by anyone.";
- mes "You can put the animals that you want to use on the white tray, imagine the goal you want to make and then practice the alchemy.";
- mes "It's very easy.";
- next;
- mes "...The animals that are used in Alchemy might in the danger of getting extinct because of being captured by thoughtless alchemists.";
- mes "So I won't mention them.";
- close;
- case 2:
- mes "...The guide of Alchemy using plants is easy to follow, even for a little kid.";
- mes "You can put the plants on the table, and break or cut them, connect them using a simple tool, then do alchemy.";
- mes "That's really an extraordinary method.";
- next;
- mes "...The plants usually used for Alchemy are Bigibigi Grass and Muka Trees that have sharp thorns but are delicate inside and Bogi Creeper whose growth speed is really fast but parasitic on living things.";
- if (job_gen == 6)
- job_gen = 7;
- close;
- case 3:
- mes "...Using minerals in Alchemy is a way that beginners find pretty easy.";
- mes "You can put the minerals you want to in the beautifully crafted box, and sing any song that you can think of twice and then practice the alchemy.";
- mes "That's really an easy way.";
- next;
- mes "...A mineral that's usually used for Alchemy is 'Phracon' which doesn't cost a lot.";
- close;
- case 4:
- mes "...Alchemy is the easiest thing in the world.";
- mes "This writer shows a cobalt blue Alchemy demonstration in front of students every week, and always get a big applaud from them.";
- mes "I'm sure that you would be into the Alchemy world at the moment you read this book.";
- close;
- }
-}
-
-// QuestID,PlantName,Description{,Part?}
-function script Genetic_Job_Plant {
- if (job_gen == 7) {
- if (!questprogress(getarg(0))) {
- mes "- "+getarg(2)+" -";
- next;
- switch(select("Use it as a material.:Do not use.")) {
- case 1:
- if (getarg(3, 0)) .@str$ = "some of the ";
- mes "- You've acquired "+.@str$+getarg(1)+". -";
- setquest getarg(0);
- close;
- case 2:
- mes "- This plant doesn't look suitable as an experiment sample. -";
- close;
- }
- }
- mes "- You've already acquired "+getarg(1)+". -";
- close;
- } else if (job_gen == 6) {
- mes "Information related to this plant can be found in the Plant Guide in the cabinet.";
- close;
- }
- mes "- "+getarg(2)+" -";
- close;
-}
-
-job3_gen01,36,55,3 script Bigibigi Grass#gen CLEAR_NPC,{
- callfunc "Genetic_Job_Plant",2209,"Bigibigi Grass","The size is quite big to be normal grass so it's called Bigibigi Grass.";
- end;
-}
-job3_gen01,36,45,3 script Muka Tree#gen CLEAR_NPC,{
- callfunc "Genetic_Job_Plant",2210,"Muka Tree","This is the Muka Tree which protects its delicate inside with sharp thorns.",1;
- end;
-}
-job3_gen01,42,55,3 script Bogi Vine#gen CLEAR_NPC,{
- callfunc "Genetic_Job_Plant",2211,"Bogi Vine","This is a Bogi Vine which has a very fast growth speed.",1;
- end;
-}
-job3_gen01,30,58,3 script Aolatura#gen CLEAR_NPC,{
- callfunc "Genetic_Job_Plant",2212,"Aolatura","This is known to blossom then thousand flowers as it only blooms once per lifetime.";
- end;
-}
-job3_gen01,30,63,3 script Congra#gen CLEAR_NPC,{
- callfunc "Genetic_Job_Plant",2213,"Congra","It's a plant that has a big and solid stem with enormous leaves.";
- end;
-}
-job3_gen01,32,38,3 script Sticky Grass#gen CLEAR_NPC,{
- callfunc "Genetic_Job_Plant",2214,"Sticky Grass","I may not know the name but it's sticky and can stick to just about anything.";
- end;
-}
-
-job3_gen01,7,50,3 script Testing Table#gen CLEAR_NPC,{
- if (job_gen == 7) {
- mes "- This is a testing table with a lot of equipment. I think I can study the combinations here with plants. -";
- next;
- if(select("Conduct an experiment.:Do not conduct an experiment.") == 2) {
- mes "- It's not the time to start an experiment. -";
- close;
- }
- if (!questprogress(2209) && !questprogress(2210) && !questprogress(2211) && !questprogress(2212)
- && !questprogress(2213) && !questprogress(2213) && !questprogress(2214)) {
- mes "["+strcharinfo(0)+"]";
- mes "Hmm, I need to gather plant materials first.";
- close;
- }
- mes "What shall I do with these plant materials?";
- next;
- select("Break.:Smash into little pieces.:Crush.");
- while (1) {
- mes "What shall I do now?";
- next;
- if (rand(2))
- select("Burn into Ashes.:Dip into distilled water.:Steam.");
- else
- select("Put it into a Testing Flask and Shake.:Freeze.:Heat.");
- if (!rand(7)) break;
- }
- mes "What shall I do now?";
- next;
- select("Inject it into a testing seed.");
- mes "What kind of seed should I pick?";
- next;
- select("Testing Seed - Type A:Testing Seed - Type B:Testing Seed - Type C:Testing Seed - Type D");
- mes "I've put the prepared materials into the chosen testing seed.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Good. Now I can let Miss Devries take a look at this seed!";
- if (!questprogress(2209) && !questprogress(2210) && !questprogress(2211)) {
- job_gen = 61;
- getitem 6272,1; //Experiment_Seed
- close;
- }
- if (questprogress(2209) == 1) job_gen += 10;
- if (questprogress(2210) == 1) job_gen += 10;
- if (questprogress(2211) == 1) job_gen += 10;
- .@score = job_gen + JobLevel - 20;
- if (rand(1,100) < .@score) {
- job_gen = 60;
- getitem 6273,1; //Altered_Seed
- close;
- } else {
- job_gen = 61;
- getitem 6272,1; //Experiment_Seed
- close;
- }
- } else if (job_gen > 7 && job_gen < 60) {
- mes "- It looks like the experiment has failed. I better start over. -";
- job_gen = 7;
- if (countitem(6273)) delitem 6273,1; //Altered_Seed
- if (countitem(6272)) delitem 6272,1; //Experiment_Seed
- if (questprogress(2209) == 1) erasequest 2209;
- if (questprogress(2210) == 1) erasequest 2210;
- if (questprogress(2211) == 1) erasequest 2211;
- if (questprogress(2212) == 1) erasequest 2212;
- if (questprogress(2213) == 1) erasequest 2213;
- if (questprogress(2214) == 1) erasequest 2214;
- close;
- } else if (job_gen == 60 || job_gen == 61) {
- mes " - It looks like I need to let Miss Devries take a look at this seed! -";
- end;
- }
- mes "- This is a testing table with a lot of equipment. I think I can study the combinations here with plants. -";
- close;
-}
-
-job3_gen01,21,67,3 script Super Cultivator#gen CLEAR_NPC,{
- end;
-}
-
-job3_gen01,91,48,3 script Demi Calberine#gen 4_F_SCIENCE,{
- mes "[Demi Calberine]";
- if (job_gen < 62) {
- mes "Hmm~ Where'd that bolt go?";
- close;
- } else if (job_gen == 62) {
- mes "Oh that blue cart~";
- mes "Load picture-like cannon~";
- mes "With my lovely darling~";
- mes "Wanna shoot cannon foereva~~";
- next;
- mes "[Demi Calberine]";
- mes "Er~ Where's the bolt?";
- mes "Why aren't their enough screws? Didn't I order new ones just recently?";
- next;
- select("Hello~?");
- mes "[Demi Calberine]";
- mes "Oh, my~?";
- mes "When did you... Who are you?";
- next;
- mes "[Demi Calberine]";
- mes "Oh, my god!";
- mes "Hey! Please help me!";
- next;
- mes "[Demi Calberine]";
- mes "I need to complete and ordered mini cannon today, but I can't find the parts!";
- next;
- mes "[Demi Calberine]";
- mes "Ugh~ I think they dropped around here somewhere.";
- mes "I only need 10! I need to put the other parts together first... Please could you help me?!";
- changequest 2216,2217;
- job_gen = 63;
- close;
- } else if (job_gen > 62 && job_gen < 74) {
- mes "Ah, oh no, oh no~~~";
- mes "Did you find the parts? No, not yet? You promised, please hurry up!";
- close;
- } else if (job_gen == 74) {
- mes "With this cart, the firepower won't do well, then let's put it in this way...";
- next;
- select("I've got the parts.");
- mes "[Demi Calberine]";
- mes "Oh, gosh!";
- mes "You scared me to death!!";
- mes "Oh, are these my lost screws and bolts?";
- mes "Where did you find these?";
- next;
- select("You asked me to find them!");
- mes "[Demi Calberine]";
- mes "Oh?, really?";
- mes "Did I? Hohohohoho.";
- mes "I don't even know where my mind is.";
- next;
- mes "[Demi Calberine]";
- mes "Please wait a moment.";
- mes "I will be done quickly with these.";
- next;
- mes "- Snap Snap Snap -";
- next;
- mes "[Demi Calberine]";
- mes "Okay, I've connected the cannon to the cart... Now shall we test the performance?";
- next;
- mes "- Sizlle... -";
- next;
- mes "- Pop! Pop! Pop! Pop! -";
- next;
- mes "[Demi Calberine]";
- mes "Great! Success!";
- mes "Whew. You've been a lot of help to me.";
- mes "Thank you very much.";
- next;
- mes "[Demi Calberine]";
- mes "Oh, by the way what made you come here?";
- mes "Did you come here to order something";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'm a Geneticist applicant.";
- mes "I heard that you were very knowledgeable about portable mini cannons and stuff.";
- next;
- mes "[Demi Calberine]";
- mes "Yep, I deal with many kinds of cannons.";
- mes "Nowadays, there are those who want to remodel their carts, so I've been installing several additional functions such as mini cannons to their carts.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Cart remodeling?";
- next;
- mes "[Demi Calberine]";
- mes "Yes, didn't you want to race out when you went downhill?";
- mes "Or haven't you ever thought that it was so boring dragging around that plain old cart?";
- next;
- mes "[Demi Calberine]";
- mes "Carts are no longer just a wagon for storage.";
- mes "You could hang a cannon on a cart to make it help you boost your attack power.";
- next;
- mes "[Demi Calberine]";
- mes "Miss Devries seems to be studying childish experiments downstairs.";
- mes "I don't understand why those research papers get so popular.";
- emotion e_pif;
- next;
- mes "[Demi Calberine]";
- mes "See this mini-mini cannon.";
- mes "This is the smallest and the lightest cannon in the world.";
- mes "This is what I made but isn?t this so cute? Yipee~";
- emotion e_awsm;
- next;
- select("Can I get my cart remodeled?");
- mes "[Demi Calberine]";
- mes "Unfortunately, the cart remodeling is only allowed for Geneticists.";
- mes "It's a rule from the Alchemist Union, so I can't help it.";
- next;
- mes "[Demi Calberine]";
- mes "But don't get disappointed.";
- mes "You can be a Geneticist too!";
- mes "Hohoho.";
- next;
- mes "[Demi Calberine]";
- mes "And what's more, you can?t so the cart remodeling to just any cart.";
- mes "It can only be done on quality certified carts that've been polished for a long time.";
- next;
- mes "[Demi Calberine]";
- mes "You should practice your cart skills whenever you have time until you become a Geneticist.";
- mes "Till your muscles are dealing with your cart in powerful harmony and your cart moves beautifully,";
- next;
- mes "[Demi Calberine]";
- mes "If you want, ^FF0000I'll show you a good training spot.^000000";
- mes "^FF0000Devries won't like it much^000000, but it's the best place. Haha.";
- next;
- mes "[Demi Calberine]";
- mes "How about you swing your cart around as practice?";
- mes "When you swing your cart at least ^FF0000100^000000 times, you can get rid of stress and the cart will be polished up enough.";
- next;
- mes "[Demi Calberine]";
- mes "Well, I need to get to work for the next order.";
- mes "Come and find me whenever you need training.";
- mes "I'll help you out whenever you need your cart remodeled.";
- next;
- mes "- Rattle -";
- next;
- mes "- What's this? I feel like the floor is missing somewhere. -";
- job_gen = 75;
- changequest 2217,2223;
- close2;
- warp "job3_gen01",23,32;
- end;
- } else if (job_gen == 75) {
- if (questprogress(2223,HUNTING) == 2) {
- mes "It seem Miss Devries found out that I put you in her spore pen.";
- mes "It's funny when you look at her face. After you've killed all those spores.";
- close;
- }
- mes "Sigh, haven't you finished practicing?";
- mes "Do you want to enter the spore pen?";
- next;
- switch(select("Yes.:No.")) {
- case 1:
- mes "[Demi Calberine]";
- mes "Have fun swinging your cart around~";
- close2;
- warp "job3_gen01",23,32;
- end;
- case 2:
- mes "[Demi Calberine]";
- mes "What a shame! I wanted to see Miss Devries's angry face.";
- close;
- }
- } else if (job_gen > 75) {
- mes "It seem Miss Devries found out that I put you in her spore pen.";
- mes "It's funny when you look at her face. After you've killed all those spores.";
- close;
- }
-}
-
-- script Scattered Stuff#gen -1,{
- if (job_gen > 62 && job_gen < 74) {
- mes "- There are so many scattered things on the floor that the lab is in chaos. -";
- next;
- mes "- You found a little metal fragment. -";
- job_gen = job_gen+1;
- specialeffect EF_BASH;
- disablenpc strnpcinfo(0);
- initnpctimer;
- close;
- } else if (job_gen == 74) {
- mes "- I think I've gathered all of the parts. -";
- close;
- }
- end;
-OnTimer7000:
- enablenpc strnpcinfo(0);
- stopnpctimer;
- end;
-}
-job3_gen01,84,45,3 duplicate(Scattered Stuff#gen) Scattered Stuff#gen1 HIDDEN_NPC
-job3_gen01,77,41,3 duplicate(Scattered Stuff#gen) Scattered Stuff#gen2 HIDDEN_NPC
-job3_gen01,78,57,3 duplicate(Scattered Stuff#gen) Scattered Stuff#gen3 HIDDEN_NPC
-job3_gen01,89,59,3 duplicate(Scattered Stuff#gen) Scattered Stuff#gen4 HIDDEN_NPC
-job3_gen01,90,51,3 duplicate(Scattered Stuff#gen) Scattered Stuff#gen5 HIDDEN_NPC
-job3_gen01,83,27,3 duplicate(Scattered Stuff#gen) Scattered Stuff#gen6 HIDDEN_NPC
-job3_gen01,74,45,3 duplicate(Scattered Stuff#gen) Scattered Stuff#gen7 HIDDEN_NPC
-
-job3_gen01,18,39,3 script Warning#gen 2_BULLETIN_BOARD,{
- mes "= Warning =";
- mes "If you bully my spores, I'll scream!!!";
- if (job_gen < 75) close;
- next;
- switch(select("Get out of the pen.:Stay still.")) {
- case 1:
- mes "- I'd better get out before I get caught by Miss Devries. -";
- close2;
- warp "job3_gen01",21,38;
- end;
- case 2:
- mes "- I decide to stay still. -";
- close;
- }
-}
-
-job3_gen01,80,12,1 script Stacked Magazines#gen HIDDEN_NPC,{
- mes "- 'Monthly Bang!' magazines are piled up in disorder. -";
- close;
-}
-
-job3_gen01,83,20,1 script Bed#gen HIDDEN_NPC,{
- mes "- A checker patterned blanket set which looks like it was picked carefully is too good for this dirty bed. -";
- close;
-}
-
-job3_gen01,85,25,1 script Opened Book#gen HIDDEN_NPC,{
- mes "< Do you want to have my pretty room? Do you have enough zeny? Is there enough room? Run to the Lighthalzen Department Store right away and get the most high-end wall papers and interior accessories! >";
- next;
- mes "< Luxurious candles that'll lighten up your room, a huge golden mirror that every lady owns, you cannot miss any of them! >";
- close;
-}
-
-job3_gen01,81,81,0 script #dbroom HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- mes "- It's a room that looks like a storehouse, thanks to so many parcels piled up in the room. -";
- close;
-}
-
-job3_gen01,24,32,0 script The gaze of Devries HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (questprogress(2223,HUNTING) == 2) {
- mapannounce "job3_gen01","Devries: Whoa? Was there a lost kitty in the spore pen?",bc_map,"0x99CC00"; //FW_NORMAL 12 0 0
- emotion e_omg,1;
- warp "job3_gen01",21,38;
- }
- end;
-}
-
-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
-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
-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
-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
-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
-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
diff --git a/npc/re/jobs/3-2/minstrel.txt b/npc/re/jobs/3-2/minstrel.txt
deleted file mode 100644
index fee20e8d3..000000000
--- a/npc/re/jobs/3-2/minstrel.txt
+++ /dev/null
@@ -1,1918 +0,0 @@
-//===== Hercules Script ======================================
-//= Minstrel Job Quest
-//===== By: ==================================================
-//= Muad_Dib
-//===== Current Version: =====================================
-//= 1.3
-//===== Description: =========================================
-//= [Official Conversion]
-//= Job change Quest from Bard / Clown -> Minstrel.
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Masao]
-//= 1.1 Fix the checking of requirements before job change to Minstel [JayPee]
-//= 1.2 Optimized. [Euphy]
-//= 1.3 Updated script. [Euphy]
-//============================================================
-
-alberta,196,133,4 script Bard#job_min 4_M_BARD,{
- if (job_min == 0) {
- if (BaseJob == Job_Bard && BaseLevel > 98 && JobLevel > 49) {
- mes "[Bard]";
- mes "The voice of heaven revolves around in my ears";
- mes "like a wandering wind,";
- next;
- mes "[Bard]";
- mes "Even though I close my eyes and cover my ears,";
- mes "I can hear a voice from somewhere,";
- next;
- mes "[Bard]";
- mes "It put temptation in exhausted crewman to deep sleep,";
- mes "made them feel as if they were in a land of dreams.";
- next;
- mes "[Girl]";
- mes "Ahhh!! Awesome!!";
- next;
- mes "[Boy]";
- mes "Encore!! Encore!!!";
- next;
- mes "[Old Man passing by]";
- mes "Eeeee~ that's not real song...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Clap.";
- mes "I can feel the rhythm.";
- mes "Can I hear one more song?";
- next;
- mes "[Bard]";
- mes "Hum?";
- mes "Judging by your outfit I think you are good at singing, why don't you sing us a song?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "??!!";
- next;
- mes "[Bard]";
- mes "Hahaha!";
- mes "Just kidding.";
- mes "Were you serious? Haha.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...";
- next;
- mes "[Karian]";
- mes "Sorry~";
- mes "Don't be upset...";
- mes "My name is Karian, I'm just going around.";
- next;
- mes "[Karian]";
- mes "Do you want to go somewhere?";
- mes "Alberta is perfect for traveling.";
- next;
- mes "[Karian]";
- mes "But when you go to sea, you have to be careful.";
- mes "If you run into a Siren, then it's only a matter of time before she kills you.";
- next;
- mes "[Karian]";
- mes "No man can survive after hearing ^f57d7dthe voice of a Siren^000000.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'm "+strcharinfo(0)+".";
- mes "Are you here in Alberta to travel?";
- next;
- mes "[Karian]";
- mes "Um... I'm not trying to leave...";
- mes "...";
- next;
- mes "[Karian]";
- mes "Yes!";
- mes "I'm looking for '^f57d7dMaestro Song^000000'.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "^f57d7d'Maestro Song'^000000, you mean the poet of legend?";
- next;
- mes "[Karian]";
- mes "That's right.";
- mes "According to a rumor that I heard, he is a rich noble.";
- mes "But other than that fact, I can't get any more information.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Why can't you get any more information?";
- next;
- mes "[Karian]";
- mes "Well?";
- mes "That's why I tried to go Prontera...";
- mes "Umm...";
- next;
- mes "[Karian]";
- mes "If you are interested, why don't help me find out where ^f57d7d'Maestro Song'^000000 is?";
- next;
- if(select("Ok.:No.") == 2) {
- mes "["+strcharinfo(0)+"]";
- mes "I'm not interested.";
- next;
- mes "[Karian]";
- mes "Are you? It can't be helped.";
- mes "See you later~";
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "Ok, I will.";
- job_min = 1;
- setquest 11135;
- next;
- mes "[Karian]";
- mes "It's good to travel by yourself but sometimes you feel that you want to have friends around.";
- next;
- mes "[Karian]";
- mes "Then "+strcharinfo(0)+".";
- mes "Can you collect some ^f57d7dInformation on 'Maestro Song'^000000 in ^f57d7dProntera^000000?";
- mes "Because I have something to investigate in Alberta.";
- next;
- mes "[Karian]";
- mes "Please come back here after finishing the investigation.";
- close;
- }
- mes "[Bard]";
- mes "You have to be careful when you are going to sea.";
- mes "If a Siren fascinates you, then it's only a matter of time before she kills you.";
- next;
- mes "[Bard]";
- mes "No man can survive after hearing ^f57d7dthe voice of a Siren^000000.";
- close;
- } else if (job_min == 1) {
- mes "[Karian]";
- mes "It's good to travel by yourself but sometimes you feel that you want to have friends around.";
- next;
- mes "[Karian]";
- mes "Then "+strcharinfo(0)+".";
- mes "Can you collect some ^f57d7dInformation on 'Maestro Song'^000000 in ^f57d7dProntera^000000?";
- mes "Because I have something to investigate in Alberta.";
- next;
- mes "[Karian]";
- mes "Please come back here after finishing the investigation.";
- close;
- } else if (job_min > 1 && job_min < 4) {
- mes "[Karian]";
- mes "Can you collect some ^f57d7d information on 'Maestro Song'^000000 in ^f57d7dProntera^000000?";
- mes "Because I have something to investigate in Alberta.";
- next;
- mes "[Karian]";
- mes "Please come back here after finishing the investigation.";
- close;
- } else if (job_min == 4) {
- mes "[Karian]";
- mes strcharinfo(0)+"! Did you already go to Prontera?";
- mes "Did you get any useful information?";
- next;
- mes "[Karian]";
- mes "Hum~ did you?";
- mes "I think that's not enough to use...";
- next;
- mes "[Karian]";
- mes "Huhu~ But I got some useful information from some of the captains here in Alberta.";
- next;
- mes "[Karian]";
- mes "I heard that there is a ship which had a man who could be ^f57d7dMaestro Song^000000.";
- mes "A few years ago, it was a ship headed for ^f57d7dHugel^000000.";
- next;
- mes "[Karian]";
- mes "It doesn't exist any more, so I need to take an airship...";
- mes "It's my first time to take it.";
- next;
- mes "[Karian]";
- mes "Um..";
- mes "Anyway let's meet at the airship in Izlude.";
- job_min = 5;
- changequest 11138,11139;
- close;
- } else if (job_min == 100) {
- mes "[Karian]";
- mes "The voice of heaven revolves around my ears";
- mes "like a wandering wind,";
- next;
- mes "[Bard]";
- mes "Even though I close my eyes and cover my ears,";
- mes "I can hear a voice from somewhere,";
- next;
- mes "[Bard]";
- mes "It put temptation in exhausted crewman to deep sleep,";
- mes "make them feel as if they are in the land of dreams.";
- next;
- mes "[Karian]";
- mes "Ah!!! "+strcharinfo(0)+" Long time no see!";
- mes "What? What am I doing here?";
- next;
- mes "[Karian]";
- mes "Well?";
- mes "Let me leave here?";
- next;
- mes "[Minstrel Song]";
- mes "Whenever you want to see me, visit me.";
- mes "If you have time come by and have a chat with me.";
- next;
- switch(select("Accept.:Refuse.")) {
- case 1:
- mes "[Minstrel Song]";
- mes "Did you visit somewhere fun?";
- mes "I'm excited!";
- close2;
- warp "prt_in",101,174;
- end;
- case 2:
- mes "[Minstrel Song]";
- mes "Then pass by here next time.";
- close;
- }
- }
- mes "[Bard]";
- mes "The voice of heaven revolves around in my ears";
- mes "like wandering wind,";
- next;
- mes "[Bard]";
- mes "Even though I close my eyes and cover my ears,";
- mes "I can hear the voice from somewhere,";
- next;
- mes "[Bard]";
- mes "It put temptation in exhausted crewman to deep sleep,";
- mes "make them feel as if they are in the land of dreams.";
- close;
-}
-
-prontera,141,97,4 script Warmhearted woman 4_F_GODEMOM,{
- mes "[Warmhearted woman]";
- if (job_min == 1) {
- mes "Maestro Song?";
- mes "I haven't heard that name before.";
- next;
- mes "[Warmhearted woman]";
- mes "Is he a legendary poet?";
- mes "I don't know who he is, but I guess he is a grand man?";
- next;
- mes "[Warmhearted woman]";
- mes "Ah! Ask a ^f57d7dman wearing glasses near the gate of the castle^000000 about a song.";
- mes "He will make a book of 100 hit songs~";
- next;
- mes "[Warmhearted woman]";
- mes "He must know something about making that book.";
- job_min = 2;
- changequest 11135,11136;
- close;
- } else if (job_min == 2) {
- mes "Ah! Ask a ^f57d7dman wearing glasses near the gate of the castle^000000 about the song.";
- mes "They will make a book of 100 hit songs~";
- next;
- mes "[Warmhearted woman]";
- mes "He must know something about making that book.";
- close;
- }
- mes "I heard that a ^f57d7dman wearing glasses near the gate of the castle^000000 is making a 100 hit song book~";
- close;
-}
-
-prontera,140,331,6 script Glasses-wearing Man 4_M_ALCHE_D,{
- mes "[Glasses-wearing Man]";
- if (job_min == 2) {
- mes "You mean Maestro Song?";
- mes "I don't know details of his life but I heard that he wrote great songs.";
- next;
- mes "[Glasses-wearing Man]";
- mes "I don't get how a boy raised in a rich environment could write a song like this.";
- next;
- mes "[Glasses-wearing Man]";
- mes "He is still on a trip, but these days we haven't heard new songs from him.";
- next;
- mes "[Glasses-wearing Man]";
- mes "So we are worried.";
- next;
- mes "[Glasses-wearing Man]";
- mes "It would be better to ask the ^f57d7dwoman standing in front of the tool shop^000000.";
- job_min = 3;
- changequest 11136,11137;
- close;
- } else if (job_min == 3) {
- mes "It would better to ask the ^f57d7dwoman standing in front of the tool shop^000000.";
- close;
- }
- mes "100 hit songs!!";
- mes "Whoever want to be a Minstrel should know about this!";
- next;
- mes "[Glasses-wearing Man]";
- mes "Once this book is completed, I'll be rich!";
- mes "Haha!!";
- close;
-}
-
-prontera,146,218,4 script Woman#job_min 4_F_01,{
- if (job_min == 3) {
- mes "[Woman]";
- mes "Do you know who Maestro Song is?";
- mes "I think he must be my little boy.";
- next;
- mes "[Woman]";
- mes "A few years ago, he went off to sea but he never came back.";
- next;
- mes "[Woman]";
- mes "He liked to sing a lot but we didn't let him sing.";
- next;
- mes "[Woman]";
- mes "His father didn't like him singing much.";
- next;
- mes "[Woman]";
- mes "So he broke every instrument in the house...";
- mes "It was terrible.";
- mes "Where is my little boy... sniff.";
- next;
- mes "- I can't get anymore -";
- mes "- useful information. -";
- mes "- I'll go back to Alberta -";
- mes "- and talk to that Bard. -";
- job_min = 4;
- changequest 11137,11138;
- close;
- } else if (job_min == 4) {
- mes "- I can't get any more -";
- mes "- useful information. -";
- mes "- Go back to Alberta. -";
- mes "- and talk to that Bard. -";
- close;
- }
- mes "[Woman]";
- mes "Where is my little boy... sniff.";
- close;
-}
-
-airplane,222,67,6 script Karian#job_min1 4_M_BARD,{
- mes "[Karian]";
- mes "Yup!!!!!!!!!!!!!!!!!!";
- next;
- mes "[Karian]";
- mes "Please leave me alone.";
- mes "I feel nauseated.";
- next;
- mes "[Karian]";
- mes "Acchh...";
- if (job_min == 5) {
- job_min = 6;
- changequest 11139,11140;
- close2;
- warp "hu_in01",267,8;
- end;
- }
- close;
-}
-
-hu_in01,267,5,3 script Karian#job_min2 4_M_BARD,{
- mes "[Karian]";
- if (job_min == 6) {
- mes "Eeeeh it's so painful.";
- mes "I don't want to feel like this ever again.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Are you ok?";
- next;
- mes "[Karian]";
- mes "...";
- mes "No...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'm feeling ok.";
- mes "So, I'm going to find out information in town, you can take a rest.";
- next;
- mes "[Karian]";
- mes "Sorry, blech! I still feel bad...";
- mes "You can get good information from the ^f57d7dPub^000000. Owww...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You don't have to tell me everything. I can take care of it.";
- next;
- mes "[Karian]";
- mes "...";
- job_min = 7;
- changequest 11140,11141;
- close;
- } else if (job_min == 7) {
- mes "Sorry... Owww!";
- mes "You can get good information from the ^f57d7dPub^000000. Owww...";
- close;
- } else if (job_min == 8) {
- mes "Wooo.";
- mes "Did you get anything?";
- next;
- mes "- Karian doesn't look -";
- mes "- like he's doing well. -";
- mes "- You can get information -";
- mes "- from a man in the Pub. -";
- close;
- } else if (job_min == 9) {
- mes "Owww...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "How do you feel?";
- next;
- mes "[Karian]";
- mes "Oww...";
- mes "I feel better.";
- next;
- mes "[Karian]";
- mes "Did you get anything?";
- mes "I'm sorry that I can't be more helpful to you.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "No, it's ok.";
- mes "I met a man in the Pub, he said that he got a song from 'Maestro Song'.";
- next;
- mes "[Karian]";
- mes "Pub?";
- mes "You got a song?";
- mes ".....";
- mes "Bleech...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hey! Are you sure that you are ok?";
- next;
- mes "[Karian]";
- mes "I don't become airsick,";
- mes "It's just bad memories.";
- mes "So did you hear something?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I heard a song named ^f57d7d'Metallic Sound'^000000.";
- next;
- mes "[Karian]";
- mes "What?!?!?!?!!!!!";
- mes "You heard that?!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Why? Do you know that song?";
- next;
- mes "[Karian]";
- mes "Ahh...";
- mes "Y-yes...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hmm...";
- next;
- mes "[Karian]";
- mes "I met him before.";
- mes "He has a great voice...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yes.";
- mes "I blacked out as I heard that song.";
- next;
- mes "[Karian]";
- mes "He has the destructive power of voice.";
- mes "And he...";
- mes "What else?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ah!!";
- mes "^f57d7d'Maestro Song'^000000 went to ^f57d7dThanatos Tower^000000.";
- mes "I don't know why he went there.";
- next;
- mes "[Karian]";
- mes "Did he? I must go there!";
- job_min = 10;
- changequest 11142,11143;
- close;
- } else if (job_min == 10) {
- mes "What are you doing? Let's go to Thanatos tower.";
- close;
- }
- mes "Of course it's easy to take an airship, but sometimes it can be good to walk.";
- next;
- mes "[Karian]";
- mes "It isn't about my sickness.";
- close;
-}
-
-hu_in01,361,103,3 script Tone-deaf person 4_M_CASMAN1,{
- if (job_min == 7) {
- mes "[Tone-deaf person]";
- mes "Lala~ lala~";
- mes "Humming~?";
- next;
- mes "[Tone-deaf person]";
- mes "lalala~";
- mes "lullula~";
- next;
- mes "- It's very hard to hear. -";
- mes "- You start to have doubts -";
- mes "- that such sounds could -";
- mes "- be made from humans. -";
- next;
- if(select("You move to other side.:Keep listening.") == 1)
- close;
- mes "[Tone-deaf person]";
- mes "Turuturu~";
- mes "Dadada~";
- next;
- mes "[Tone-deaf person]";
- mes "Shubashuba~ shaaa~";
- mes "Blahblah~";
- mes "Lalala...";
- mes "......!!";
- next;
- mes "[Tone-deaf person]";
- mes "Hum!! Hey you, you were listening to my song.";
- mes "You look like a "+((Class == Job_Clown)?"Clown":"Bard")+", how about you sing for me as rewarding my song?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What?!";
- next;
- mes "[Tone-deaf person]";
- mes "Sing for me.";
- mes "Come on~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ok...";
- mes "Hum hum...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You are standing in the middle of Asgard's field.";
- mes "You hand the fruit of heaven over to me~";
- mes "You are loved by every god~";
- next;
- mes "[Tone-deaf person]";
- mes "Hooo~ You sing well. I can feel better when I hear ^f57d7d'Idun's apple'^000000~";
- next;
- mes "[Tone-deaf person]";
- mes "As you can see!";
- mes "I'm a guy who can enjoy songs!";
- next;
- mes "[Tone-deaf person]";
- mes "I think it is nothing to be proud of. But I'm good at singing.";
- mes "When I was young, I tried to be a Bard but I had to succeed the family business.";
- next;
- mes "[Tone-deaf person]";
- mes "For a long time I lost my dream, I'm already old.";
- next;
- mes "[Tone-deaf person]";
- mes "I have family that needed my protection.";
- mes "But one day I believe that my dreams come true!";
- next;
- mes "[Tone-deaf person]";
- mes "In my spare time, I heard the stories of a tourist in the Pub.";
- mes "When I left there, I didn't want to become a laughing stock.";
- next;
- mes "[Tone-deaf person]";
- mes "And I can show my song to those who know the song.";
- next;
- mes "[Tone-deaf person]";
- mes "They are usually surprised when they hear the song.";
- mes "They are surprised by my skill.";
- mes "Huhu";
- next;
- mes "[Tone-deaf person]";
- mes "But ^f57d7d'Maestro Song'^000000 didn't get discouraged by my song.";
- mes "Of course he isn't good enough to me.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Did you meet ^f57d7d'Maestro Song'^000000?";
- next;
- mes "[Tone-deaf person]";
- mes "Hmm? Have you met him?";
- mes "I did. A few years ago.";
- next;
- mes "[Tone-deaf person]";
- mes "When he heard my song, he said that he can't hear songs like this anywhere.";
- next;
- mes "[Tone-deaf person]";
- mes "I could have the opportunity to sing for him in Hugel.";
- mes "There is no one who has skill like that.";
- next;
- mes "[Tone-deaf person]";
- mes "Before he left, I got a song that reminds me of him.";
- next;
- mes "[Tone-deaf person]";
- mes "He said that he will go to Thanatos.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Did you get a song?";
- next;
- mes "[Tone-deaf person]";
- mes "Yes!";
- mes "He conceded my ability!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Can I hear the song?";
- next;
- mes "[Tone-deaf person]";
- mes "Hum...";
- mes "Wait.";
- mes "I have to find a piece of paper.";
- mes "I put it in my vest.";
- next;
- mes "[Tone-deaf person]";
- mes "Rummaging rummaging.";
- mes "Browsing browsing .";
- job_min = 8;
- close;
- } else if (job_min == 8) {
- mes "[Tone-deaf person]";
- mes "I got it.";
- mes "Hum!";
- mes "Listen carefully!";
- mes "^f57d7d'Metallic Sound!!'^000000";
- next;
- mes "[Tone-deaf person]";
- mes "$$$$$$@@@@@!!!!";
- mes "&&$%&@@@$#$~~";
- mes "$#^#$####$$!!!@@#!!!!!";
- percentheal -30,-30;
- next;
- mes "[Tone-deaf person]";
- mes "!@@@$$%^@@#%^%!!!!!!";
- mes "!!!!!!!##$$^^^#^!!!";
- mes "&$$%@@@%@##%~~~";
- percentheal -30,-30;
- next;
- mes "-You lose consciousness.-";
- mes "-This voice must have-";
- mes "-huge destructive-";
- mes "-power.-";
- percentheal -30,-30;
- next;
- mes "-And I can't remember-";
- mes "-the end of this song.-";
- next;
- mes "[Tone-deaf person]";
- mes "Hey~";
- next;
- mes "[Tone-deaf person]";
- mes "Open your eyes~";
- next;
- mes "[Tone-deaf person]";
- mes "Clap";
- mes "Hey~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Eeeee...";
- next;
- mes "[Tone-deaf person]";
- mes "I think you are qualified, but you seem to need more training.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "......";
- next;
- mes "-You're so exhausted.-";
- mes "-So go back to the hotel.-";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Thank you for your song.";
- mes "I have to go back...";
- next;
- mes "[Tone-deaf person]";
- mes "Ah?";
- mes "Ok see you later.";
- mes "If you want to hear my song, you can visit me.";
- mes "Hahahh";
- job_min = 9;
- changequest 11141,11142;
- close;
- } else if (job_min == 9) {
- mes "["+strcharinfo(0)+"]";
- mes "......";
- next;
- mes "-I'm so exhausted.-";
- mes "-You got information-";
- mes "-so go back to the hotel.-";
- close;
- } else if (job_min == 10) {
- mes "[Tone-deaf person]";
- mes "Are you leaving??";
- mes "If you want to hear my song, you can visit me.";
- mes "Hahahah";
- close;
- } else if (job_min == 100) {
- mes "[Tone-deaf person]";
- mes "Oh!!";
- mes "You seem to be strong!";
- mes "You are no less competent than I am.";
- close;
- }
- mes "[Tone-deaf person]";
- mes "Lala~ lalal~";
- mes "Lulu~?";
- next;
- mes "[Tone-deaf person]";
- mes "Lalalal~";
- mes "Lululul~";
- next;
- mes "-It's very hard to hear.-";
- mes "-You start to have doubts-";
- mes "-that such a sound can be-";
- mes "-coming out a human.-";
- close;
-}
-
-tha_scene01,140,200,0 script #min_receipt HIDDEN_WARP_NPC,3,3,{
-OnTouch:
- if (job_min == 10 || (job_min == 11 && countitem(6271) == 0)) {
- mes "-There is a piece of paper on the ground.-";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What is this?";
- next;
- mes "[Karian]";
- mes "What does it say?";
- donpcevent "Karian#cmd1::OnEnable";
- next;
- mes "===================";
- mes "==photo exchange==";
- mes "======receipt======";
- mes "===================";
- mes "Name : Maestro Song";
- next;
- mes "- Bring this receipt and exchange it";
- mes "";
- mes "- Juno's store manager : Mr. Click.";
- next;
- mes "- Directions : Around Juno's plaza.";
- getitem 6271,1; //Mins_Receipt
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Photo exchange receipt?";
- mes "How did he drop it...";
- next;
- mes "[Karian]";
- mes "Juno's store...";
- mes "Let's go to Juno...";
- if (job_min == 10) {
- job_min = 11;
- changequest 11143,11144;
- }
- donpcevent "Karian#cmd1::OnDisable";
- close;
- }
- end;
-}
-
-tha_scene01,139,204,6 script Karian#cmd1 4_M_BARD,{
- end;
-OnInit:
- disablenpc "Karian#cmd1";
- end;
-OnEnable:
- enablenpc "Karian#cmd1";
- initnpctimer;
- end;
-OnDisable:
- disablenpc "Karian#cmd1";
- stopnpctimer;
- end;
-OnTimer15000:
- donpcevent "Karian#cmd1::OnDisable";
- stopnpctimer;
- end;
-}
-
-ve_fild07,129,132,5 script Karian#cmd5 4_M_BARD,{
- end;
-OnInit:
- disablenpc "Karian#cmd5";
- end;
-OnEnable:
- enablenpc "Karian#cmd5";
- initnpctimer;
- end;
-OnDisable:
- disablenpc "Karian#cmd5";
- stopnpctimer;
- end;
-OnTimer30000:
- donpcevent "Karian#cmd5::OnDisable";
- stopnpctimer;
- end;
-}
-
-prontera,155,49,4 script Karian#cmd9 4_M_BARD,{
- end;
-OnInit:
- disablenpc "Karian#cmd9";
- end;
-OnEnable:
- enablenpc "Karian#cmd9";
- initnpctimer;
- end;
-OnDisable:
- disablenpc "Karian#cmd9";
- stopnpctimer;
- end;
-OnTimer300000:
- donpcevent "Karian#cmd9::OnDisable";
- stopnpctimer;
- end;
-}
-
-yuno,146,168,0 script Karian#cmd2 4_M_BARD,{
- end;
-OnInit:
- disablenpc strnpcinfo(0);
- end;
-OnEnable:
- enablenpc strnpcinfo(0);
- initnpctimer;
- end;
-OnDisable:
- disablenpc strnpcinfo(0);
- stopnpctimer;
- end;
-OnTimer100000:
- donpcevent strnpcinfo(0)+"::OnDisable";
- stopnpctimer;
- end;
-}
-lighthalzen,160,124,6 duplicate(Karian#cmd2) Karian#cmd3 4_M_BARD
-ra_in01,357,128,0 duplicate(Karian#cmd2) Karian#cmd4 4_M_BARD
-comodo,184,109,0 duplicate(Karian#cmd2) Karian#cmd6 4_M_BARD
-moc_fild16,204,231,0 duplicate(Karian#cmd2) Karian#cmd7 4_M_BARD
-aldebaran,142,128,2 duplicate(Karian#cmd2) Karian#cmd8 4_M_BARD
-
-yuno,143,170,6 script Mr. Click#job_min 4_M_ALCHE_A,{
- mes "[Mr. Click]";
- if (job_min == 11) {
- mes "Hi~ welcome~";
- mes "I can take a picture for you.";
- mes "Do you want to take a pic?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "No...";
- mes "Do you remember this receipt?";
- next;
- mes "[Mr. Click]";
- mes "Let me see~";
- mes "Umm...";
- next;
- mes "[Mr. Click]";
- mes "Yes...";
- mes "It looks so old.";
- next;
- mes "[Mr. Click]";
- mes "It's okay.";
- mes "Tourists usually don't pick up their pictures.";
- next;
- mes "[Mr. Click]";
- mes "So there are plenty of photos I've been holding on to.";
- next;
- mes "[Mr. Click]";
- mes "I can find that so easily.";
- mes "I keep lots of old stuff.";
- mes "No problem.";
- next;
- mes "[Mr. Click]";
- mes "browsing~";
- next;
- mes "[Mr. Click]";
- mes "browsing~";
- next;
- mes "[Mr. Click]";
- mes "I think I found it!";
- mes "The photo crashed down, but it's ok.";
- mes "No problem.";
- next;
- mes "[Mr. Click]";
- mes "Here, take a look.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "The picture!";
- mes "Let me see it!";
- next;
- mes "[Karian]";
- mes "Hurry.";
- donpcevent "Karian#cmd2::OnEnable";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...";
- next;
- mes "[Karian]";
- mes "Oh~ Good pic, isn't it?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I expected I would see the face of 'Maestro Song', but he's wearing a mask...";
- mes "He's wearing a mask?!";
- mes "We came here for this?";
- next;
- mes "[Karian]";
- mes "Ah! look at this!";
- mes "Something is on the back of the picture.";
- next;
- mes "-I want to have a Teddy Bear. I need 33?";
- mes "-In front of Thanatos tower.";
- mes "-Maestro Song.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What does it mean?";
- next;
- mes "[Karian]";
- mes "Well...";
- next;
- mes "[Karian]";
- mes "Um... Teddy Bear...";
- mes "Between Einbroch and Lighthalzen, there is an area that teddy bears live.";
- next;
- mes "[Karian]";
- mes "We might be able to get something there.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Then why would he need 33?";
- next;
- mes "[Karian]";
- mes "Well... Go there and we might be able to find out something.";
- next;
- mes "[Karian]";
- mes "Umm... Then I'll pass by Einbroch and go to Lighthalzen. Why don't you go to the place where Teddy Bears are?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ok. Then let's meet at Lighthalzen's hotel.";
- mes "I'll get the 33 Teddy Bears.";
- donpcevent "Karian#cmd2::OnDisable";
- job_min = 12;
- getitem 6270,1; //Mins_Picture
- changequest 11144,11145;
- close;
- } else if (job_min == 12) {
- mes "Then take care.";
- next;
- mes "[Karian]";
- mes "Let's go there!";
- donpcevent "Karian#cmd2::OnEnable";
- next;
- mes "[Karian]";
- mes "Then I'll pass by Einbroch and go to Lighthalzen. Why don't you go to the place where Teddy Bears are?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Then let's meet at Lighthalzen's hotel.";
- mes "I'll get the 33 Teddy Bears.";
- donpcevent "Karian#cmd2::OnDisable";
- close;
- }
- mes "Hi~ welcome~";
- mes "I can take a picture for you.";
- mes "Do you want to take a pic?";
- close;
-}
-
-lighthalzen,155,119,3 script Little girl#job_min 4_F_HUGIRL,3,3,{
-OnTouch:
- if (questprogress(11145,HUNTING) == 2) {
- if (job_min == 12) {
- mes "[Little Girl]";
- mes "Ah!!!!";
- mes "Teddy bear!!!";
- next;
- mes "[Little Girl]";
- mes "Why do you have lots of teddy bears?";
- mes "Where did you get them old man?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hey, I'm not an old man.";
- next;
- mes "[Little Girl]";
- mes "And my name isn't 'Hey'!";
- mes "My name is 'Rion'!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Sorry~ sorry~";
- mes "What if I give you a teddy bear.";
- next;
- mes "[Rion]";
- mes "Ah!";
- mes "Are you sure?";
- mes "Hooray!!!";
- next;
- mes "[Rion]";
- mes "A man who I saw before didn't give me teddy bears even though he had lots of them!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Is he the guy in this pic?";
- next;
- mes "[Rion]";
- mes "I can't remember well.";
- mes "But I think he is.";
- next;
- mes "[Rion]";
- mes "My mother said that he was rolling in a room with teddy bears.";
- next;
- mes "[Rion]";
- mes "And he wears teddy bear outfits and goes to the ^f57d7dIce Cave^000000.";
- next;
- mes "[Rion]";
- mes "My mother works here.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ice Cave?";
- next;
- mes "[Rion]";
- mes "Mother said that it's freezing.";
- next;
- mes "[Karian]";
- mes "Hey~ "+strcharinfo(0)+"~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ah, Karian. Did you just get here?";
- next;
- mes "[Karian]";
- mes "Yes.";
- mes "It was much farther away than I'd expected.";
- donpcevent "Karian#cmd3::OnEnable";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You... walked here?";
- next;
- mes "[Karian]";
- mes "...";
- mes "I didn't want to take the airship again...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oh... got it.";
- mes "Then did you get anything in Einbroch?";
- next;
- mes "[Karian]";
- mes "I think 'Maestro Song' went to Einbroch, but he left soon because of air.";
- mes "How about you? Did you find something about the teddy bears?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "'Maestro Song' might be in an Ice Cave.";
- next;
- mes "[Karian]";
- mes "Might be?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "This little... ah... Rion saw him.";
- next;
- mes "[Karian]";
- mes "Then it's time to go to the Ice Cave?";
- mes "Huu... legs hurt.";
- mes "Ok, let's go to there.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Okay.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Thanks, Rion.";
- mes "I'll give you all the teddy bears I have.";
- next;
- mes "[Rion]";
- mes "Really?!";
- mes "Waaah!!!!!!!!!";
- mes "I'm so happy!!!";
- mes "Thank you, "+strcharinfo(0)+".";
- job_min = 13;
- changequest 11145,11146;
- donpcevent "Karian#cmd3::OnDisable";
- close;
- } else if (job_min == 13) {
- mes "[Rion]";
- mes "I heard that 'Maestro Song' when I went to the Ice Cave.";
- mes "Thank you for the Teddy Bears!";
- close;
- } else if (job_min > 13) {
- mes "[Rion]";
- mes "I'm having a lot of fun playing with the Teddy Bears!";
- close;
- } else {
- mes "[Little Girl]";
- mes "I'm having a lot of fun playing with the Teddy Bears!";
- close;
- }
- }
- mes "[Little Girl]";
- mes "Do you like teddy bears?";
- mes "I love 'em!!!!!";
- close;
-}
-
-ice_dun01,157,15,0 script #Minsicecave1 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-A long time ago-";
- close2;
- warp "ice_dun01",157,23;
- end;
- }
- end;
-}
-
-ice_dun01,157,23,0 script #Minsicecave2 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-The giant born to ice-";
- close2;
- warp "ice_dun01",141,41;
- end;
- }
- end;
-}
-
-ice_dun01,141,41,0 script #Minsicecave3 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-died-";
- close2;
- warp "ice_dun01",120,35;
- end;
- }
- end;
-}
-
-ice_dun01,120,35,0 script #Minsicecave4 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-His body became the ground-";
- close2;
- warp "ice_dun01",104,30;
- end;
- }
- end;
-}
-
-ice_dun01,104,30,0 script #Minsicecave5 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-His bones became a mountain-";
- close2;
- warp "ice_dun01",86,23;
- end;
- }
- end;
-}
-
-ice_dun01,86,23,0 script #Minsicecave6 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-His skin became soil-";
- close2;
- warp "ice_dun01",75,19;
- end;
- }
- end;
-}
-
-ice_dun01,75,19,0 script #Minsicecave7 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-His blood became a river-";
- close2;
- warp "ice_dun01",56,12;
- end;
- }
- end;
-}
-
-ice_dun01,56,12,0 script #Minsicecave8 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-His hair became a plant-";
- close2;
- warp "ice_dun01",29,26;
- end;
- }
- end;
-}
-
-ice_dun01,29,26,0 script #Minsicecave9 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-His head became the sky-";
- close2;
- warp "ice_dun01",25,46;
- end;
- }
- end;
-}
-
-ice_dun01,25,46,0 script #Minsicecave10 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-His tears from his-";
- close2;
- warp "ice_dun01",20,66;
- end;
- }
- end;
-}
-
-ice_dun01,20,66,0 script #Minsicecave11 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-eyes became dew-";
- close2;
- warp "ice_dun01",22,85;
- end;
- }
- end;
-}
-
-ice_dun01,22,85,0 script #Minsicecave12 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 13) {
- mes "-on the leaves-";
- percentheal -90,0;
- job_min = 14;
- changequest 11146,11147;
- close2;
- warp "ra_in01",361,129;
- end;
- }
- end;
-}
-
-ra_in01,361,129,0 script #jmRachelHotel HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 14) {
- mes "[Old Woman]";
- mes "Huu!!";
- mes "Wake up!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Where am I...?";
- job_min = 15;
- close;
- }
- end;
-}
-
-ra_in01,358,130,4 script Old Woman#job_min 4_F_CAVE1,{
- mes "[Old Woman]";
- if (job_min == 14) {
- mes "Huu!!";
- mes "Wake up!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Where am I...?";
- job_min = 15;
- close;
- } else if (job_min == 15) {
- mes "You're in Rachel.";
- mes "You are strange. You have to wear warmer clothes if you want to go into the Ice Cave.";
- next;
- mes "[Old Woman]";
- mes "You're lucky that my husband found you when he did.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Sorry.";
- next;
- mes "[Old Woman]";
- mes "Anyway!! Be careful!";
- mes "You don't believe your youth alone will protect you.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'll be careful.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Do you know that song written on the wall of the Ice cave?";
- next;
- mes "[Old Woman]";
- mes "Did you go there to see?";
- mes "A few years ago, one man wearing a mask carved that on the Ice cave.";
- next;
- mes "[Old Woman]";
- mes "I couldn't see his face because of the mask,";
- next;
- mes "[Old Woman]";
- mes "but he got a cold and felt so painful.";
- next;
- mes "[Old Woman]";
- mes "And then he decided to go to Comodo.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Comodo?";
- next;
- mes "[Old Woman]";
- mes "Yes, I heard that Comodo is a very fun place, I want to go there before I die.";
- next;
- mes "[Old Woman]";
- mes "If you want to go there you have to take an airship to the Rune-Midgarts Kingdom.";
- next;
- mes "[Old Woman]";
- mes "That's not easy.";
- next;
- mes "[Karian]";
- mes "What?! An Airship?!";
- mes "Eee I don't want to go on an airship again!";
- donpcevent "Karian#cmd4::OnEnable";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Take it easy...";
- mes "Is there another way to go there?";
- next;
- mes "[Old Woman]";
- mes "Without an airship?";
- mes "You can walk...";
- mes "But it takes a long time...";
- next;
- mes "[Old Woman]";
- mes "Ah! It's Comodo over southern Veins.";
- next;
- mes "[Old Woman]";
- mes "We don't have a proper boat.";
- mes "In southern of Veins, there is a port. If you are lucky you can take it...";
- donpcevent "Karian#cmd4::OnDisable";
- job_min = 16;
- changequest 11147,11148;
- close;
- } else if (job_min == 16) {
- mes "Ah! It's Comodo over southern Veins.";
- next;
- mes "[Old Woman]";
- mes "We don't have a proper boat.";
- mes "In southern of Veins, there is a port. If you are lucky you can take it...";
- close;
- }
- mes "I heard that Comodo is a very fun place, I want to go there before I die.";
- next;
- mes "[Old Woman]";
- mes "If you want to go there you have to take an Airship to the Rune-Midgarts Kingdom.";
- next;
- mes "[Old Woman]";
- mes "It's the fastest way.";
- close;
-}
-
-ve_fild07,131,132,5 script =Notice=#job_min 2_BULLETIN_BOARD,{
-function Choice;
- if (job_min == 16) {
- mes "===Notice===";
- mes "Maestro Song, Go to Comodo by boat!";
- mes "Be ambitious!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Will it be okay...";
- next;
- mes "[Karian]";
- mes "Don't worry, trust me!!";
- donpcevent "Karian#cmd5::OnEnable";
- next;
- mes "-It's not easy to trust her-";
- next;
- if(select("I don't like this.:Take the kayak.") == 1) {
- mes "[Karian]";
- mes "I never ride airships ever...";
- donpcevent "Karian#cmd5::OnDisable";
- close;
- }
- mes "[Karian]";
- mes "Ok then let's go!!!!!";
- next;
- mes "-If you take a small boat,-";
- mes "-and go ahead-";
- mes "-to Comodo,-";
- mes "-You should see-";
- mes "-other small boats.-";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hmm...";
- mes "I didn't think that there was anyone who would cross over this sea with a boat.";
- mes "You sure I'll see other boats?";
- next;
- mes "[Karian]";
- mes "They will be headed the other direction.";
- donpcevent "Karian#cmd5::OnDisable";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Where are you going?";
- next;
- mes "[Karian]";
- mes "Well? I haven't heard of the place's name before.";
- mes "It's just called 'island' from what I heard.";
- next;
- mes "-For a while the silence-";
- mes "-continues. Karian starts-";
- mes "-to hum as she rows.-";
- next;
- mes "-Listening to Karian hum-";
- mes "-You suddenly feel like-";
- mes "-you're sitting in water.-";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hey! There's a water leak!!";
- next;
- mes "[Karian]";
- mes "Ahhhh!!!!!!!!!!!!!!";
- next;
- switch(rand(3)) {
- case 0: Choice("Dance.","Row.","Throw the water out."); break;
- case 1: Choice("Throw the water out.","Row.","Dance."); break;
- case 2: Choice("Row.","Throw the water out.","Dance."); break;
- }
- switch(rand(3)) {
- case 0: Choice("Sleep.","Row.","Throw the water out."); break;
- case 1: Choice("Throw the water out.","Row.","Dance."); break;
- case 2: Choice("Row.","Throw the water out.","Sleep."); break;
- }
- switch(rand(3)) {
- case 0: Choice("Sing.","Row.","Throw the water out."); break;
- case 1: Choice("Throw the water out.","Row.","Sleep."); break;
- case 2: Choice("Row.","Throw the water out.","Sing."); break;
- }
- switch(rand(3)) {
- case 0: Choice("Have some water.","Row.","Throw the water out."); break;
- case 1: Choice("Throw the water out.","Row.","Have some water."); break;
- case 2: Choice("Row.","Throw the water out.","Have some water."); break;
- }
- switch(rand(3)) {
- case 0: Choice("Shout 'Viva'.","Row.","Throw the water out."); break;
- case 1: Choice("Throw the water out.","Row.","Shout 'Viva'."); break;
- case 2: Choice("Row.","Throw the water out.","Shout 'Viva'."); break;
- }
- switch(rand(3)) {
- case 0: Choice("Go fishing.","Row.","Throw the water out."); break;
- case 1: Choice("Throw the water out.","Row.","Go fishing."); break;
- case 2: Choice("Row.","Throw the water out.","Go fishing."); break;
- }
- switch(rand(3)) {
- case 0: Choice("Listen to my song.","Row.","Throw the water out."); break;
- case 1: Choice("Throw the water out.","Row.","Listen to my song."); break;
- case 2: Choice("Row.","Throw the water out.","Listen to my song."); break;
- }
- switch(rand(3)) {
- case 0: Choice("Pray.","Row.","Throw the water out."); break;
- case 1: Choice("Throw the water out.","Row.","Pray."); break;
- case 2: Choice("Row.","Throw the water out.","Pray."); break;
- }
- switch(rand(3)) {
- case 0: Choice("Eat some food.","Row.","Throw the water out."); break;
- case 1: Choice("Throw the water out.","Row.","Eat some food."); break;
- case 2: Choice("Row.","Throw the water out.","Eat some food."); break;
- }
- switch(rand(3)) {
- case 0: Choice("Give up.","Row.","Throw the water out."); break;
- case 1: Choice("Throw the water out.","Row.","Give up."); break;
- case 2: Choice("Row.","Throw the water out.","Give up."); break;
- }
- mes "-I've escaped from the-";
- mes "-throes of death a-";
- mes "-countless amount of times.-";
- job_min = 17;
- changequest 11148,11149;
- close2;
- warp "comodo",184,108;
- end;
- }
- mes "===Notice===";
- mes "Maestro Song, Go to Comodo by boat!";
- mes "Be ambitious!";
- close;
-
- function Choice {
- .@i$ = getarg(select(getarg(0),getarg(1),getarg(2))-1);
- mes "[Karian]";
- if (.@i$ == "Throw the water out.") {
- mes "I'll row and you just throw the water out!!";
- next;
- return;
- }
- if (.@i$ == "Row.") mes "The boat is sinking!!!";
- else mes "What the hell do you think you're doing?";
- close;
- }
-}
-
-comodo,184,108,0 script #jmComodo Almost Dead HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 17) {
- mes "["+strcharinfo(0)+"]";
- mes "I'm... I'm alive~";
- next;
- mes "[Karian]";
- mes "That was a close call.";
- donpcevent "Karian#cmd6::OnEnable";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You're the one that insisted that we ride on that boat. That's how we ended up like this in the first place!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "We wouldn't have suffered like this if we just took the Airship.";
- next;
- mes "[Karian]";
- mes "But I told you that I don't ride airships!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I can't believe this!";
- next;
- mes "[Karian]";
- mes "Well, let's forget about the past!";
- mes "Since we're in Comodo, let's just have some fun okay?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Then what should we do about looking for 'Maestro Song'??";
- next;
- mes "[Karian]";
- mes "Oh yeah...";
- mes "Why don't we ask the villagers?";
- donpcevent "Karian#cmd6::OnDisable";
- job_min = 18;
- changequest 11149,11150;
- close;
- }
- end;
-}
-
-comodo,192,119,0 script Kayak Master#job_min 4W_M_02,{
- mes "[Kayak Master]";
- if (job_min == 18) {
- mes "What?";
- mes "Maestro Song?";
- mes "I don't know~";
- next;
- mes "[Kayak Master]";
- mes "Go to the diner located in the northern part of Comodo.";
- mes "If he visits this town, he would likely go there first.";
- next;
- mes "[Kayak Master]";
- mes "The hostess is good at memorizing the faces of customers.";
- mes "It's good for business you know?";
- job_min = 19;
- changequest 11150,11151;
- close;
- }
- mes "The sea is man's dream.";
- next;
- mes "[Kayak Master]";
- mes "It's my hope that I can cross over to Hugel someday!";
- close;
-}
-
-comodo,159,316,4 script Woman Roasting Meat 4_F_GODEMOM,{
- mes "[Woman Roasting Meat]";
- if (job_min == 19) {
- mes "Maestro Song?";
- mes "Yes, I remember that face because he visited a few years ago.";
- next;
- mes "[Woman Roasting Meat]";
- mes "He ate a whole plate of baby back ribs by himself...";
- mes "How can I forget his face?";
- next;
- mes "[Woman Roasting Meat]";
- mes "It was kind of a big fuss.";
- mes "It was so crowded because of him.";
- next;
- mes "[Woman Roasting Meat]";
- mes "Finally, he became exhausted and he wanted to go somewhere quiet.";
- next;
- mes "[Woman Roasting Meat]";
- mes "I told him that there was a quiet place near Morroc, and he left.";
- next;
- mes "[Woman Roasting Meat]";
- mes "I regret that.";
- next;
- mes "[Woman Roasting Meat]";
- mes "He raised our income a lot while he was here...";
- job_min = 20;
- changequest 11151,11152;
- close;
- } else if (job_min == 20) {
- mes "Where is the quiet place?";
- mes "Well I'm not sure but there is a mysterious building in south-eastern part of Morroc.";
- next;
- mes "[Woman Roasting Meat]";
- mes "I heard that some mysterious people gather there.";
- mes "I think they're part of some secret guild called ash... or assa... Oh I forget...";
- close;
- }
- mes "He ate a whole plate of baby back ribs by himself.";
- next;
- mes "[Woman Roasting Meat]";
- mes "I'll never forget him.";
- close;
-}
-
-moc_fild16,206,232,0 script #jmTransfer news HIDDEN_WARP_NPC,3,3,{
-OnTouch:
- if (job_min == 20) {
- mes "["+strcharinfo(0)+"]";
- mes "Um? What is this?";
- mes "Something covered by sand?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ah It's!!";
- mes "I think 'Maestro Song' dropped it!";
- next;
- mes "[Karian]";
- mes "What?! How do you know?";
- donpcevent "Karian#cmd7::OnEnable";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "The lyrics from the man I met in Hugel on the receipt...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "and this poem written on this paper.";
- mes "The calligraphy style is the same.";
- next;
- mes "[Karian]";
- mes "I want to see clock tower...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "But this poem can't be a clue...";
- mes "...";
- mes "What?";
- next;
- mes "[Karian]";
- mes "......";
- mes "I want to see clock tower.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Clock tower?";
- mes "What are you saying all of a sudden?";
- next;
- mes "[Karian]";
- mes "The... huge clock tower in Al De Baran.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I know but...";
- next;
- mes "[Karian]";
- mes "Will you join me?";
- next;
- switch(select("Refuse.:Accept.")) {
- case 1:
- mes "[Karian]";
- mes "Come on~Come on~";
- mes "Come on~Come on~";
- mes "Come on~~~~~~~~~";
- next;
- mes "[Karian]";
- mes "We don't have any more clues.";
- next;
- mes "[Karian]";
- break;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "Ok that's not a bad idea...";
- next;
- mes "[Karian]";
- mes "Ok!!!";
- break;
- }
- mes "Hey! Let's go~~";
- donpcevent "Karian#cmd7::OnDisable";
- job_min = 21;
- changequest 11152,11153;
- close;
- }
- end;
-}
-
-aldebaran,140,130,0 script #jmAldebaran Clock Tower HIDDEN_WARP_NPC,3,3,{
-OnTouch:
- if (job_min == 21) {
- mes "["+strcharinfo(0)+"]";
- mes "Anyway why do you want to visit this place?";
- next;
- mes "[Karian]";
- mes "......";
- donpcevent "Karian#cmd8::OnEnable";
- next;
- mes "[Karian]";
- mes "This is my friend's favorite place.";
- mes "When we feel tired, we see that tower.";
- next;
- mes "[Karian]";
- mes "Let me go back to my hometown.";
- mes "There are many beautiful flowers.";
- mes "The birds sing for me.";
- mes "It's this old town.";
- next;
- mes "[Karian]";
- mes "I harvest crops";
- mes "for my church.";
- mes "There is no warmer";
- mes "place than where";
- mes "I was raised.";
- next;
- mes "[Karian]";
- mes "Let me go back to my hometown.";
- mes "Let me play in the lake until I die.";
- mes "I'll take a rest";
- mes "at the end of my life.";
- next;
- mes "[Karian]";
- mes "Where is Misa and Masa.";
- mes "They already went to the";
- mes "brilliant mountain where";
- mes "it is full of freedom and";
- mes "pleasure I want to go";
- mes "there soon.";
- next;
- mes "[Karian]";
- mes "It's a song that my friend always sang for me.";
- mes "I haven't sung it in a long time...";
- next;
- mes "[Karian]";
- mes "Why don't we go back to Prontera?";
- next;
- mes "[Karian]";
- mes "I can't get rid of the the memories that I was impressed with when I entered Prontera's gates.";
- job_min = 22;
- changequest 11153,11154;
- donpcevent "Karian#cmd8::OnDisable";
- close;
- } else if (job_min == 22) {
- mes "[Karian]";
- mes "Let's go back to Prontera?";
- next;
- mes "[Karian]";
- mes "I can't get rid of the memories that I was impressed with when I entered Prontera's gates.";
- close;
- }
- end;
-}
-
-prontera,155,40,0 script #jmprt1 HIDDEN_WARP_NPC,2,2,{
-OnTouch:
- if (job_min == 22) {
- mes "[Karian]";
- mes "I've finally come back.";
- mes "Back to Prontera...";
- donpcevent "Karian#cmd9::OnEnable";
- next;
- mes "[Karian]";
- mes "I'm so tired.";
- mes "I want to take a rest~";
- mes "Come here, "+strcharinfo(0)+".";
- job_min = 23;
- close;
- }
- end;
-}
-
-prontera,155,42,0 script #prtjm1 HIDDEN_WARP_NPC,1,1,{
-OnTouch:
- if (job_min == 23) {
- mes "-Let me go back to my hometown.-";
- job_min = 24;
- close2;
- warp "prontera",155,44;
- end;
- }
- end;
-}
-
-prontera,155,44,0 script #prtjm2 HIDDEN_WARP_NPC,1,1,{
-OnTouch:
- if (job_min == 24) {
- mes "-There are many beautiful flowers.-";
- job_min = 25;
- close2;
- warp "prontera",155,46;
- end;
- }
- end;
-}
-
-prontera,155,46,0 script #prtjm3 HIDDEN_WARP_NPC,1,1,{
-OnTouch:
- if (job_min == 25) {
- mes "-The birds sing for me.-";
- job_min = 26;
- close2;
- warp "prontera",155,48;
- end;
- }
- end;
-}
-
-prontera,155,48,0 script #prtjm4 HIDDEN_WARP_NPC,1,1,{
-OnTouch:
- if (job_min == 26 || job_min == 27) {
- mes "-It's this old town.-";
- next;
- if (SkillPoint != 0) {
- mes "[Karian]";
- mes "Hey... Don't you know how to use your skill points?";
- mes "You should use them.";
- close;
- }
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 3500) {
- mes "^3355FFWait a minute! You're";
- mes "carrying too many items";
- mes "right now, store some of";
- mes "your extra things in Kafra";
- mes "Storage, and then come back.^000000";
- close;
- }
- if (BaseLevel < 99 || JobLevel < 50) {
- mes "[Karian]";
- mes "Hey... why are you so low?";
- mes "How did you lose levels?";
- close;
- }
- if (BaseJob != Job_Bard) {
- mes "[Karian]";
- mes "Hey... you changed your outfit?";
- mes "How'd you do that?";
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "-It's a poem that you picked up in the desert.-";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "-How does Karian know-";
- mes "-that song's not a poem?-";
- next;
- mes "[Karian]";
- mes "Why are you looking at me?";
- mes "How was it? Have fun??";
- job_min = 27;
- donpcevent "Karian#cmd9::OnDisable";
- close2;
- warp "prt_in",101,174;
- end;
- }
- end;
-}
-
-prt_in,94,172,4 script Karian#job_min3 4_M_MINSTREL1,{
- if (job_min == 27) {
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 3500) {
- mes "While you are on a trip, you gain lots of stuff. Make yourself lighter.";
- close;
- }
- mes "[Karian]";
- if (SkillPoint != 0) {
- mes "Ah~! Did you know that you still have skill points?";
- mes "Handle that quickly.";
- close;
- }
- if (BaseLevel < 99 || JobLevel < 50) {
- mes "Ah~! Your level looks lower than before.";
- mes "How did you degrade?";
- close;
- }
- if (hascashmount()) {
- mes "Please unequip your riding pet and try again!";
- close;
- }
- if (BaseJob != Job_Bard) {
- mes "Huh?";
- close;
- }
- mes "I'm sorry about the lie.";
- mes "The song written on this paper...";
- next;
- mes "[Karian]";
- mes "I really want to find my friend's article left behind.";
- mes "I couldn't find it by myself.";
- next;
- mes "[Karian]";
- mes "I gave it to my friend but he kept it precious...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Did you give it to him?";
- mes "Wait a second!";
- mes "Just who are you?";
- next;
- mes "[Maestro Song]";
- mes "Yes! I'm 'Maestro Song'!";
- mes "Are you surprised!?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "......";
- next;
- mes "[Maestro Song]";
- mes "This is my present to you.";
- next;
- mes "[Maestro Song]";
- mes "You are also my friend.";
- job_min = 100;
- jobchange roclass(eaclass()|EAJL_THIRD);
- completequest 11154;
- getitem 5751,1; //Minstrel_Song_Hat
- getitem 2795,1; //Green_Apple_Ring
- close;
- } else if (job_min > 99) {
- switch(select("Talk.:Leave.")) {
- case 1:
- mes "[Maestro Song]";
- mes "The name 'Karian'?";
- mes "He gave it to me.";
- next;
- mes "[Maestro Song]";
- mes "He said that when he hears my song, he feels warmhearted.";
- mes "'Kallianga' means hot air.";
- next;
- mes "[Maestro Song]";
- mes "He likes to sing...";
- next;
- mes "[Maestro Song]";
- mes "And he's good at singing for sure?";
- next;
- mes "[Maestro Song]";
- mes "Ah! If it's okay with you, I want to take a pic with you in Juno?";
- next;
- mes "[Maestro Song]";
- mes "I want to have something to remember you by.";
- close;
- case 2:
- mes "[Maestro Song]";
- mes "See you.";
- mes "It was really fun.";
- close2;
- warp "prontera",156,99;
- end;
- }
- }
- mes "[Karian]";
- mes "How did you get in here?";
- close;
-}
diff --git a/npc/re/jobs/3-2/royal_guard.txt b/npc/re/jobs/3-2/royal_guard.txt
deleted file mode 100644
index b8679cd4d..000000000
--- a/npc/re/jobs/3-2/royal_guard.txt
+++ /dev/null
@@ -1,539 +0,0 @@
-//===== Hercules Script ======================================
-//= Royal Guard Job Quest
-//===== By: ==================================================
-//= Muad_Dib
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Job change Quest from Crusader / Paladin -> Royal Guard.
-//===== Additional Comments: =================================
-//= 1.0 First Version. [brAthena]
-//= 1.1 Updated script. [Euphy]
-//= 1.2 Added GM management function. [Euphy]
-//============================================================
-
-prt_castle,48,161,3 script Middle-aged Gentleman#rg 1_M_LIBRARYMASTER,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
- mes "- Your pack is too heavy. -";
- mes "- Lighten your body first -";
- mes "- and please try again. -";
- close;
- }
- if (Class == Job_Royal_Guard || Class == Job_Royal_Guard_T || Class == Job_Baby_Guard) {
- mes "[Middle-aged Gentleman]";
- mes "Uh? What am I doing? I came here for an errand...";
- next;
- mes "^000099Maybe my feeling has moved to another body.^000000";
- close;
- }
- if (BaseLevel < 99 || JobLevel < 50 || SkillPoint != 0) {
- mes "[Middle-aged Gentleman]";
- mes "Oh you are so young. Keep working hard.";
- close;
- }
- if (checkmount() || checkcart() || checkfalcon()) {
- mes "[Middle-aged Gentleman]";
- mes "You are dragging something. If you're riding something you better dismount it before proceeding.";
- close;
- }
- if (BaseJob != Job_Crusader) {
- mes "[Middle-aged Gentleman]";
- mes "I don't have anything to say to you. Find another person.";
- close;
- }
- if (job_royal == 0) {
- mes "[Middle-aged Gentleman]";
- mes "What was I saying... (mumble) the remaining segment is in Glast Heim around 13.......";
- next;
- mes "[Middle-aged Gentleman]";
- mes "Uhh?";
- mes "Did you need something?";
- next;
- select("I haven't seen you before.");
- mes "[Middle-aged Gentleman]";
- mes "Hehehe, don't worry about me.";
- next;
- mes "[Middle-aged Gentleman]";
- mes "If you don't have business with me, just keep going my friend.";
- next;
- select("You don't look like a Knight...");
- mes "[Middle-aged Gentleman]";
- mes "You're a curious one. Who are you? What do you want?";
- next;
- select("Just looking around!:This is my office!:Who am I? Who are you?");
- mes "[Middle-aged Gentleman]";
- mes "Do you want to argue with me? Do you know who I am?";
- next;
- if(select("Not really, who are you?:Sorry, I won't hurt your feelings.") == 2) {
- mes "["+strcharinfo(0)+"]";
- mes "Sorry. I had to be sure. I didn't know that you are from the royal palace.";
- next;
- mes "[Middle-aged Gentleman]";
- mes "That's enough. Don't make this mistake again.";
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "I'm a member here and have the authority to find out what your business is here.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You are a stranger and I'm not sure if you belong here.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "If you tell me your identity, I will apologize.";
- next;
- mes "[Middle-aged Gentleman]";
- mes "You are so persistent.";
- mes "If you really want, I will introduce myself.";
- next;
- mes "[Middle-aged Gentleman]";
- mes "I am Heinrich.";
- mes "I'm collecting information about King Schmidtz's trace which has disappeared.";
- next;
- select("Schmidzt's trace? Is it a treasure?");
- mes "[Heinrich]";
- mes "Most archaeologists are eager to get treasure. I'm looking for traces of the ^000099Royal Guard^000000 and their sons who belong to the Schmidtz line.";
- next;
- select("Royal Guard?");
- mes "[Heinrich]";
- mes "Sounds interesting doesn't it? I can't really say but their history and files are under strict security.";
- next;
- select("Can't you tell me?");
- mes "[Heinrich]";
- mes "I can't really talk about the Royal Guard to just anyone who asks about them.";
- next;
- mes "[Heinrich]";
- mes "BUT!! I want to believe you...";
- next;
- switch(select("I want to know more.:Stop talking.")) {
- case 1:
- mes "[Heinrich]";
- mes "You are impetuous.";
- next;
- mes "[Heinrich]";
- mes "It's not a simple story to tell a person like you. Go back.";
- job_royal = 1;
- setquest 12090;
- close;
- case 2:
- mes "[Heinrich]";
- mes "Good idea.";
- next;
- mes "[Heinrich]";
- mes "Just forget it and let your mind do more worthy things.";
- close;
- }
- }
- mes "[Heinrich]";
- if (job_royal == 1) {
- mes "[Heinrich]";
- mes "You are persistent friend.";
- mes "Do you have more things to talk to me about?";
- next;
- select("If you can't trust me, test me pal.");
- mes "[Heinrich]";
- mes "Test?";
- mes "Did you say the test? Huhu!";
- next;
- mes "[Heinrich]";
- mes "Friend, you have shown your interest about my job, are you sure? Or are you kidding me?";
- next;
- select("I'm serious!");
- mes "[Heinrich]";
- mes "Really?";
- mes "Good. You might have the wrong idea about what a Royal Guard is. So, in your opinion, what do you think is the key to being a Royal Guard?";
- next;
- select("Decision and Bravery:Calm Judgment:Sharp wisdom:Benevolent spirit");
- mes "[Heinrich]";
- mes "Good choice.";
- mes "Actually, the other 3 are also needed to have the Royal Guard spirit, friend.";
- next;
- mes "[Heinrich]";
- mes "But according to research documents about the Royal Guard, the best belief is 'asceticism and endurance'.";
- next;
- mes "[Heinrich]";
- mes "Did you get it?";
- mes "Asceticism and Endurance young one. It is a bit different from what you answered.";
- next;
- mes "[Heinrich]";
- mes "You seem to have a large interest about this story but I can't tell you more.";
- next;
- mes "[Heinrich]";
- mes "Only those who have qualification can hear the Royal Guard history.";
- next;
- select("What can I do to hear that story?");
- mes "^000099Heinrich has an agonized look on his face. Then he looked like he fell asleep. Finally he says with reckless abandon.^000000";
- next;
- mes "[Heinrich]";
- mes "You are too stubborn.";
- mes "If so I will test you to see your asceticism and endurance.";
- next;
- mes "[Heinrich]";
- mes "Long ago King Schmidtz gave a title to a brave soldier who come back with 100 Sacred Marks.";
- next;
- mes "[Heinrich]";
- mes "If you want to hear more story, you have to show me your similar attitude.";
- next;
- if(select("That's an unfair demand.:I will try.") == 1) {
- mes "[Heinrich]";
- mes "Good idea, it would better to find something more worthy.";
- close;
- }
- mes "[Heinrich]";
- mes "Ok, let's do it this way. Actually it's too difficult to collect 100 Sacred Marks, just show your ambition by collecting 100 Burning Hearts.";
- next;
- mes "[Heinrich]";
- mes "If you bring them I can tell you more of the story. That means you show your endurance to me.";
- next;
- mes "[Heinrich]";
- mes "Don't forget to bring the 100 Burning Hearts.";
- job_royal = 2;
- changequest 12090,12091;
- close;
- } else if (job_royal == 2) {
- if (countitem(7097) < 100) {
- mes "Don't forget to bring 100 Burning Heart.";
- close;
- }
- mes "Did you get all of them?";
- mes "Most people just ignore me or give up the mission.";
- next;
- mes "[Heinrich]";
- mes "Wait while I arrange the stuff that you brought.";
- delitem 7097,100; //Burning_Heart
- job_royal = 3;
- changequest 12091,12092;
- close;
- } else if (job_royal == 3) {
- mes "...";
- mes "Good. I can feel truth from your heart. Now I can tell you more of the story.";
- next;
- select("Ok tell me more.");
- mes "[Heinrich]";
- mes "The best members of the Crusader and Paladin classes can gain the qualification of the Royal Guard.";
- next;
- mes "[Heinrich]";
- mes "They are agents of the divine order and judge with swift punishment.";
- next;
- mes "[Heinrich]";
- mes "We still have many opinions about how they could have survived. Surely someone had to have believed that their history was not false.";
- next;
- select("Are there still documents?");
- mes "[Heinrich]";
- mes "Hmm, documents you say...";
- next;
- mes "[Heinrich]";
- mes "Unfortunately after King Schmidtz disappeared, traces of the Royal Guard disappeared.";
- next;
- mes "[Heinrich]";
- mes "Their history, belief, vision and fighting skill seemingly disappeared without any of the documents being saved.";
- next;
- mes "[Heinrich]";
- mes "It's like it disappeared with the king.";
- next;
- select("So the reason of finding their traces...");
- mes "[Heinrich]";
- mes "I was worried about past Royal Guards that might not have been able to pass down their history.";
- next;
- mes "[Heinrich]";
- mes "The mysterious power... can't appear anymore in the world. How disappointing is it~!";
- next;
- mes "[Heinrich]";
- mes "That's why I'm concentrating to revive their job.";
- next;
- select("How much progress have you made?");
- mes "[Heinrich]";
- mes "Fortunately, I excavated most of the treasures and interpreted them. I just have one trace left to find.";
- next;
- select("The rest of the traces?");
- mes "[Heinrich]";
- mes "The Royal Guard carved the mark of King Schmidtz on their clothes. The trace of this custom is the last clue.";
- next;
- mes "[Heinrich]";
- mes "According to reports from other cities the last trace possibly exists in a monastery inside of Glass Heim.";
- next;
- mes "[Heinrich]";
- mes "But it is too dangerous for me there so I almost gave up.";
- next;
- mes "[Heinrich]";
- mes "Now I can't tell you why the trace is there.";
- next;
- if(select("Interesting. Can I go there?:Seems really dangerous.") == 2) {
- mes "[Heinrich]";
- mes "Good idea, that's useless work to explore there.";
- close;
- }
- mes "[Heinrich]";
- mes "Are you kidding?";
- mes "You shouldn't treat it like it's just some normal chore.";
- next;
- select("I'm not kidding. I'm serious.");
- mes "[Heinrich]";
- mes "If you say it like that I don't have any more options.";
- next;
- mes "[Heinrich]";
- mes "I don't know if it will be helpful or not. I will write an explanation in detail.";
- next;
- mes "^000099Here's the last trace of the Royal Guard. Open the quest window and check the position.^000000";
- job_royal = 4;
- changequest 12092,12093;
- close;
- } else if (job_royal == 4) {
- if (countitem(6274) == 0) {
- mes "Our staff has already left to find the last trace, so don't work too hard.";
- close;
- }
- mes "No, it's not the correct one that I want.";
- next;
- mes "[Hainrich]";
- mes "You surprised me. How did you get it? So far no one could get it.";
- next;
- mes "[Heinrich]";
- mes "Thank you so much.";
- mes "Thanks to your effort I can find the last clue. How amazing~!";
- next;
- mes "^000099Heinrich hesitated and brought an old shield from the side of the office.^000000";
- next;
- mes "[Heinrich]";
- mes "Our staff excavated it. They assumed that King Schmidtz used it. But it wasn't used by him.";
- next;
- select("Sure it's wasn't used by the King?");
- mes "[Heinrich]";
- mes "I can't be entirely sure.";
- mes "Maybe you are right but, according to when we did the initial identification we can be sure it wasn't used.";
- next;
- mes "[Heinrich]";
- mes "But it's an old treasure so, somehow it will be useful. I might know how to use it.";
- next;
- select("Can I keep it?");
- mes "[Heinrich]";
- mes "Of course.";
- mes "Someday it might be useful to you.";
- next;
- mes "^000099You get the shield from Heinrich. There are some letters carved on the inside of the shield.^000000 ";
- next;
- mes "^000099If you want to see the letters, please check the quest window.^000000";
- next;
- mes "[Heinrich]";
- mes "Ok~~ now.";
- mes "I'll be deciphering the cloth for now so I will be very busy!";
- delitem 6274,1; //Saint_Cloth_Piece
- getitem 6275,1; //King_Shield
- job_royal = 5;
- changequest 12093,12094;
- close;
- } else if (job_royal == 5) {
- if (countitem(6275) == 0) {
- mes "What? Did you lose the shield? What is the one on your back?";
- getitem 6275,1; //King_Shield
- close;
- }
- mes "Thanks to your help I can finish the excavation work. Thanks a lot.";
- close;
- }
-}
-
-glast_01,240,366,5 script Memory of King Schmidtz CLEAR_NPC,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
- mes "- Your pack is too heavy. -";
- mes "- Lighten your body first -";
- mes "- and please try again. -";
- close;
- }
- if (hascashmount() || checkmount()) {
- mes " Please unequip your riding pet and try again!";
- close;
- }
- if (BaseJob == Job_Crusader && job_royal == 5) {
- if (countitem(6275) == 0) {
- mes "^000099You seem to have lost the shield. Go back to Heinrich and ask for help^000000.";
- close;
- }
- mes "[Memory of King Schmidtz]";
- mes "Who are you?";
- next;
- select("I brought a relic...");
- mes "[Memory of King Schmidtz]";
- mes "My relic?";
- next;
- mes "[Memory of King Schmidtz]";
- mes "Too bad. Here is one more friend who has been cheated by Heinrich.";
- next;
- select("Do you know Heinrich?");
- mes "[Memory of King Schmidtz]";
- mes "He was my faithful adjutant. And he has continued to be so for hundreds of years.";
- next;
- select("How has he lived for hundreds...");
- mes "[Memory of King Schmidtz]";
- mes "Maybe his body is just a cast. He found a way to move from body to body in order to stay alive.";
- next;
- mes "[Memory of King Schmidtz]";
- mes "He doesn't want to accept my death and wanders the world, continuing to find Royal Guards.";
- next;
- select("What's the meaning of this shield?");
- mes "[Memory of King Schmidtz]";
- mes "The shield from Heinrich is our contract before I died.";
- next;
- mes "[Memory of King Schmidtz]";
- mes "Heinrich was charged with finding the proper people to become Royal Guards, the shield was to be the contract.";
- next;
- mes "[Memory of King Schmidtz]";
- mes "To him, this was the last order that I gave to him.";
- next;
- mes "[Memory of King Schmidtz]";
- mes "Now he doesn't need to do it anymore, but will remain as a fool whom can't forget his King's final order.";
- next;
- select("So what now? Can I leave?");
- mes "[Memory of King Schmidtz]";
- mes "Sorry but I can't send you now.";
- next;
- mes "[Memory of King Schmidtz]";
- mes "This is a contract with Heinrich so I have to keep it. You look faithful and brave.";
- next;
- mes "[Memory of King Schmidtz]";
- mes "Now, it's time to keep the promise with Heinrich. It's up to you.";
- next;
- mes "[Memory of King Schmidtz]";
- mes "I'm planning to accept you as a member of the Royal Guard to continue their lost traditions. Are you ready to do it?";
- next;
- if(select("Sure, of course:Not yet") == 2) {
- mes "[Memory of King Schmidtz]";
- mes "Umm, maybe Heinrich had wrong judgement.";
- close;
- }
- mes "[Memory of King Schmidtz]";
- mes "If so, I will proceed to making you a Royal Guard.";
- next;
- if(select("Great.:Not yet.") == 2) {
- mes "[Memory of King Schmidtz]";
- mes "Perhaps Heinrich had the wrong image of you.";
- close;
- }
- mes "[Memory of King Schmidtz]";
- if (BaseLevel < 99 || JobLevel < 50 || SkillPoint != 0) {
- mes "Look at your body before that!";
- next;
- mes "[Memory of King Schmidtz]";
- mes "Are still sentimentally attached to yourself?";
- mes "You cannot inherit the Royal Guard!";
- close;
- }
- mes "Congratulations! Young Royal Guard.";
- mes "Be a symbol of honor and continue the great tradition of your new name.";
- close2;
- specialeffect2 EF_MAPPILLAR;
- progressbar "FFFF00",7;
- specialeffect2 EF_LORD;
- delitem 6275,1; //King_Shield
- erasequest 12094;
- jobchange roclass(eaclass()|EAJL_THIRD);
- getitem 5757,1; //Schmidt_Helm
- getitem 2795,1; //Green_Apple_Ring
- end;
- }
- end;
-}
-
-gl_church,173,88,0 script Delicate trace#01 CLEAR_NPC,{
- if (job_royal == 4 && countitem(6274) == 0) {
- progressbar "ffff00",5;
- .@roy_ran = rand(1,70);
- if (.@roy_ran < 6)
- getitem 6274,1; //Saint_Cloth_Piece
- else if (.@roy_ran > 5 && .@roy_ran < 66)
- getitem 7049,1; //Stone
- else {
- mes "While investigating, the topography breaks. It would be better to dig other places for a while.";
- disablenpc strnpcinfo(0);
- initnpctimer;
- close;
- }
- }
- mes "There is a trace that someone has already dug here.";
- close;
-OnTimer60000:
- enablenpc strnpcinfo(0);
- stopnpctimer;
-OnTimer1000:
-OnTimer20000:
-OnTimer40000:
- specialeffect EF_MAPPILLAR;
- end;
- specialeffect EF_MAPPILLAR;
- end;
- specialeffect EF_MAPPILLAR;
- end;
-}
-gl_church,158,103,0 duplicate(Delicate trace#01) Delicate trace#02 CLEAR_NPC
-gl_church,139,90,0 duplicate(Delicate trace#01) Delicate trace#03 CLEAR_NPC
-gl_church,126,62,0 duplicate(Delicate trace#01) Delicate trace#04 CLEAR_NPC
-gl_church,148,5,0 duplicate(Delicate trace#01) Delicate trace#05 CLEAR_NPC
-gl_church,185,72,0 duplicate(Delicate trace#01) Delicate trace#06 CLEAR_NPC
-gl_church,185,72,0 duplicate(Delicate trace#01) Delicate trace#07 CLEAR_NPC
-gl_church,211,94,0 duplicate(Delicate trace#01) Delicate trace#08 CLEAR_NPC
-gl_church,185,125,0 duplicate(Delicate trace#01) Delicate trace#09 CLEAR_NPC
-gl_church,143,125,0 duplicate(Delicate trace#01) Delicate trace#10 CLEAR_NPC
-gl_church,105,115,0 duplicate(Delicate trace#01) Delicate trace#11 CLEAR_NPC
-
-gl_church,158,100,0 script #Clue of traces HIDDEN_NPC,4,4,{
- end;
-OnTouch:
- if (job_royal == 4 && countitem(6274) == 0) {
- specialeffect2 EF_FREEZE;
- mes "I can feel strong power around here. It would be better to explore around here.";
- viewpoint 1,173,88 ,1, 0xFFFF00;
- viewpoint 1,158,103,2, 0xFFFF00;
- viewpoint 1,139,90 ,3, 0xFFFF00;
- viewpoint 1,126,62 ,4, 0xFFFF00;
- viewpoint 1,148,5 ,5, 0xFFFF00;
- viewpoint 1,185,72 ,6, 0xFFFF00;
- viewpoint 1,211,94 ,7, 0xFFFF00;
- viewpoint 1,185,125,8, 0xFFFF00;
- viewpoint 1,143,125,9, 0xFFFF00;
- viewpoint 1,105,115,10,0xFFFF00;
- close;
- }
- end;
-}
-
-sec_in02,12,43,3 script sorcereryal 1_M_LIBRARYMASTER,1,1,{
- callfunc "F_GM_NPC";
- switch(select("Royal Guard:Rune Knight:Sorcerer")) {
- case 1:
- mes "1~5";
- input .@input;
- next;
- if (.@input < 1 || .@input > 5) {
- mes "Set item to adjust the Royal Guard";
- mes "You can only set a number between 1 to 5.";
- } else {
- job_royal = .@input;
- mes "Completed";
- }
- close;
- case 2:
- mes "1~24";
- input .@input;
- next;
- if (.@input < 1 || .@input > 24) {
- mes "Set item to adjust the Rune Knight";
- mes "You can only set a nbumber between 1 to 24.";
- } else {
- job_rune_edq = .@input;
- mes "Completed";
- }
- close;
- case 3:
- mes "1~5";
- input .@input;
- next;
- if (.@input < 1 || .@input > 5) {
- mes "Set item to adjust the Sorcerer";
- mes "You can only set a number between 1 to 5.";
- } else {
- job_soc = .@input;
- mes "Completed";
- }
- close;
- }
-}
diff --git a/npc/re/jobs/3-2/shadow_chaser.txt b/npc/re/jobs/3-2/shadow_chaser.txt
deleted file mode 100644
index e51517446..000000000
--- a/npc/re/jobs/3-2/shadow_chaser.txt
+++ /dev/null
@@ -1,2504 +0,0 @@
-//===== Hercules Script ======================================
-//= Shadow Chaser Job Quest
-//===== By: ==================================================
-//= Muad_Dib
-//===== Current Version: =====================================
-//= 1.3
-//===== Description: =========================================
-//= [Official Conversion]
-//= Job change Quest from Rogue / Stalker -> Shadow Chaser.
-//===== Additional Comments: =================================
-//= 1.0 First Version. [ultragunner, Oshinoke]
-//= 1.1 Standardized. [Euphy]
-//= 1.2 Updated dialogue. [Joseph]
-//= 1.3 Updated to official script. [Euphy]
-//============================================================
-
-morocc,156,70,3 script Girl#sc00 4_F_04,3,3,{
- mes "[Girl]";
- if (BaseJob == Job_Rogue) {
- if (job_sha == 0) {
- if (BaseLevel < 99 || JobLevel < 50) {
- mes "You're not ready.";
- close;
- }
- mes "Hey? Stop!";
- mes "Aren't you interested in hearing a funny story?";
- next;
- select("What story?");
- mes "[Girl]";
- mes "Have you been to the guild recently?";
- mes "Some interesting things have happened lately.";
- mes "Maybe new guests...";
- next;
- mes "[Girl]";
- mes "I heard it has to do with something called a Shadow Chaser.";
- mes "You should go and check it out.";
- next;
- mes "[Girl]";
- mes "Every time they visit us, they are on new missions.";
- mes "What missions are they doing I wonder?";
- job_sha = 1;
- close;
- } else if (job_sha == 1) {
- mes "If you have any interest... just go!";
- mes "Do you know where the guild is?";
- next;
- mes "[Girl]";
- mes "It is in a fortress under Pharos lighthouse.";
- mes "Sigh....";
- mes "You must visit there!";
- close;
- } else {
- mes "Wow, you look busy.";
- mes "Have you heard that there are visiters?";
- mes "They're on a treasure hunt!";
- next;
- mes "[Girl]";
- mes "It must be fun.";
- mes "I wanna try!";
- close;
- }
- }
- mes "Eh?";
- mes "I don't have anything for you...";
- close;
-OnTouch:
- if (BaseJob == Job_Rogue && BaseLevel > 98 && JobLevel > 49 && job_sha == 0) {
- mes "[Girl]";
- mes "Hey? Stop!";
- mes "Aren't you interested in hearing a funny story?";
- close;
- }
- end;
-}
-
-in_rogue,376,100,5 script Guild Member#sc01 4_M_ROGUE,{
- if (BaseJob == Job_Rogue) {
- if (job_sha < 2) {
- @job_sha = 0;
- OnDialogue:
- mes "[Vin]";
- mes "Ah? What's this?";
- mes "Lotte, you know what this means?";
- next;
- mes "[Lotte]";
- mes "Hmm '3847147298' this is the only thing I've used on...";
- mes "Then, why'd they use numbers to name the villages?";
- next;
- mes "[Lotte]";
- mes "Vin! This is crap!";
- next;
- mes "[Vin]";
- mes "What?";
- next;
- if (BaseLevel == 99) {
- mes "[Scary man]";
- mes "Hey there?";
- next;
- switch(select("Me?:Sorry, I am busy...")) {
- case 1:
- mes "[Scary man]";
- mes "Yes! You there!";
- mes "Let me introduce myself to you.";
- mes "My name is Urupa.";
- mes "If you are interested, could you come over here?";
- if (@job_sha == 1) {
- job_sha = 1;
- @job_sha = 0;
- }
- close;
- case 2:
- mes "[Scary man]";
- mes "What? You're just going to give up like that?";
- mes "So disappointing...";
- close;
- }
- }
- mes "[Scary man]";
- mes "You are supposed to figure this one out!";
- mes "But you are still so... weak.";
- close;
- } else {
- mes "[Vin]";
- mes "Yes...";
- mes "Sooner or later I'll solve it myself if I dare to get the map...!";
- close;
- }
- } else if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
- mes "[Vin]";
- mes "Huh! This is a Shadow Chaser!";
- mes "How unbelievable!";
- mes "But it seems familiar doesn't it?";
- next;
- mes "[Vin]";
- mes "Hmm......";
- mes "..........";
- mes "Oh my! I can't remember...!";
- close;
- }
- mes "[Vin]";
- mes "Ah? Who's there?";
- mes "We are flooded with guests today...";
- close;
-}
-
-in_rogue,379,99,1 script Guild Member#sc02 4_F_ROGUE,{
- if (BaseJob == Job_Rogue) {
- if (job_sha < 2) {
- @job_sha = 1;
- doevent "Guild Member#sc01::OnDialogue";
- end;
- }
- mes "[Lotte]";
- mes "What?";
- mes "Damn...";
- next;
- mes "[Lotte]";
- mes "I just hate numbers!";
- close;
- } else if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
- mes "[Lotte]";
- mes "Wow!";
- mes "You are the one!";
- mes "Just extraordinary smart and emotionally advanced...";
- next;
- mes "[Lotte]";
- mes "SHADOW CHASER!";
- mes "Wow when could I become one.";
- close;
- }
- mes "[Lotte]";
- mes "I don't need anything.";
- close;
-}
-
-in_rogue,379,101,3 script Scary Man#sc03 1_M_SIGNROGUE,{
- if (job_sha == 0) {
- if (BaseJob == Job_Rogue && BaseLevel > 98 && JobLevel > 49) {
- mes "[Scary man]";
- mes "Oh you are so talented?";
- mes "Now I have one interesting quetion! Do you want it solved?";
- next;
- mes "[Urupa]";
- mes "My name is Urupa.";
- mes "If you have anything interesting just challenge it.";
- job_sha = 1;
- close;
- }
- mes "[Scary man]";
- mes "What's your business?";
- mes "I don't have anything to do with you.";
- mes "I don't care for people like you. I just deal with the extraordinary.";
- close;
- } else if (job_sha == 1) {
- mes "[Urupa]";
- mes "We give a quiz and nobody has yet to solve it.";
- mes "You want it to be solved?";
- mes "This is a code.";
- mes "Look at it.";
- next;
- mes "- The message is -";
- mes "- written in a cipher. -";
- mes "The mission seems to be to break the code...";
- next;
- mes "[Urupa]";
- mes "This is the code.";
- mes "It is just numbering a cipher to make the message make sense.";
- mes "For example...";
- next;
- callsub L_Code,1;
- mes "[Urupa]";
- mes "Now here's what needs to be to solved.";
- mes "Decipher the code and go where it tells you...";
- next;
- callsub L_Code,2;
- next;
- mes "[Urupa]";
- mes "So write this down!";
- mes "I expected that you would take this adventure!";
- job_sha = 2;
- setquest 7160;
- close;
- } else if (job_sha == 2) {
- mes "[Urupa]";
- mes "You want one more explanation?";
- mes "Or do you just want the code?";
- next;
- switch(select("More explanation.:Get the code.")) {
- case 1:
- callsub L_Code,1;
- mes "[Urupa]";
- mes "Now it's up to you!";
- mes "So go! Go!";
- close;
- case 2:
- mes "[Urupa]";
- mes "Let me show you the code again...";
- next;
- callsub L_Code,2;
- close;
- }
- } else if (job_sha > 2 && job_sha < 31) {
- mes "[Urupa]";
- mes "Ok, have you solved it yet?";
- mes "Good luck!";
- close;
- } else if (job_sha == 31) {
- mes "[Urupa]";
- mes "You have just become a Shadow Chaser.";
- mes "The quizzes are for collecting the right people...";
- close;
- }
- mes "[Urupa]";
- mes "Nothing special?";
- mes "As you see... I am ok here!";
- close;
-L_Code:
- if (getarg(0) == 1) {
- mes "[Urupa]";
- mes "3511543433";
- mes "This means PAYON.";
- next;
- mes "[Urupa]";
- mes "The numbers have to be paired.";
- mes "3511543433";
- mes "35 11 54 34 33 breaks down into 5 pairs!";
- next;
- mes "[Urupa]";
- mes "So the pairs mean:";
- mes "35 - P, 11 - A,";
- mes "54 - Y, 34 - O, 33 - N.";
- next;
- mes "[Urupa]";
- mes "Here are the numbers all in a row.";
- mes "33, 34, 35!";
- mes "N , O , P ?";
- next;
- } else {
- mes "Here we go!";
- next;
- mes "^4d4dff";
- mes "43231114345243";
- mes "11441531241542";
- mes "2433";
- mes "3542343344154211";
- mes "^000000";
- next;
- mes "[Urupa]";
- mes "Could you do that?";
- mes "If you visit there, you might be surprised...";
- }
- return;
-}
-
-s_atelier,65,123,5 script Manager#sc04_prt 4_M_KHKYEL,{
- if (job_sha == 2) {
- mes "[Manager]";
- mes "Where's Max!?";
- mes "Damn, there're so many strangers around.";
- mes "Hey...";
- next;
- switch(select("Show the deciphered code!:...")) {
- case 1:
- mes "[Manager]";
- mes "Wow, you deciphered it?";
- mes "So, what's the right answer?";
- next;
- input .@inputstr$;
- if (.@inputstr$ == "shadows atelier in prontera" || .@inputstr$ == "SHADOWS ATELIER IN PRONTERA") {
- mes "[Manager]";
- mes "Good.";
- mes "You just got it.";
- mes "Then why have you come over here?";
- next;
- select("The code says here's the one...");
- mes "[Manager]";
- mes "So you are the one.";
- mes "Could you wait for a sec'?";
- job_sha = 3;
- close;
- }
- mes "[Manager]";
- mes "Remember to put the code exactly as it should be deciphered.";
- mes "Maybe you should try again...";
- close;
- case 2:
- mes "[Manager]";
- mes "Only allowed for people involved....";
- mes "Could you ask the clerk at the shop?";
- close;
- }
- } else if (job_sha == 3) {
- mes "[Manager]";
- mes "Now let me introduce myself to you!";
- mes "I am Graham, the manager of this shadow gallery...";
- next;
- mes "[Graham]";
- mes "You may have already guessed.";
- mes "This is an additional facility for rogues.";
- mes "We adopt things like art and other historical stuff.";
- next;
- mes "[Graham]";
- mes "These things are illegal.";
- mes "Such things you guys bring us from historical places...";
- mes "Ok.";
- next;
- mes "[Graham]";
- mes "So we've got to know things like...";
- mes "special codes and information where the treasures are.";
- next;
- mes "[Graham]";
- mes "We need you guys...";
- mes "So we've asked assistance from the Rogue guild.";
- next;
- select("Any other places you guys work?");
- mes "[Graham]";
- mes "Ah, yes...";
- mes "We are in Prontera, Juno, Rachel, and Lighthalzen.";
- mes "Ok?";
- next;
- mes "[Graham]";
- mes "Anyway....";
- mes "We all really want to know where the treasures are.";
- mes "So the code is to break into each of those places.";
- next;
- mes "[Graham]";
- mes "You seem like the right one.";
- mes "So I will give you the code.";
- mes "Please find the treasure!";
- next;
- switch(select("No way!:I'll give it a try!")) {
- case 1:
- mes "[Graham]";
- mes "What the hell?";
- mes "If you are not going to help then I'll just find someone else.";
- job_sha = 4;
- close;
- case 2:
- mes "[Graham]";
- mes "You are so powerful!";
- mes "So here...";
- next;
- callsub L_Code,0;
- close;
- }
- } else if (job_sha == 4) {
- mes "[Graham]";
- mes "Are you interested in it now?";
- next;
- switch(select("Not at all.:Hmm, I'll take it.")) {
- case 1:
- mes "[Graham]";
- mes "Damn it.";
- close;
- case 2:
- mes "[Graham]";
- mes "You are just so picky...";
- mes "Here...";
- next;
- callsub L_Code,0;
- close;
- }
- } else if (job_sha == 5) {
- mes "[Graham]";
- mes "Did you find something?";
- next;
- switch(select("I need an explanation.:What's the code again?")) {
- case 1:
- mes "[Graham]";
- mes "You are so powerful!";
- next;
- callsub L_Code,1;
- mes "[Graham]";
- mes "Got it?";
- close;
- case 2:
- mes "[Graham]";
- mes "I've given you the code.";
- mes "So crazy...";
- mes "Don't you have a memo of it?";
- close;
- }
- } else if (job_sha == 6 || job_sha == 7) {
- mes "[Graham]";
- mes "Nothing special...?";
- mes "You've been to places...?";
- mes "There's definetely something.";
- next;
- mes "Graham seems to know something.";
- mes "I'd better go there again.";
- close;
- } else if (job_sha == 8) {
- mes "[Graham]";
- mes "So, any improvements?";
- next;
- select("Show him the key.");
- mes "[Graham]";
- mes "Deception!";
- mes "You are deceiving me!";
- next;
- mes "[Graham]";
- mes "This is all?";
- mes "Only one key.";
- mes "How deceptive!";
- mes "Just as I thought, it's a kind of treasure.";
- next;
- mes "[Graham]";
- mes "You just gave me a shock.";
- mes "Ok...";
- mes "The code is kept in galleries.";
- next;
- mes "[Graham]";
- mes "Ok there's more galleries than this one...";
- mes "Juno and Rachel have the codes...";
- next;
- mes "[Graham]";
- mes "This is just what I was guessing.";
- mes "The codes kept by other galleries aren't treasures at all...";
- next;
- mes "[Graham]";
- mes "Go to Rachel...";
- next;
- mes "[Graham]";
- mes "Find the gallery in Rachel...";
- mes "Tell 'em that you just came from Graham and ask for the code.";
- next;
- mes "[Graham]";
- mes "Ok?";
- mes "Then go there!";
- job_sha = 9;
- changequest 7165,7166;
- close;
- } else if (job_sha == 9) {
- mes "[Graham]";
- mes "There're four galleries...";
- mes "Prontera, Rachel, Juno, and Lighthalzen.";
- next;
- mes "[Graham]";
- mes "One of the codes kept by the galleries is already deciphered.";
- mes "It's just one key....";
- next;
- mes "[Graham]";
- mes "But here's what I am guessing.";
- mes "The codes are linked to each other.";
- mes "And the purpose is different for each one.";
- next;
- mes "[Graham]";
- mes "For example...";
- mes "If one is just a key then the others are things requiring the key.";
- next;
- mes "[Graham]";
- mes "The key must be for opening the box.";
- mes "Can you guess what's inside?";
- next;
- select("Umm, treasure?");
- mes "[Graham]";
- mes "YES.";
- mes "That's why we're here!";
- next;
- mes "[Graham]";
- mes "People think that we are just trading the stuff...";
- mes "But we are here for very special things.";
- next;
- mes "[Graham]";
- mes "Go to ^4d4dffRachel Gallery^000000 and get the code...";
- mes "They will support you if you explain everything.";
- mes "Ok?";
- close;
- } else if (job_sha > 9 && job_sha < 30) {
- mes "[Graham]";
- mes "How about everything?";
- mes "We are dying to know about the key.";
- mes "So you got support from the other galleries.";
- close;
- } else if (job_sha > 29) {
- mes "[Graham]";
- mes "Shadow Chaser!!";
- mes "Ah!";
- next;
- mes "[Graham]";
- mes "It's not intentionally decieving...";
- mes "Hahaha!!";
- next;
- mes "[Graham]";
- mes "Isn't it interesting?";
- mes "It's more than just taking exams.";
- mes "We got to know about you and figured out who you are.";
- next;
- mes "[Graham]";
- mes "How's my acting?";
- mes "It worked?";
- next;
- mes "[Graham]";
- mes "If you need anything just ask them what you want.";
- close;
- }
- mes "[Manager]";
- mes "Only allowed for people involved...";
- mes "Could you ask the clerk at the shop?";
- close;
-L_Code:
- mes "-note.";
- mes "^4d4dff 13 15 18 15 3 3 18 21 9 14^000000";
- mes "key : 0 -";
- next;
- select("These are just numbers...");
- mes "[Graham]";
- mes "The only difference from the one from the Rogue Guild is that you don't need to match them in pairs.";
- next;
- mes "[Graham]";
- mes "Also here's the keyword...";
- mes "This case is key 0.";
- next;
- mes "[Graham]";
- mes "Let's see. For example.";
- mes "13 15 18 15 3 3 18 21 9 14 =";
- mes "M O R O C C R U I N";
- next;
- mes "[Graham]";
- mes "Look at this... C = 3.";
- mes "C is the third letter right?";
- next;
- mes "[Graham]";
- mes "Do you get it?";
- mes "But this won't be given with keyword 0. When I give you the keyword you can figure it out for yourself.";
- next;
- if (getarg(0)) return;
- mes "[Graham]";
- mes "Now let's move on to the mission.";
- mes "Here's the cipher...";
- next;
- .@key01 = rand(3,5);
- .@a = 1 + .@key01;
- .@b = 2 + .@key01;
- .@d = 4 + .@key01;
- .@e = 5 + .@key01;
- .@f = 6 + .@key01;
- .@h = 8 + .@key01;
- .@i = 9 + .@key01;
- .@l = 12 + .@key01;
- .@n = 14 + .@key01;
- .@o = 15 + .@key01;
- .@r = 18 + .@key01;
- .@s = 19 + .@key01;
- .@t = 20 + .@key01;
- .@u = 21 + .@key01;
- mes "^4d4dff" + .@b + " " + .@l + " " + .@u + " " + .@e + " ";
- mes "" + .@f + " " + .@i + " " + .@r + " " + .@e + " ";
- mes "" + .@i + " " + .@n + " ";
- mes "" + .@t + " " + .@u + " " + .@r + " " + .@t + " " + .@l + " " + .@e + " ";
- mes "" + .@i + " " + .@s + " " + .@l + " " + .@a + " " + .@n + " " + .@d + " ";
- mes "" + .@t + " " + .@h + " " + .@i + " " + .@r + " " + .@d + " ";
- mes "" + .@f + " " + .@l + " " + .@o + " " + .@o + " " + .@r + " ";
- mes "key : " + .@key01 + ".";
- job_sha = 5;
- erasequest 7160;
- if (.@key01 == 3) setquest 7161;
- else if (.@key01 == 4) setquest 7162;
- else if (.@key01 == 5) setquest 7163;
- next;
- mes "[Graham]";
- mes "Just take it.";
- mes "I have a bad memory.";
- mes "You have all the information so you are on your own now.";
- next;
- mes "[Graham]";
- mes "Once you get something come over here.";
- next;
- mes "- You take the memo from Graham.";
- mes "Don't forget it! -";
- close;
-}
-
-s_atelier,168,65,5 script Manager#sc08_ra 4_M_DOCTOR,{
- if (job_sha < 10) {
- mes "[Manager]";
- mes "Who are you?";
- mes "This place isn't for you.";
- next;
- if (job_sha < 9) {
- mes "[Manager]";
- mes "What are they doing up there?";
- mes "Bleh...";
- close;
- }
- switch(select("Give me your password!:I was sent by Graham.")) {
- case 1:
- mes "[Manager]";
- mes "You need my password?";
- mes "How much would you pay me?";
- next;
- mes "[Manager]";
- mes "10 million zeny?";
- mes "Ok I'll take that then!";
- next;
- mes "[Manager]";
- mes "Yeah right!";
- mes "Who the hell are you?";
- mes "How dare you just ask for my password?";
- close;
- case 2:
- mes "[Manager]";
- mes "Graham?";
- mes "Why?";
- next;
- if (countitem(6266) == 0) {
- mes "You don't seem to have brought it here.";
- next;
- mes "[Manager]";
- mes "Are you mute?";
- mes "I don't know why Graham sent you here.";
- mes "Just go if you don't have any business here!";
- close;
- }
- mes "[Manager]";
- mes "So this key was sent by him.";
- next;
- select("No, I found it as the clue.");
- mes "[Manager]";
- mes "Ah?";
- mes "So doesn't that mean that one code could be exchanged as a treasure...?";
- next;
- select("Maybe.");
- mes "[Manager]";
- mes "...........";
- mes "Hmm....";
- next;
- mes "[Manager]";
- mes "Hmm...";
- next;
- mes "- The manager seems -";
- mes "- to be thinking about -";
- mes "- something. Then he-";
- mes "- hands over a paper. -";
- next;
- mes "[Manager]";
- mes "No way.";
- mes "Here's the clue.";
- mes "Try to find it.";
- next;
- mes "[Manager]";
- mes "Anyway my name is Paul.";
- mes "...........";
- next;
- mes "[Paul]";
- mes "Naturally...";
- mes "I've already solved the clue.";
- next;
- mes "- Here's the paper that -";
- mes "- Paul handed over. -";
- next;
- mes "R-E-N-N-N-D";
- mes "L-N-N-W-W-N-D";
- next;
- mes "[Paul]";
- mes "Isn't it so simple?";
- mes "What do you think?";
- mes "RENNND / LNNWWND means one thing.";
- next;
- switch(select("I think I got it.:I have no clue.")) {
- case 1:
- callsub L_Code,7166;
- close;
- case 2:
- mes "[Paul]";
- mes "What? You don't know it?";
- mes "Then you'd better think about it more.";
- mes "It's so easy.";
- job_sha = 10;
- changequest 7166,7167;
- close;
- }
- }
- } else if (job_sha == 10) {
- mes "[Paul]";
- mes "So did you get what it means?";
- next;
- switch(select("Yes!:No, I don't think so.")) {
- case 1:
- callsub L_Code,7167;
- close;
- case 2:
- mes "[Paul]";
- mes "Is it that hard?";
- next;
- select("I can't do it...");
- mes "[Paul]";
- mes "No way.";
- mes "Can I give you a hint?";
- mes "Compass!";
- close;
- }
- } else if (job_sha > 10 && job_sha < 14) {
- mes "[Paul]";
- mes "I've already given you all the info you need.";
- next;
- mes "[Paul]";
- mes "I've given you one more clue.";
- mes "Isn't it enough?";
- next;
- mes "[Paul]";
- mes "As you and Graham mentioned.";
- mes "Go and find it out.";
- next;
- mes "[Paul]";
- mes "If you find real things like treasure,";
- mes "come back here.";
- close;
- } else if (job_sha > 13 && job_sha < 17) {
- mes "[Paul]";
- mes "You must find the right place.";
- mes "The word is RENNND";
- mes "It's refering the cave East - North - North - North from this Rachel.";
- next;
- mes "[Paul]";
- mes "L-N-N-W-W-N-D is also same.";
- mes "L is for Lighthalzen.";
- mes "Lighthalzen - North- North - West - West.";
- mes "That's the ice cave.";
- next;
- mes "[Paul]";
- mes "Is there any improvement!?";
- next;
- select("You need to investigate more?");
- mes "[Paul]";
- mes "Really? Ok...";
- mes "No way....";
- mes "We will expect a good result.";
- close;
- } else if (job_sha == 17) {
- mes "[Paul]";
- mes "I am dying to wait for you.";
- mes "So what did you find out?";
- next;
- select("I found the key.:Hmm...");
- mes "- You hand over the 'Illusion Key' that you found in the ice cave. -";
- next;
- mes "[Paul]";
- mes "Illusion! Haha!";
- mes "After deception is illusion!";
- mes "So are you lying to me?";
- next;
- mes "[Paul]";
- mes "I can feel how Graham felt it...";
- mes "We don't dare to get that tiny key...";
- next;
- mes "[Paul]";
- mes "The young guy in Lighthalzen is quite challenging to deal with...";
- mes "So we'd better request assistance from Haled...";
- next;
- mes "[Paul]";
- mes "Hey...";
- mes "If you go to Juno...";
- mes "There's a gallery...";
- next;
- mes "[Paul]";
- mes "So could you ask him to get the password?";
- mes "Hmm...";
- next;
- mes "[Paul]";
- mes "I feel like the red hair guy in the main gallery is teasing me...";
- mes "Anyway...";
- mes "So I really like to know the password and the identity of the key...";
- next;
- mes "[Paul]";
- mes "If Haled isn't supportive...";
- mes "Tell him ^4d4dffI know what you did last summer!^000000";
- mes "You shouldn't be wrong...!?";
- job_sha = 18;
- changequest 7172,7173;
- close;
- } else if (job_sha == 18) {
- mes "[Paul]";
- mes "You could ask him to get the key...";
- mes "He will help you if you tell him something...";
- next;
- mes "[Paul]";
- mes "If Haled isn't supportive...";
- mes "Tell him ^4d4dffI know what you did last summer!^000000";
- close;
- } else if (job_sha > 18 && job_sha < 30) {
- mes "[Paul]";
- mes "So you are still looking for the treasure... right?";
- mes "I would look for it...";
- close;
- } else if (job_sha == 30) {
- mes "[Paul]";
- mes "Now I almost guessed what would happen later...";
- mes "It can't have happened!";
- next;
- mes "[Paul]";
- mes "Are you shocked?";
- mes "Don't think worse.";
- mes "You could get a good person.";
- mes "Hahaha...";
- close;
- }
- mes "[Paul]";
- mes "Do you need a painting tool?";
- mes "Then you can request that to the assistant.";
- mes "We always have it just in case.";
- close;
-L_Code:
- mes "[Paul]";
- mes "Really? Then I don't need to give you the answer.";
- mes "Could you interpret the meaning of each letter.";
- next;
- select("It's kinda the combination of places.");
- mes "[Paul]";
- mes "So?";
- next;
- select("E-N meaning East - North");
- mes "[Paul]";
- mes "Ok that's good enough.";
- mes "Then go and find out.";
- next;
- mes "[Paul]";
- mes "Memorize this.";
- mes "You might need it. It could be a clue for you.";
- next;
- mes "[Paul]";
- switch(rand(3)) {
- case 0:
- mes "[ S E E D ]";
- mes "S E E D?";
- job_sha = 11;
- changequest getarg(0),7168;
- break;
- case 1:
- mes "[ F O O T ]";
- mes "F O O T?";
- job_sha = 12;
- changequest getarg(0),7169;
- break;
- case 2:
- mes "[ C O L D ]";
- mes "C O L D?";
- job_sha = 13;
- changequest getarg(0),7170;
- break;
- }
- mes "I don't know what it really means, but it would be helpful to you to figure it out.";
- close;
-}
-
-s_atelier,167,129,3 script Manager#sc06_yuno 1_M_SIGNART,{
- if (job_sha < 19) {
- mes "[Manager]";
- mes "What?";
- mes "If you've come here for some money, you are wrong.";
- mes "This isn't a pawnshop.";
- if (job_sha < 18) close;
- next;
- select("You are... Haled?");
- mes "[Haled]";
- mes "Hmm? I'm the manager of this workplace in Juno. What's the matter?";
- next;
- mes "[Haled]";
- mes "Hmm. You were sent by Graham and Paul?";
- mes "I thought that you just came here to beg for money with fossil pieces.";
- next;
- mes "[Haled]";
- mes "It's a classic way that poor scholars use.";
- mes "Sometimes I buy good stuff so some people know that this is a pawnshop.";
- next;
- mes "[Haled]";
- mes "Let me hear your story.";
- next;
- mes "- You explain everything so far and show the key of arrogance. -";
- next;
- mes "[Haled]";
- mes "So...";
- mes "I totally understand.";
- mes "It's this key's location that";
- mes "shared the informaton!";
- next;
- mes "[Haled]";
- mes "Anyway. Two are keys and the treasure that I have to open with this key, what can I do?";
- next;
- mes "[Haled]";
- mes "We will investigate Juno's workplace, so give it to me?";
- next;
- mes "- Haled doesn't want to cooperate with you.";
- mes "Remember what Paul said. -";
- next;
- callsub L_Code;
- mes "[Haled]";
- mes "So what?";
- mes "He's a wild-eyed person.";
- mes "Did you just speak to me in a threatening tone?";
- job_sha = 19;
- close;
- } else if (job_sha == 19) {
- mes "[Haled]";
- mes "What?";
- mes "You want to talk with me?";
- mes "How about you just hand over that key to me?";
- next;
- callsub L_Code;
- mes "[Haled]";
- mes "What's wrong with you?";
- mes "Are you ok?";
- mes "Paul? What do you want to say?";
- job_sha = 19;
- close;
- } else if (job_sha == 20) {
- mes "[Haled]";
- mes "Got it.";
- mes "Ok.";
- mes "You need to know where the place with the code is?";
- next;
- mes "[Haled]";
- mes "I don't have a choice.";
- mes "Listen carefully to this poem.";
- next;
- mes "[Haled]";
- mes "^4d4dffThe end of thin root of life-giving water.";
- mes "It's all of tears and signs of living people.";
- mes "They are us but also not us.";
- mes "Residents of forgotten night";
- mes "play the waltz of despair^000000.";
- next;
- mes "[Haled]";
- mes "Do you know where it is?";
- mes "You know where it is right?";
- mes "It's only my opinion, but...";
- mes "It can't be possible...";
- next;
- mes "[Haled]";
- mes "Anyway, if you want to do it, go ahead.";
- mes "If you know what this poem means.";
- next;
- mes "[Haled]";
- mes "Of course, if you find something, you have to come back.";
- mes "Got it?";
- mes "I'm going to write it down so that you won't forget.";
- job_sha = 21;
- changequest 7173,7174;
- close;
- } else if (job_sha == 21) {
- mes "[Haled]";
- mes "I won't be surprised with whatever you find.";
- mes "You have to find the place that the poem speaks of.";
- next;
- mes "[Haled]";
- mes "^4d4dffThe end of thin root of life-giving water.";
- mes "It's all of tears and signs of living people.";
- mes "They are us but also not us.";
- mes "Residents of forgotten night";
- mes "play the waltz of despair^000000.";
- next;
- mes "[Haled]";
- mes "Of course, if you find something, you have to come back.";
- mes "Got it?";
- close;
- } else if (job_sha > 21 && job_sha < 25) {
- mes "[Haled]";
- mes "How's it going?";
- mes "If you find something, you have to come back.";
- mes "Don't go to Graham or Paul.";
- close;
- } else if (job_sha == 25) {
- mes "[Haled]";
- mes "Did you find something?";
- next;
- select("Show the key of pleasure.");
- if (countitem(6268)) {
- mes "[Haled]";
- mes "Ha..........akkk.";
- mes "Another key?";
- mes "Is it the only key?!";
- next;
- mes "[Haled]";
- mes "Then... do I have to ask help from the young man from Lighthalzen?";
- mes "...........";
- mes "Ah...";
- next;
- mes "[Haled]";
- mes "I have no choice.";
- mes "Go to Lighthalzen with the three keys.";
- mes "Meet Vicente who is master of the store in Lighthalzen and tell him everything.";
- next;
- mes "[Haled]";
- mes "I told you that the old man is persistant and he ruins everything.";
- next;
- mes "[Haled]";
- mes "You have to have all your facts straight to send information to the guild.";
- mes "First you have to work together in one accord.";
- next;
- mes "[Haled]";
- mes "The thing you find can belong to the workplace.";
- mes "It can be shared.";
- next;
- mes "[Haled]";
- mes "I thought that it was a very simple thing.";
- mes "We couldn't share that stuff together.";
- next;
- mes "[Haled]";
- mes "All of the information that I got from workplace are key.";
- mes "There must be something to use three key with.";
- next;
- mes "[Haled]";
- mes "Anyway it has to do with deceit and pleasure...";
- mes "Is it teasing me...";
- next;
- mes "[Haled]";
- mes "Ok. Let me finish.";
- mes "Go to Vicente in Lighthalzen.";
- job_sha = 26;
- changequest 7176,7177;
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "I'm sorry.";
- mes "I found one more key but I didn't bring it.";
- mes "I'll bring it soon.";
- close;
- } else if (job_sha == 26) {
- mes "[Haled]";
- mes "Shadow workplace in Lighthalzen.";
- mes "The manager's name is Vicente.";
- mes "Tell him everything and get one last information.";
- close;
- } else if (job_sha > 26 && job_sha < 30) {
- mes "[Haled]";
- mes "Hey, you!";
- mes "Was Vicente helpful to you?";
- mes "You have something important...";
- mes "So you have to find out what is it.";
- next;
- mes "[Haled]";
- mes "Keep trying.";
- close;
- } else if (job_sha == 30) {
- mes "[Haled]";
- mes "Hey, you!";
- mes "What's going on?";
- mes "What? Shadow Chaser?";
- next;
- mes "[Haled]";
- mes "Did I know that fact?";
- mes "Sure. I heard a little bit before";
- mes "I used to do work like this.";
- next;
- mes "[Haled]";
- mes "It's an honor for me to pick a person who belongs to us.";
- mes "Just accept that. You are going to be a good Shadow Chaser.";
- close;
- }
- mes "[Haled]";
- mes "I like your face.";
- mes "We don't have any special thing.";
- mes "An assistant sells some paint and tool.";
- close;
-L_Code:
- mes "["+strcharinfo(0)+"]";
- mes "Paul said...";
- next;
- input .@inputstr$;
- mes "["+strcharinfo(0)+"]";
- mes "Paul said...";
- mes "'"+.@inputstr$+"' .";
- next;
- if (.@inputstr$ == "I know what you did last summer!") {
- mes "[Haled]";
- mes "Ekk... He...";
- mes "Knew everything...";
- mes "Hmm...";
- mes "I can help.";
- mes "I will cooperate.";
- next;
- mes "[Haled]";
- mes "I need some time to collect my thoughts.";
- mes "Wait for me a bit.";
- job_sha = 20;
- close;
- }
- return;
-}
-
-s_atelier,25,75,3 script Manager#sc10_lgt 4_M_HUMAN_02,{
- if (job_sha < 26) {
- mes "[Manager]";
- mes "You are?";
- mes "Sorry, but we don't trade old art goods.";
- mes "If you neeed something, then ask an assistant.";
- close;
- } else if (job_sha == 26) {
- mes "[Vicente]";
- mes "Welcome.";
- mes "I've been waiting for you.";
- next;
- select("For me?");
- mes "[Vicente]";
- mes "I wondered when you would visit.";
- mes "I've been waiting a long time for you.";
- mes "Huhu...";
- next;
- mes "[Vicente]";
- mes "How were Graham,Paul and Haled?";
- mes "They are not easy people to deal with huh?";
- next;
- select("You know everything?");
- mes "[Vicente]";
- mes "Sure.";
- mes "They ignore me because they think that I'm too young.";
- mes "As if they were all perfect. HahahaHah...";
- next;
- mes "[Vicente]";
- mes "Did you bring all of the keys?";
- mes "There should be three.";
- mes "You came here to find out how to use them I assume, right?";
- next;
- select("Yeah, you're right!");
- mes "[Vicente]";
- mes "You don't have to be surprised.";
- mes "I can't find how long it took for those three men to investigate before.";
- mes "I already finished my work.";
- next;
- mes "[Vicente]";
- mes "When I went to the final location I found a stone statue.";
- mes "But it needs to have key.";
- next;
- mes "[Vicente]";
- mes "Even Three.";
- mes " ";
- mes "(Vicente smiles)";
- next;
- mes "[Vicente]";
- mes "At first, the information that was given from the guild means only one thing.";
- mes "Because of the saying that they respect the right of our possessions,";
- mes "we shared our information.";
- next;
- mes "[Vicente]";
- mes "So we had to wait for it.";
- mes "I thought the last man would never give it to me...";
- next;
- mes "[Vicente]";
- mes "They thought I wanted to have the treasure for myself.";
- mes "So that's why I've just been waiting for you.";
- next;
- mes "[Vicente]";
- mes "Then let's make a point!";
- mes "Do you know thanatos tower?";
- next;
- switch(select("Sure.:The tower of death?")) {
- case 1:
- mes "[Vicente]";
- mes "You know that.";
- mes "Then you can understand easily.";
- next;
- break;
- case 2:
- mes "[Vicente]";
- mes "Yes, that tower in northen Juno.";
- mes "There are huge monsters there.";
- next;
- break;
- }
- mes "[Vicente]";
- mes "You told me that you went to the final place with the information?";
- mes "That's the Thanatos Tower.";
- next;
- mes "[Vicente]";
- mes "Fortunately, the location is the 1st floor of that tower.";
- mes "So I'm going to tell what you have to do.";
- next;
- mes "[Vicente]";
- mes "At the 1st floor of thanatos tower, there are members from the Rekenber Corporation.";
- mes "Go north from their desk...";
- next;
- mes "[Vicente]";
- mes "And you can find stairs and a location where light comes out of.";
- mes "That's the location of the information that I have.";
- next;
- mes "[Vicente]";
- mes "Now you know the location you have to go to with the three keys.";
- mes "Find out the secret of the stone statue.";
- next;
- mes "[Vicente]";
- mes "You can't imagine what kind of things you might find.";
- mes "That's the final destination of all of the keys.";
- job_sha = 27;
- changequest 7177,7178;
- next;
- mes "[Vicente]";
- mes "Good luck.";
- close;
- } else if (job_sha == 27) {
- mes "[Vicente]";
- mes "Listen carefully.";
- mes "The location you need to find is";
- mes "north from middle of thanatos 1st floor.";
- mes "You can find stairs and a location where light comes out.";
- next;
- mes "[Vicente]";
- mes "If you find something, come back here.";
- mes "Actually, I want to get the key from you, but...";
- next;
- mes "[Vicente]";
- mes "I just respect your opinion.";
- mes "If you find something, come back here. Got it?";
- close;
- } else if (job_sha == 28) {
- mes "[Vicente]";
- mes "You are back?";
- mes "Find anything?";
- next;
- switch(select("Throw the brush.:Grab him by the collar.:Drop the brush.")) {
- case 1:
- mes "[Vicente]";
- mes "Hey, what are you doing?";
- mes "This brush...";
- mes "Is this the treasure hidden in the Thanatos Tower?";
- next;
- mes "Vicente looks surprised after taking a look at it.";
- next;
- break;
- case 2:
- mes "[Vicente]";
- mes "What's wrong with you?";
- mes "You can tell me more details?";
- next;
- mes "Vincente looks surpised after taking a look at it.";
- next;
- mes "[Vicente]";
- mes "Is this the treasure hidden in the Thanatos Tower?";
- next;
- break;
- case 3:
- mes "[Vicente]";
- mes "What the matter?";
- mes "Are you ok?";
- next;
- mes "Vicente looks at me with a surprised face.";
- next;
- select("Point at the brush.");
- mes "[Vicente]";
- mes "Is this the treasure hidden in the Thanatos Tower?";
- next;
- mes "Vincente looks surpised after taking a look at it.";
- next;
- break;
- }
- mes "[Vicente]";
- mes "Haha!!";
- mes "Ahahahaha!!!!!";
- mes "I got it now!";
- mes "Congratulations.";
- next;
- mes "[Vicente]";
- mes "It's treasure.";
- mes "You found a big treasure!";
- mes "Talk to me for bit, won't you?";
- next;
- mes "[Vicente]";
- mes "There is someone who has been waiting for you.";
- mes "He's been waiting for someone to bring this brush back.";
- mes "Let's go inside.";
- job_sha = 29;
- erasequest 7179;
- close;
- } else if (job_sha == 29 || job_sha == 30) {
- mes "[Vicente]";
- mes "I'm going to listen to your story.";
- close;
- }
- mes "[Vicente]";
- mes "I'm expecting your work from now on.";
- mes "You must be a good Shadow Chaser.";
- mes "I'm sure of it.";
- close;
-}
-
-s_atelier,73,65,3 script Vicente#sc12_lgt 4_M_HUMAN_02,{
- mes "[Vicente]";
- if (job_sha < 29) {
- mes "If you don't have anything special to do here, you'd better leave.";
- mes "No trespassing.";
- close;
- } else if (job_sha == 29) {
- mes "This way.";
- mes "He's been waiting for you a while.";
- mes "Not me, Dumk.";
- close;
- } else if (job_sha == 30) {
- mes "Dumk wants to have you as a Shadow Chaser.";
- mes "Big news right?";
- close;
- } else if (job_sha == 31) {
- mes "I'm expecting your work from now on.";
- mes "You must be a good Shadow Chaser.";
- mes "I'm sure of it.";
- close;
- }
- mes "I don't have any special reason to visit here.";
- mes "An assistant sells tools and paint.";
- close;
-}
-
-s_atelier,70,66,4 script Dumk#sc13_lgh 4_M_SHADOWCHASER,{
- if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
- mes "[Dumk]";
- mes "What is it?";
- mes "Have you been enjoying your new skills?";
- next;
- mes "[Dumk]";
- mes "If you want to improve your skills, you have to seek out new uses for paint.";
- next;
- mes "[Dumk]";
- mes "Don't forget.";
- mes "We are Shadow Chasers.";
- mes "Huhu...";
- mes "HuhuHuhu...";
- close;
- }
- if (checkweight(1201,4) == 0) {
- mes "- You can't continue on in this quest because you are overweight. -";
- close;
- }
- if (hascashmount()) {
- mes "[Dumk]";
- mes "Who is this guy? Why should he sit in front of me so high?";
- mes "Although I do not know why you riding on it, but here is in door,";
- mes "That is no danger to rely on animals to escape, so you please get down!";
- close;
- }
- if (BaseJob == Job_Rogue) {
- if (job_sha < 29) {
- mes "[Dumk]";
- mes "Vicente. No Soliciting.";
- next;
- mes "[Vicente]";
- mes "A solicitor?";
- mes "I don't think so. He's our colleage.";
- next;
- mes "[Dumk]";
- mes "...Ah?";
- close;
- }
- if (BaseLevel < 99 || JobLevel < 50 || SkillPoint != 0) {
- mes "[Dumk]";
- mes "You are still green!";
- mes "Did you expect that you can learn the dark arts with your ability?";
- mes "You are wrong!";
- next;
- mes "[Vicente]";
- mes "Haha...";
- mes "Please, understand. Dumk has very bad communication skills.";
- mes "Even doesn't talk to anyone who isn't a high enough level.";
- next;
- mes "[Vicente]";
- mes "And as person who isn't not ready.";
- mes "^4d4dffYou maybe are not ready for him^000000.";
- next;
- mes "[Dumk]";
- mes "You talk too much.";
- mes "Heh.";
- next;
- mes "[Vicente]";
- mes "- He is pleased. -";
- mes "Hey.";
- mes "He could be ashamed.";
- close;
- }
- if (job_sha == 29) {
- mes "[Dumk]";
- mes "It's you? You are the one who found the brush?";
- next;
- select("Show the brush to him.");
- if (countitem(6269)) {
- mes "[Dumk]";
- mes "That's it.";
- mes "Did you find it by yourself?";
- next;
- switch(select("Yes.:With my friends")) {
- case 1:
- mes "[Dumk]";
- mes "Hmm...";
- mes "You have a high ability.";
- mes "Breaking the codes should have been tough.";
- mes "But it wasn't for you.";
- next;
- break;
- case 2:
- mes "[Dumk]";
- mes "Hmm...";
- mes "That's your other skill.";
- mes "People who have no friends must be lonely.";
- next;
- mes "[Dumk]";
- mes "To us, relationships are very important.";
- mes "You get more people, you get more help.";
- next;
- break;
- }
- mes "[Dumk]";
- mes "It's time to introduce myself.";
- mes "I'm Dumk.";
- next;
- select("You are...");
- mes "[Vicente]";
- mes "Chicken! How about the chicken for this supper?";
- next;
- mes "[Dumk]";
- mes "Why chicken?";
- mes "Why are you interrupting?";
- mes "You wanna be fired?";
- next;
- mes "[Vicente]";
- mes "Sorry...";
- mes " ";
- mes "(He turns to you and says it's taboo to talk about chicken.)";
- next;
- mes "[Dumk]";
- mes "Anyway, let's make a point.";
- mes "You.";
- mes "Will you yield to the will of the brush?";
- next;
- select("Yield to? What?");
- mes "[Dumk]";
- mes "This brush was used by the master.";
- mes "Paintings by him have mysterious power.";
- next;
- mes "[Dumk]";
- mes "I can't tell you the root of the power.";
- mes "Someday you will find out.";
- mes "He sublimates power through the medium of his paintings.";
- next;
- select("I don't get it...?");
- mes "[Dumk]";
- mes "We walk in darkness without moonlight.";
- mes "And find out our shining days are over.";
- next;
- mes "[Dumk]";
- mes "We follow to other shadows";
- mes "and we can be real";
- mes "Shadow Chasers!";
- next;
- select("What are you talking about?");
- mes "[Vicente]";
- mes "He suggests that you become a Shadow Chaser.";
- next;
- mes "[Vicente]";
- mes "In our guild, there is a special group that have unique skills.";
- mes "They are Shadow Chasers.";
- mes "They usually hide ther figure and they think they are different from others.";
- next;
- mes "[Dumk]";
- mes "Don't be so sarcastic, Vicente!";
- mes "I told you.";
- mes "You are qualified to be a Shadow Chaser!";
- next;
- mes "[Dumk]";
- mes "Give that brush to me.";
- mes "I need it again.";
- mes "I'm so thirsty.";
- mes "Wait a minute.";
- delitem 6269,1; //Master_Brush
- job_sha = 30;
- close;
- }
- mes "[Dumk]";
- mes "Let me see...";
- mes "Did you bring the brush?";
- next;
- mes "[Dumk]";
- mes "What are you doing?";
- mes "Show me the brush?";
- mes "You didn't bring it?";
- mes "You are not very careful...";
- close;
- } else if (job_sha == 30) {
- mes "[Dumk]";
- mes "So, do you want me to keep talking about Shadow Chasers?";
- next;
- switch(select("What is a Shadow Chaser?:Change me to Shadow Chaser.:I'll come back later.")) {
- case 1:
- mes "[Dumk]";
- mes "Most spells are exclusively for Wizards and their kind.";
- mes "But Knight has since been able to use a kind of magic with things called Runes.";
- next;
- mes "[Dumk]";
- mes "So we tried finding a medium for spells that suit our characteristics.";
- next;
- mes "[Dumk]";
- mes "So finally...";
- mes "We found paint!";
- next;
- mes "[Dumk]";
- mes "Paint gives us lots of feelings.";
- mes "We can feel peaceful and happy or it can give us feelings of sorrow and fear.";
- next;
- mes "[Dumk]";
- mes "We use that to harness the different emotions of people and exploit them when they're most vulnerable.";
- next;
- mes "[Dumk]";
- mes "The effects on our enemies are similar to that of magic spells.";
- next;
- mes "[Dumk]";
- mes "For instance, this power could be used to create blackholes to make your enemies vanish.";
- next;
- mes "[Dumk]";
- mes "So if you want to have that power then you must have artistry.";
- next;
- mes "[Dumk]";
- mes "You have to be a trendsetter when it comes to fashion!";
- mes "The ability to understand art!";
- mes "You should have everything.";
- next;
- select("Then what is the Master Brush?");
- mes "[Dumk]";
- mes "Ah?";
- mes "That was a brush who was a master of dark arts.";
- mes "Now we are looking for someone who can be a Shadow Chaser.";
- next;
- mes "[Dumk]";
- mes "This is a kind of game.";
- mes "If there is someone who wants to become a Shadow Chaser,";
- mes "we just start the process to find this brush.";
- next;
- mes "[Dumk]";
- mes "We put the codes to make sure that you can think outside of the box.";
- mes "Did you have fun?";
- close;
- case 2:
- mes "[Dumk]";
- mes "You decided!";
- mes "As your case, you can master the art of psychological warfare using paint!";
- mes "The art created is beautiful but dangerous.";
- next;
- mes "[Dumk]";
- mes "We use paint as a medium for spells.";
- mes "We use that to harness the different emotions of people and exploit them when they're most vulnerable.";
- next;
- mes "[Dumk]";
- mes "For instance, this power could be used to create black holes to make your enemies vanish.";
- next;
- mes "[Dumk]";
- mes "So if you want to have that power then you must have artistry.";
- next;
- mes "[Dumk]";
- mes "You have to be a trendsetter when it comes to fashion!";
- mes "The ability to understand art!";
- mes "You should have everything.";
- next;
- mes "[Dumk]";
- mes "You performed your duties diligently and found the brush.";
- mes "So you are qualified to be a Shadow Chaser.";
- next;
- mes "[Dumk]";
- mes "Congratulations.";
- mes "Welcome to your new life.";
- jobchange roclass(eaclass()|EAJL_THIRD);
- getitem 6121,1; //Makeover_Brush
- getitem 6122,1; //Paint_Brush
- job_sha = 32;
- getitem 2795,1; //Green_Apple_Ring
- getitem 5750,1; //Shadow_Handicraft
- next;
- mes "[Dumk]";
- mes "It's a fashionable uniform.";
- mes "It uses patterns of leopard and feathers";
- mes "The fashion world will be shocked.";
- next;
- mes "[Dumk]";
- mes "This shadow peacock I designed myself.";
- mes "It's too hard to create something that absorbs my art sense.";
- mes "Then about this part...";
- next;
- mes "Dumk keeps talking about fashion, art sense, paint and feeling.";
- mes "He's obviously in his own world.";
- next;
- select("About this brush...");
- mes "[Vicente]";
- mes "Ah, I'll expain.";
- mes "We need tools for painting.";
- next;
- mes "[Vicente]";
- mes "The make-up brush is used for face painting.";
- mes "You can get paint from the workplace.";
- next;
- mes "[Vicente]";
- mes "The paint brush is used for painting big spaces.";
- mes "You can get paint from the workplace too.";
- next;
- mes "[Vicente]";
- mes "Don't you remember the location of the workplace?";
- mes "Juno, Prontera, Rachel and Lighthalzen.";
- next;
- mes "[Vicente]";
- mes "If you need paint, go to an assistant.";
- mes "^4d4dffIf you don't have any tools, you can use skill needed paints.^000000";
- next;
- mes "[Vicente]";
- mes "Congratulations to be our person.";
- close;
- case 3:
- mes "[Dumk]";
- mes "What?";
- mes "Why not?";
- mes "You don't want to be a Shadow Chaser?";
- mes "I can teach you so much about painting.";
- next;
- mes "[Dumk]";
- mes "You really won't understand until you become one.";
- next;
- mes "[Dumk]";
- mes "Don't you want to learn how to harness a power stronger than what you know?";
- mes "....";
- next;
- mes "Dumk seemed to be dissapointed because I didn't answer him.";
- close;
- }
- }
- }
- mes "[Dumk]";
- mes "..........";
- mes "Heh.";
- next;
- mes "[Vicente]";
- mes "I'm sorry.";
- mes "He is not interested in other people.";
- mes "But you can't enter this space.";
- mes "You can get tools at the store.";
- close;
-}
-
-// Flames
-//============================================================
-tur_dun03,38,209,1 script Blue Flame#sc_f01 4_NFWISP,{
- if (job_sha == 5) {
- mes "A blue flame is roaring.";
- mes "The deciphered code means...";
- next;
- input .@inputstr$;
- .@dap01$ = "blue fire in turtle island third floor";
- .@dap02$ = "BLUE FIRE IN TURTLE ISLAND THIRD FLOOR";
- if (.@inputstr$ != .@dap01$ && .@inputstr$ != .@dap02$) {
- mes "["+strcharinfo(0)+"]";
- mes "What was it?";
- mes "I guess I have to make sure I don't use any capital letters.";
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "^4d4dff"+.@inputstr$+"^000000";
- mes "It's clearly pointing to this.";
- next;
- mes "You just murmur the sentence when the flame begins growing.";
- next;
- mes "[Unknown voice]";
- mes "Hm? Someone is coming?";
- mes "You are the one who wants to have my treasure?";
- mes "But your limitation is over.";
- next;
- mes "The flame is talking.";
- mes "The voice is snake-like.";
- mes "In the middle of blue flame, there are two marble eyes.";
- next;
- select("Pick it up.");
- mes "[Unknown voice]";
- mes "You are in a hurry.";
- mes "Hahaha, humans usually do things like that.";
- mes "They can't see the truth.";
- next;
- mes "[Unknown voice]";
- mes "How about you?";
- mes "I don't expect that you will do harm to this blue flame.";
- mes "It's the only one with two...";
- next;
- select("Who are you?");
- mes "[Shadow of Deception]";
- mes "Me? I'm a deception.";
- mes "I sneer at people who are stupid.";
- mes "I laugh behind their backs.";
- mes "HahaHaha...";
- next;
- mes "The Blue Flame is growning and rolling.";
- mes "They seem to be related.";
- job_sha = 6;
- setquest 7164;
- if (questprogress(7161)) erasequest 7161;
- if (questprogress(7162)) erasequest 7162;
- if (questprogress(7163)) erasequest 7163;
- close;
- } else if (job_sha == 6) {
- if (questprogress(7164,HUNTING) == 2) {
- mes "It looks like the blue flame is under the limitation.";
- mes "You can't feel that rolling effect of a spell like before.";
- next;
- select("Pick up the marbles.");
- mes "When you pick them up, you can feel that your weight is lightened.";
- job_sha = 7;
- erasequest 7164;
- close2;
- warp "job3_sha01",22,82;
- end;
- }
- mes "The flame is still rolling with a strong spell.";
- mes "You have to cut the relation with it.";
- close;
- } else if (job_sha == 7) {
- mes "It looks like the blue flame is under the limitation.";
- mes "You can't feel that rolling effect of a spell like before.";
- next;
- select("Pick up the marbles.");
- mes "When you pick it up, you can feel that your weight is lightened.";
- close2;
- warp "job3_sha01",22,82;
- end;
- }
- mes "The flame is rolling.";
- close;
-}
-
-ice_dun02,206,223,1 script Red Flame#sc_f02 4_NFWISP,{
- if (job_sha < 11) {
- mes "An unknown red flame is roaring.";
- close;
- } else if (job_sha > 10 && job_sha < 14) {
- mes "The red flame is roaring.";
- mes "It changed to a woman in black.";
- next;
- mes "[Woman in black]";
- mes "Can you hear me?";
- mes "Huhu.";
- mes "Can you see me?";
- next;
- mes "[Woman in black]";
- mes "You are the chosen one?";
- mes "You can know that.";
- mes "There is a soul that is the same as me.";
- next;
- mes "[Woman in black]";
- mes "I'm a shadow.";
- mes "A wandering shadow.";
- mes "Sad soul.";
- mes "A shadow of illusion without truth.";
- next;
- mes "[Shadow of Illusion]";
- mes "What do you want?";
- mes "Do you want treasure?";
- mes "Then pick it up.";
- mes "Tear my soul and";
- mes "show the truth.";
- job_sha += 3;
- setquest 7171;
- close;
- } else if (job_sha == 14 || job_sha == 15 || job_sha == 16) {
- if (questprogress(7171,HUNTING) == 2) {
- mes "You can't feel the soul from the flame.";
- mes "When you go closer, you can't see well because of darkness.";
- close2;
- warp "job3_sha01",22,33;
- end;
- }
- mes "[Shadow of Illusion]";
- mes "Huhu.";
- mes "What's wrong?";
- mes "You couldn't find the half of my soul?";
- mes "Huhu...";
- next;
- mes "[Shadow of Illusion]";
- mes "Ah, hurry and give me rest.";
- mes "I want to die softly.";
- mes "I want to give up the phony life.";
- next;
- mes "[Shadow of Illusion]";
- mes "Huhu...";
- mes "When the false shadow is gone, you can see the truth.";
- mes "Please, tear the false to dazzle who are blind...";
- mes "Without any trace...";
- close;
- }
- mes "The flame is rolling.";
- mes "You can't see well because of the light of ice.";
- close;
-}
-
-niflheim,230,276,1 script Red Flame#sc_f03 4_NFWISP,{
- if (job_sha < 21) {
- mes "That's a mysterious flame.";
- mes "It looks like cursing.";
- mes "Go away form that.";
- close;
- }
- else if (job_sha == 21) {
- mes "["+strcharinfo(0)+"]";
- mes "The poem that Haled told me was pointing to Niflheim.";
- mes "There is a flame that looks like the one from turtle island and ice dungeon.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "The end of living tree's roots.";
- mes "Tears of all living people.";
- mes "Sign of all dead people.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "They are us but also not us.";
- next;
- mes "[Someone's voice]";
- mes "They are us but also not us.";
- next;
- mes "[Someone's voice]";
- mes "Residents of the night forgotten...";
- next;
- select("Who is playing that?");
- mes "[Someone's voice]";
- mes "Who is playing the waltz of desperation?";
- mes ".....";
- next;
- mes "[Someone's voice]";
- mes "Ha...";
- mes "You came here to dig the secret of death.";
- mes "Can you play the waltz of death for me?";
- next;
- mes "[Someone's voice]";
- mes "I don't to be subject to restraint";
- mes "and be with sign of dead people.";
- next;
- mes "[Shadow of Pleasure]";
- mes "I'm a shadow.";
- mes "I show that best of the pleasure in this world.";
- mes "Illusions such that you don't want to be awaken from the dream.";
- next;
- mes "[Shadow of Pleasure]";
- mes "The soul got tangled by cold chains";
- mes "I can't see the dream";
- mes "and the shadow lost the pleasure that will be lasting forever.";
- next;
- mes "[Shadow of Pleasure]";
- mes "Please, help me.";
- mes "Give me two hands to";
- mes "escape from here!";
- next;
- mes "[Shadow of Pleasure]";
- mes "Can you stifle me with two hands?";
- mes "The other side of my senses";
- mes "gas for breath.";
- next;
- mes "[Shadow of Pleasure]";
- mes "That's the evidence that I live.";
- mes "That's the evidence that I cross over the line.";
- mes "With start of life";
- mes "the last pleasure.";
- next;
- mes "[Shadow of Pleasure]";
- mes "Show me the";
- mes "sweet death.";
- next;
- mes "The flame is dying.";
- mes "You should handle the shadow of pleasure.";
- job_sha = 22;
- erasequest 7174;
- setquest 7175;
- close;
- } else if (job_sha == 22) {
- if (questprogress(7175,HUNTING) == 2) {
- mes "You can't feel the soul from the flame.";
- mes "When you go closer, you can't see well because of darkness.";
- job_sha = 23;
- erasequest 7175;
- close2;
- warp "job3_sha01",73,87;
- end;
- }
- mes "You can feel a strong soul in the flame.";
- mes "You should handle the shadow of pleasure.";
- close;
- } else if (job_sha == 23 || job_sha == 24) {
- mes "You can't feel the soul from the flame.";
- mes "When you go closer, you can't see well because of darkness.";
- close2;
- warp "job3_sha01",73,87;
- end;
- }
- mes "There is a flame.";
- mes "You can't feel anything from it.";
- close;
-}
-
-// Boxes
-//============================================================
-job3_sha01,22,78,0 script ????#keybox01 CLEAR_NPC,{
- if (checkweight(1201,1) == 0) {
- mes "- You can't continue on in this quest because you are overweight. -";
- close;
- }
- if (job_sha == 7) {
- mes "It's a small box made of a hard turtle's shell.";
- mes "The middle of it...";
- next;
- select("Touch the middle.:Push the middle.");
- mes "When you touch it, something comes out!";
- next;
- setarray .@Codes1$[1],"EFDFJWF","FGEGKXG","GHFHLYH","HIGIMZI","IJHJNAJ","JKIKOBK","KLJLPCL","LMKMQDM";
- setarray .@Codes2$[1],"IPOFTUZ","JQPGUVA","KRQHVWB","LSRIWXC","MTSJXYD","NUTKYZE","OVULZAF","PWVMABG";
- .@i = rand(1,8);
- mes " ";
- mes " ";
- mes " DECEIVE";
- next;
- mes " ";
- mes " ";
- mes " "+.@i;
- next;
- mes "";
- mes "";
- mes " "+.@Codes1$[.@i];
- next;
- mes "It shows some letters and numbers.";
- mes " ";
- mes "Deceive.";
- mes "Then "+.@i+".";
- mes "And "+.@Codes1$[.@i]+".";
- next;
- select("What does it mean?");
- mes "["+strcharinfo(0)+"]";
- mes "Is it also code.";
- mes "It must be!";
- mes "Ah, something is showing up again...?";
- next;
- mes "- You can see some letters on the turtle's shell. -";
- next;
- mes " ";
- mes "HONESTY";
- mes " ";
- mes "And also letters. They are blinking as if waiting for a code to be input.";
- next;
- input .@inputstr$;
- if (.@inputstr$ == .@Codes2$[.@i] || .@inputstr$ == strtolower(.@Codes2$[.@i])) {
- mes "When you put the correct answer in there,";
- mes "the box is opened.";
- mes "There is a small and fabulous key.";
- next;
- mes "- You get the Key of Deception. -";
- job_sha = 8;
- getitem 6266,1; //Cheat_Key
- setquest 7165;
- close;
- }
- mes "- You put the answer -";
- mes "- but it doesn't work. -";
- mes "- You have failed. -";
- close;
- }
- mes "You don't have to stay in here.";
- next;
- if(select("Go outside.:Stay here.") == 1)
- warp "tur_dun03",40,201;
- close;
-}
-
-job3_sha01,25,28,0 script ????#keybox02 CLEAR_NPC,{
- if (checkweight(1201,1) == 0) {
- mes "- You can't continue on in this quest because you are overweight. -";
- close;
- }
- setarray .@Words$[0],"SEED","FOOT","COLD";
- setarray .@numbers[0],24,25,20;
- .@i = job_sha-14;
- if (job_sha > 13 && job_sha < 17) {
- mes "There are lots of boxes.";
- mes "with sort of numbers.";
- next;
- mes " 1 2 3 4 5";
- mes " 6 7 8 9 0";
- mes " ";
- mes " [ ][ ] ";
- next;
- mes "When you touched that number, then it moved.";
- mes "You find the empty space.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I guess I have to put the number in the empty space...";
- mes "I have two empty squares to put two numbers.";
- mes "What will it be good for?";
- next;
- select("I think it's related with the word given by Paul.");
- mes "["+strcharinfo(0)+"]";
- mes "I got "+.@Words$[.@i]+".";
- mes "Now I have to convert it into a number...";
- next;
- switch(select("Input the answer.:I can't get it.")) {
- case 1:
- input .@input;
- if (.@input == .@numbers[.@i]) {
- mes "You put 2 and "+(.@numbers[.@i]-20)+".";
- mes "The box opens and you get one key.";
- next;
- mes "You got the Key of Illusion.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "It's not a treasure.";
- mes "The Key of Illusion? Is it related with the Shadow of Illusion?";
- mes "I got the Key of Deception after I handled Deception...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Anyway, Paul will be disappointed.";
- mes "Key again...";
- mes "How can I escape from here...?";
- job_sha = 17;
- getitem 6267,1; //Virtual_Key
- erasequest 7171;
- changequest 7168+.@i,7172;
- next;
- mes "When I push the box, it shows the door to go outside.";
- close2;
- warp "ice_dun02",209,219;
- end;
- }
- mes "When you enter the number, it goes back to the first.";
- close;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "Hmm.";
- mes "I can't get it...";
- mes "Is it the same code as the Prontera workplace...?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "According to that method...";
- mes "A means 11 and B means 12.";
- close;
- }
- }
- mes "It's a myterious box.";
- mes "When I push the box, it shows the door to go outside.";
- close2;
- warp "ice_dun02",209,219;
- end;
-}
-
-job3_sha01,73,80,0 script ????#keybox03 CLEAR_NPC,{
- if (checkweight(1201,1) == 0) {
- mes "- You can't continue on in this quest because you are overweight. -";
- close;
- }
- if (job_sha == 23 || job_sha == 24) {
- if (job_sha == 23) {
- mes "There is a box that looks like a house.";
- mes "There's a small paper in the chimney.";
- next;
- mes "It says...";
- mes "-----------------";
- mes " 20 21 18 14";
- mes " 1 14 4";
- mes " 19 8 1 11 5";
- mes "-----------------";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I think it's another code.";
- } else {
- mes "["+strcharinfo(0)+"]";
- mes "Let me think again...";
- mes "20 21 18 14";
- mes "1 14 4 ";
- mes "19 8 1 11 5";
- mes "...";
- }
- next;
- mes "["+strcharinfo(0)+"]";
- mes "It's the same as before.";
- mes "There's no code, so 1 should be A.";
- mes "And the answer is...";
- next;
- input .@inputstr$;
- if (.@inputstr$ == "turn and shake" || .@inputstr$ == "TURN AND SHAKE") {
- mes "["+strcharinfo(0)+"]";
- mes "Turn... Turn... and";
- mes "Shake? Shake?";
- mes "For what?";
- next;
- while(1) {
- switch(select("Turn the roof.:Turn the house.:Turn the handle.")) {
- case 1:
- mes "You turn the roof.";
- next;
- switch(select("Shake the roof.:Shake the house.")) {
- case 1:
- mes "Even though you shake the roof but";
- mes "nothing happens.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "That's not it.";
- mes "Hmm...";
- next;
- break;
- case 2:
- mes "You tried to shake the house but";
- mes "it doesn't do anything.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "It's wrong.";
- mes "Put it back";
- mes "and try it again.";
- next;
- break;
- }
- break;
- case 2:
- mes "You grab the whole house and turn it.";
- next;
- switch(select("Shake up and down.:Shake back and forth.:Turn 'round and 'round and shake.:Roll it upside down.")) {
- case 1:
- case 2:
- mes "Nothing happens.";
- mes "You think there is something inside, but it won't come out.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "That's not it.";
- mes "Hmm...";
- next;
- break;
- case 3:
- mes "You shake it slowly.";
- mes "You can hear a noise,";
- mes "but nothing's coming out.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "That's not it.";
- mes "Hmm...";
- next;
- break;
- case 4:
- mes "Rolling it upside down causes something inside to move.";
- next;
- mes "You shake it slowly.";
- mes "You can hear some noise.";
- mes "Something's coming out.";
- next;
- mes "- You got the Key of Pleasure. -";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What? A key again!";
- mes "Haled will be disappointed.";
- mes "I better go back.";
- job_sha = 25;
- setquest 7176;
- getitem 6268,1; //Mirth_Key
- close;
- }
- break;
- case 3:
- mes "You tried to turn the small handle";
- mes "but it doesn't work.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What should I do now?";
- next;
- break;
- }
- }
- }
- mes "["+strcharinfo(0)+"]";
- mes "..."+.@inputstr$+"...?";
- if (job_sha == 23) {
- mes "What does that mean?";
- job_sha = 24;
- } else
- mes "Again? I don't get it.";
- close;
- }
- mes "You don't have to stay in here.";
- mes "You put the box down and see that there is a door to go outside.";
- close2;
- warp "niflheim",230,270;
- end;
-}
-
-job3_sha01,71,27,0 script ????#keybox04 CLEAR_NPC,{
- if (checkweight(1201,1) == 0) {
- mes "- You can't continue on in this quest because you are overweight. -";
- close;
- }
- if (job_sha == 27) {
- mes "There is a stone statue that looks";
- mes "like a small casket with a fabulous pattern around it.";
- next;
- mes "But you can't feel any power from it.";
- mes "You find three holes in there.";
- next;
- mes "Inscribed next to the holes is written";
- mes "deception, illusion and pleasure.";
- next;
- select("Place the key in the holes.");
- if (countitem(6266) && countitem(6267) && countitem(6268)) {
- mes "["+strcharinfo(0)+"]";
- mes "At first, Deception...";
- mes "then Illusion...";
- mes "and Pleasure...";
- mes "Let me see.";
- next;
- mes "When you put the keys in";
- mes "something comes out.";
- next;
- mes "- You got a brush with a fabulous pattern on it. -";
- delitem 6266,1; //Cheat_Key
- delitem 6267,1; //Virtual_Key
- delitem 6268,1; //Mirth_Key
- job_sha = 28;
- getitem 6269,1; //Master_Brush
- changequest 7178,7179;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What???";
- mes "A brush!!!!";
- mes "This isn't treasure!!!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ahahhah!!!!";
- mes "*sniff*";
- mes "It's not treasure!";
- next;
- select("Now I'm pissed off.");
- mes "["+strcharinfo(0)+"]";
- mes "*Sigh*";
- mes "Guess I should bring this to ^4d4dffVicente^000000!";
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "I didn't bring all of the keys.";
- mes "How could I be so stupid?";
- close;
- }
- mes "It's an empty stone statue.";
- close;
-}
-
-// Brush Shops
-//============================================================
-s_atelier,29,119,3 script Max#sc05_prt 4W_M_01,{
- mes "[Max]";
- mes "Welcome~";
- if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
- mes "You are a member of the Rogue guild!";
- mes "What can I help you with?";
- next;
- .@i = select("I need a make-up brush.:I need a paint brush.:Nothing.");
- mes "[Max]";
- if (.@i == 1) setarray .@i[1],6121,1,10,100000;
- else if (.@i == 2) setarray .@i[1],6122,2,30,200000;
- else {
- mes "If you need more";
- mes "just visit me!";
- close;
- }
- if (countitem(.@i[1])) {
- mes "Are you kidding me?";
- mes "You already have it?";
- mes "You don't need anything else.";
- next;
- mes "[Max]";
- mes "Visit later and use what you have!";
- close;
- }
- if (countitem(7150) >= .@i[2] && countitem(949) >= .@i[3] && Zeny >= .@i[4]) {
- mes "Oh you brought all the things required.";
- mes "Hold on a bit.";
- next;
- mes "[Max]";
- mes "Here's what you need.";
- next;
- mes "[Max]";
- mes "Take it.";
- mes "Good luck!";
- delitem 7150,.@i[2]; //Bamboo_Cut
- delitem 949,.@i[3]; //Feather
- Zeny -= .@i[4];
- getitem .@i[1],1; //Makeover_Brush,Paint_Brush
- close;
- }
- mes "Here's what you need to get a make-up brush.";
- mes .@i[2]+" Bamboo Cut,";
- mes .@i[3]+" Feather,";
- mes "and "+.@i[0]+"00,000 zeny.";
- close;
- }
- mes "We sell all art related things here~";
- next;
- switch(select("Paint!?:Where's the manager?")) {
- case 1:
- mes "[Max]";
- mes "You are asking for paint?";
- mes "Could you just ask them to get the paint?~";
- close;
- case 2:
- mes "[Max]";
- mes "There's our manager.";
- mes "Right over there.";
- mes "**points**";
- mes "Are you blind?";
- close;
- }
-}
-
-s_atelier,136,70,3 script Titika#sc09_ra 4_F_CHILD,{
- mes "[Titika]";
- mes "Welcome.";
- if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
- mes "You are in a guild.";
- mes "What can I help you with?";
- next;
- .@i = select("Make a new make-up brush.:Make a new paint brush.:Nothing.");
- mes "[Titika]";
- if (.@i == 1) setarray .@i[1],6121,1,10,100000;
- else if (.@i == 2) setarray .@i[1],6122,2,30,200000;
- else {
- mes "Visit me again.";
- close;
- }
- if (countitem(.@i[1])) {
- mes "You already have a paint brush?";
- mes "I think it's enough...";
- close;
- }
- if (countitem(7150) >= .@i[2] && countitem(949) >= .@i[3] && Zeny >= .@i[4]) {
- mes "You brought all the materials.";
- mes "I'll exchange it with the goods that I made.";
- delitem 7150,.@i[2]; //Bamboo_Cut
- delitem 949,.@i[3]; //Feather
- Zeny -= .@i[4];
- getitem .@i[1],1; //Makeover_Brush,Paint_Brush
- close;
- }
- mes "To make a paint brush,";
- mes "you need "+.@i[2]+" Bamboo Cut,";
- mes .@i[3]+" Feathers,";
- mes "and "+.@i[0]+"00,000 zeny.";
- close;
- }
- mes "This is the Shadow Chaser workplace~";
- next;
- switch(select("Where is the paint?:Where is the manager?")) {
- case 1:
- mes "[Titika]";
- mes "You mean paint?";
- mes "Talk to the assistant and ask about the paint tool.";
- close;
- case 2:
- mes "[Titika]";
- mes "My manager is inside of the workplace.";
- mes "If you visit him without a special reason, he will ignore you.";
- close;
- }
-}
-
-s_atelier,124,128,3 script RimiGX#sc07_yuno 4_F_LGTGIRL,{
- mes "[RimiGX]";
- mes "Welcome.";
- if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
- mes "What are you looking for?";
- next;
- .@i = select("Make a new blush for make-up.:Make a new blush for painting.:Nothing.");
- mes "[RimiGX]";
- if (.@i == 1) setarray .@i[1],6121,1,10,100000;
- else if (.@i == 2) setarray .@i[1],6122,2,30,200000;
- else {
- mes "Visit me again.";
- close;
- }
- if (countitem(.@i[1])) {
- mes "I can't offer extra stuff.";
- mes "Visit here when you lost stuff.";
- close;
- }
- if (countitem(7150) >= .@i[2] && countitem(949) >= .@i[3] && Zeny >= .@i[4]) {
- mes "You brought stuff you need.";
- mes "It will be fast when I exchange the stuff made?";
- delitem 7150,.@i[2]; //Bamboo_Cut
- delitem 949,.@i[3]; //Feather
- Zeny -= .@i[4];
- getitem .@i[1],1; //Makeover_Brush,Paint_Brush
- close;
- }
- mes "For blush to "+((.@i[0] == 1)?"make up":"paint");
- mes "you need "+.@i[2]+" Bamboo Cut,";
- mes .@i[3]+" Feather, and "+.@i[0]+"00,000 zeny.";
- close;
- }
- mes "It's the shadow workplace~";
- next;
- switch(select("Where is the paint?:Where is the manager?")) {
- case 1:
- mes "[RimiGX]";
- mes "Paint?";
- mes "Ask an assistant who works over there.";
- close;
- case 2:
- mes "[RimiGX]";
- mes "Manager? He's in inside of the workplace.";
- mes "But when you visit him, you should have something to tell him....";
- close;
- }
-}
-
-s_atelier,26,68,3 script Vito#sc11_lgt 4_M_KHMAN,{
- mes "[Vito]";
- mes "Welcome.";
- if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) {
- mes "What are you looking for?";
- next;
- .@i = select("Make a new blush for make-up.:Make a new blush for painting.:Nothing.");
- mes "[Vito]";
- if (.@i == 1) setarray .@i[1],6121,1,10,100000;
- else if (.@i == 2) setarray .@i[1],6122,2,30,200000;
- else {
- mes "Whenever you need a blush, visit me.";
- mes "See you!";
- close;
- }
- if (countitem(.@i[1])) {
- mes "We offer only one blush to each person.";
- mes "We can't offer extra blushes.";
- close;
- }
- if (countitem(7150) >= .@i[2] && countitem(949) >= .@i[3] && Zeny >= .@i[4]) {
- mes "You brought all what you need.";
- mes "I'm going to exchange the blush I made before.";
- delitem 7150,.@i[2]; //Bamboo_Cut
- delitem 949,.@i[3]; //Feather
- Zeny -= .@i[4];
- getitem .@i[1],1; //Makeover_Brush,Paint_Brush
- close;
- }
- mes "For blush to "+((.@i[0] == 1)?"make up":"paint");
- mes "you need "+.@i[2]+" Bamboo Cut,";
- mes .@i[3]+" Feather, and "+.@i[0]+"00,000 zeny.";
- close;
- }
- mes "It's the shadow workplace.";
- next;
- switch(select("Where is the paint?:Where is the manager?")) {
- case 1:
- mes "[Vito]";
- mes "Paint?";
- mes "Ask the assistant standing over there.";
- close;
- case 2:
- mes "[Vito]";
- mes "The man standing in front of the counter is the manager.";
- close;
- }
-}
-
-// Warp Portal
-//============================================================
-tha_t01,149,228,0 script #shadowc02 WARPNPC,2,2,{
- end;
-OnTouch:
- mes "You can feel weird power.";
- if (BaseJob == Job_Rogue && job_sha == 27) {
- mes "You are getting dizzy.";
- close2;
- warp "job3_sha01",71,36;
- end;
- }
- mes "You don't know what it is.";
- close;
-}
-
-// Quest Mob Spawn
-//============================================================
-tur_dun03,0,0,0,0 monster Shadow of Deception 2076,1,1000,0,0
-ice_dun02,0,0,0,0 monster Shadow of Illusion 2077,1,1000,0,0
-niflheim,0,0,0,0 monster Shadow of Pleasure 2078,1,1000,0,0
diff --git a/npc/re/jobs/3-2/sorcerer.txt b/npc/re/jobs/3-2/sorcerer.txt
deleted file mode 100644
index b3ccc3c62..000000000
--- a/npc/re/jobs/3-2/sorcerer.txt
+++ /dev/null
@@ -1,418 +0,0 @@
-//===== Hercules Script ======================================
-//= Sorcerer Job Quest
-//===== By: ==================================================
-//= Muad_Dib
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Job change Quest from Sage / Professor -> Sorcerer.
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Masao]
-//= 1.1 Cleaning. [Euphy]
-//= 1.2 Updated script, optimized. [Euphy]
-//============================================================
-
-gef_tower,102,34,5 script Merito 2_M_SAGE_B,{
- mes "[Merito]";
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
- mes "You packed so much in your bag. Try again after emptying your bag.";
- close;
- }
- if (Class == Job_Sorcerer || Class == Job_Sorcerer_T || Class == Job_Baby_Sorcerer) {
- mes "Please get on with the sprits well~ You should~!";
- close;
- }
- if (BaseLevel < 99 || JobLevel < 50 || SkillPoint != 0) {
- mes "Wow~ you are a young adventurer. I envy you.";
- close;
- }
- if (BaseJob != Job_Sage) {
- mes "Ahh~ I think you don't need to have a conversation with me.";
- close;
- }
- if (job_soc == 0) {
- mes "Welcome. What can I help you with?";
- next;
- select("Do you know about Sorcerers?");
- mes "[Merito]";
- mes "Wouldn't it be more comfortable to just live as a scholar? Sorcerers are busy communicating with the spirits and don't have much time to read books...";
- next;
- mes "[Merito]";
- mes "What made you want to be a sorcerer?";
- next;
- if(select("The spirit of fire led me here.:The spirit of water led me here.:The spirit of earth led me here:The spirit of meat led me here.") == 4) {
- mes "[Merito]";
- mes "That kind of spirit doesn't exist!";
- close;
- }
- mes "[Merito]";
- mes "Oh, I see.";
- mes "You must be born with the natural ability to see that you already communicated with the spirits, or you must be an excellent liar.";
- next;
- mes "[Merito]";
- mes "Hmm... Then first, can you write down your name on this list?";
- next;
- if(select("Write name.:I won't.") == 2) {
- mes "[Merito]";
- mes "Well, okay. See you again when you get a chance.";
- close;
- }
- mes "[Merito]";
- mes "So, you are [" + strcharinfo(0) + "].";
- next;
- mes "[Merito]";
- mes "Give me a second to register your name.";
- mes "Talk to me again in a second.";
- job_soc = 1;
- close;
- } else if (job_soc == 1) {
- mes "Good, then I'll give you a short explanation about the Sorcerer.";
- next;
- mes "[Merito]";
- mes "[" + strcharinfo(0) + "], can you handle magic skillfully?";
- next;
- if(select("Yes, I can.:No, I'm not really good at it.") == 2) {
- mes "[Merito]";
- mes "What!? You don't know how to use magic?";
- mes "What are you doing here then? Get out of here. Right now!";
- close;
- }
- mes "[Merito]";
- mes "Okay, that should be obvious.";
- mes "Of course, Sorcerers use magic, too. But, do you know the main difference Sorcerers have from other magical jobs?";
- next;
- switch(select("They know how to sing.:They're all old fogies.:They can deal with the spirits.")) {
- case 1:
- mes "[Merito]";
- mes "Well maybe some but that's not the main difference.";
- close;
- case 2:
- mes "[Merito]";
- mes "What! How dare you!?!";
- close;
- case 3:
- break;
- }
- mes "[Merito]";
- mes "That's right. That is the most distinguishing feature that Sorcerers have.";
- next;
- mes "[Merito]";
- mes "When the people who want to be a Sorcerer come, the first thing we do is to check whether they can communicate with spirits or not.";
- next;
- mes "[Merito]";
- mes "So that's the basic introduction, so you just need to decide whether or not you want to take the qualification test.";
- next;
- mes "[Merito]";
- mes "Well, it's all up to you. What are you going to do?";
- next;
- switch(select("I will take the test.:I'll do it later.")) {
- case 1:
- mes "[Merito]";
- mes "Okay. ";
- mes "Then I'll hand it over to Karacas who is on the 4th floor. He will guide you through the process of the test.";
- job_soc = 2;
- setquest 12096;
- close;
- case 2:
- mes "[Merito]";
- mes "What? I was sure that you wanted to become a Sorcerer.";
- close;
- }
- } else {
- mes "How about your test? Well, Karacas is a little lazy, so that might bother you some... kkk";
- close;
- }
-}
-
-gef_tower,113,161,5 script Karacas 4_M_SAGE_A,{
- mes "[Karacas]";
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
- mes "Oh, it seems that you're too heavy. Empty your bag and then come again.";
- close;
- }
- if (Class == Job_Sorcerer || Class == Job_Sorcerer_T || Class == Job_Baby_Sorcerer) {
- mes "You look happy. Have a great journey.";
- close;
- }
- if (BaseLevel < 99 || JobLevel < 50 || SkillPoint != 0) {
- mes "Is there anything I can do for you?";
- close;
- }
- if (BaseJob != Job_Sage) {
- mes "I belong to the Sorcerer association. I don't think you have any business with me.";
- close;
- }
- if (job_soc < 2) {
- mes "More people are visiting Geffen Tower these days.";
- close;
- } else if (job_soc == 2) {
- mes "....";
- next;
- select("Ah... excuse me~");
- mes "[Karacas]";
- mes "... (Z z z~)";
- next;
- select("Hm hm!!!~");
- mes "[Karacas]";
- mes "Aaaak!! ";
- mes "Oh, my... ";
- next;
- mes "[Karacas]";
- mes "Wh... where are you from?";
- next;
- select("Merito told me to visit you.");
- mes "[Karacas]";
- mes "I see, give me a moment.";
- mes "The list... has already arrived.";
- next;
- mes "[Karacas]";
- mes "So, you are [" + strcharinfo(0) + "]... right?";
- next;
- if(select("Yes, I am.:No, I'm not!") == 2) {
- mes "[Karacas]";
- mes "Oh, there must be some mistake in the list, I think. Will you come again later?";
- close;
- }
- mes "[Karacas]";
- mes "Before you take the Sorcerer test, let me give you the basic information.";
- next;
- mes "[Karacas]";
- mes "The way to get a Sorcerer registration ticket is really simple. You just need to go and find one of each spirit scattered around the world, and then convert their power into the shape of a certain material.";
- next;
- mes "[Karacas]";
- mes "Sounds easy, right?";
- next;
- select("Ahh... sir. Is that really possible?");
- mes "[Karacas]";
- mes "Well, it is impossible to meet every spirit by yourself. You need to train yourself very hard to give a shape to the spirits and see them clearly through your eyes.";
- next;
- mes "[Karacas]";
- mes "So, usually we perform a certain ceremony parade toward the place where we can feel the spirits.";
- next;
- mes "[Karacas]";
- mes "I will tell you how to do that. So listen carefully.";
- next;
- mes "[Karacas]";
- mes "Usually we cannot see the spirits with our eyes but there is a way to realize the part of the spirits through a special medium.";
- next;
- mes "[Karacas]";
- mes "For example, if you visit the place where the spirit of wind stays with a certain amount of Wind of Verdure, the reaction of the spirit is amplified.";
- next;
- mes "[Karacas]";
- mes "Likewise, if you approach the place where the spirit of fire seems to stay while you have a certain amount of Red Blood, the spirit will show the adverse reaction.";
- next;
- mes "[Karacas]";
- mes "Sorcerers use this basic principle, this is the essential knowledge that Sorcerers need to have to reach the spirits.";
- next;
- select("So communicating with spirits...");
- mes "[Karacas]";
- mes "Right~";
- mes "This job is based on the power of spirits.";
- next;
- mes "[Karacas]";
- mes "Hmm, but it might be hard for someone like you who's focused only on reading books...";
- next;
- mes "[Karacas]";
- mes "First, you need to bring the following materials needed for the test.";
- next;
- mes "[Karacas]";
- mes "3 Wind of Verdure.";
- mes "3 Crystal Blue.";
- mes "3 Red Blood.";
- mes "3 Green Live.";
- next;
- mes "[Karacas]";
- mes "When you bring these materials, I'll tell you the next step.";
- job_soc = 3;
- changequest 12096,12097;
- close;
- } else if (job_soc == 3) {
- if (countitem(992) > 2 && countitem(991) > 2 && countitem(990) > 2 && countitem(993) > 2) {
- mes "Oh, you have all the materials.";
- next;
- select("What should I do next?");
- mes "[Karacas]";
- mes "I'll tell you about it now. First, I'll tell you the places for the test. You better write them down.";
- next;
- mes "[Karacas]";
- mes "1. 1st floor of Ice Cave";
- mes "2. 1st floor of Thor Volcano Dungeon";
- mes "3. 3rd floor of Mjolnir Dead Pit";
- mes "4. 2nd floor of Kunlun Dungeon";
- next;
- mes "[Karacas]";
- mes "We have set up the detecting poles in these 4 places so that ordinary people can communicate with the spirits.";
- next;
- mes "[Karacas]";
- mes "Be aware that these detecting poles are activated only when you have more than the certain amount of property stones.";
- next;
- mes "[Karacas]";
- mes "You need to prepare at least 3 small stones for each property. For example, you need Wind of Verdure, not Rough Wind.";
- next;
- select("So I need the property stones...");
- mes "[Karacas]";
- mes "Yes, you have quick wits!";
- next;
- mes "[Karacas]";
- mes "Once you bring the stones to the poles, put them into the property decomposing machine which is attached to the pole. The detecting pole will be activated, and you can communicate with the spirit.";
- next;
- mes "[Karacas]";
- mes "If you succeed, you can extract a part of the spirit as a reagent. If you fail, the property stone will break up.";
- next;
- mes "[Karacas]";
- mes "Of course if you are lucky enough, if you fail, a Wind of Verdure can be changed into a Rough Wind... Well, that's not a common situation so let's leave that out of the discussion for now.";
- next;
- select("What if I run out of stones?");
- mes "[Karacas]";
- mes "Ahahaha... If you run out of property stones, you simply have to get more.";
- next;
- mes "[Karacas]";
- mes "So people who have this test usually start with as many property stones as they can carry. The amount I told you to get is just the bare minimum.";
- next;
- mes "[Karacas]";
- mes "If you are an advanced Sorcerer, you will be able to talk with spirits without going through this process again. But beginners need to use that kind of medium to talk with them.";
- next;
- select("So the reagent is...?");
- mes "[Karacas]";
- mes "We don't know which reagent is going to be made from the spirits. It differs by the state of spirits.";
- next;
- mes "[Karacas]";
- mes "When you succeed in getting 3 different kinds of reagents, you can come back.";
- next;
- mes "[Karacas]";
- mes "A reagent that one spirit makes won't be over 2 kinds so if you're going to make 3 kinds of reagents, I suggest you go around several places.";
- next;
- mes "[Karacas]";
- mes "Have any questions?";
- next;
- if(select("No.:Please explain it again.") == 2) {
- mes "[Karacas]";
- mes "Haha, then can I have a cup of water for a minute? Please come and find me again later.";
- next;
- }
- mes "[Karacas]";
- mes "Then I'll write down the progress that I've summarized shortly. Wait...";
- next;
- mes "^000099You got a paper on which the way of communicating with spirits is written. For more information please open your quest window^000000.";
- job_soc = 4;
- changequest 12097,12098;
- close;
- }
- mes "Before I let you know the progressing way, you'll need to bring some required material.";
- next;
- mes "[Karacas]";
- mes "3 Wind of Verdure.";
- mes "3 Crystal Blue.";
- mes "3 Red Blood.";
- mes "3 Green Live.";
- next;
- mes "[Karacas]";
- mes "When you bring these basic things, I'll guide you to the next step.";
- close;
- } else if (job_soc == 4) {
- if (countitem(6276) && countitem(6278) && countitem(6277)) {
- mes "Wow~ your skill is good.";
- mes "I thought you'd be overwhelmed by the spirits but you've managed to get the effective medicine!";
- next;
- select("Is this all I need to do?");
- mes "[Karacas]";
- mes "Well done. First, I will organize the miraculous medicine so please wait a moment.";
- delitem 6276,1; //Clear_Reagent
- delitem 6278,1; //Black_Reagent
- delitem 6277,1; //Red_Reagent
- job_soc = 5;
- completequest 12098;
- close;
- }
- mes "It's not an easy thing to get the desired effect by communicating with spirits.";
- next;
- mes "[Karacas]";
- mes "Don't give up and keep on trying~";
- close;
- } else if (job_soc == 5) {
- mes "Originally my teacher needs to check the Sorcerer job change but after he went out to find the spirit of fish, I can't see him. So I'll check it myself.";
- next;
- mes "[Karacas]";
- mes "Dear [" + strcharinfo(0) + "],";
- mes "you went around the rough wilds to open the door as a Sorcerer and passed all the requirements that our Academy has given.";
- next;
- mes "[Karacas]";
- mes "Of course it is just a beginning, we don't know which spirit you're going to commune with or what kind of hardships await you.";
- next;
- mes "[Karacas]";
- mes "But with the ability you've shown until now, you will be capable to do anything from now on. Dear [" + strcharinfo(0) + "]";
- next;
- mes "[Kalakas]";
- if (BaseLevel < 99 || JobLevel < 50 || SkillPoint) {
- mes "Before I appointed you the need job, please check on your own body status. ";
- next;
- mes "[Kalakas]";
- mes "You must have the etiquette of your job now before you accept the new job! ";
- close;
- }
- if (hascashmount()) {
- mes "Good, before we get started...";
- mes "Please unequip your riding pet~";
- close;
- }
- mes "Moreover, I formally acknowledge that you've completed all the job transfer tests of the Sorcerer Academy.";
- next;
- mes "[Karacas]";
- mes "Congratulations, [" + strcharinfo(0) + "]";
- jobchange roclass(eaclass()|EAJL_THIRD);
- getitem 5756,1; //Wind_Whisper
- getitem 2795,1; //Green_Apple_Ring
- next;
- mes "[Karacas]";
- mes "I hope that you gain more communion with spirits from now on.";
- close;
- }
-}
-- script Spirit Detecting Staff#0 -1,{
-
- if (strnpcinfo(4) == "thor_v01") setarray .@id[0],990,994,6276,6278;
- else if (strnpcinfo(4) == "ice_dun01") setarray .@id[0],991,995,6278,6276;
- else if (strnpcinfo(4) == "mjo_dun03") setarray .@id[0],993,997,6277,6276;
- else if (strnpcinfo(4) == "gon_dun02") setarray .@id[0],992,996,6277,6278;
-
- if (job_soc == 4 && countitem(.@id[0]) > 2) {
- progressbar "ffff00",5;
- delitem .@id[0],3; //Boody_Red,Crystal_Blue,Yellow_Live,Wind_Of_Verdure
- .@soc_ran = rand(1,70);
- if (.@soc_ran < 10) {
- if (countitem(.@id[2]) == 0) {
- mes "You got a reagent by communicating with an unseen spirit.";
- getitem .@id[2],1; //Clear_Reagent,Black_Reagent,Red_Reagent
- close;
- }
- mes "It doesn't seem like you got anything special from the spirits.";
- close;
- } else if (.@soc_ran > 9 && .@soc_ran < 16) {
- if (countitem(.@id[3]) == 0) {
- mes "You got a reagent by communicating with an unseen spirit.";
- getitem .@id[3],1; //Clear_Reagent,Black_Reagent,Red_Reagent
- close;
- }
- mes "It doesn't seem like you got anything special from the spirits.";
- close;
- } else if (.@soc_ran == 56) {
- mes "The spirit combined the property stones into a huge property stone.";
- getitem .@id[1],1; //Flame_Heart,Mistic_Frozen,Great_Nature,Rough_Wind
- close;
- } else {
- mes "You used the property stones but it looks like you failed to communicate with the spirits.";
- close;
- }
- }
- mes "I can see the detecting staff that's been installed by the Sorcerer Union to communicate with the spirits.";
- if (job_soc == 4 && countitem(.@id[0]) < 3) {
- next;
- mes "If you have the suitable property stones, you should be able to commune with the spirits.";
- }
- close;
-}
-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
diff --git a/npc/re/jobs/3-2/sura.txt b/npc/re/jobs/3-2/sura.txt
deleted file mode 100644
index 2e25a6f28..000000000
--- a/npc/re/jobs/3-2/sura.txt
+++ /dev/null
@@ -1,865 +0,0 @@
-//===== Hercules Script ======================================
-//= Sura Job Quest
-//===== By: ==================================================
-//= Muad_Dib, Gepard
-//===== Current Version: =====================================
-//= 1.3
-//===== Description: =========================================
-//= [Official Conversion]
-//= Job change Quest from Monk / Champion -> Sura.
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Masao]
-//= 1.1 Removed disablenpc which causes players stucked in waitingroom. [Joseph]
-//= 1.2 Updated script, optimized. [Euphy]
-//= 1.3 Added GM management function. [Euphy]
-//============================================================
-
-ve_in,237,125,0 script King Crab#job_shu 1_M_PAY_ELDER,{
- if (job_shu == 0) {
- mes "[King Crab]";
- mes "Khh ha ha ha ha ha ha.";
- mes "That little rookie was knocked out by my one blow!";
- next;
- mes "[Sludge Worm]";
- mes "Those arrogant fellows deserve a bitter lesson.";
- mes "How dare a little rookie attack you, boss!";
- next;
- if (BaseJob != Job_Monk || BaseLevel < 99 || JobLevel < 50) {
- mes "[King Crab]";
- mes "Khhha ha ha ha ha ha!!!!";
- mes "One more cup of beer, here!!!";
- mes "I will drink today!!!";
- next;
- mes "[Sludge Worm]";
- mes "King Crab!!! I will follow you forever!!";
- close;
- }
- mes "[King Crab]";
- mes "Ha ha ha ha ha ha ha!!!!";
- next;
- mes "[Sludge Worm]";
- mes "Hey! Right here!!! One more cup of beer!!!";
- mes "What are you doing? My boss's cup is already empty! Come quickly!";
- next;
- mes "[Waitress]";
- mes "Yes, I will bring it right away.";
- next;
- mes "[Sludge Worm]";
- mes "Too slow!!! Who do you think my boss is? Huh!?";
- next;
- mes "[Waitress]";
- mes "I... I'm really sorry, sir...";
- next;
- mes "[King Crab]";
- mes "K k k k k. That's enough.";
- mes "That cute girl seems to be scared of you!";
- mes "Hey lady~ We are not scary people~~";
- next;
- mes "[Waitress]";
- mes "Aaaaaaaaaaak! Don't do this!!";
- next;
- mes "- Bang -";
- donpcevent "???#bcmd::OnEnable";
- next;
- mes "[???]";
- mes "Hey, there.";
- mes "I've been watching you, making a ruckus like you own this place.";
- next;
- mes "[???]";
- mes "It's too noisy. So if you want to say that nonsense again, go home.";
- next;
- mes "[Sludge Worm]";
- mes "What?!";
- mes "I don't know who you are but you must've lost your mind!";
- mes "Do you have any idea who my boss is?!!";
- next;
- mes "[Sludge Worm]";
- mes "This is the famous King Crab!!!";
- mes "Who can decimate entire armies with his fist!!!";
- next;
- mes "[???]";
- mes "You do all the dirty things like your dirty face.";
- mes "You're just a thug satisfying your desires.";
- next;
- mes "[King Crab]";
- mes "What?";
- mes "How dare you say those things?";
- mes "Just because you're a girl doesn't mean I'll just let it go.";
- next;
- mes "[Sludge Worm]";
- mes "Huh! The boss is really mad!";
- mes "I can beat you up with one blow...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hey! How dare you use violence against a lady!?";
- next;
- mes "[???]";
- mes "Move back, you little thing...";
- next;
- mes "[???]";
- mes "Oh, I'm glad to hear that.";
- mes "I won't attack first because I'm in the middle of training.";
- next;
- mes "[King Crab & Sludge Worm]";
- mes "What?";
- next;
- mes "[King Crab & Sludge Worm]";
- mes "Uhhhh?!";
- next;
- mes "[King Crab & Sludge Worm]";
- mes "Aaaaaahhhhhhhhk!!!!!!!!";
- specialeffect EF_FIRESPLASHHIT,AREA,"King Crab#job_shu";
- specialeffect EF_FIRESPLASHHIT,AREA,"Sludge Worm#job_shu";
- next;
- mes "- What is that amazing power? -";
- mes "- I've never seen this -";
- mes "- kind of skill before... -";
- next;
- mes "[???]";
- mes "Well, the mood is spoiled...";
- next;
- mes "[Waitress]";
- mes "Tha... Thank you so much...";
- mes "How can I repay you?";
- next;
- mes "[???]";
- mes "It's not a big deal. It's okay.";
- next;
- mes "[Waitress]";
- mes "Are you going back to your lodging?";
- mes "If it's okay with you, can I deliver you a meal?";
- next;
- mes "[???]";
- mes "Oh, you don't really need to.";
- mes "Just a slice of bread and warm soup will be enough for me.";
- mes "Then, I've got to say goodbye. Bye.";
- donpcevent "???#bcmd::OnDisable";
- next;
- mes "[Waitress]";
- mes "Bye...";
- mes "...";
- mes ".....";
- mes "........(cheeks glowing)";
- job_shu = 1;
- setquest 11155;
- close;
- } else {
- if (strnpcinfo(0) == "King Crab#job_shu") {
- mes "[King Crab]";
- mes "How come a little rookie knocked me out! Me! The great King Crab...";
- } else {
- mes "[Sludge Worm]";
- mes "Boss... Are we really past our prime now?";
- mes "Sob... sob...";
- }
- close;
- }
-}
-ve_in,241,128,4 duplicate(King Crab#job_shu) Sludge Worm#job_shu 4_M_MINISTER
-
-ve_in,244,126,3 script Waitress#job_shu 1_F_04,{
- mes "[Waitress]";
- if (job_shu == 0) {
- mes "Oh no~";
- mes "I hate those noisy and impolite customers!";
- mes "I hope there is someone who can scold them for me.";
- close;
- } else if (job_shu == 1) {
- if (BaseJob == Job_Monk) {
- mes "Oh dear~";
- mes "I really appreciate you, "+jobname(Class)+", for helping me a while ago.";
- next;
- }
- mes "Ah, the person we saw before?";
- mes "She has been staying in this village for days,";
- mes "Isn't she so great?";
- next;
- mes "[Waitress]";
- mes "Although she is a woman like me, she was so cool!";
- mes "Aaahh~ That beautiful and imposing figure...";
- next;
- mes "[Waitress]";
- mes "Oh my!!";
- mes "I forgot to do something!";
- mes "I should cook right away and then bring the meal to the Inn. Aaahh~";
- next;
- mes "[Waitress]";
- mes "If you still don't know where to stay, please use ^f57d7dthe Inn at the upper side of this building^000000.";
- close;
- }
- mes "Now that the customers have become a little quiet.";
- mes "Ahhhh, I feel better now!!";
- close;
-}
-
-ve_in,240,131,0 script ???#bcmd 4_F_SURA,{
- end;
-OnInit:
- disablenpc "???#bcmd";
- end;
-OnEnable:
- enablenpc "???#bcmd";
- initnpctimer;
- end;
-OnDisable:
- disablenpc "???#bcmd";
- stopnpctimer;
- end;
-OnTimer600000:
- donpcevent "???#bcmd::OnDisable";
- stopnpctimer;
- end;
-}
-
-ve_in,97,149,0 script #Suraryokan HIDDEN_WARP_NPC,3,3,{
-OnTouch:
- if (job_shu == 1) {
- .@n$ = "["+strcharinfo(0)+"]";
- mes "[???]";
- mes "Who is it?!";
- next;
- mes .@n$;
- mes "I am the person who was at the pub a while ago.";
- mes "I have something to ask.";
- next;
- mes "[???]";
- mes "Don't bother me, just go away!";
- next;
- mes .@n$;
- mes "Please, I just want to talk.";
- next;
- mes "[???]";
- mes "...";
- next;
- mes .@n$;
- mes "Don't ignore me, just talk to me.";
- next;
- mes .@n$;
- mes "Just for a moment, isn't it okay?";
- next;
- mes .@n$;
- mes "I'm not here to hurt you.";
- next;
- mes .@n$;
- mes "How could you treat someone who came to your door so badly?";
- next;
- mes .@n$;
- mes "You're going too far.";
- next;
- mes .@n$;
- mes "After I saw you fighting...";
- next;
- mes .@n$;
- mes "I thought that you must have practiced martial arts and I came here to meet you.";
- next;
- mes .@n$;
- mes "But seeing that you stood me up outside like this...";
- next;
- mes .@n$;
- mes "You must be advanced in martial arts...";
- next;
- mes "[???]";
- mes "How persistent...";
- next;
- mes "[???]";
- mes "What the hell do you want?";
- job_shu = 2;
- close;
- }
- end;
-}
-
-ve_in,98,159,0 script Fighter#job_shu 4_F_SURA,{
- if (job_shu < 2) {
- mes "[Fighter]";
- mes "Ahhhh~ I'm so tired.";
- mes "Training is so tough and I have a long way to go!";
- close;
- } else if (job_shu == 2) {
- mes "["+strcharinfo(0)+"]";
- mes "I want to know about the skill you used a while ago.";
- next;
- mes "[???]";
- mes "...";
- mes "......";
- mes ".........";
- mes "............ A rookie like you doesn't need to know.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Rookie?!";
- mes "I have steadily practiced martial arts.";
- mes "I am confident that I will never lose.";
- next;
- mes "[???]";
- mes "So you can beat me, too?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "No...";
- mes "I guess that's too much...";
- mes "Frankly speaking, I was quite amazed by you.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I had thought that I was strong enough but after seeing you fight, I realized that I was full of conceit.";
- next;
- mes "[???]";
- mes "Huuuh~ No matter how strong you are,";
- mes "you cannot avoid reaching for your true limit.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You are just the person that I expected.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I think you would know";
- mes "how to overcome this limitation.";
- next;
- mes "[???]";
- mes "Stop it.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What? Why?";
- next;
- mes "[???]";
- mes "Are you a human?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What?";
- mes "Of course, I am a human.";
- next;
- mes "[???]";
- mes "To become stronger is too hard for a mere human.";
- mes "If you want to, just buy better equipment.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Then, what are you?";
- mes "You mean you're not a human being?";
- next;
- mes "[???]";
- mes "To overstep the limit...";
- mes "is impossible for a human.";
- mes "It's a ghost's way...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ghost?";
- next;
- mes "[???]";
- mes "I gave up being a human after I chose this way.";
- mes "The way to become a Sura abandoning divine protection.";
- next;
- mes "[???]";
- mes "You won't even have time to take a rest if you choose this way.";
- mes "You'll become a puppet for war...";
- next;
- switch(select("But I still want to know more.:Well, I quit then.")) {
- case 1:
- mes "[???]";
- mes "Aren't you an idiot?";
- mes "Why are you so happy about becoming a ghost?";
- next;
- mes "[???]";
- mes "You'll regret it, so just be satisfied with your present life.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Well, now that I've met you, I won't live my life this way anymore!";
- next;
- mes "[???]";
- mes "Hah... you're really making me tired.";
- next;
- mes "[???]";
- mes "Okay, then^f57d7d go and kill 100 Desert Wolves.^000000";
- mes "After that, I'll think about it again.";
- job_shu = 3;
- changequest 11155,11156;
- close;
- case 2:
- mes "[???]";
- mes "Well, good choice.";
- mes "You don't need to look for trouble.";
- close;
- }
- } else if (job_shu == 3) {
- if (questprogress(11156,HUNTING) == 2) {
- mes "[???]";
- mes "Wow~";
- mes "Did you really kill all those wolves?";
- mes "I figured you'd have given up.";
- next;
- mes "[???]";
- mes "A woman's word is her bond!!";
- mes "A promise is a promise.";
- next;
- mes "[???]";
- mes "Go to ^f57d7dEl Mes Gorge Southeast of Juno^000000.";
- mes "My colleague ^f57d7dBuddy^000000 will be training himself near the center of that area.";
- next;
- mes "[Bruno]";
- mes "Tell him that 'Bruno' sent you there and after that, just suit yourself.";
- job_shu = 4;
- changequest 11156,11157;
- close;
- }
- mes "[???]";
- mes "Hah... you're really making me tired.";
- next;
- mes "[???]";
- mes "Okay, then^f57d7d go and kill 100 Desert Wolves.^000000";
- mes "Then I'll think about it again.";
- close;
- } else if (job_shu == 4) {
- mes "[Bruno]";
- mes "Go to ^f57d7dEl Mes Gorge Southeast of Juno^000000.";
- mes "My colleague ^f57d7dBuddy^000000 will be training himself near the center of that area.";
- next;
- mes "[Bruno]";
- mes "Tell him that 'Bruno' sent you there and after that, just suit yourself.";
- close;
- } else if (job_shu == 100) {
- mes "[Bruno]";
- mes "Hey~ !";
- mes "How are you doing?";
- next;
- mes "[Bruno]";
- mes "Don't you have any presents for your teacher?";
- close;
- }
- mes "[Bruno]";
- mes "I recommend you to reconsider being a Sura.";
- mes "Sura is strong and cool, but that's not all.";
- next;
- mes "[Bruno]";
- mes "Me?";
- mes "If I need to choose a job again, I will definitely choose Sura.";
- close;
-}
-
-yuno_fild07,254,176,7 script Buddy#job_shu 4_M_MONK,{
- if (job_shu < 4) {
- mes "[Buddy]";
- mes "Haaap!!! Haaaap!!! Whoo!! Haahhp!!!";
- next;
- mes "[Buddy]";
- mes "I don't know why you're here but please don't stand behind me unless you want to die.";
- close;
- } else if (job_shu == 4) {
- mes "[Buddy]";
- mes "Haaap!!! Haaaap!!! Whoo!! Haahhp!!!";
- next;
- mes "[Buddy]";
- mes "I don't know why you're here but please don't stand behind me unless you want to die.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "'Bruno' sent me here.";
- next;
- mes "[Buddy]";
- mes "Ah! My colleague introduced me to you!";
- mes "Anyway, why are you here to see me?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I asked Bruno about her strength, and she recommended me to you.";
- next;
- mes "[Buddy]";
- mes "That difficult girl... no, just kidding.";
- mes "You must be a special person for her to send you to me.";
- next;
- mes "[Buddy]";
- mes "Well, I can't answer your question because I'm in the process of self-training, so I will take you to our master.";
- next;
- mes "[Buddy]";
- mes "My master doesn't like noise, so please ^f57d7dwait in the living room silently.^000000";
- next;
- mes "[Buddy]";
- mes "This way...";
- job_shu = 5;
- changequest 11157,11158;
- close2;
- warp "sword_1-1",215,244;
- end;
- } else if (job_shu == 100) {
- mes "[Buddy]";
- mes "Ah, long time no see, "+strcharinfo(0)+".";
- mes "Are you here to meet my master?";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Buddy]";
- mes "I'll take you right away.";
- close2;
- warp "sword_1-1",216,168;
- end;
- case 2:
- mes "[Buddy]";
- mes "Then, why are you here?";
- mes "You are not here to see me, aren't you?";
- close;
- }
- }
- mes "[Buddy]";
- mes strcharinfo(0)+", didn't you meet the master yet?";
- next;
- mes "[Buddy]";
- mes "My master doesn't like noise, so please ^f57d7dwait in the living room silently.^000000";
- next;
- mes "[Buddy]";
- mes "This way...";
- close2;
- warp "sword_1-1",215,244;
- end;
-}
-
-sword_1-1,223,243,4 script Drawing Room 4_M_MONK,{
- end;
-OnInit:
- waitingroom "Drawing Room",20,"Drawing Room::OnStartArena",1;
- enablewaitingroomevent;
- end;
-OnStartArena:
- warpwaitingpc "sword_2-1",223,205;
- donpcevent "Buddy#Sura_Salon::OnEnable";
- disablewaitingroomevent;
- end;
-OnEnable:
- enablewaitingroomevent;
- end;
-OnDisable:
- disablewaitingroomevent;
- end;
-}
-
-sword_1-1,223,243,4 script Buddy#job_shu_Salong 4_M_MONK,{
- mes "[Buddy]";
- mes "My master doesn't like noise, so please ^f57d7dwait in the living room silently.^000000";
- next;
- switch(select("Go to the living room.:Go outside.")) {
- case 1:
- mes "[Buddy]";
- mes "Please wait in the living room at the upper side.";
- close;
- case 2:
- mes "[Buddy]";
- mes "Then, see you again.";
- close2;
- warp "yuno_fild07",255,178;
- end;
- }
-}
-
-sword_2-1,1,1,0 script Buddy#Sura_Salon 1_F_01,{
- end;
-OnInit:
- disablenpc "Buddy#Sura_Salon";
- end;
-OnEnable:
- enablenpc "Buddy#Sura_Salon";
- initnpctimer;
- end;
-OnReset:
- killmonster "sword_2-1","Buddy#Sura_Salon::OnMyMobDead";
- end;
-OnDisable:
- disablenpc "Buddy#Sura_Salon";
- stopnpctimer;
- end;
-OnMyMobDead:
- if (mobcount("sword_2-1","Buddy#Sura_Salon::OnMyMobDead") < 1) {
- monster "sword_2-1",219,210,"Hallucination",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"Hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Hallucination",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"Hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
- }
- end;
-OnTimer3000:
- mapannounce "sword_2-1","The master is now in the middle of training, and you need to wait in the living room around 5 minutes.",bc_map;
- end;
-OnTimer4000:
- mapannounce "sword_2-1","Ah! You may have hallucinations in the living room, so please be careful.",bc_map;
- end;
-OnTimer5000:
- mapannounce "sword_2-1","This is the policy of the master, so please don't feel unpleasant.",bc_map;
- end;
-OnTimer33000:
- monster "sword_2-1",219,210,"Hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,210,"It can't be true",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"Hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"Just Imagination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Illusion",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"Hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"Just Imagination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
- end;
-OnTimer93000:
- monster "sword_2-1",219,210,"Hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,210,"Just Imagination",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"Hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"Hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"Hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
- end;
-OnTimer153000:
- mapannounce "sword_2-1","If you're bored, may I bring you some magazines?",bc_map;
- monster "sword_2-1",219,210,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,210,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"Magazine",1478,1,"Buddy#Sura_Salon::OnMyMobDead";
- end;
-OnTimer213000:
- monster "sword_2-1",219,210,"Hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,210,"Never mind",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"Hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Can you see me?",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"Hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
- end;
-OnTimer273000:
- monster "sword_2-1",219,210,"",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,209,"Hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Hallucination",1480,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",228,201,"Hallucination",1479,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"Hallucination",1446,1,"Buddy#Sura_Salon::OnMyMobDead";
- monster "sword_2-1",219,201,"Hallucination",1483,1,"Buddy#Sura_Salon::OnMyMobDead";
- end;
-OnTimer300000:
- mapannounce "sword_2-1","The master has arrived. Soon I'll show you into the master's room.",bc_map;
- end;
-OnTimer303000:
- donpcevent "Buddy#job_shuaneh::OnEnable";
- end;
-OnTimer305000:
- donpcevent "Buddy#Sura_Salon::OnReset";
- end;
-OnTimer315000:
- mapannounce "sword_2-1","Come on here.",bc_map;
- donpcevent "Buddy#job_shuaneh::OnDisable";
- donpcevent "#Sura_garajjom::OnEnable";
- end;
-OnTimer320000:
- mapannounce "sword_2-1","I guess you're not ready to meet the master yet...",bc_map;
- donpcevent "#Sura_garajjom::OnDisable";
- donpcevent "Drawing Room::OnEnable";
- mapwarp "sword_2-1","yuno_fild07",255,178;
- stopnpctimer;
- end;
-}
-
-sword_2-1,223,205,7 script Buddy#job_shuaneh 4_M_MONK,{
- if (job_shu > 4) {
- mes "I'll show you the way. This way.";
- close2;
- warp "sword_1-1",216,168;
- donpcevent "Buddy#job_shuaneh::OnDisable";
- end;
- }
- mes "Why are you here?";
- close2;
- warp "yuno_fild07",248,179;
- end;
-OnInit:
-OnDisable:
- disablenpc "Buddy#job_shuaneh";
- end;
-OnEnable:
- enablenpc "Buddy#job_shuaneh";
- end;
-}
-
-sword_2-1,223,205,0 script #Sura_garajjom HIDDEN_WARP_NPC,10,10,{
-OnTouch:
- warp "sword_1-1",216,168;
- end;
-OnInit:
-OnDisable:
- disablenpc "#Sura_garajjom";
- end;
-OnEnable:
- enablenpc "#Sura_garajjom";
- end;
-}
-
-sword_1-1,222,169,5 script Bruno#job_shu 4_F_SURA,{
- if (job_shu > 4) {
- mes "[Bruno]";
- mes "Hey~ "+strcharinfo(0)+", what's up?";
- next;
- switch(select("Let's have conversation.:Go outside.")) {
- case 1:
- if (job_shu == 100) {
- mes "[Bruno]";
- mes "My master?";
- mes "He said he has put the world out of his mind and he is a ghost who gave up being a human but he seems to have a lingering desire for the world.";
- next;
- mes "[Bruno]";
- mes "Well, I am also a Sura but I still enjoy traveling and meeting many people~";
- next;
- mes "[Bruno]";
- mes "In the old days, my master had one close friend but after becoming a Sura,";
- next;
- mes "[Bruno]";
- mes "I heard that he wrote a letter to the friend that he had died.";
- mes "Then he sometimes visits 'the place of memory' secretly.";
- next;
- mes "[Bruno]";
- mes "It would be better not saying that he died and just keep meeting his friend.";
- mes "He's a bit of a stick-in-the-mud.";
- next;
- mes "[Bruno]";
- mes "But he is really cool and awesome.";
- mes "Ho ho.";
- next;
- mes "[Bruno]";
- mes "The reason why I keep traveling is to find 'the precious friend' of my master and not to training myself more.";
- next;
- mes "[Bruno]";
- mes "I feel heavy-hearted when I see my master missing his friend...";
- mes "It's not... not just for my... master!";
- close;
- }
- mes "[Bruno]";
- mes "Wow~ I thought you would be knocked out before seeing my master but you are finally here now?";
- next;
- mes "[Bruno]";
- mes "Anyway you are here now, so I am your immediate superior.";
- next;
- mes "[Bruno]";
- mes "We don't care about your age in our world!";
- close;
- case 2:
- mes "[Bruno]";
- mes "Come again whenever you want to~";
- mes "I will show you the training course of the dead~";
- close2;
- warp "yuno_fild07",255,178;
- end;
- }
- }
- mes "[Bruno]";
- mes "What are you?";
- mes "How did you find this place!";
- mes "Go away!!!";
- close2;
- warp "yuno_fild07",255,178;
- end;
-}
-
-sword_1-1,223,167,2 script Master#job_shu 4_M_SURA,{
- mes "[Master]";
- if (job_shu == 5) {
- mes "You must have bright eyes to see that you finally came to this room.";
- next;
- mes "[Master]";
- if (SkillPoint != 0) {
- mes "You can't become a Sura unless you use all your skill points.";
- close;
- }
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 3500) {
- mes "You seem to be heavily burdened. Please remove some of it.";
- close;
- }
- if (BaseLevel < 99 || JobLevel < 50) {
- mes "You don't seem to have reached the limit of a human, you still have far to go in order to become Sura.";
- mes "Please go practice some more.";
- close;
- }
- if (BaseJob != Job_Monk) {
- mes "Hmm?";
- close;
- }
- mes "Of course~";
- mes "I have keen eyes.";
- next;
- mes "[Bruno]";
- mes "Master! This is a wolf fur coat.";
- mes "Put it on when it's cold.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ahhk! That is the wolf I... caught... Uhh.";
- next;
- mes "- Whack -";
- next;
- mes "[Bruno]";
- mes "Ho ho ho~";
- mes "Do you have something to say, "+strcharinfo(0)+"?";
- mes "You became a member of our family, let's get along together ~";
- next;
- mes "[Master]";
- mes "Right, I now accept you as my student, too.";
- next;
- mes "[Master]";
- mes "I think you already know it, but to live as a Sura will not be that easy.";
- next;
- mes "[Master]";
- mes "I also shut myself off from the world. If there comes a day when we go to the world again, it must be the day when the world needs ghosts for the wars.";
- next;
- mes "[Master]";
- mes "I hope those days will not come but... I'll willingly be the ghost and kill all enemies.";
- next;
- if (hascashmount()) {
- mes "[Master]";
- mes "So... please get down from your riding pet!";
- mes "It is a loss of etiquette on this situation.";
- close;
- }
- mes "[Master]";
- mes "You should train yourself steadily until that day.";
- job_shu = 100;
- jobchange roclass(eaclass()|EAJL_THIRD);
- completequest 11158;
- getitem 5754,1; //Blazing_Soul
- getitem 2795,1; //Green_Apple_Ring
- close;
- } else if (job_shu > 5) {
- mes "Once I was also an ordinary young man who traveled a lot and met many friends.";
- next;
- mes "[Master]";
- mes "However, as you might have felt, I finally faced my limitation.";
- next;
- mes "[Master]";
- mes "Sometimes I wondered 'should I have to give up everything to be more powerful...?'";
- next;
- mes "[Master]";
- mes "But what's done is done...";
- close;
- }
- mes "This is not a place where you can stay.";
- mes "Please go back.";
- close2;
- warp "yuno_fild07",255,178;
- end;
-}
-
-sword_2-1,1,2,0 script Button Girl#sura 1_F_01,{
- callfunc "F_GM_NPC";
- switch(select("Turn on arena.:Turn off arena.:Turn on the living room.:Turn on Buddy.:Turn on Gara.:Turn off all.:Close")) {
- case 1:
- mes "Turn on arena.";
- donpcevent "Drawing Room::OnEnable";
- close;
- case 2:
- mes "Turn off arena.";
- donpcevent "Drawing Room::OnDisable";
- close;
- case 3:
- mes "Turn on the living room.";
- donpcevent "Buddy#Sura_Salon::OnEnable";
- close;
- case 4:
- mes "Turn on Buddy.";
- donpcevent "Buddy#job_shuaneh::OnEnable";
- close;
- case 5:
- mes "Turn on Gara.";
- donpcevent "#Sura_garajjom::OnEnable";
- close;
- case 6:
- mes "Turn off all.";
- donpcevent "Drawing Room::OnDisable";
- donpcevent "Buddy#Sura_Salon::OnReset";
- donpcevent "Buddy#Sura_Salon::OnDisable";
- donpcevent "Buddy#job_shuaneh::OnDisable";
- donpcevent "#Sura_garajjom::OnDisable";
- close;
- case 7:
- close;
- }
-}
diff --git a/npc/re/jobs/3-2/wanderer.txt b/npc/re/jobs/3-2/wanderer.txt
deleted file mode 100644
index 07842f0dd..000000000
--- a/npc/re/jobs/3-2/wanderer.txt
+++ /dev/null
@@ -1,1035 +0,0 @@
-//===== Hercules Script ======================================
-//= Wanderer Job Quest
-//===== By: ==================================================
-//= Muad_Dib, Meyraw
-//===== Current Version: =====================================
-//= 1.4
-//===== Description: =========================================
-//= [Official Conversion]
-//= Job change Quest from Dancer / Gypsy -> Wanderer.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Updated dialogue to be more official / accurate. Huge thanks to Muad_Dib! [Masao]
-//= 1.2 Fixed an endless loop in dialogue.
-//= 1.3 Fixed a typo and added checkquest. [Joseph]
-//= 1.4 Updated script, optimized. [Euphy]
-//============================================================
-
-xmas,162,209,5 script Aspiring Wanderer, Soy 4_F_06,{
- if (job_wan == 0) {
- mes "[Soy]";
- mes "Mimi, what should I do?";
- mes "My heart is beating so fast. Ahhh~";
- next;
- mes "[Mimi]";
- mes "Why is you face so flushed? Ha ha ha.";
- next;
- mes "[Soy]";
- mes "Don't make fun of me Mimi~";
- mes "I have dreamed of being at Dancer Kim's stage for a very long time!";
- emotion e_shy,0,"Aspiring Wanderer, Soy";
- next;
- mes "[Soy]";
- mes "I might lose my senses if I really see her dancing like a beautiful angel sent from above.";
- next;
- mes "[Mimi]";
- mes "Calm down, Soy.";
- mes "You are going to faint even before the performance starts. Ha ha.";
- next;
- mes "[Mimi]";
- mes "But I understand you.";
- mes "Many people are looking forward to meeting the best Wanderer in the world.";
- if (BaseJob != Job_Dancer || BaseLevel < 99) close;
- next;
- select("Dancer Kim?:Wanderer?");
- emotion e_omg,0,"Aspiring Wanderer, Soy";
- mes "[Soy]";
- mes "What? You don't know the famous Wanderer, Dancer Kim?";
- mes "Oh my, oh my!!!";
- mes "You seem to know the art of dancing but how come you don't know her?";
- mes "Oh, no!";
- next;
- mes "[Mimi]";
- mes "A Wanderer is a free-spirited person who wanders about the world with the wind and the stars.";
- mes "Rhythm and Music accompany them wherever they go.";
- next;
- mes "[Mimi]";
- mes "Dancer Kim is the most famous Wanderer who tours the world with the Maestro Guitar Dong as the team <Nollio>.";
- next;
- mes "[Mimi]";
- mes "Soy and myself are Aspiring Wanderers, and there will be a performance of <Nollio> in this town soon, so we are eagerly looking forward to see it.";
- next;
- mes "[Soy]";
- mes "If you are a true Dancer, you must be struck with her Dance!";
- mes "Will I ever meet a Maestro like Guitar Song someday, Mimi?";
- next;
- emotion e_heh,0,"Aspiring Wanderer, Soy";
- mes "[Mimi]";
- mes "Just hang in there, Soy. Ha ha.";
- next;
- switch(select("Where is the performance?:End the conversation.")) {
- case 1:
- mes "[Soy]";
- mes "Right in front of the Christmas tree!";
- mes "White snow, beautiful melody, and my captivating dance.";
- mes "Don't you think it would be a great performance?";
- job_wan = 1;
- close;
- case 2:
- mes "[Mimi]";
- mes "If you are interested in becoming a Wanderer, just come back to me anytime. Although I'm not perfect, I will try my best to help you.";
- close;
- }
- } else if (job_wan == 1) {
- if (strnpcinfo(0) == "Aspiring Wanderer, Soy") {
- mes "[Soy]";
- mes "The performance will be held in front of the Christmas tree here in Lutie.";
- mes "I can't wait! Ah~ I'm losing my senses, Mimi.";
- } else {
- mes "[Mimi]";
- mes "A Wanderer's dancing charm is higher than that of a dancer or gypsy, everyone will lose their souls when they see their performance.";
- next;
- mes "[Mimi]";
- mes "I want to become a Wanderer, but I'm still a dancer.";
- mes "But I think^3131FF it's better to learn Gypsy's unique skills first, and then become a Wanderer^000000. Soy can't wait to become a Wanderer.";
- }
- close;
- } else if (job_wan == 10) {
- mes "[Soy]";
- mes "<Nollio> is the best!!";
- close;
- } else {
- if (strnpcinfo(0) == "Aspiring Wanderer, Soy") {
- mes "[Soy]";
- mes "I want to become an famous Wanderer too, Mimi.";
- } else {
- mes "[Mimi]";
- mes "Not sure if I'm greedy, but I need to learn all Dancer and Gypsy skills before I can become a Wanderer.";
- }
- close;
- }
-}
-xmas,163,209,3 duplicate(Aspiring Wanderer, Soy) Aspiring Wanderer, Mimi 4_F_06
-
-xmas,132,143,5 script Performance Manager#wnd 4_M_06,{
- mes "[Performance Manager]";
- if (job_wan == 0) {
- mes "Oh, what should I do?";
- close;
- } else if (job_wan == 1) {
- mes "Oh, what should I do?";
- mes "Why did they do this?";
- next;
- emotion e_shy,0,"Aspiring Wanderer, Soy";
- mes "[Performance Manager]";
- mes "Hey, you there!";
- mes "Please listen to my story.";
- mes "Actually, I shouldn't tell anyone.";
- mes "But I'm so overwhelmed that I might go crazy. Ahhhh~~!";
- next;
- while (1) {
- .@loop = 0;
- switch(select("Sorry, I don't care.:What's the matter?:Why are you telling me this?")) {
- case 1:
- mes "[Performance Manager]";
- mes "That's a bit harsh don't you think?";
- close;
- case 2:
- mes "[Performance Manager]";
- mes "The performance is supposed to be soon!";
- next;
- mes "[Performance Manager]";
- mes "Those people don't feel any responsibility..";
- mes "We're all expecting them and I've promoted them a lot.";
- next;
- .@loop = 1;
- break;
- case 3:
- emotion e_ag;
- mes "[Performance Manager]";
- mes "I told you that I'm overwhelmed!";
- mes "You don't understand me!";
- next;
- break;
- }
- if (.@loop) break;
- }
- while (1) {
- .@loop = 0;
- switch(select("Is there a problem?:Who do you mean?:It has nothing to do with me.")) {
- case 1:
- mes "[Performance Manager]";
- mes "How could they do that?";
- mes "People will throw snowballs!";
- mes "Maybe they will even throw a big snowman, no!";
- next;
- emotion e_wah;
- mes "[Performance Manager]";
- mes "People might grab me by the collar!!";
- mes "Swing swing, dangling dangling!!";
- mes "This is awful.";
- next;
- .@loop = 1;
- break;
- case 2:
- mes "[Performance Manager]";
- mes "Who?!";
- mes "It's <Nollio>!";
- mes "You call that a question?";
- mes "They are the worst people in the world.";
- next;
- break;
- case 3:
- mes "[Performance Manager]";
- mes "What a heartless thing to say!";
- close;
- }
- if (.@loop) break;
- }
- while (1) {
- .@loop = 0;
- switch(select("Are you afraid of people?:The performers caused trouble?:Ignore him.")) {
- case 1:
- mes "[Performance Manager]";
- mes "Wouldn't you be afraid of all the eyes of people if you were me?";
- mes "I am in charge of this performance! A lot of people are looking forward to see it and there are many sponsors who are supporting us! I'm so stressed.";
- next;
- break;
- case 2:
- mes "[Performance Manager]";
- mes "Yes!";
- mes "<Nollio> has cancelled their performance!";
- next;
- mes "[Performance Manager]";
- mes "And they didn't give me any reason whatsoever!";
- next;
- mes "[Performance Manager]";
- mes "Besides the money I spent for promoting and setting up the stage..";
- mes "How can I handle all the angry people?";
- next;
- .@loop = 1;
- break;
- case 3:
- mes "[Performance Manager]";
- mes "Hey, where are you going!";
- close;
- }
- if (.@loop) break;
- }
- mes "[" + strcharinfo(0) + "]";
- mes "I see that you are worried that the performance is going down the drain.";
- mes "You wanted to make a successful performance to meet the fan's expectations.";
- next;
- mes "[Performance Manager]";
- mes "I really don't know how I should manage this.";
- mes "Why did they suddenly cancel the performance?";
- mes "Do you know?";
- next;
- mes "[Performance Manager]";
- mes "Why is <Nollio> taking this kind of attitude towards me?";
- mes "Did I make any mistakes? After making a contract with them, I did everything they demanded of me!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "It's because...";
- input .@inputstr$;
- mes "^3131FF" + .@inputstr$ + "^000000";
- mes "......";
- next;
- emotion e_ag;
- mes "[Performance Manager]";
- mes "What the hell are you talking about?";
- mes "Are you teasing me because I'm emotionally unstable?";
- next;
- mes "[Performance Manager]";
- mes "Oh, I'm so worried that I'm having heart palpitations and I'm starting to feel dizzy!";
- next;
- mes "[Performance Manager]";
- mes "Hey! Can you please go out and find the Maestro Guitar Song?";
- next;
- switch(select("Ah, okay.:Why should I do that?:I won't!")) {
- case 1:
- break;
- case 2:
- emotion e_an;
- mes "[Performance Manager]";
- mes "You're asking me why!?";
- mes "Ahh, no.....";
- mes "It's because you seem like a similar artist.";
- mes "You also wanted to watch the performance, didn't you?";
- next;
- break;
- case 3:
- mes "[Performance Manager]";
- mes "You are so cold-hearted....";
- close;
- }
- mes "[Performance Manager]";
- mes "I would grab them by their collars if I could!";
- mes "I would tell them Why are you spoiling the performance? but for now, dealing with the angry sponsors is hard enough... Oh, no!";
- next;
- mes "[Performance Manager]";
- mes "I don't know where Guitar Song is, but it is clear that he likes to visit the Comodo Casino!";
- mes "Hu, Hurry up!! Oh, I really feel dizzy! Guitar Song!!!";
- job_wan = 2;
- setquest 2218;
- close;
- } else if (job_wan == 2) {
- mes "I am not sure if Guitar Song is in Comodo, you should go there and find him!";
- close;
- } else if (job_wan == 9) {
- mes "They came back!!";
- close;
- } else if (job_wan == 10) {
- mes "Thanks to you, the performance was successful.";
- mes "You are so competent!";
- mes "In return, I will prepare the stage for you someday.";
- close;
- }
- mes "Ahhh, so distracting!";
- close;
-}
-
-comodo,140,86,5 script Cheerless Maestro 4_M_MINSTREL,{
- if (job_wan < 2) {
- mes "[Cheerless Maestro]";
- mes "You can dance ~";
- mes "You can do your work ~";
- mes "You are the dancing Queen ~";
- mes "I am the tambourine King ~";
- next;
- mes "[Cheerless Maestro]";
- mes "Whew...";
- close;
- } else if (job_wan == 2) {
- mes "[Cheerless Maestro]";
- mes "You can dance ~";
- mes "You can do your work ~";
- mes "You are the dancing Queen ~";
- mes "I am the tambourine King ~";
- next;
- mes "- You found a Maestro -";
- mes "- singing a weird song. -";
- next;
- if(select("That's a weird song.:Ignore it.") == 2) {
- mes "- What a weird person, I better stay away. -";
- close;
- }
- emotion e_omg;
- mes "[Cheerless Maestro]";
- mes "What?!";
- mes "Are you ignoring my immortal masterpiece <Tambourine King>? You are the first person who's ever slapped me in the face.";
- next;
- select("I didn't slap you.");
- emotion e_gasp;
- mes "[Cheerless Maestro]";
- mes "Oh! Lady, looking at your appearance you must be a dancer, right?";
- next;
- mes "[Cheerless Maestro]";
- mes "Do you have a Bard or Minstrel traveling together with you?";
- mes "If you don't, how about making a traveling troupe with me?";
- next;
- mes "[Cheerless Maestro]";
- mes "The name of the team is <Guitar Song's Agony>.";
- mes "This name expresses the excruciating pain it takes to create art works.";
- next;
- mes "[Cheerless Maestro]";
- mes "It has an edgy kind of name So I think that it will be a very popular group.";
- next;
- select("Are you Guitar Song?");
- emotion e_shy;
- mes "[Guitar Song]";
- mes "Huh... I'm a bit disappointed that you finally recognize me now.";
- mes "Yes, I am the handsome Guitar Song in the famous group <Nollio>.";
- mes "Ha ha ha!";
- next;
- mes "[Guitar Song]";
- mes "So how about it? Isn't that a tempting offer to you?";
- mes "I'm a really famous Maestro at the peak of my popularity. People are dying to work with me, but you are indifferent to me lady.";
- next;
- select("Where is Dancer Kim?:Why'd you cancel the performance?");
- mes "[Guitar Song]";
- mes "Why are you asking me that question so suddenly?";
- mes "Come on, let's just talk about a pleasant matter.";
- mes "Dancer Kim and the performance have nothing to do with me.";
- next;
- select("What do you mean?");
- mes "[Guitar Song]";
- mes "Hey, I told you to stop talking about this matter....";
- mes "I don't want to think about it. It just hurts my feelings.";
- next;
- mes "- Guitar Song is adamantly refusing to talk. What should I do to hear the story about <Nollio>? -";
- job_wan = 3;
- close;
- } else if (job_wan == 3) {
- mes "[" + strcharinfo(0) + "]";
- mes "(Would it be possible for me to make him tell me what happened with Nollio?)";
- next;
- switch(select("Use Dazzler:Use Lullaby:Use Lucky Luck")) {
- case 1:
- if (getskilllv("DC_UGLYDANCE") == 5 || rand(100) >= 80) {
- mes "- You get closer to Song's ear. -";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Okay-";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Oi-!!!!!";
- specialeffect EF_STUNATTACK;
- next;
- mes "[Guitar Song]";
- mes "Wh...what!! What are you doing?!?";
- mes "You almost damaged my eardrum.";
- emotion e_an;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Hey, cheer up!!!";
- next;
- mes "[Guitar Song]";
- mes "What are you talking about?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "You should know, people are addicted to your music?";
- mes "So many people are supporting you with anticipation.";
- mes "Would you break your promise and let people down? Not giving people any reason?";
- next;
- } else {
- mes "[" + strcharinfo(0) + "]";
- mes "Okay-";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Aaaaahhh!!!!!";
- next;
- mes "[Guitar Song]";
- mes "What... what are you doing?!! What's wrong with you!";
- mes "Security!!!";
- next;
- mes "[Black-suit Guards]";
- mes "Please stop this.";
- close2;
- warp "comodo",117,98;
- end;
- }
- break;
- case 2:
- if (getskilllv("BD_LULLABY") == 0) {
- mes "- You cannot use this skill without learning it. -";
- close;
- }
- mes "[" + strcharinfo(0) + "]";
- mes "Looks like I will not get answer even if I force him.";
- close;
- case 3:
- if (getskilllv("DC_FORTUNEKISS") == 0) {
- mes "- You cannot use this skill without learning it. -";
- close;
- }
- emotion e_what,1;
- mes "[" + strcharinfo(0) + "]";
- mes "Ah, ah my Guitar Song~";
- next;
- mes "[Guitar Song]";
- mes "What? I've got goose bumps.";
- next;
- emotion e_what,1;
- mes "[" + strcharinfo(0) + "]";
- mes "I've been watching <Nollio> for years.";
- next;
- mes "[Guitar Song]";
- mes "I know that we are that popular! Ha ha ha!";
- next;
- emotion e_what,1;
- mes "[" + strcharinfo(0) + "]";
- mes "I've seen other Maestro's performances but there was no one better then Guitar Song.";
- next;
- mes "[Guitar Song]";
- mes "He he he! Yes, I know I am super great!";
- next;
- emotion e_no1,1;
- mes "[" + strcharinfo(0) + "]";
- mes "Oh... When I hear Guitar Song's performance for the first time I has a crush on you immediately.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "It felt like hearing mommy's lullaby~ It was so beautiful and moving... You are the best artist of our time.";
- next;
- specialeffect EF_STEAL;
- mes "[Guitar Song]";
- mes "Ha ha ha. I know that well, but it feels good to hear a compliment from you!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "So I was looking forward to seeing your performance in Lutie this time.";
- mes "But after I heard the performance got cancelled, I felt so sad.";
- next;
- emotion e_sob,1;
- mes "[" + strcharinfo(0) + "]";
- mes "Now I can't hear Guitar Song's melody~~";
- mes "I wanted to dance to your music like a beautiful butterfly.";
- mes "Is there no way for my dream to be true now? Sob sob...";
- next;
- mes "[Guitar Song]";
- mes "Huh huh! No, that is not...";
- next;
- emotion e_sob,1;
- mes "[" + strcharinfo(0) + "]";
- mes "I am really happy to meet you in person, but I hope to see your performance in the beautiful snowy town, Lutie.. Sob sob...";
- next;
- emotion e_sob,1;
- mes "[" + strcharinfo(0) + "]";
- mes "Why in the world don't you show us the performance, Guitar Song?";
- mes "Don't you like me? Sob sob..";
- next;
- emotion e_omg;
- mes "[Guitar Song]";
- mes "No, it's not that kind of reason!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Then please tell me, I really love your music... but now I feel so blue...";
- emotion e_what;
- next;
- break;
- }
- mes "[Guitar Song]";
- mes "Oh, no! You know...";
- mes "I want to have a performance, too!";
- mes "But I cannot do it all by myself!";
- next;
- emotion e_ag;
- mes "[Guitar Song]";
- mes "It's all because of Dancer Kim!";
- mes "One day, she suddenly got mad and told me that she would quit <Nollio>!";
- mes "I was also tired of here unpredictable feelings, too!";
- next;
- mes "[Guitar Song]";
- mes "Pshaw.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Why did she get mad so suddenly?";
- next;
- emotion e_swt;
- mes "[Guitar Song]";
- mes "I don't know! She must be holding a grudge for something.";
- mes "That's what she's like.";
- mes "She suddenly disappeared and sent me a letter telling me that the team would be disbanded.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Where is Dancer Kim now?";
- next;
- mes "[Guitar Song]";
- mes "Well, the letter was sent from Hugel.";
- mes "I guess she might be back at her hometown.";
- mes "That's where I met her for the first time.";
- next;
- emotion e_dots;
- mes "[Guitar Song]";
- mes "Although she loses her temper easily, her dance is so wonderful....";
- mes "I don't know what I am doing wrong.";
- job_wan = 4;
- changequest 2218,2219;
- next;
- mes "[Guitar Song]";
- mes "She smiled so happily that she likes the new song so much..";
- mes "Who can dance to my music so wonderfully as she did?";
- mes "Now my music and my life is history... (muttering).";
- close;
- } else if (job_wan > 3 && job_wan < 8) {
- mes "[Guitar Song]";
- mes "Dancer Kim is probably addicted to the monster races in Hugel again!";
- mes "Back in the day when she was addicted to the monster races, who do you think got her out of it?";
- close;
- } else if (job_wan == 8) {
- emotion e_gasp;
- mes "- You tell him what happened in Hugel and ask him to go back to Lutie. -";
- next;
- mes "[Guitar Song]";
- mes "Oh oh~";
- mes "You are silly Dancer Kim~";
- mes "Without me, who else can take care of such a lady like you~";
- next;
- mes "[Guitar Song]";
- mes "I'll go there right away and scold her.";
- job_wan = 9;
- close;
- } else if (job_wan == 9) {
- mes "[Guitar Song]";
- mes "Okay, I will go to the Christmas tree in Lutie where the performance is supposed to be held.";
- close;
- }
- mes "[Cheerless Maestro]";
- mes "Where is my partner...";
- close;
-}
-
-hu_in01,305,251,5 script Vacant Looking Lady#wnd 4_F_CAPEGIRL,{
- if (job_wan < 4) {
- mes "[Vacant Looking Lady]";
- mes "(blank...)";
- close;
- } else if (job_wan == 4) {
- mes "[Vacant Looking Lady]";
- mes "Sob... sob...";
- next;
- select("Why are you crying?");
- emotion e_sob;
- mes "[Vacant Looking Lady]";
- mes "I gave up my dream...";
- mes "*Sob *Sob.";
- next;
- select("What do you mean?");
- mes "[Vacant Looking Lady]";
- mes "I said goodbye to my partner who had been working with me for a long time.";
- next;
- select("Why did you say goodbye?");
- emotion e_sob;
- mes "[Vacant Looking Lady]";
- mes "it's because... sob... sob!";
- next;
- select("You can tell me everything.");
- mes "[Vacant Looking Lady]";
- mes "When Wanderers and Maestro's get together, their abilities become stronger.";
- next;
- mes "[Vacant Looking Lady]";
- mes "So when they travel, they often get together and perform duets.";
- mes "They have a good time dancing and playing music.";
- next;
- mes "[Vacant Looking Lady]";
- mes "A few days ago, with my partner Guitar Song. I showed a beautiful dance to his music to many people as we usually do.";
- next;
- mes "[Vacant Looking Lady]";
- mes "I was really proud of being a Wanderer after I drew all of that enthusiastic applause.";
- mes "Guitar Song also praised me.";
- mes "I was so happy that day.";
- next;
- mes "[Vacant Looking Lady]";
- mes "But...";
- next;
- select("What happened next?");
- mes "[Vacant Looking Lady]";
- mes "The following morning, I woke up and washed my fave and was looking for something to eat in my room..";
- next;
- emotion e_omg;
- mes "[Vacant Looking Lady]";
- mes "Then Guitar Song suddenly opened the door of my room for some reason and said ^3131FFHey! What the hell are.. you doing here?^000000 and then he threw me out of my room!";
- next;
- mes "[Vacant Looking Lady]";
- mes "We've been together for a long time but how can he do such a thing to me?";
- mes "At first, I thought he was kidding around with me! But when he kicked me out of my room...";
- next;
- emotion e_sob;
- mes "[Vacant Looking Lady]";
- mes "Why didn't he recognize my face?";
- mes "Do you think he doesn't want to see my face without makeup?";
- mes "Boo hoo hoo!";
- next;
- select("So you disbanded the team?");
- emotion e_sob;
- mes "[Vacant Looking Lady]";
- mes "Are you also ignoring my wounded self-respect as a woman?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "No! He is really a caring man!";
- mes "But I don't think you disbanded your precious team just because of that.";
- next;
- mes "[Vacant Looking Lady]";
- mes "You're right.";
- mes "It's not just because of that.";
- mes "The real reason why I disbanded the team is...";
- next;
- mes "[Vacant Looking Lady]";
- mes "After that day, I went to my hometown, Hugel and I just stayed indoors.";
- mes "It was then when Shide comforted me with sweet cakes.";
- next;
- emotion e_shy;
- mes "[Vacant Looking Lady]";
- mes "Shide's cake is so wonderful!";
- mes "It is the most famous cake in Hugel with soft sponge cake and fresh fruits and sweet chocolate cream!";
- next;
- mes "[Vacant Looking Lady]";
- mes "It felt like all the angels of happiness came to comfort me when I tasted that sweet cake.";
- next;
- mes "[Vacant Looking Lady]";
- mes "So I ate it every morning and every night.";
- next;
- select("Oh, you wouldn't...");
- emotion e_sob;
- mes "[Vacant Looking Lady]";
- mes "The angel of happiness took back my sadness and gave me a lot of belly fat!";
- mes "Boo hoo hoo hoo!!";
- next;
- mes "[Vacant Looking Lady]";
- mes "Now I can't wear my dancing clothes!";
- mes "I am not a dancer who dances like a beautiful butterfly anymore!";
- next;
- mes "[Vacant Looking Lady]";
- mes "What is worse, it became hard to bend my waist forward!";
- mes "Boo hoo hoo!";
- next;
- mes "[Vacant Looking Lady]";
- mes "The performance day is approaching, but the angel of happiness brought me a big obstacle.";
- mes "Now I've fallen into despair again!";
- mes "I can't let Guitar Song and my fans see me like this!";
- next;
- mes "[Vacant Looking Lady]";
- mes "<Nollio> is over! Boo hoo hoo!";
- job_wan = 5;
- close;
- } else if (job_wan == 5) {
- emotion e_sob;
- mes "[Vacant Looking Lady]";
- mes "Not long ago, I was like a beautiful dove, but now I am just a fat chicken.";
- mes "Sob sob...!";
- mes "I think the life of Wanderer Dancer Kim is over now.";
- mes "Boo hoo hoo hoo!";
- next;
- if(select("Hey, don't give up.:I feel sorry for you.") == 2) {
- mes "[Dancer Kim]";
- mes "My life cannot get out of abyss now......";
- close;
- }
- mes "[Dancer Kim]";
- mes "But I already told Guitar Song that it's all over.";
- mes "Even if it's not over, I cannot do anything right now.";
- next;
- select("If you give up, it will be over.");
- mes "[Dancer Kim]";
- mes "But in this situation...";
- mes "Do I really have a way to change it?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Exercise is the best way!";
- mes "If you work hard, your bossy will be lighter than before!";
- next;
- mes "[Dancer Kim]";
- mes "But I get tired and give up easily.";
- mes "I think I am going to give up.";
- next;
- if(select("Well, there's no other way.:Let's work together.") == 1) {
- mes "[Dancer Kim]";
- mes "No dreams and no hope...";
- close;
- }
- emotion e_omg;
- mes "[Dancer Kim]";
- mes "Will you exercise together with me?";
- mes "Really?";
- next;
- mes "[Dancer Kim]";
- mes "I'm sure that I would try harder if I had someone to workout with.";
- next;
- mes "[Dancer Kim]";
- mes "I feel better now!";
- mes "I think I'm gaining strength again!";
- mes "Let's work together!";
- next;
- select("What should we do first?");
- mes "[Dancer Kim]";
- mes "I have a good idea!";
- next;
- mes "[Dancer Kim]";
- mes "Meet me at Abyss Lake.";
- mes "I'll see you there.";
- mes "Just go one field South and one field West from here in Hugel.";
- mes "I'll meet you there.";
- job_wan = 6;
- changequest 2219,2220;
- close;
- } else if (job_wan == 6 || job_wan == 7) {
- mes "[Dancer Kim]";
- mes "I'll meet you at Abyss Lake.";
- close;
- } else if (job_wan == 8) {
- mes "[Dancer Kim]";
- mes "Please tell Guitar Song to go to Lutie";
- mes "I'll go there after I've packed my luggage!";
- close;
- }
- mes "[Vacant Looking Lady]";
- mes "Where is my partner......";
- close;
-}
-
-hu_fild05,342,130,5 script Dancer Kim#fild 4_F_CAPEGIRL,{
- if (job_wan == 6) {
- mes "[Dancer Kim]";
- mes "Exercising together is good but if we compete for it, I think we'll get a better effect!";
- next;
- mes "[Dancer Kim]";
- mes "From now on, let's compete to see who defeats the Yellow Novus first!";
- next;
- mes "[Dancer Kim]";
- mes "You need to defeat 50 Yellow Novus!";
- mes "Are you ready?";
- next;
- if(select("No.:Yes.") == 1) {
- mes "[Dancer Kim]";
- mes "Hurry up before I lose interest!";
- close;
- }
- mes "[Dancer Kim]";
- mes "Good! Then ready, set~~";
- mes "Go!";
- job_wan = 7;
- changequest 2220,2221;
- close;
- } else if (job_wan == 7) {
- if (questprogress(2221,PLAYTIME) == 1) {
- if (questprogress(2221,HUNTING) == 2) {
- mes "[Dancer Kim]";
- mes "Whew!";
- mes "Looks like I've lost!";
- next;
- mes "[Dancer Kim]";
- mes "This feeling reminds me of the past where I've crossed the borders of many continents.";
- next;
- mes "[Dancer Kim]";
- mes "Ah! Look at this!";
- mes "I'm getting slimmer, can you see it?";
- next;
- mes "[Dancer Kim]";
- mes "I feel that my body is full of power.";
- mes "I suddenly want to see my good partner Guitar Song.";
- mes "I want to start dancing again.";
- next;
- select("How about dancing in Lutie?");
- emotion e_gasp;
- mes "[Dancer Kim]";
- mes "Ah! Christmas Village! Yes! Yes!";
- mes "My dream to dance in Lutie will finally come true.";
- next;
- mes "[Dancer Kim]";
- mes "I want to dance and jump all day to bring people happiness!";
- mes "So I will go to Lutie.";
- next;
- mes "[Dancer Kim]";
- mes "Ah, do me a favor, please.";
- mes "Can you bring Guitar Song to Lutie?";
- mes "Say that his partner is waiting for him.";
- next;
- select("No problem!");
- mes "[Dancer Kim]";
- mes "You're a good person. I'm really happy that I met you.";
- mes "Thank god for sending such a stubborn person to me!";
- job_wan = 8;
- changequest 2221,2222;
- close;
- } else {
- mes "[Dancer Kim]";
- mes "Does it look easy to you?";
- mes "But I'm sure I have a better chance to win.";
- close;
- }
- } else if (questprogress(2221,PLAYTIME) == 2) {
- mes "[Dancer Kim]";
- mes "Oh, you came back to me.";
- mes "I'm so tired. I don't give up halfway. It's a good exercise for me. I will have to give up Nollio to another Wanderer, it's all over....";
- next;
- mes "- Dancer Kim dropped down by grief and fatigue -";
- job_wan = 6;
- changequest 2221,2220;
- close;
- } else {
- mes "[Dancer Kim]";
- mes "Huh...?";
- job_wan = 6;
- close;
- }
- } else if (job_wan == 8) {
- mes "[Dancer Kim]";
- mes "Please tell Song, I will be waiting for him at the Christmas tree.";
- close;
- }
- mes "[Dancer Kim]";
- mes "Hunting Novus is the best exercise, I think.";
- close;
-}
-
-- script #fildshout00::wandererjcq -1,{
-OnTouch:
- if (job_wan == 7) {
- switch(rand(3)) {
- case 0:
- mapannounce "hu_fild05","Dancer Kim: Hey, how did you get so fast? I've only got few myself...",bc_map,"0xffff00"; //FW_NORMAL 12 0 0
- break;
- case 1:
- mapannounce "hu_fild05","Dancer Kim: Errrgghh! Hey Novus! I'm gonna get you~",bc_map,"0xffff00"; //FW_NORMAL 12 0 0
- break;
- case 2:
- mapannounce "hu_fild05","Dancer Kim: Oh, are you tired already? Is this my victory? Ho ho ho.",bc_map,"0xffff00"; //FW_NORMAL 12 0 0
- break;
- }
- }
- end;
-}
-hu_fild05,81,111,0 duplicate(wandererjcq) #fildshout01 HIDDEN_WARP_NPC,20,20
-hu_fild05,193,98,0 duplicate(wandererjcq) #fildshout02 HIDDEN_WARP_NPC,20,20
-hu_fild05,252,74,0 duplicate(wandererjcq) #fildshout03 HIDDEN_WARP_NPC,20,20
-hu_fild05,323,175,0 duplicate(wandererjcq) #fildshout04 HIDDEN_WARP_NPC,20,20
-hu_fild05,334,225,0 duplicate(wandererjcq) #fildshout05 HIDDEN_WARP_NPC,20,20
-hu_fild05,301,287,0 duplicate(wandererjcq) #fildshout06 HIDDEN_WARP_NPC,20,20
-hu_fild05,229,315,0 duplicate(wandererjcq) #fildshout07 HIDDEN_WARP_NPC,20,20
-hu_fild05,146,309,0 duplicate(wandererjcq) #fildshout08 HIDDEN_WARP_NPC,20,20
-hu_fild05,80,239,0 duplicate(wandererjcq) #fildshout09 HIDDEN_WARP_NPC,20,20
-hu_fild05,69,147,0 duplicate(wandererjcq) #fildshout10 HIDDEN_WARP_NPC,20,20
-
-xmas,148,131,0 script #wandergogo HIDDEN_WARP_NPC,3,3,{
-OnTouch:
- if (job_wan == 9) {
- enablenpc "Dancer Kim#xmas";
- enablenpc "Guitar Song#xmas";
- enablenpc "Spectator#xmas1";
- enablenpc "Spectator#xmas2";
- enablenpc "Spectator#xmas3";
- enablenpc "Spectator#xmas4";
- enablenpc "Soy#xmas";
- enablenpc "Mimi#xmas";
- }
- end;
-}
-
-xmas,147,135,5 script Dancer Kim#xmas 4_F_WANDERER,{
- if (job_wan == 9) {
- if (BaseJob != Job_Dancer && BaseLevel < 99 && JobLevel < 50) {
- mes "- You can't continue the quest because the condition for the quest is not appropriate. -";
- close;
- }
- if (SkillPoint) {
- mes "- You can't continue the quest because you have remaining skill points. -";
- close;
- }
- if (checkweight(1201,2) == 0) {
- mes "- You need to empty your inventory if you want to continue the quest. -";
- close;
- }
- if (hascashmount()) {
- mes "[Dancer Kim]";
- mes "Please get off of that creature you're riding on.";
- mes "Then talk to me again.";
- close;
- }
- mes "- <Nollio> is performing. -";
- next;
- emotion e_ho,0,"Guitar Song#xmas";
- emotion e_ho;
- mes "[Guitar Song]";
- mes "One! Two! Three!";
- mes "Blue fish dancing~";
- mes "Fan! Fan! Fan! I am your fan~";
- mes "With a strong mind and strong will, I complete fishing~";
- next;
- emotion e_ho,0,"Spectator#xmas1";
- emotion e_ho,0,"Spectator#xmas2";
- emotion e_ho,0,"Spectator#xmas3";
- emotion e_ho,0,"Spectator#xmas4";
- emotion e_ho,0,"Soy#xmas";
- emotion e_ho,0,"Mimi#xmas";
- mes "[Spectators]";
- mes "AAAAhhhhhhhhh - - !!!";
- mes "So cool! Nollio is the best!!!";
- next;
- mes "[Guitar Song]";
- mes "Hello, ladies and gentlemen!";
- next;
- emotion e_lv,0,"Spectator#xmas1";
- emotion e_lv,0,"Spectator#xmas2";
- emotion e_lv,0,"Spectator#xmas3";
- emotion e_lv,0,"Spectator#xmas4";
- emotion e_lv,0,"Soy#xmas";
- emotion e_lv,0,"Mimi#xmas";
- mes "[Spectators]";
- mes "Hello!!!!!";
- next;
- mes "[Guitar Song]";
- mes "We are the romantic Wanderer team <Nollio> who stroll along the world following love and wind!";
- next;
- emotion e_lv,0,"Spectator#xmas1";
- emotion e_lv,0,"Spectator#xmas2";
- emotion e_lv,0,"Spectator#xmas3";
- emotion e_lv,0,"Spectator#xmas4";
- emotion e_lv,0,"Soy#xmas";
- emotion e_lv,0,"Mimi#xmas";
- mes "[Spectators]";
- mes "Wowwwww~!";
- next;
- emotion e_no1;
- mes "[Dancer Kim]";
- mes "It's so fascinating that I can dance in a snowy, beautiful village,";
- mes "I'm so glad that I came here, Lutie.";
- next;
- mes "[Spectators]";
- mes "Yayyyy~";
- next;
- mes "[Dancer Kim]";
- mes "In fact, this wonderfull performance would have been cancelled because of my carelessness.";
- next;
- mes "[Guitar Song]";
- mes "I unintentionally made her upset.";
- mes "Let me take this opportunity to say to her that I'm sorry.";
- next;
- mes "[Dancer Kim]";
- mes "It's okay.";
- mes "I'm sorry for behaving as I did.";
- next;
- mes "[Dancer Kim]";
- mes "In fact there is a friend who cheered me up and helped me get through the hardships I faced when I was depressed in my hometown.";
- next;
- mes "[Dancer Kim]";
- mes "You may love my friend's dance more than mine in the future.";
- mes "She has a great talent.";
- next;
- mes "[Dancer Kim]";
- mes "Introducing!";
- next;
- mes "[Dancer Kim]";
- mapannounce "xmas","Dancer Kim: Introducing the rising Wanderer! " + strcharinfo(0) + "!",bc_map,"0xffff00"; //FW_NORMAL 12 0 0
- mes "This rising Wanderer star, " + strcharinfo(0) + "!";
- jobchange roclass(eaclass()|EAJL_THIRD);
- job_wan = 10;
- getitem 2795,1; //Green_Apple_Ring
- getitem 5758,1; //Dying_Swan
- completequest 2222;
- next;
- mes "[Dancer Kim]";
- mes "Ha ha ha, are you surprised?";
- mes "Don't look so puzzled?";
- mes "You led me here, you deserve it.";
- next;
- mes "[Dancer Kim]";
- mes "Oh! You are like a beautiful swan!";
- mes "The goddess must be jealous to see your beauty.";
- next;
- mes "[Dancer Kim]";
- mes "" + strcharinfo(0) + "! I hope to see your beautiful exploits in the future.";
- mes "Also, I hope you to meet your precious Maestro.";
- mes "Let's perform together later, shall we? Ha ha.";
- next;
- mes "[Guitar Song]";
- mes "Thanks to you, I didn't lose my precious partner.";
- mes "Thank you a lot.";
- mes "Soon I will make a song for you, so wait for it.";
- close2;
- disablenpc "Dancer Kim#xmas";
- disablenpc "Guitar Song#xmas";
- disablenpc "Spectator#xmas1";
- disablenpc "Spectator#xmas2";
- disablenpc "Spectator#xmas3";
- disablenpc "Spectator#xmas4";
- disablenpc "Soy#xmas";
- disablenpc "Mimi#xmas";
- end;
- }
-OnInit:
- disablenpc "Dancer Kim#xmas";
- end;
-}
-
-- script #wander_xmas -1,{
- end;
-OnInit:
- disablenpc strnpcinfo(0);
- end;
-}
-xmas,149,135,3 duplicate(#wander_xmas) Guitar Song#xmas 4_M_MINSTREL
-xmas,142,130,7 duplicate(#wander_xmas) Spectator#xmas1 4_F_05
-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
diff --git a/npc/re/jobs/novice/novice.txt b/npc/re/jobs/novice/novice.txt
deleted file mode 100644
index aa991e8c3..000000000
--- a/npc/re/jobs/novice/novice.txt
+++ /dev/null
@@ -1,3414 +0,0 @@
-//===== Hercules Script ======================================
-//= Renewal Novice Training Grounds
-//===== By: ==================================================
-//= Kisuka
-//===== Current Version: =====================================
-//= 1.5
-//===== Description: =========================================
-//= [Official Conversion]
-//= A tutorial for new players starting at new_1-1 (53,111).
-//=
-//= This script was replaced by the Izlude Academy in 2012.
-//===== Additional Comments: =================================
-//= 1.0 First version, hand scripted from iRO. [Kisuka]
-//= 1.1 Updated warps, savepoints, NPC locations. [Kisuka]
-//= 1.2 Cleaning. [Euphy]
-//= 1.3 Fixed Eden Group Officer's level requirement. [Joseph]
-//= 1.4 Fixed checkquest to check quest accordingly. [Joseph]
-//= 1.4a Added 'npcskill' command. [Euphy]
-//= 1.5 Replaced with the official kRO scripts. [Euphy]
-//============================================================
-
-// Main NPCs
-//============================================================
-- script Sprakki#newbe01::NvSprakkiA -1,{
- if (job_novice_q == 0) {
- mes "[Sprakki]";
- mes "Hello there! Welcome to the World of Ragnarok Online. My name is Sprakki and I'm in charge of giving you basic gameplay tips.";
- mes "Click on the [Next] button or press [Enter] to continue.";
- next;
- mes "[Sprakki]";
- mes "First you need to learn the very basics of controlling your character.";
- mes "All the basic ^4d4dffmoves, selection of items, and attacks^000000 use the ^4d4dff left click of the mouse^000000.";
- next;
- cutin "tutorial01",3;
- mes "-! Info !-";
- mes "Click on the ground to move the character.";
- mes "Attacking monsters and conversations with the people of this world can be done by simply clicking on them.";
- next;
- cutin "",255;
- mes "[Sprakki]";
- mes "First off, try moving around.";
- mes "Do you see that wooden bridge to the right?";
- next;
- mes "[Sprakki]";
- mes "Walk over that bridge and there's a castle used as the Training Center.";
- mes "I will be waiting for you inside of that Castle. Please come to the castle by yourself.";
- job_novice_q = 1;
- setquest 7117;
- next;
- cutin "tutorial02",3;
- mes "-! Info !-";
- mes "You've received a quest from Sprakki.";
- mes "You can check the contents of the quest in the Quest Info Window.";
- next;
- mes "[Sprakki]";
- mes "I will wait inside the Training Center across the bridge.";
- next;
- mes "-! Info !-";
- mes "You can open the Quest Info Window by pressing the ^4d4dffAlt + U^000000 keys at the same time.";
- next;
- cutin "",255;
- mes "[Sprakki]";
- mes "Have you checked the Quest Info Window?";
- mes "I'll be waiting in the castle across the bridge.";
- close2;
- cutin "",255;
- end;
- } else if (job_novice_q == 1) {
- mes "[Sprakki]";
- mes "I will be waiting for you across the Bridge to the east.";
- close;
- } else {
- mes "[Sprakki]";
- mes "Are you lost?";
- mes "Have you gone beyond the bridge to the east?";
- mes "I will guide you further after we meet in the Training Center.";
- close;
- }
-}
-new_1-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv1a 4_F_01
-new_2-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv2a 4_F_01
-new_3-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv3a 4_F_01
-new_4-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv4a 4_F_01
-new_5-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv5a 4_F_01
-
-- script Sprakki#newbe05::NvSprakkiB -1,{
- if (job_novice_q == 0) {
- mes "[Sprakki]";
- mes "Hello there! Welcome to the World of Ragnarok Online.";
- mes "My name is Sprakki and I'm in charge of giving you basic gameplay tips.";
- mes "Click on the [Next] button or press [Enter] key to continue.";
- next;
- mes "[Sprakki]";
- mes "First you need to learn the very basics of controlling your character.";
- mes "All the basic ^4d4dffmoves, selection of items, and attacks^000000 use the ^4d4dff left click of the mouse^000000.";
- next;
- cutin "tutorial01",3;
- mes "-! Info !-";
- mes "Click on the ground to move the character.";
- mes "Attacking monsters and conversations with the people of this world can be done by simply clicking on them.";
- next;
- cutin "",255;
- mes "[Sprakki]";
- mes "Well then, I will give you a quest to talk to me.";
- mes "After the conversation is over, talk to me again by left-clicking on me.";
- job_novice_q = 1;
- setquest 7117;
- next;
- cutin "tutorial02",3;
- mes "-! Info !-";
- mes "You've received a quest from Sprakki.";
- mes "You can check the contents of the quest in the Quest Info Window by pressing the ^4d4dffAlt + U^000000 keys at the same time.";
- next;
- cutin "",255;
- mes "[Sprakki]";
- mes "Have you checked the Quest Info Window?";
- mes "Well, talk to me again.";
- close;
- } else if (job_novice_q < 3) {
- if (job_novice_q == 1) {
- mes "[Sprakki]";
- mes "Great!";
- mes "Now you know how to move and talk to others, right?";
- job_novice_q = 2;
- getexp 600,5;
- completequest 7117;
- next;
- }
- mes "[Sprakki]";
- mes "The Training Center is prepared for novices just like you.";
- mes "You are going to be trained to get used to the basics of the Game.";
- next;
- mes "[Sprakki]";
- mes "Of course, this Training Process is optional, if you want to go straight to town, that's also fine.";
- mes "But, you will miss all the advantages you can get in the Training Center.";
- next;
- switch(select("Begin Training.:Start the game right away.")) {
- case 1:
- mes "[Sprakki]";
- mes "I will guide you to the Novice Training Center.";
- mes "Inside, Instructor 'Brade' will be waiting to speak to you.";
- next;
- mes "[Sprakki]";
- mes "Instructor 'Brade' will help you afterwards.";
- mes "Please, Go see him.";
- setquest 7118;
- next;
- mes "^4d4dff- You received a quest 'Novice Training Ground -1' from Sprakki.";
- mes "Please check the Quest Info Window. -^000000";
- close2;
- savepoint strnpcinfo(4),100,100;
- warp strnpcinfo(4),100,100;
- end;
- case 2:
- nov_1st_cos = 0;
- nov_2nd_cos = 0;
- nov_3_swordman = 0;
- nov_3_archer = 0;
- nov_3_thief = 0;
- nov_3_magician = 0;
- nov_3_acolyte = 0;
- nov_3_merchant = 0;
- mes "[Sprakki]";
- mes "Ok, You want to start right away.";
- mes "Which Town do you want to start at?";
- next;
- .@select = select("Prontera:Morroc:Geffen:Payon:Alberta:Izlude");
- mes "[Sprakki]";
- mes "I see.";
- mes "Go ahead and grow stronger! Look toward a brighter future ahead of you.";
- callfunc "F_NvErase";
- close2;
- switch(.@select) {
- case 1:
- savepoint "prontera",273,354;
- warp "prontera",273,354;
- break;
- case 2:
- savepoint "morocc",160,94;
- warp "morocc",160,94;
- break;
- case 3:
- savepoint "geffen",120,100;
- warp "geffen",120,100;
- break;
- case 4:
- savepoint "payon",70,100;
- warp "payon",70,100;
- break;
- case 5:
- savepoint "alberta",116,57;
- warp "alberta",116,57;
- break;
- case 6: // Old coordinates: (94,103)
- savepoint "izlude",128,98;
- warp "izlude",128,98;
- break;
- }
- end;
- }
- } else {
- mes "[Sprakki]";
- mes "These are the Novice Training Grounds.";
- mes "I will guide you to the Novice Training Center.";
- close2;
- savepoint strnpcinfo(4),100,100;
- warp strnpcinfo(4),100,100;
- end;
- }
-}
-new_1-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv1b 4_F_01
-new_2-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv2b 4_F_01
-new_3-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv3b 4_F_01
-new_4-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv4b 4_F_01
-new_5-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv5b 4_F_01
-
-- script Brade#newbe02::NvBradeA -1,{
- if (job_novice_q < 2) {
- mes "[Instructor Brade]";
- mes "Hello there! Welcome to the World of Ragnarok Online.";
- mes "You have participated on the previous Training Grounds.";
- mes "The Training Grounds have now come under new management.";
- next;
- mes "[Instructor Brade]";
- mes "I guess we will just have to start your training all over again.";
- next;
- mes "[Instructor Brade]";
- mes "My name is Instructor Brade and I'm in charge of giving you basic gameplay tips.";
- mes "Click on the [Next] button or press [Enter] to continue.";
- next;
- mes "[Instructor Brade]";
- mes "First you need to learn the very basics of controlling your character.";
- mes "All the basic ^4d4dff moves, selection of items, and attacks^000000 use the ^4d4dff left click of the mouse^000000.";
- next;
- cutin "tutorial01",3;
- mes "-! Info !-";
- mes "Click on the ground to move the character.";
- mes "Attacking monsters and conversations with the people of this world can be done by simply clicking on them.";
- next;
- cutin "",255;
- next;
- mes "[Instructor Brade]";
- mes "First off, try moving around.";
- mes "After moving around, talk to me again.";
- nov_1st_cos = 0;
- nov_2nd_cos = 0;
- nov_3_swordman = 0;
- nov_3_archer = 0;
- nov_3_thief = 0;
- nov_3_magician = 0;
- nov_3_acolyte = 0;
- nov_3_merchant = 0;
- treasure_alb = 0;
- job_novice_q = 2;
- setquest 7118;
- next;
- cutin "tutorial02",3;
- mes "-! Info !-";
- mes "You've received a quest from Instructor Brade.";
- mes "You can check the contents of the quest in the Quest Info Window.";
- next;
- mes "-! Info !-";
- mes "You can open the Quest Info Window by pressing the ^4d4dffAlt + U^000000keys at the same time.";
- next;
- cutin "",255;
- mes "[Instructor Brade]";
- mes "Have you checked the Quest Info Window?";
- mes "Well, talk to me again.";
- close;
- } else if (job_novice_q < 4) {
- if (job_novice_q == 2) {
- mes "[Instructor Brade]";
- mes "Great.";
- mes "You've completed the given quest successfully, so I will reward you with experience points.";
- job_novice_q = 3;
- getexp 900,10;
- completequest 7118;
- next;
- mes "[Instructor Brade]";
- mes "Experience Points you've earned from hunting or finishing quests can be checked by tracking the EXP Bar, located at upper-left side of the display.";
- next;
- mes "[Instructor Brade]";
- mes "Sigh... I will just talk roughly.";
- mes "...I just can't get used to 'politeness' you know.";
- mes "Don't look at me like that!";
- next;
- mes "[Instructor Brade]";
- mes "Ok look alive you maggot.";
- mes "Next up is items and equipment.";
- next;
- mes "[Instructor Brade]";
- mes "First, take these.";
- mes "These are very basic equipments and recovery potions.";
- } else {
- mes "[Instructor Brade]";
- mes "Uh... Where were we? Oh right, let's continue.";
- mes "It's about items and equipments.";
- next;
- mes "[Instructor Brade]";
- mes "Take these.";
- mes "Basic equipments and recovery potions.";
- }
- job_novice_q = 4;
- getitem 2352,1; //Novice_Plate
- getitem 2510,1; //Novice_Hood
- getitem 2414,1; //Novice_Boots
- getitem 5055,1; //Novice_Egg_Cap
- getitem 1243,1; //Novice_Knife
- getitem 2112,1; //Novice_Guard
- getitem 569,300; //Novice_Potion
- setquest 7119;
- next;
- mes "[Instructor Brade]";
- mes "In the upper left Basic Info. Window, press the 'Item' icon to open the Item Window.";
- mes "The item window is divided into...";
- next;
- mes "[Instructor Brade]";
- mes "3 sections: consumable items, equipment and other items.";
- mes "If you want to use or equip items, just double-click on the item or drag them into the Equipment Window.";
- next;
- mes "[Instructor Brade]";
- mes "You can see detailed info. of each item by right-clicking on the item.";
- mes "Detailed information of the item will pop up.";
- next;
- cutin "tutorial04",3;
- mes "!- Info -!";
- mes "Right-click on an item to see detailed information about it.";
- next;
- mes "!- Info -!";
- mes "Right-click on other players to show the Community Menu and you can join a party, or request trade with a player etc.";
- next;
- cutin "",255;
- mes "[Instructor Brade]";
- mes "Why don't you equip the items I gave you earlier?";
- mes "^4d4dffDouble-Click^000000 on the item you want to equip. Let us continue after you are done gearing up.";
- next;
- cutin "tutorial03",3;
- mes "!- Info -!";
- mes "Items can be easily equipped or used by simply double-clicking on them.";
- mes "The Hot Key to open the Inventory Window is ALT + E.";
- next;
- mes "!- Info -!";
- mes "To check on the items that are currently equipped, use the Hot Key ALT + Q.";
- mes "Or, drag the item on to the item slot you want the item to be equipped.";
- next;
- mes "!- Info -!";
- mes "Equip all of the equipment given by Instructor Brade.";
- close2;
- cutin "",255;
- end;
- } else if (job_novice_q == 4) {
- if (isequipped(2414) + isequipped(2352) + isequipped(2510) + isequipped(2112) + isequipped(1243) < 4) {
- mes "[Instructor Brade]";
- mes "Try to put on at least 4 of the equipments I gave you.";
- mes "Put those shoes on, wear those clothes, and arm yourself with that weapon you maggot.";
- close;
- }
- mes "[Instructor Brade]";
- mes "You are all set.";
- mes "You are coming along just fine.";
- job_novice_q = 5;
- getexp 1200,15;
- getitem 12323,50; //N_Fly_Wing
- getitem 12324,20; //N_Butterfly_Wing
- completequest 7119;
- next;
- mes "[Instructor Brade]";
- mes "Here's some Fly Wings and Butterfly Wings as a reward.";
- mes "You don't need these in the Training Ground, but they will come in handy later.";
- next;
- mes "[Instructor Brade]";
- mes "Next, are Hot Keys.";
- mes "Press the ^4d4dffF12 key^000000 on your keyboard.";
- mes "A box with 9 slots will pop up.";
- next;
- mes "[Instructor Brade]";
- mes "Drag on the right corner of the Hot Key Window and you will be able to see the other pages of the Hot Key.";
- next;
- mes "[Instructor Brade]";
- mes "The F1 to F9 keys are the designated hotkeys.";
- mes "Just drag a skill or an item onto the Hot Key Window and press a corresponding key to use them right away.";
- next;
- cutin "tutorial05",3;
- mes "!- Info -!";
- mes "You can register a skill or an item to the Hot Key Window by just dragging them onto the Hot Key Slot.";
- next;
- mes "!- Info -!";
- mes "Registered Skills or Items can be used/equipped by just pressing the corresponding key.";
- next;
- mes "!- Info -!";
- mes "You can customize the Hot Key to use any keys you please as the Hot Key by changing the Shortcut configuration in the options menu.";
- next;
- mes "!- Info -!";
- mes "Register skills and items that you use often so that you can use them easily.";
- next;
- cutin "",255;
- mes "[Instructor Brade]";
- mes "The last part is how to use Skills.";
- mes "But before that, you need to learn something first.";
- next;
- mes "[Instructor Brade]";
- mes "Somewhere in this room, there's someone named ^4d4dffJinha^000000.";
- mes "Find Jinha and learn the ^4d4dff[First Aid]^000000 skill from him.";
- setquest 7120;
- next;
- mes "[Instructor Brade]";
- mes "Your lesson is after that.";
- mes "Go find Jinha and learn the [First Aid] Skill. Then come back to me.";
- close;
- } else if (job_novice_q == 5) {
- mes "[Instructor Brade]";
- mes "Somewhere in this room, there's someone named ^4d4dffJinha^000000.";
- mes "Find Jinha and learn the ^4d4dff[First Aid]^000000 skill from him.";
- close;
- } else if (job_novice_q == 6) {
- mes "[Instructor Brade]";
- mes "Now you've learned the [First Aid] Skill.";
- mes "Just as I told you before, by registering the First Aid Skill onto the Hot Key Window, you can use the skill fast and easy.";
- next;
- mes "[Instructor Brade]";
- mes "And that's it, that's all I can teach you.";
- mes "You see that exit to the west?";
- mes "Move on to the next room and there will be another instructor waiting for you.";
- next;
- mes "[Instructor Brade]";
- mes "We will be seeing each other soon enough.";
- mes "But for now, go to the room to the west and get more information.";
- next;
- mes "[Instructor Brade]";
- mes "You've come along fine this far.";
- mes "This is not much, but take this as a reward.";
- job_novice_q = 7;
- getitem 2393,1; //N_Adventurer's_Suit
- completequest 7120;
- close;
- } else if (job_novice_q == 7) {
- mes "[Instructor Brade]";
- mes "Next step of the Training is done in the room west of here.";
- mes "If you are lost, I can send you there.";
- next;
- switch(select("I can get there by myself.:Please, send me to the next room.")) {
- case 1:
- mes "[Instructor Brade]";
- mes "Good. That's the attitude you must have.";
- mes "You can't just lean on others to help you.";
- mes "Now, go ahead.";
- close;
- case 2:
- mes "[Instructor Brade]";
- mes "Oh well.";
- mes "I think it's better than seeing you lost and wandering about.";
- mes "Hahahaha...";
- close2;
- warp strnpcinfo(4),41,172;
- end;
- }
- } else {
- mes "[Instructor Brade]";
- mes "Aren't you done with the courses here?";
- mes "Or are you just lost?";
- next;
- switch(select("Send me to the Combat Training Ground.:I want to go to town.")) {
- case 1:
- mes "[Instructor Brade]";
- mes "Sure.";
- mes "Be careful not to be lost again.";
- close2;
- warp "new_"+charat(strnpcinfo(4),4)+"-3",96,21;
- end;
- case 2:
- mes "[Instructor Brade]";
- mes "Town... Eh?";
- mes "In that case, I will send you to where the Kafra Employee is at.";
- mes "Use ^4d4dffKafra's Warp Service^000000 to go to town.";
- close2;
- warp strnpcinfo(4),41,172;
- end;
- }
- }
-}
-new_1-2,100,105,3 duplicate(NvBradeA) Brade#nv1a 4_M_JOB_KNIGHT1
-new_2-2,100,105,3 duplicate(NvBradeA) Brade#nv2a 4_M_JOB_KNIGHT1
-new_3-2,100,105,3 duplicate(NvBradeA) Brade#nv3a 4_M_JOB_KNIGHT1
-new_4-2,100,105,3 duplicate(NvBradeA) Brade#nv4a 4_M_JOB_KNIGHT1
-new_5-2,100,105,3 duplicate(NvBradeA) Brade#nv5a 4_M_JOB_KNIGHT1
-
-- script Jinha#newbe03::NvJinha -1,{
- if (job_novice_q < 5) {
- mes "[Jinha]";
- mes "What can I help you with?";
- mes "Hmm? You haven't followed the curriculum correctly.";
- next;
- mes "[Jinha]";
- mes "You have to see Instructor Brade first before me. I will send you to Instructor Brade.";
- close2;
- warp strnpcinfo(4),100,100;
- end;
- } else if (job_novice_q == 5) {
- if (getskilllv("NV_FIRSTAID") > 0) {
- mes "[Jinha]";
- mes "Hello!";
- mes "I am responsible for teaching you the [First Aid] skill.";
- mes "Instructor Brade asked you to learn it right?.";
- next;
- mes "[Jinha]";
- mes "Wow... ...it's amazing!";
- mes "You already know the First Aid Skill.";
- mes "There doesn't seem to be anything for me to teach you.";
- next;
- mes "[Jinha]";
- mes "Great. Was your instructor from the previous management Cecil?";
- mes "Well, you have learned First Aid, I can confirm that.";
- next;
- mes "[Jinha]";
- mes "Well, you can directly go to the next step of the course.";
- mes "Go back to Instructor Brade.";
- job_novice_q = 6;
- close;
- } else {
- mes "[Jinha]";
- mes "Hello!";
- mes "How can I help you?";
- next;
- select("I want to learn to use the [First Aid] Skill.");
- mes "[Jinha]";
- mes "That's right.";
- mes "First Aid is the skill used to convert SP into HP when you are in danger.";
- next;
- mes "[Jinha]";
- mes "It's recovery amount is small.";
- mes "Still, it will help you not to faint from a critical hit.";
- specialeffect2 EF_BEGINSPELL6;
- specialeffect2 EF_SPELLBREAKER;
- next;
- mes "[Jinha]";
- mes "You can open the Skill Window by pressing the ^4d4dffskill^000000 button in the Basic Window.";
- mes "Hot Key is ^4d4dffALT + S^000000.";
- mes "Why don't you try the skill?";
- skill "NV_FIRSTAID",1,0;
- skill_nov = 3; // Has future uses - do not remove! [Euphy]
- job_novice_q = 6;
- next;
- mes "[Jinha]";
- mes "Good, now you know how to use the First Aid Skill, you have to move on to the next step.";
- mes "Go back to Instructor Brade and show him what you've learned here.";
- close;
- }
- } else if (job_novice_q == 6) {
- mes "[Jinha]";
- mes "Didn't you learn the First Aid Skill already?";
- mes "Have it checked by Instructor Brade.";
- mes "If you don't know how to get to him, I will send you to him.";
- next;
- switch(select("I'm good by myself.:Please, send me to him.")) {
- case 1:
- mes "[Jinha]";
- mes "Very Good!";
- mes "That's the right attitude!";
- mes "You will be a great adventurer in the future.";
- close;
- case 2:
- mes "[Jinha]";
- mes "I will send you to Instructor Brade.";
- close2;
- warp strnpcinfo(4),100,100;
- end;
- }
- } else {
- mes "[Jinha]";
- mes "What can I do for you?";
- mes "Next course will be continued in the West Room.";
- mes "Go on into the west room.";
- close;
- }
-}
-new_1-2,115,120,3 duplicate(NvJinha) Jinha#nv1 1_M_ORIENT01
-new_2-2,115,120,3 duplicate(NvJinha) Jinha#nv2 1_M_ORIENT01
-new_3-2,115,120,3 duplicate(NvJinha) Jinha#nv3 1_M_ORIENT01
-new_4-2,115,120,3 duplicate(NvJinha) Jinha#nv4 1_M_ORIENT01
-new_5-2,115,120,3 duplicate(NvJinha) Jinha#nv5 1_M_ORIENT01
-
-// People/Services in Ragnarok
-//============================================================
-- script Chocolat#newbe06::NvChocolat -1,{
- if (job_novice_q < 7) {
- mes "[Chocolat]";
- mes "Hmm? Strange.";
- mes "Let me see that Trainee ID for a sec.";
- next;
- if (job_novice_q < 2) {
- mes "[Chocolat]";
- mes "Oh, really...";
- mes "You have participated on the previous Training Grounds.";
- mes "The Training Grounds have now come under new management.";
- next;
- mes "[Chocolat]";
- mes "If you want to do the basic course,";
- mes "you should go back to Instructor Brade.";
- next;
- mes "[Chocolat]";
- mes "Or you can go ahead and start with theory training.";
- mes "What would you like to do?";
- next;
- switch(select("Send me to Basic Training.:Start Theory Training.")) {
- case 1:
- mes "[Chocolat]";
- mes "Sure.";
- mes "I will send you to Instructor Brade.";
- mes "Instructor Brade will start your basic training.";
- close2;
- warp strnpcinfo(4),100,100;
- end;
- case 2:
- mes "[Chocolat]";
- mes "I will tell you about the people you will be seeing in Town.";
- mes "There are many kinds of people in town and some of them will be helpful to know.";
- next;
- mes "[Chocolat]";
- mes "There are a lot of people in town, but among them, these people are the most important to know.";
- next;
- mes "[Chocolat]";
- mes "They are [Kafra] Employee's standing right behind me and their rival company the [Cool Event Corp].";
- mes "When you visit a town for the first time, you should talk to the Information [Guide]";
- next;
- mes "[Chocolat]";
- mes "Well then, let's hear from each of them.";
- mes "Start by talking to the [Kafra] Employee.";
- job_novice_q = 8;
- setquest 7121;
- next;
- mes "^4d4dff- You've received a quest from Chocolat.";
- mes "Please check the quest information window. -^000000";
- close;
- }
- } else {
- mes "[Chocolat]";
- mes "You were still on the basic course.";
- mes "You should go back to Instructor Brade or Jinha.";
- next;
- mes "[Chocolat]";
- mes "If you don't know how to find them, I can send you to Instructor Brade, How about it?";
- next;
- switch(select("I will go myself.:Will you do that for me?")) {
- case 1:
- mes "[Chocolat]";
- mes "Sure. Go out to the door to the right.";
- close;
- case 2:
- mes "[Chocolat]";
- mes "Sure.";
- mes "I will see you later.";
- close2;
- warp strnpcinfo(4),100,100;
- end;
- }
- }
- } else if (job_novice_q == 7) {
- mes "[Chocolat]";
- mes "I will tell you about the people you will be seeing in Town.";
- mes "There are many kinds of people in town and some of them will be helpful to know.";
- next;
- mes "[Chocolat]";
- mes "There are a lot of people in town, but among them, these people are the most important to know.";
- next;
- mes "[Chocolat]";
- mes "They are [Kafra] Employee's standing right behind me and their rival company the [Cool Event Corp].";
- mes "When you visit a town for the first time, you should talk to Information [Guide]";
- next;
- mes "[Chocolat]";
- mes "Well then, let's hear from each of them.";
- mes "Start by talking to the [Kafra] Employee.";
- job_novice_q = 8;
- setquest 7121;
- close;
- } else if (job_novice_q == 8) {
- mes "[Chocolat]";
- mes "Here, talk to these guys standing behind me.";
- mes "Start with the [Kafra] Employee behind me.";
- close;
- } else if (job_novice_q == 9) {
- mes "[Chocolat]";
- mes "You've learned a lot about Kafra service huh?";
- mes "From now on, you can use the Kafra Service.";
- next;
- mes "[Chocolat]";
- mes "During the Training Process, if you want to go straight to the town, you can use the Kafra Service to go there.";
- mes "But, once you leave the Training Center, you can never come back here.";
- next;
- mes "[Chocolat]";
- mes "Next is the Kafra's rival, [Cool Event Corp.] Staff!";
- mes "[Cool Event Corp.] Staff specialize in events.";
- mes "Well, why don't you talk to him yourself?";
- close;
- } else if (job_novice_q == 10) {
- mes "[Chocolat]";
- mes "After [Kafra] and [Cool Event Corp.], are the Information [Guide]'s.";
- mes "They can seem insignificant but they can help you greatly when the time comes.";
- next;
- mes "[Chocolat]";
- mes "I've brought the Information Guide from the City of Prontera.";
- mes "Ask him what he actually does in town.";
- close;
- } else if (job_novice_q == 11) {
- mes "[Chocolat]";
- mes "How was the explanation of the Information [Guide]?";
- mes "Last is about using [Inn]s.";
- mes "There's an Inn located in each town.";
- next;
- mes "[Chocolat]";
- mes "You can rest at Inns or Hotels for a small fee.";
- mes "Your HP and SP will be recovered completely by resting there.";
- mes "Can't hurt to use one, eh?";
- next;
- mes "[Chocolat]";
- mes "Besides these guys, there's many merchants selling various kind of items, so go check them out.";
- job_novice_q = 12;
- completequest 7121;
- getexp 1800,20;
- getitem 7059,20; //Cargo_Free_Ticket
- getitem 7060,30; //Warp_Free_Ticket
- next;
- mes "[Chocolat]";
- mes "You've completed all the quests I gave you.";
- mes "As the reward, I will give you Free Tickets for Kafra Storage and Teleport Service.";
- mes "They will come in handy.";
- next;
- mes "[Chocolat]";
- mes "That's all for me.";
- mes "Now, it's time for real combat!";
- next;
- mes "[Chocolat]";
- mes "Real Combat Training will be given by Instructor Brade. You met him earlier.";
- mes "I will send you to the Real Combat Training Field.";
- close2;
- .@map$ = "new_"+charat(strnpcinfo(4),4)+"-3";
- savepoint .@map$,96,21;
- warp .@map$,96,21;
- end;
- } else {
- mes "[Chocolat]";
- mes "Are you lost?";
- next;
- switch(select("No, just looking around:Yes, send me to the Combat Training Field")) {
- case 1:
- mes "[Chocolat]";
- mes "Okay, come back to me if";
- mes "you need me to redirect you.";
- close;
- case 2:
- mes "[Chocolat]";
- mes "I will send you to the Real Combat Training Field.";
- close2;
- .@map$ = "new_"+charat(strnpcinfo(4),4)+"-3";
- savepoint .@map$,96,21;
- warp .@map$,96,21;
- end;
- }
- }
-}
-new_1-2,33,172,4 duplicate(NvChocolat) Chocolat#nv1 4W_KID
-new_2-2,33,172,4 duplicate(NvChocolat) Chocolat#nv2 4W_KID
-new_3-2,33,172,4 duplicate(NvChocolat) Chocolat#nv3 4W_KID
-new_4-2,33,172,4 duplicate(NvChocolat) Chocolat#nv4 4W_KID
-new_5-2,33,172,4 duplicate(NvChocolat) Chocolat#nv5 4W_KID
-
-- script Kafra Employee#newbe07::NvKafra -1,{
- if (job_novice_q < 8) {
- mes "[Kafra Employee]";
- mes "Hello.";
- mes "I don't think it's my turn yet.";
- mes "Please talk to 'Chocolat' first.";
- close;
- } else if (job_novice_q == 8) {
- mes "[Kafra Employee]";
- mes "Hello.";
- mes "I've been dispatched by the Kafra Head Office to help trainees.";
- mes "The Kafra Corporation is the world's largest company with a long and distinguished history on the Rune-Midgard continent.";
- mes "It's important for you adventurers to be close with us.";
- next;
- mes "[Kafra Employee]";
- mes "I will inform you about the Kafra Services which you will be using most frequently, [Save], [Storage] and [Teleport] Services.";
- next;
- mes "[Kafra Employee]";
- mes "When you talk to a Kafra Employee and ask for the Save Service,";
- mes "the location of where you will revive, after being defeated in battle, will be changed.";
- next;
- mes "[Kafra Employee]";
- mes "Your Respawn Point is always the last place where you have saved. Using a Butterfly Wing will return you to the place where you last saved.";
- mes "This service is free to use, so feel free to use the Save Service anytime you like.";
- next;
- callsub L_Services,2; //Storage
- next;
- callsub L_Services,3; //Teleport
- job_novice_q = 9;
- next;
- mes "[Kafra Employee]";
- mes "Do you want to hear another explanation?";
- next;
- while(1) {
- .@select = select("About Save:About Storage:About Teleport:About Cart:No More.");
- if (.@select == 5) {
- mes "[Kafra Employee]";
- mes "I hope you are satisfied with my explanation";
- mes "about the Kafra Service.";
- close;
- }
- callsub L_Services, .@select;
- next;
- }
- } else {
- mes "[Kafra Employee]";
- mes "Kafra Service at your service.";
- mes "What can I do for you?";
- next;
- mes "[Kafra Employee]";
- mes "Let me inform you before you use the Teleport Service.";
- mes "If you teleport to the village,";
- mes "^4d4dffyou can NEVER come back to the Novice Training Field.^000000";
- mes "So keep that in mind.";
- next;
- switch(select("Teleport Service:About Kafra Service")) {
- case 1:
- mes "[Kafra Employee]";
- mes "So, you are going straight to town.";
- mes "Let me give you a brief introduction.";
- mes "^4d4dffProntera is the Capital City of the Rune-Midgarts Kingdom, and right next to it is Izlude^000000.";
- next;
- mes "[Kafra Employee]";
- mes "^4d4dffMorroc is the Desert City, you can change your job to Thief and Assassin^000000 here.";
- mes "^4d4dffPayon is the Village in the Mountains, and it is close to the Archer Village^000000.";
- mes "^4d4dffGeffen is the City of Magic. Go there if you want to become a Mage.^000000";
- next;
- mes "[Kafra Employee]";
- mes "^4d4dffAlberta is the Port City and there you can find the Merchant Guild^000000.";
- mes "Also, if you are trying to take a boat to go somewhere, you have to go through Alberta first.";
- mes "Select the town you want to teleport to.";
- next;
- switch(select("Prontera:Morroc:Payon:Alberta:Geffen")) {
- case 1:
- mes "[Kafra Employee]";
- mes "Rune-Midgarts' Capital, Prontera.";
- mes "I will send you to Prontera.";
- mes "May Freya bless you upon your journey.";
- callfunc "F_NvErase";
- close2;
- savepoint "prontera",117,72;
- warp "prontera",150,50;
- end;
- case 2:
- mes "[Kafra Employee]";
- mes "The Desert City, Morroc...";
- mes "It has lost it's former glory...";
- mes "Do not lose the dream in your heart right now.";
- callfunc "F_NvErase";
- close2;
- savepoint "morocc",150,99;
- warp "morocc",155,110;
- end;
- case 3:
- mes "[Kafra Employee]";
- mes "Hmm, you want to be an Archer?.";
- mes "Let's go to Payon.";
- mes "Let Freya bless you.";
- callfunc "F_NvErase";
- close2;
- savepoint "payon",70,100;
- warp "payon",166,67;
- end;
- case 4:
- mes "[Kafra Employee]";
- mes "The Port City, Alberta.";
- mes "Main city for all trades on the Rune-Midgard continent.";
- mes "If you want to experience other civilizations, you have to visit Alberta first.";
- callfunc "F_NvErase";
- close2;
- savepoint "alberta",30,232;
- warp "alberta",114,58;
- end;
- case 5:
- mes "[Kafra Employee]";
- mes "The City of Magic!";
- mes "Geffen Tower is looking nice standing in the middle of Geffen City.";
- mes "I will send you close to the Geffen fountain.";
- mes "May Goddess Freya bless you!.";
- callfunc "F_NvErase";
- close2;
- savepoint "geffen",119,37;
- warp "geffen",122,65;
- end;
- }
- case 2:
- mes "[Kafra Employee]";
- mes "I will explain about the Kafra Service.";
- mes "Which Service do you want to be";
- mes "informed about?";
- next;
- while(1) {
- .@select = select("About Save:About Storage:About Teleport:About Cart:No More.");
- if (.@select == 5) {
- mes "[Kafra Employee]";
- mes "I hope you are satisfied with my explanation";
- mes "about the Kafra Service.";
- close;
- }
- callsub L_Services, .@select;
- next;
- }
- }
- }
- end;
-
-L_Services:
- switch(getarg(0)) {
- case 1:
- mes "[Kafra Employee]";
- mes "When you are killed in a battle,";
- mes "you can revive in the location you saved with this service.";
- mes "If you save at a Kafra in each village";
- mes "You can revive in the village you saved.";
- next;
- mes "[Kafra Employee]";
- mes "Saved location is always where";
- mes "you saved last, and by using a Butterfly Wing,";
- mes "you can teleport directly to your saved point.";
- mes "So feel free to use this service.";
- break;
- case 2:
- mes "[Kafra Employee]";
- mes "Next is about using the Storage Service.";
- mes "You can store and retrieve your items in any town at your convenience.";
- next;
- mes "[Kafra Employee]";
- mes "It's unreasonable to carry all of your items with you when you don't need them right away.";
- mes "Please use our Storage and keep your items safe and secure.";
- next;
- mes "[Kafra Employee]";
- mes "Our convenient Storage Service";
- mes "is provided to our customers for a small fee which is different from town to town.";
- mes "However, you must be";
- mes "at least ^3355FFBasic Skill Level 6^000000";
- mes "to use the Storage.";
- next;
- mes "[Kafra Employee]";
- //mes "There are 3 different item sections of the Storage into which items are organized: Consumable, Equipment and Etc.";
- mes "There are 7 different item sections of the Storage into which items are organized: Consumable, Kafra (Item Mall), Armor, Weapons, Ammo, Cards, and Etc items.";
- next;
-
- // VIP System messages.
- mes "[Kafra Employee]";
- mes "There are a maximum of 600 Inventory Slots in Kafra Storage, meaning you can have up to 600 different kinds of items in Storage.";
- next;
-/*
- mes "[Kafra Employee]";
- mes "There are a maximum of 300 Inventory Slots in Kafra Storage, meaning you can have up to 300 different kinds of items in Storage.";
- next;
- mes "[Kafra Employee]";
- mes "If you have a Premium Subscription, the maximum Inventory Slots in Kafra Storage is 600!";
- mes "Remember though, that in the case of Equipment, each item takes up one Inventory Slot.";
- mes "The maximum number of items that can be placed in Kafra Storage is 30,000.";
- next;
-*/
-
- mes "[Kafra Employee]";
- mes "This Storage is shared by every character on one account.";
- mes "Storage Fees can be vary for each Town.";
- mes "So please keep that in mind when you are using our storage service.";
- break;
- case 3:
- mes "[Kafra Employee]";
- mes "We also provide you with a Teleport Service to make your trips easier when you are trying to move a long distance.";
- next;
- mes "[Kafra Employee]";
- mes "With our veteran teleporter's skill,";
- mes "your trip will be safer and more comfortable.";
- mes "Oh and remember that the places you can teleport to vary from town to town.";
- next;
- mes "[Kafra Employee]";
- mes "This is all for your never ending";
- mes "support. We are working hard to";
- mes "repay our dept to our customers.";
- break;
- case 4:
- mes "[Kafra Employee]";
- mes "The Kafra corporation provides Cart rental services";
- mes "to customers engaged in commercial business.";
- mes "Originally this cart rental service had been only provided";
- mes "by the merchant guild in Alberta";
- next;
- mes "[Kafra Employee]";
- mes "However, since we took over this service";
- mes "our merchant customers have been able to rent carts from almost anywhere.";
- mes "The cart rental service is available only for job classes engaged in commercial business";
- mes "such as ^4d4dffMerchants, Blacksmiths, Alchemists, and Super Novices^000000.";
- next;
- mes "[Kafra Employee]";
- mes "Of course you should learn the 'Pushcart' skill beforehand,";
- mes "otherwise you will not be able to rent a cart from us.";
- mes "The rental fee varies by town,";
- mes "please keep that in mind.";
- break;
- }
- return;
-}
-new_1-2,30,176,4 duplicate(NvKafra) Kafra Employee#nv1 4_F_KAFRA1
-new_2-2,30,176,4 duplicate(NvKafra) Kafra Employee#nv2 4_F_KAFRA1
-new_3-2,30,176,4 duplicate(NvKafra) Kafra Employee#nv3 4_F_KAFRA1
-new_4-2,30,176,4 duplicate(NvKafra) Kafra Employee#nv4 4_F_KAFRA1
-new_5-2,30,176,4 duplicate(NvKafra) Kafra Employee#nv5 4_F_KAFRA1
-
-- script Cool Event Corp. Staff::NvCool -1,{
- if (job_novice_q < 9) {
- mes "[Cool Event Corp. Staff]";
- mes "This is not my turn.";
- mes "have you finished talking to the Kafra Employee yet?";
- close;
- } else if (job_novice_q == 9) {
- mes "[Cool Event Corp. Staff]";
- mes "Hello.";
- mes "We are working hard to provide events on Rune-Midgard similar to the Kafra services.";
- next;
- mes "[Cool Event Corp. Staff]";
- mes "Our staff is here to support you with [storage], [save] and [teleport service].";
- next;
- mes "[Cool Event Corp. Staff]";
- mes "If there's no Kafra around you, we're around to help you.";
- next;
- mes "[Cool Event Corp. Staff]";
- mes "We are working hard on a network of Events to make your life better.";
- mes "I hope that you can meet our staff in Alberta.";
- next;
- mes "[Cool Event Corp. Staff]";
- mes "Who knows, we might meet outside of this academy.";
- next;
- mes "[Cool Event Corp. Staff]";
- mes "Mostly all of us wear red coats in the places that the Kafra Employee's don't work in.";
- job_novice_q = 10;
- close;
- } else {
- mes "[Cool Event Corp. Staff]";
- mes "Most of our services are similar to those of the Kafra Corporation.";
- close;
- }
-}
-new_1-2,33,176,4 duplicate(NvCool) Cool Event Corp. Staff::NvCool1 4_M_ZONDAMAN
-new_2-2,33,176,4 duplicate(NvCool) Cool Event Corp. Staff::NvCool2 4_M_ZONDAMAN
-new_3-2,33,176,4 duplicate(NvCool) Cool Event Corp. Staff::NvCool3 4_M_ZONDAMAN
-new_4-2,33,176,4 duplicate(NvCool) Cool Event Corp. Staff::NvCool4 4_M_ZONDAMAN
-new_5-2,33,176,4 duplicate(NvCool) Cool Event Corp. Staff::NvCool5 4_M_ZONDAMAN
-
-- script Guide::NvGuide -1,{
- if (job_novice_q < 10) {
- mes "[Guide]";
- mes "It ain't my turn yet.";
- mes "Listen to Chocolat.";
- close;
- } else if (job_novice_q == 10) {
- mes "[Guide]";
- mes "Guides are in each town to guide you to useful places.";
- mes "Ask us where you want to go and we'll mark your mini maps with a ^4d4dff+^000000.";
- mes "Don't hesitate to ask us questions.";
- next;
- mes "[Guide]";
- mes "We all don't look the same in every town but our roles are the same.";
- mes "Take note of this whenever you go to a new town.";
- next;
- mes "[Guide]";
- mes "If you want to go to your first town, you can ask the Kafra Employee to the left.";
- mes "You can move there with the Teleport Service.";
- job_novice_q = 11;
- close;
- } else {
- mes "[Guide]";
- mes "What can I help you with?";
- mes "Need me to explain what I do again?";
- next;
- switch(select("Yes, I need an explanation.:Nope.")) {
- case 1:
- mes "[Guide]";
- mes "Guides are in each town to guide you to useful places in each town.";
- mes "Ask us where you want to go and we'll mark your mini maps with a ^4d4dff+^000000.";
- mes "Don't hesitate to ask us questions.";
- next;
- mes "[Guide]";
- mes "We all don't look the same in every town but our roles are the same.";
- mes "Take note of this whenever you go to a new town.";
- next;
- mes "[Guide]";
- mes "If you want to go to your first town, you can ask the Kafra Employee to the left.";
- mes "You can move there with the Teleport Service.";
- close;
- case 2:
- mes "[Guide]";
- mes "Ok well talk to Chocolat if you're done talking with us.";
- close;
- }
- }
-}
-new_1-2,36,176,4 duplicate(NvGuide) Guide#nv1 8W_SOLDIER
-new_2-2,36,176,4 duplicate(NvGuide) Guide#nv2 8W_SOLDIER
-new_3-2,36,176,4 duplicate(NvGuide) Guide#nv3 8W_SOLDIER
-new_4-2,36,176,4 duplicate(NvGuide) Guide#nv4 8W_SOLDIER
-new_5-2,36,176,4 duplicate(NvGuide) Guide#nv5 8W_SOLDIER
-
-// Real Combat Training
-//============================================================
-- script Brade#newbe04::NvBradeB -1,{
- if (job_novice_q < 12) {
- if (job_novice_q < 2) {
- mes "[Brade]";
- mes "You have participated on the previous Training Grounds.";
- mes "The Training Grounds have now come under new management.";
- next;
- mes "[Brade]";
- mes "Do you want to do the basic course,";
- mes "or do you just want to go through from here?";
- next;
- switch(select("Send me to Basic Training.:I'll start from here.")) {
- case 1:
- mes "[Brade]";
- mes "Ok. I'll send you to the basic course.";
- close2;
- warp "new_"+charat(strnpcinfo(4),4)+"-2",100,100;
- end;
- case 2:
- mes "[Brade]";
- mes "Then we will start your training.";
- mes "I'll write down the registration form.";
- job_novice_q = 12;
- close;
- }
- } else {
- mes "[Brade]";
- mes "I think you came back from theory training course,";
- mes "can I send you back to there or do you just want to go through from here?";
- next;
- switch(select("Send me back to Chocolat.:I'll start from here.")) {
- case 1:
- mes "[Brade]";
- mes "Ok. I'll send you to Chocolat.";
- close2;
- warp "new_"+charat(strnpcinfo(4),4)+"-2",41,172;
- end;
- case 2:
- mes "[Brade]";
- mes "Then we will start your training.";
- mes "I'll write down the registration form.";
- job_novice_q = 12;
- close;
- }
- }
- } else if (job_novice_q == 12) {
- mes "[Brade]";
- mes "Welcome.";
- mes "Now this is real practice.";
- mes "We can practice real battle here.";
- next;
- mes "[Brade]";
- mes "As I explained the first time, we can click on the monsters.";
- mes "One attack per click.";
- next;
- mes "[Brade]";
- mes "For convenience,";
- mes "^4d4dffIf you hold down the Ctrl key,^000000 while attacking, you will automatically attack.";
- next;
- mes "[Brade]";
- mes "You can also set this mode before battle by typing ^4d4dff[ /nc ]^000000.";
- next;
- mes "[Brade]";
- mes "Then, let's go Poring hunting.";
- mes "Please hunt 'Poring's on Level 1 of the training grounds.";
- job_novice_q = 13;
- setquest 7122;
- getitem 569,100; //Novice_Potion
- savepoint strnpcinfo(4),96,21;
- next;
- mes "^4d4dff- You've received a quest from Instructor Brade.";
- mes "Please check the quest information window. -^000000";
- close2;
- } else if (job_novice_q < 15) {
- if (job_novice_q == 13) {
- if (questprogress(7122,HUNTING) == 2) {
- mes "[Brade]";
- mes "You can see it is not so hard, huh?";
- mes "Nice job.";
- job_novice_q = 14;
- getitem 13040,1; //N_Cutter
- getexp 3000,30;
- completequest 7122;
- next;
- } else {
- mes "[Brade]";
- mes "Kill enough Porings.";
- mes "Porings are easy to deal with, so cheer up.";
- mes "Try again.";
- npcskill "AL_HEAL",11,99,60;
- close;
- }
- }
- mes "[Brade]";
- mes "Now all of the courses are almost done.";
- mes "You are a Novice, and you can't get any jobs yet.";
- next;
- mes "[Brade]";
- mes "If you acquire all of basic skills with JOB Level 10, you can change your job.";
- next;
- mes "[Brade]";
- mes "The first Job classes are defined into 6 classes.";
- next;
- mes "[Brade]";
- mes "The 6 basic jobs are";
- mes "Swordman, Thief,";
- mes "Acolyte, Mage,";
- mes "Archer and Merchant.";
- next;
- mes "[Brade]";
- mes "Let's experience the basic 6 jobs, Swordman, Thief, Acolyte, Mage, Archer and Merchant and see what those jobs can do.";
- next;
- mes "[Brade]";
- mes "Behind me, there are people dispatched from each of the basic Job Guilds.";
- mes "These people will give you instruction manuals that allow you to experience some limited skills of each job.";
- next;
- mes "[Brade]";
- mes "Equip a manual of the job which you want to experience, and you will be able to use some basic skills of that corresponding job.";
- mes "Try those skills and decide which job to choose.";
- job_novice_q = 15;
- close;
- } else {
- mes "[Brade]";
- mes "Have you tried the skills in the Manuals?";
- mes "If you want to hear information about each job, talk to the people dispatched by the Job Guilds.";
- next;
- mes "[Brade]";
- mes "I think you've learned enough, do you want to quit and go to your first town?";
- next;
- switch(select("I will stay little longer.:I want to quit and go to the town.")) {
- case 1:
- mes "[Brade]";
- mes "It's ok to stay here and practice until you think you are ready.";
- next;
- mes "[Brade]";
- mes "Try using the job manuals to find out the characteristics of each job's skills.";
- mes "I will restore your HP and SP... Keep it up.";
- npcskill "AL_HEAL",11,99,60;
- percentheal 0,100;
- close;
- case 2:
- mes "[Brade]";
- mes "Looks like you are ready.";
- mes "I guess you have made up your mind, huh?";
- mes "Well, where do you want to go?";
- next;
- switch(select("Prontera:Morroc:Payon:Alberta:Geffen:Cancel")) {
- case 1:
- mes "[Brade]";
- mes "Prontera, the Capital city of the Rune-Midgarts Kingdom.";
- mes "Take care and god bless you on your journey.";
- callfunc "F_NvErase";
- close2;
- savepoint "prontera",117,72;
- warp "prontera",150,50;
- end;
- case 2:
- mes "[Brade]";
- mes "The Desert Town, Morroc...";
- mes "There's lots of hidden stories within that town.";
- mes "Take care.";
- callfunc "F_NvErase";
- close2;
- savepoint "morocc",150,99;
- warp "morocc",155,110;
- end;
- case 3:
- mes "[Brade]";
- mes "You've selected Payon.";
- mes "God bless you.";
- callfunc "F_NvErase";
- close2;
- savepoint "payon",70,100;
- warp "payon",166,67;
- end;
- case 4:
- mes "[Brade]";
- mes "Alberta, the Port City.";
- mes "It's the main hub of all trades.";
- mes "If you want to meet with other civilizations, you have to go to Alberta first.";
- mes "Well then, god bless you on your soul.";
- callfunc "F_NvErase";
- close2;
- savepoint "alberta",30,232;
- warp "alberta",114,58;
- end;
- case 5:
- mes "[Brade]";
- mes "Geffen, the City of Magic.";
- mes "Geffen Tower in the middle of the city is nice.";
- mes "I will send you near the Geffen fountain.";
- mes "May Goddess Freya bless you.";
- callfunc "F_NvErase";
- close2;
- savepoint "geffen",119,37;
- warp "geffen",122,65;
- end;
- case 6:
- mes "[Brade]";
- mes "Yeah... Think with prudence.";
- mes "...Meet up with the people from each guild.";
- close;
- }
- }
- }
-}
-new_1-3,96,30,4 duplicate(NvBradeB) Brade#nv1b 4_M_JOB_KNIGHT1
-new_2-3,96,30,4 duplicate(NvBradeB) Brade#nv2b 4_M_JOB_KNIGHT1
-new_3-3,96,30,4 duplicate(NvBradeB) Brade#nv3b 4_M_JOB_KNIGHT1
-new_4-3,96,30,4 duplicate(NvBradeB) Brade#nv4b 4_M_JOB_KNIGHT1
-new_5-3,96,30,4 duplicate(NvBradeB) Brade#nv5b 4_M_JOB_KNIGHT1
-
-- script Swordman Guide#newbe10::NvSwordman -1,{
- if (job_novice_q < 15) {
- mes "[Swordman Guildsman]";
- mes "I won't help you until you finish Brade's instructions.";
- close;
- }
- mes "[Swordman Guildsman]";
- mes "Can I help you?";
- next;
- switch(select("About Swordman Class.:Job change to Swordman.:Got any quests?:Cancel.")) {
- case 1:
- mes "[Swordman Guildsman]";
- mes "Literally, Swordman means one, who";
- mes "is specialized in wielding swords.";
- mes "But they can also choose to use spears if they so choose.";
- next;
- mes "[Swordman Guildsman]";
- mes "We possesses strong physical strength.";
- mes "So naturally we can equip heavy armors and weapons.";
- mes "Most weapon classes, except for bows and rods,";
- mes "are equippable by our class.";
- next;
- mes "[Swordman Guildsman]";
- mes "The only weakness of the Swordman class is that they cannot use magic spells.";
- mes "But we've compensated for that by using elemental weapons.";
- next;
- mes "[Swordman Guildsman]";
- mes "The merits of being a Swordman is the enormous amount of HP we have.";
- mes "Most of us can bear the grunt of our enemies' attacks with relative ease.";
- next;
- mes "[Swordman Guildsman]";
- mes "And we are unrivaled when it comes to one-on-one melee combat.";
- next;
- mes "[Swordman Guildsman]";
- mes "Anyone who chooses to be a Swordman will likely play the role of the tank. It is our duty to protect the weak.";
- next;
- mes "[Swordman Guildsman]";
- mes "As a Swordman you can advance to a ^8E2323Knight^000000 or ^8E2323Crusader^000000 class as your 2nd class profession.";
- mes "And just recently third professions have been discovered.";
- next;
- if (isequipped(2819) || countitem(2819)) {
- mes "[Swordman Guildsman]";
- mes "Try the Swordman skills listed in the manual.";
- mes "Open your skill menu by pressing Alt + S";
- mes "Make sure it is in list mode by clicking the minimize button on the top right corner of the Skill Menu.";
- close;
- }
- mes "[Swordman Guildsman]";
- mes "If you're interested in being a Swordman, I'll offer you this manual.";
- mes "Do you want to try the skills of a Swordman?";
- next;
- switch(select("I'll try the Swordman skills.:No thanks.")) {
- case 1:
- mes "[Swordman Guildsman]";
- mes "Here is the Swordman manual.";
- mes "I'll just take any manuals from any other classes you have.";
- next;
- callfunc "F_NvErase";
- getitem 2819,1; //Swordman_Manual
- next;
- mes "[Swordman Guildsman]";
- mes "After equipping the Manual, open your Skill menu by pressing ALT+S.";
- mes "Make sure to minimize your Skill tree by clicking the '-' button on the top right corner of the Skill Tree Window.";
- close;
- case 2:
- mes "[Swordman Guildsman]";
- mes "Hum. Do you think so?";
- mes "Ok, I agree with you. Choosing a job is very important in our lives.";
- mes "Just talk to me whenever you want to experience Swordman skills.";
- close;
- }
- case 2:
- mes "[Swordman Guildsman]";
- mes "Do you really want to change your job to Swordman?";
- mes "If you want to be a Swordman, I'll send you to the Swordman Association immediately.";
- next;
- mes "[Swordman Guildsman]";
- mes "I think you have enough job levels, of course, right?";
- mes "Do you want to stop your training now and go to the Swordman Association?";
- next;
- switch(select("I'll consider it again.:I'll go to the Swordman Association.")) {
- case 1:
- mes "[Swordman Guildsman]";
- mes "Please try enough instruction manuals from each job class and consider it carefully.";
- mes "Of course, you're always welcomed.";
- close;
- case 2:
- mes "[Swordman Guildsman]";
- mes "I see.";
- mes "Then I'll end your training process and send you to the Swordman Guild.";
- callfunc "F_NvErase",1;
- close2;
- savepoint "izlude",128,98; // Old coordinates: (95,104)
- warp "izlude_in",74,167;
- end;
- }
- case 3:
- .@quest = questprogress(7123);
- if (!.@quest) {
- mes "[Swordman Guildsman]";
- mes "You want me to give you a quest?";
- mes "Umm. Let me see.";
- mes "Ok! Hunt a couple of Picky monsters around here?";
- next;
- mes "^4d4dffYou received a hunting request from a staff of the Swordman Guild.";
- mes "You can check the contents of the quest from the quest information window.^000000";
- setquest 7123;
- next;
- mes "[Swordman Guildsman]";
- mes "Use the 'Bash' skill in the Swordman manual.";
- mes "Open your Skill Tree by pressing ^4d4dffAlt + S^000000 and minimize the window by pressing the ^4d4dff'-'^000000 button on the top right corner of the window to see the available Swordman skills.";
- next;
- mes "[Swordman Guildsman]";
- mes "Talk to Trainer Brutus if you want to fight stronger monsters.";
- mes "I'll wait for you here.";
- mes "Wish you a good luck.";
- close;
- } else if (.@quest == 1) {
- if (questprogress(7123,HUNTING) == 2) {
- mes "[Swordman Guildsman]";
- mes "Great.";
- mes "I think that you're good enough to be a Swordman.";
- mes "I'll give you some potions as a reward.";
- completequest 7123;
- getitem 569,200; //Novice_Potion
- getexp 5000,100;
- close;
- } else {
- mes "[Swordman Guildsman]";
- mes "Hunt two Picky monsters.";
- mes "You can find them in the more difficult training grounds by talking to Trainer Brutus.";
- close;
- }
- } else if (.@quest == 2) {
- mes "[Swordman Guildsman]";
- mes "I think you finished that quest already, right?";
- mes "You'll experience more of these quests as you grow as an adventurer in the world.";
- next;
- mes "[Swordman Guildsman]";
- mes "Your training is now complete.";
- mes "If you choose to become a Swordman I wish you good luck.";
- close;
- } else {
- mes "[Swordman Guildsman]";
- mes "I'm sorry but I don't have any quests to give you right now.";
- close;
- }
- case 4:
- mes "[Swordman Guildsman]";
- mes "If you have any questions about the Swordman class, please ask me.";
- mes "The Swordman Guild is waiting for novices like you.";
- close;
- }
-}
-new_1-3,97,41,3 duplicate(NvSwordman) Swordman Guide#nv1 4_F_JOB_KNIGHT
-new_2-3,97,41,3 duplicate(NvSwordman) Swordman Guide#nv2 4_F_JOB_KNIGHT
-new_3-3,97,41,3 duplicate(NvSwordman) Swordman Guide#nv3 4_F_JOB_KNIGHT
-new_4-3,97,41,3 duplicate(NvSwordman) Swordman Guide#nv4 4_F_JOB_KNIGHT
-new_5-3,97,41,3 duplicate(NvSwordman) Swordman Guide#nv5 4_F_JOB_KNIGHT
-
-- script Acolyte Guide#newbe10::NvAcolyte -1,{
- if (job_novice_q < 15) {
- mes "[Prontera Acolyte]";
- mes "You look like you are not done with Instructor Brade's lessons.";
- close;
- }
- mes "[Prontera Acolyte]";
- mes "What can I do for you?";
- next;
- switch(select("What is an Acolyte?:Job change to Acolyte.:Cancel")) {
- case 1:
- mes "[Prontera Acolyte]";
- mes "An Acolyte is someone who worships the goddess Freya sacrificing themselves to help others.";
- next;
- mes "[Prontera Acolyte]";
- mes "Acolytes use supportive skills to make combat easier.";
- mes "It is essential to have an Acolyte in any successful party.";
- next;
- mes "[Prontera Acolyte]";
- mes "^8E2323As an Acolyte, you can upgrade your future job to Priest or Monk^8E2323.";
- next;
- if (isequipped(2821) || countitem(2821)) {
- mes "[Prontera Acolyte]";
- mes "Try the Acolyte Skills with the manual you have. It will help you understand the job easier.";
- mes "Open your Skill Tree by pressing ^4d4dffAlt + S^000000 and minimize the window by pressing the ^4d4dff'-'^000000 button on the top right corner of the window to see the available skills.";
- close;
- }
- mes "[Prontera Acolyte]";
- mes "If you want, I can give you a skill manual to experience what it is like to be an Acolyte.";
- mes "Would you like to experience the skills of an Acolyte?";
- next;
- switch(select("Yes, please.:No, I'm not interested.")) {
- case 1:
- mes "[Prontera Acolyte]";
- mes "Here you go, the instruction manual of an Acolyte.";
- mes "I will take away those other job's manuals while you study this one.";
- next;
- callfunc "F_NvErase";
- getitem 2821,1; //Acolyte_Manual
- next;
- mes "[Prontera Acolyte]";
- mes "Make sure to equip the Skill Manual by double-clicking it in the Inventory Window.";
- mes "Open your Skill Tree by pressing ^4d4dffAlt + S^000000 and minimize the window by pressing the ^4d4dff'-'^000000 button on the top right corner of the window to see the available skills.";
- close;
- case 2:
- mes "[Prontera Acolyte]";
- mes "Hum. Do you think so.";
- mes "Ok, I agree with you. Choosing a job is very important in our life.";
- mes "Just talk to me whenever you want to know about Acolytes.";
- close;
- }
- case 2:
- mes "[Prontera Acolyte]";
- mes "Do you really want to become an Acolyte?";
- mes "If you do, I will send you to Prontera's Sanctuary.";
- next;
- mes "[Prontera Acolyte]";
- mes "Of course, I assume you have enough job levels to become an Acolyte right?";
- mes "Would you like to quit the Training Process and go to the Prontera's Sanctuary?";
- next;
- switch(select("Let me reconsider.:I will go to the Sanctuary.")) {
- case 1:
- mes "[Prontera Acolyte]";
- mes "You should try out each job's manuals.";
- mes "Go through them thoroughly and decide carefully.";
- mes "Of course, I will welcome you anytime.";
- close;
- case 2:
- mes "[Prontera Acolyte]";
- mes "That's great.";
- mes "Then I will completely end the Training Process and send you to Prontera's Sanctuary.";
- callfunc "F_NvErase",1;
- close2;
- savepoint "prontera",117,72;
- warp "prt_church",172,19;
- end;
- }
- case 3:
- mes "[Prontera Acolyte]";
- mes "If you have any questions about Acolytes, please ask me anytime.";
- mes "Our God, Odin awaits adventurers like you.";
- close;
- }
-}
-new_1-3,101,41,3 duplicate(NvAcolyte) Acolyte Guide#nv1 4_F_SISTER
-new_2-3,101,41,3 duplicate(NvAcolyte) Acolyte Guide#nv2 4_F_SISTER
-new_3-3,101,41,3 duplicate(NvAcolyte) Acolyte Guide#nv3 4_F_SISTER
-new_4-3,101,41,3 duplicate(NvAcolyte) Acolyte Guide#nv4 4_F_SISTER
-new_5-3,101,41,3 duplicate(NvAcolyte) Acolyte Guide#nv5 4_F_SISTER
-
-- script Thief Guide#newbe10::NvThief -1,{
- if (job_novice_q < 15) {
- mes "[Thief Guild Member]";
- mes "You look like you are not done with Instructor Brade's lessons.";
- close;
- }
- mes "[Thief Guild Member]";
- mes "How can I help you?";
- next;
- switch(select("About the Thief Class.:I want to be a Thief.:Got any Quests?:Cancel.")) {
- case 1:
- mes "[Thief Guild Member]";
- mes "Thieves are experts at using Dagger class weapons.";
- mes "They strike quickly and easily evade attacks from their enemies.";
- next;
- mes "[Thief Guild Member]";
- mes "Thieves can learn skills that allow them to hide from their enemies or steal items from monsters.";
- mes "They are also feared for their use of poison, which slowly weakens their enemies.";
- next;
- mes "[Thief Guild Member]";
- mes "In jeopardy, or in the case that thieves do not want to reveal themselves,";
- mes "they can even use their skill to hide themselves easily.";
- next;
- mes "[Thief Guild Member]";
- mes "Thieves can change their jobs to ^8E2323Assassins^000000 or ^8E2323Rogues^000000.";
- next;
- if (isequipped(2820) || countitem(2820)) {
- mes "[Thief Guild Member]";
- mes "The class manual can help you understand what it is to be a Thief by using the skills that are essential to all Thieves.";
- close;
- }
- mes "[Thief Guild Member]";
- mes "If you want, I'll give you a Thief skill manual.";
- mes "Would you like to experience the skills of a Thief?";
- next;
- switch(select("Yes, I would.:No, I don't.")) {
- case 1:
- mes "[Thief Guild Member]";
- mes "Here, please take the Thief manual.";
- mes "I'll just take the other class manuals while I'm at it.";
- next;
- callfunc "F_NvErase";
- getitem 2820,1; //Thief_Manual
- next;
- mes "[Thief Guild Member]";
- mes "Make sure to equip the Skill Manual by double-clicking it in the Inventory Window.";
- mes "Open your Skill Tree by pressing ^4d4dffAlt + S^000000 and minimize the window by pressing the ^4d4dff'-'^000000 button on the top right corner of the window to see the available skills.";
- close;
- case 2:
- mes "[Thief Guild Member]";
- mes "Oh, are you sure?";
- mes "Class selection is very important so please consider it carefully.";
- mes "If you want to ask about Thieves, please talk to me any time.";
- close;
- }
- case 2:
- mes "[Thief Guild Member]";
- mes "Do you really want to be a Thief?";
- mes "If so, I will send you to the Thief Guild immediately.";
- next;
- mes "[Thief Guild Member]";
- mes "You already reached the required job level, didn't you?";
- mes "Do you want to finish the Novice training and go to the Thief Guild?";
- next;
- switch(select("Let me consider it again.:Yes, I do.")) {
- case 1:
- mes "[Thief Guild Member]";
- mes "Have you tried all of the class manuals yet?";
- mes "If you're undecided what job to take on I suggest you try talking to all the Guides first.";
- close;
- case 2:
- mes "[Thief Guild Member]";
- mes "Ok, I see.";
- mes "Welcome. Then your Novice training is totally complete and you will be sent to the Thief Guild immediately.";
- callfunc "F_NvErase",1;
- close2;
- savepoint "morocc",150,99;
- warp "moc_prydb1",99,185;
- end;
- }
- case 3:
- .@quest = questprogress(7127);
- if (!.@quest) {
- mes "[Thief Guild Member]";
- mes "Quests?";
- mes "Hmm, what will be good for you?";
- mes "How about hunting some Willows.";
- next;
- mes "[Thief Guild Member]";
- mes "You can't cheat this so make sure to kill 5 Willows. When you're done come and talk to me again.";
- mes "If you talk to Trainer Brutus, he can send you to a more difficult training ground where there are Willows to hunt.";
- setquest 7127;
- next;
- mes "[Thief Guild Member]";
- mes "If you equip the Thief manual, you can have the effect of the skill, Double Attack.";
- mes "Double Attack and Hide are the main skills of the Thief.";
- close;
- } else if (.@quest == 1) {
- if (questprogress(7127,HUNTING) == 2) {
- mes "[Thief Guild Member]";
- mes "You are very strong.";
- mes "These are not many but let me give you a reward for your effort.";
- completequest 7127;
- getitem 12323,50; //N_Fly_Wing
- getexp 5000,100;
- close;
- } else {
- mes "[Thief Guild Member]";
- mes "Hunt 5 Willows and then come talk to me to finish your quest.";
- close;
- }
- } else if (.@quest == 2) {
- mes "[Thief Guild Member]";
- mes "I think you finished that quest already, right?";
- mes "You'll experience more of these quests as you grow as an adventurer in the world.";
- next;
- mes "[Thief Guild Member]";
- mes "Your training is now complete.";
- mes "If you choose to become a Thief I wish you good luck.";
- close;
- } else {
- mes "[Thief Guild Member]";
- mes "I'm sorry but I don't have any quests to give you right now.";
- close;
- }
- case 4:
- mes "[Thief Guild Member]";
- mes "If you have something to ask about the Thief job, feel free to ask me.";
- close;
- }
-}
-new_1-3,105,41,3 duplicate(NvThief) Thief Guide#nv1 2_M_THIEFMASTER
-new_2-3,105,41,3 duplicate(NvThief) Thief Guide#nv2 2_M_THIEFMASTER
-new_3-3,105,41,3 duplicate(NvThief) Thief Guide#nv3 2_M_THIEFMASTER
-new_4-3,105,41,3 duplicate(NvThief) Thief Guide#nv4 2_M_THIEFMASTER
-new_5-3,105,41,3 duplicate(NvThief) Thief Guide#nv5 2_M_THIEFMASTER
-
-- script Merchant Guide#newbe10::NvMerchant -1,{
- if (job_novice_q < 15) {
- mes "[Merchant Guildsman]";
- mes "You are still in the process of training with sir Brad.";
- close;
- }
- mes "[Merchant Guildsman]";
- mes "What can I help you with?";
- next;
- switch(select("Tell me about Merchants:I want to be a Merchant.:Give me a Quest.:Cancel")) {
- case 1:
- mes "[Merchant Guildsman]";
- mes "Merchant? Simply put, he sells goods and makes money.";
- mes "That's the main focus for any Merchant.";
- next;
- mes "[Merchant Guildsman]";
- mes "We have special skills for making money.";
- mes "We can buy goods at a lower price";
- mes "and sell them at a higher price.";
- next;
- mes "[Merchant Guildsman]";
- mes "Also Merchants can have Carts";
- mes "that we can store lots of items in.";
- next;
- mes "[Merchant Guildsman]";
- mes "^8E2323Merchants can transform to a Blacksmith";
- mes "^8E2323or an Alchemist^000000 as their second job.";
- next;
- if (isequipped(2823) || countitem(2823)) {
- mes "[Merchant Guildsman]";
- mes "I think you should test Merchant skills before you decide what to do.";
- close;
- }
- mes "[Merchant Guildsman]";
- mes "Do you want to see what it's like to be a Merchant?";
- next;
- switch(select("I want to test Merchant skills.:I don't want to test it.")) {
- case 1:
- mes "[Merchant Guildsman]";
- mes "Here is the Merchant skill manual.";
- mes "I will take other job manuals from you while I'm at it.";
- next;
- callfunc "F_NvErase";
- getitem 2823,1; //Merchant_Manual
- next;
- mes "[Merchant Guildsman]";
- mes "Make sure to equip the Skill Manual by double-clicking it in the Inventory Window.";
- mes "Open your Skill Tree by pressing ^4d4dffAlt + S^000000 and minimize the window by pressing the ^4d4dff'-'^000000 button on the top right corner of the window to see the available skills.";
- close;
- case 2:
- mes "[Merchant Guildsman]";
- mes "Hum. Do you think so.";
- mes "Ok, I agree with you. Choosing job is very important in our life.";
- mes "Just talk to me whenever you want to experience Merchant skills.";
- close;
- }
- case 2:
- mes "[Merchant Guildsman]";
- mes "You want to be a Merchant?";
- mes "Ok, then, I will send you to the Merchant Guild's union right away.";
- next;
- mes "[Merchant Guildsman]";
- mes "Wait, have you checked your Job level?";
- mes "Do you want to complete your Novice training and go straight to the Merchant Guild's union?";
- next;
- switch(select("I will think about it again.:Yes, I want to go to the Merchant Guild's union")) {
- case 1:
- mes "[Merchant Guildsman]";
- mes "Ok, I hope you consider being a Merchant.";
- mes "We are always welcome to have you!";
- close;
- case 2:
- mes "[Merchant Guildsman]";
- mes "That's great.";
- mes "Then I will end the Training Process and send you to the Merchant Guild's union immediately.";
- callfunc "F_NvErase",1;
- close2;
- savepoint "alberta",30,232;
- warp "alberta_in",62,44;
- end;
- }
- case 3:
- .@quest = questprogress(7126);
- if (!.@quest) {
- mes "[Merchant Guildsman]";
- mes "Huh? Quest??";
- mes "Humm... What would be suited for you...?";
- mes "Ok, then bring me ^5d5dff300 zeny^000000 by selling some of your items to the Potato Merchant.";
- next;
- mes "[Merchant Guildsman]";
- mes "If you equipped the Merchant manual you have the ability to use the 'Overcharge' and 'Discount' skills.";
- setquest 7126;
- next;
- mes "[Merchant Guildsman]";
- mes "I will wait for you here.";
- mes "Good luck!";
- close;
- } else if (.@quest == 1) {
- if (Zeny >= 300) {
- mes "[Merchant Guildsman]";
- mes "Excellent!";
- mes "Zeny is the currency of Rune-Midgard.";
- mes "You can make zeny by selling loot as well as through making smart business decisions.";
- next;
- mes "[Merchant Guildsman]";
- mes "We can use extremely powerful skills with zeny!";
- mes "Mammonite! That is our ultimate attack skill!!";
- mes "We basically paste money on the weapon and then strike the enemy. Death by Zeny! Nyahahahaha!";
- next;
- mes "[Merchant Guildsman]";
- mes "By the way, you have done an excellent job. So, I should give you something... What would be good?";
- mes "Alright! What about Phracon?";
- mes "Phracon is a metallic element which you can use for refining weapons.";
- completequest 7126;
- getitem 1010,7; //Phracon
- getexp 5000,100;
- close;
- } else {
- mes "[Merchant Guildsman]";
- mes "Zeny is the currency of Rune-Midgard.";
- mes "You can make zeny by selling loot as well as through making smart business decisions.";
- next;
- mes "[Merchant Guildsman]";
- mes "You can get loot by killing monsters. After hunting monsters, you can sell those loot to make a profit!";
- mes "What a valuable job it is! Isn't it?";
- next;
- mes "[Merchant Guildsman]";
- mes "Why don't you try to be a Merchant? Making money is not easy but it will be a great experience!";
- close;
- }
- } else if (.@quest == 2) {
- mes "[Merchant Guildsman]";
- mes "You have already completed the quest.";
- mes "Once you enter the main world, you can get various exciting quests there!";
- next;
- mes "[Merchant Guildsman]";
- mes "I think you're strong enough now to change your job right? Hahahaha don't waste too much time here Novice.";
- close;
- } else {
- mes "[Merchant Guildsman]";
- mes "I'm sorry but I don't have any quests to give you right now.";
- close;
- }
- case 4:
- mes "[Merchant Guildsman]";
- mes "If you have any questions about Merchants, feel free to ask me.";
- mes "I think you could be a rich Merchant. AhHahaha.";
- close;
- }
-}
-new_1-3,109,41,3 duplicate(NvMerchant) Merchant Guide#nv1 4W_M_01
-new_2-3,109,41,3 duplicate(NvMerchant) Merchant Guide#nv2 4W_M_01
-new_3-3,109,41,3 duplicate(NvMerchant) Merchant Guide#nv3 4W_M_01
-new_4-3,109,41,3 duplicate(NvMerchant) Merchant Guide#nv4 4W_M_01
-new_5-3,109,41,3 duplicate(NvMerchant) Merchant Guide#nv5 4W_M_01
-
-- script Archer Guide#newbe10::NvArcher -1,{
- if (job_novice_q < 15) {
- mes "[Archer Guildsman]";
- mes "You are still in the process of training with sir Brade.";
- close;
- }
- mes "[Archer Guildsman]";
- mes "What can I help you with?";
- next;
- switch(select("Tell me about Archers:I want to be an Archer:Cancel")) {
- case 1:
- mes "[Archer Guildsman]";
- mes "Archers have specialized skills by using a Bow and have a variety of powerful skills.";
- mes "Archers are good at staying back and picking off their targets.";
- next;
- mes "[Archer Guildsman]";
- mes "Archers don't have great";
- mes "vitality so they have to keep";
- mes "their distance from enemies.";
- next;
- mes "[Archer Guildsman]";
- mes "On the other hand, Archers are attentive and have incredibly accurate eyes.";
- mes "So once they are ready to attack, they can kill enemies before they're even aware of their presence.";
- next;
- mes "[Archer Guildsman]";
- mes "^8E2323Archers can transform to many second jobs like a Hunter.";
- mes "Besides Hunters, Archers can transform to a Bard, if they are male.";
- mes "They can transform to a Dancer, if they are female^000000.";
- next;
- if (isequipped(2822) || countitem(2822)) {
- mes "[Archer Guildsman]";
- mes "I think you should test Archer skills before you decide what to do.";
- mes "I can provide you our test skill manual.";
- close;
- }
- mes "[Archer Guildsman]";
- mes "Do you want to register to test skill experience?";
- mes "Would like to test Archer skills?";
- next;
- switch(select("I want to test Archer skills.:I don't want to test it.")) {
- case 1:
- mes "[Archer Guildsman]";
- mes "Here is the Archer manual.";
- mes "I will take the other job manuals from you while you test the Archer manual out.";
- next;
- callfunc "F_NvErase";
- getitem 2822,1; //Archer_Manual
- next;
- mes "[Archer Guildsman]";
- mes "Make sure to equip the Skill Manual by double-clicking it in the Inventory Window.";
- mes "Open your Skill Tree by pressing ^4d4dffAlt + S^000000 and minimize the window by pressing the ^4d4dff'-'^000000 button on the top right corner of the window to see the available skills.";
- close;
- case 2:
- mes "[Archer Guildsman]";
- mes "Hum. Do you think so.";
- mes "Ok, I agree with you. Choosing a job is very important in our life.";
- mes "Just talk to me whenever you want to experience Archer skills.";
- close;
- }
- case 2:
- mes "[Archer Guildsman]";
- mes "You want to be an Archer?";
- mes "Ok, then, I will send you to the Archer Guild right away.";
- next;
- mes "[Archer Guildsman]";
- mes "Wait, have you checked your Job level?";
- mes "Do you want to complete the Novice training arena and go to the Archer Guild right now?";
- next;
- switch(select("I will think about it again.:Yes, I want to go to the Archer Guilds union")) {
- case 1:
- mes "[Archer Guildsman]";
- mes "Test out all the jobs if you have to but choose Archer because we're the best.";
- mes "We are always welcome to have you!";
- close;
- case 2:
- mes "[Archer Guildsman]";
- mes "That's great.";
- mes "Then I will completely end the Training Process and send you to the Archer Guild.";
- callfunc "F_NvErase",1;
- close2;
- savepoint "payon",256,242;
- warp "payon_in02",64,65;
- end;
- }
- case 3:
- mes "[Archer Guildsman]";
- mes "If you have any questions about Archers, feel free to ask me.";
- mes "I think you could be a strong Archer young Novice.";
- close;
- }
-}
-new_1-3,113,41,3 duplicate(NvArcher) Archer Guide#nv1 4_F_JOB_HUNTER
-new_2-3,113,41,3 duplicate(NvArcher) Archer Guide#nv2 4_F_JOB_HUNTER
-new_3-3,113,41,3 duplicate(NvArcher) Archer Guide#nv3 4_F_JOB_HUNTER
-new_4-3,113,41,3 duplicate(NvArcher) Archer Guide#nv4 4_F_JOB_HUNTER
-new_5-3,113,41,3 duplicate(NvArcher) Archer Guide#nv5 4_F_JOB_HUNTER
-
-- script Mage Guide#newbe10::NvMage -1,{
- if (job_novice_q < 15) {
- mes "[Mage Guild Member]";
- mes "You are still in the process of training with Instructor Brade.";
- close;
- }
- mes "[Mage Guild Member]";
- mes "What can I help you with?";
- next;
- switch(select("Tell me about Mages:I want to be a Mage:Give me a Quest:Cancel")) {
- case 1:
- mes "[Mage Guild Member]";
- mes "Mages are those who can use magic when they need to protect their friends.";
- mes "Mages can curse enemies using the elements of fire, water, earth and thunder magic.";
- next;
- mes "[Mage Guild Member]";
- mes "However they cannot equip other weapons but staffs and books.";
- mes "Because they are too delicate";
- mes "to carry heavy weapons.";
- next;
- mes "[Mage Guild Member]";
- mes "But they can cover this weakness";
- mes "by their remarkable magic skills.";
- mes "That is why many people want";
- mes "to become a Mage!";
- next;
- mes "[Mage Guild Member]";
- mes "Mages have to be in their guild for guild's power and honor.";
- mes "This is one of reasons why Mages are popular in any parties and guilds.";
- mes "Why don't you become a Mage?";
- next;
- mes "[Mage Guild Member]";
- mes "^8E2323Mages can transform to Wizards";
- mes "^8E2323or Sages as their second job^000000.";
- next;
- if (isequipped(2824) || countitem(2824)) {
- mes "[Mage Guild Member]";
- mes "I think you should test Mage skills before you decide what to do.";
- mes "I can provide you with our test skill registration form.";
- close;
- }
- mes "[Mage Guild Member]";
- mes "Do you want to register to experience how it is to be a Mage?";
- mes "Would you like to test Mage skills?";
- next;
- switch(select("I want to test Mage skills.:I don't want to test it.")) {
- case 1:
- mes "[Mage Guild Member]";
- mes "Here is the Mage Manual.";
- mes "I will take the other job registration forms and manuals from you.";
- next;
- callfunc "F_NvErase";
- getitem 2824,1; //Mage_Manual
- next;
- mes "[Mage Guild Member]";
- mes "After equipping the Manual, open your Skill menu by pressing ALT+S.";
- mes "Make sure to minimize your Skill tree by clicking the '-' button on the top right corner of the Skill Tree Window.";
- close;
- case 2:
- mes "[Mage Guild Member]";
- mes "Hum. Do you think so.";
- mes "Ok, I agree with you. Choosing a job is very important in our life.";
- mes "Just talk to me whenever you want to experience Mage skills.";
- close;
- }
- case 2:
- mes "[Mage Guild Member]";
- mes "You want to be a Mage?";
- mes "Ok, then, I will send you to the Mage Guild union in Geffen right away.";
- next;
- mes "[Mage Guild Member]";
- mes "Wait, have you checked your Job level?";
- mes "Do you want to complete your Novice training and go straight to the Mage Guild's union?";
- next;
- switch(select("I will think about it again.:Yes, complete my training.")) {
- case 1:
- mes "[Mage Guild Member]";
- mes "Please test what Mage skills are all about before you decide.";
- mes "We are always welcome to have you!";
- close;
- case 2:
- mes "[Mage Guild Member]";
- mes "That's great.";
- mes "Then I will end the Training Process and send you to the Mage Guild union in Geffen right away.";
- callfunc "F_NvErase",1;
- close2;
- savepoint "geffen",119,37;
- warp "geffen_in",163,98;
- end;
- }
- case 3:
- .@quest = questprogress(7124);
- if (!.@quest) {
- mes "[Mage Guild Member]";
- mes "Huh? Quest?";
- mes "Hmm... What would be suited for you...?";
- mes "Would you like to hunt Lunatics by using Bolt skills?";
- next;
- mes "^4d4dffYou have received a Hunting quest from the Mage Guide.";
- mes "You can get more information about the quest from the quest window.^000000";
- setquest 7124;
- next;
- mes "[Mage Guild Member]";
- mes "You are able to use 'Fire Bolt' skill that is shown on the Mage manual.";
- mes "I will wait for you here.";
- mes "Good luck!";
- close;
- } else if (.@quest == 1) {
- if (questprogress(7124,HUNTING) == 2) {
- mes "[Mage Guild Member]";
- mes "You have done an excellent job.";
- mes "So, did you find any interests about Mages?";
- mes "Alright. I will give something...";
- mes "Here are Novice Butterfly Wings, please take them.";
- completequest 7124;
- getitem 12324,30; //N_Butterfly_Wing
- getexp 5000,100;
- close;
- } else {
- mes "[Mage Guild Member]";
- mes "The quest is that you have to";
- mes "hunt Lunatics and bring 5 clovers.";
- close;
- }
- } else if (.@quest == 2) {
- mes "[Mage Guild Member]";
- mes "You have already completed the quest.";
- mes "Once you enter the main world, you can get various exciting quests there!";
- next;
- mes "[Mage Guild Member]";
- mes "This should be enough for your training.";
- close;
- } else {
- mes "[Mage Guild Member]";
- mes "I'm sorry but I don't have any quests to give you right now.";
- close;
- }
- case 4:
- mes "[Mage Guild Member]";
- mes "If you have any questions about Mages, feel free to ask me.";
- mes "I think you could be a intelligent Mage...";
- close;
- }
-}
-new_1-3,117,41,3 duplicate(NvMage) Mage Guide#nv1 2_F_MAGICMASTER
-new_2-3,117,41,3 duplicate(NvMage) Mage Guide#nv2 2_F_MAGICMASTER
-new_3-3,117,41,3 duplicate(NvMage) Mage Guide#nv3 2_F_MAGICMASTER
-new_4-3,117,41,3 duplicate(NvMage) Mage Guide#nv4 2_F_MAGICMASTER
-new_5-3,117,41,3 duplicate(NvMage) Mage Guide#nv5 2_F_MAGICMASTER
-
-- script Bruce#nv::NvBruce -1,{
- mes "[Bruce]";
- mes "Hello?";
- mes "I'm here to guide you about extra jobs and special classes.";
- next;
- mes "[Bruce]";
- mes "For special classes, there are Taekwon Boy, Taekwon Girl, Ninja, Supernovice, Gunslinger.";
- mes "Which job description do you want to hear?";
- next;
- while(1) {
- switch(select("Taekwon:Ninja:Super Novice:Gunslinger:End the conversation.")) {
- case 1:
- mes "[Bruce]";
- mes "It's a job that usually uses a lot of kicking skills.";
- mes "It belongs to special class and later you can change your job into Taekwon Master which has much stronger attack skills.";
- next;
- mes "[Bruce]";
- mes "There is a secondary class to choose from called Soul Linker which also has strong attacks.";
- mes "You can decide that later when you get stronger.";
- next;
- break;
- case 2:
- mes "[Bruce]";
- mes "Ninja's specialty is rapid movement.";
- mes "They specialize in using throwing weapons.";
- next;
- mes "[Bruce]";
- mes "Ninjas are kind of a hybrid class that can use various dodge skills with the capability of both physical and magical attacks depending on their preference.";
- next;
- break;
- case 3:
- mes "[Bruce]";
- mes "The biggest attraction of the stronger Novice, called Super Novice, is their pull to mediocrity.";
- mes "They are the proverbial Jack-of-all-Trades but Master of none.";
- next;
- mes "[Bruce]";
- mes "Super Novices can learn most of the 1st job class skills.";
- mes "If you become a Super Novice, you cannot change your job, which is too bad, but you can grow as a very individual character.";
- next;
- break;
- case 4:
- mes "[Bruce]";
- mes "You can job change directly from Novice to a special class which is optimized for a long-distance attack with guns.";
- next;
- mes "[Bruce]";
- mes "Gunslingers use all kinds of guns made in 'Einbroch', the city of steel.";
- mes "I recommend this for those who want to become powerful sharpshooters.";
- next;
- break;
- case 5:
- mes "[Bruce]";
- mes "If you need more information,";
- mes "you can always go to ^2F4F4F'www.ragnarok.co.kr'^000000";
- close;
- }
- }
-}
-new_1-3,121,41,3 duplicate(NvBruce) Bruce#nv1 1_M_LIBRARYMASTER
-new_2-3,121,41,3 duplicate(NvBruce) Bruce#nv2 1_M_LIBRARYMASTER
-new_3-3,121,41,3 duplicate(NvBruce) Bruce#nv3 1_M_LIBRARYMASTER
-new_4-3,121,41,3 duplicate(NvBruce) Bruce#nv4 1_M_LIBRARYMASTER
-new_5-3,121,41,3 duplicate(NvBruce) Bruce#nv5 1_M_LIBRARYMASTER
-
-// Eden Group Officer (iRO only)
-//============================================================
-/*
-- script Eden Group Officer::NvEden -1,{
- if (BaseLevel < 10) {
- mes "[Eden Group Officer]";
- mes "Hello, I am a representative of the Eden Group.";
- mes "We are here to assist adventurers in Rune Midgard.";
- next;
- mes "[Eden Group Officer]";
- mes "We have agents all over the world waiting to send you to our secret headquarters where you can get some useful quests.";
- next;
- mes "[Eden Group Officer]";
- mes "If you take our quests we even give you weapons and equipment so be sure to visit us once you are done with your training.";
- next;
- mes "[Eden Group Officer]";
- mes "Speak to me again once you have reached Base Level 10 and I will send you out of the training grounds.";
- mes "Have you taken the quests from all of the Guides yet?";
- close;
- }
- mes "[Eden Group Officer]";
- mes "Great! You are ready to take on the challenges of the world.";
- mes "What would you like to do?";
- next;
- switch(select("I want to leave the training grounds:Tell me about the towns.:Cancel")) {
- case 1:
- mes "[Eden Group Officer]";
- mes "Looks like you are ready.";
- mes "I guess you have made up your mind, huh?";
- next;
- mes "[Eden Group Officer]";
- mes "If you know what job you want to change to, you should ask the ^4A4AFFJob Guides^000000 to send you out of the training grounds.";
- mes "What town would you like to go to?";
- next;
- switch(select("Prontera:Morocc:Payon:Alberta:Geffen:Cancel")) {
- case 1:
- mes "[Eden Group Officer]";
- mes "Prontera, the Capital city of the Rune-Midgarts Kingdom.";
- mes "Take care and may Freya bless you on your journey.";
- callsub S_Warp,"prontera",121,77,121,76;
- case 2:
- mes "[Eden Group Officer]";
- mes "The desert city of Morocc was recently destroyed.";
- mes "I will send you to the camp where the survivors are.";
- callsub S_Warp,"moc_ruins",71,157,70,158;
- case 3:
- mes "[Eden Group Officer]";
- mes "Just north of Payon you'll find the Archer Village.";
- mes "Good luck on your journeys.";
- callsub S_Warp,"payon",167,68,172,111;
- case 4:
- mes "[Eden Group Officer]";
- mes "Alberta, the Port City.";
- mes "It's the main hub of all trades.";
- mes "If you want to travel to other civilizations, Alberta is the only outlet.";
- callsub S_Warp,"alberta",115,57,116,58;
- case 5:
- mes "[Eden Group Officer]";
- mes "Geffen, is known as the Magical City of Rune Midgard.";
- mes "I will send you near the Fountains.";
- mes "Goddess Freya bless you.";
- callsub S_Warp,"geffen",118,36,128,66;
- case 6:
- mes "[Eden Group Officer]";
- mes "If you're still not sure what job you want, talk to the Job Guides for more help.";
- close;
- }
- case 2:
- mes "[Eden Group Officer]";
- mes "Prontera is the main capital of the Rune-Midgard Kingdom. Here you will find Merchants selling their items and is a favorite gathering point of adventurers.";
- next;
- mes "[Eden Group Officer]";
- mes "The Acolyte Guild is here at the Prontera Church located to the northwest. The Swordman Guild can be found at Izlude, a town just southeast of Prontera.";
- next;
- mes "[Eden Group Officer]";
- mes "Morocc is a city located in the desert that was recently destroyed due to an evil monster named Satan Morroc. The Thief Guild has been working to restore it to it's former glory.";
- next;
- mes "[Eden Group Officer]";
- mes "Payon is where the Archer Guild has made it's home. You can also find the Kafra Shop Employees selling their Item Mall items near the center of this city.";
- next;
- mes "[Eden Group Officer]";
- mes "Alberta is the trading hub of Rune Midgard. The Merchant Guild is located here and the docks have ships that will take you to different island cities.";
- next;
- mes "[Eden Group Officer]";
- mes "Geffen is known as the magical city of Rune Midgard. The Mage Guild is located here and research for new magic is always being conducted at their headquarters.";
- next;
- mes "[Eden Group Officer]";
- mes "If you wish to be sent directly to the Job Guilds, then speak to the Job Guides and tell them that you want to change your job.";
- close;
- case 3:
- close;
- }
-
-S_Warp:
- close2;
- callfunc "F_NvErase",1;
- savepoint getarg(0),getarg(1),getarg(2);
- warp getarg(0),getarg(3),getarg(4);
- end;
-
-OnTouch:
- emotion e_gasp;
- end;
-}
-new_1-3,97,50,4 duplicate(NvEden) Eden Group Officer#nv1 4_F_NOVICE,5,5
-new_2-3,97,50,4 duplicate(NvEden) Eden Group Officer#nv2 4_F_NOVICE,5,5
-new_3-3,97,50,4 duplicate(NvEden) Eden Group Officer#nv3 4_F_NOVICE,5,5
-new_4-3,97,50,4 duplicate(NvEden) Eden Group Officer#nv4 4_F_NOVICE,5,5
-new_5-3,97,50,4 duplicate(NvEden) Eden Group Officer#nv5 4_F_NOVICE,5,5
-*/
-
-// Trainer
-//============================================================
-- script ::NvBrutus -1,{
- mes "[Trainer Brutus]";
- mes "These monsters are all weak and easy to kill. But be careful, a lot of them are aggressive and out for blood!";
- next;
- mes "[Trainer Brutus]";
- mes "If you think monsters here are too weak for you, I can send you to another training ground where the monsters are stronger than the ones over here.";
- next;
- mes "[Trainer Brutus]";
- mes "So would you like to try?";
- next;
- switch(select("Send me to another Level:What monsters are there?:Cancel")) {
- case 1:
- mes "[Trainer Brutus]";
- mes "I see, then let me guide you to another level. Which level do you want to go to?";
- next;
- for(.@i = 1; .@i<6; ++.@i) {
- if (!compare(strnpcinfo(2),"nv"+.@i))
- .@menu$ += "Send me to Level "+.@i;
- .@menu$ += ":";
- }
- .@i = select(.@menu$+"Cancel");
- if (.@i < 7)
- warp "new_"+.@i+"-3",96,21;
- close;
- case 2:
- mes "[Trainer Brutus]";
- mes "You seem eager to fight.";
- mes "The monster levels increase with each level of the training grounds.";
- next;
- mes "[Trainer Brutus]";
- mes "Level 1 has the weakest monsters.";
- mes "There you'll find Porings, Drops, and Lunatics.";
- next;
- mes "[Trainer Brutus]";
- mes "Level 2 is more challenging.";
- mes "There you'll find Porings, Lunatics, Willows, and Chonchons.";
- next;
- mes "[Trainer Brutus]";
- mes "Level 3 is the same as Level 2.";
- mes "There you'll find Porings, Lunatics, Willows, and Chonchons.";
- next;
- mes "[Trainer Brutus]";
- mes "Level 4 has stronger monsters.";
- mes "There you'll find Willows, Hornets, Pickys, and Fabres.";
- next;
- mes "[Trainer Brutus]";
- mes "Level 5 is the same as Level 4.";
- mes "There you'll find Willows, Hornets, Pickys, and Fabres.";
- close;
- case 3:
- mes "[Trainer Brutus]";
- mes "Hmm...?";
- mes "Are you worried about going to more challenging places? That's understandable, since you're still a new adventurer. Good luck~";
- close;
- }
-}
-new_1-3,103,50,4 duplicate(NvBrutus) Level 1 Trainer#nv1 4_M_02
-new_2-3,103,50,4 duplicate(NvBrutus) Level 2 Trainer#nv2 4_M_02
-new_3-3,103,50,4 duplicate(NvBrutus) Level 3 Trainer#nv3 4_M_02
-new_4-3,103,50,4 duplicate(NvBrutus) Level 4 Trainer#nv4 4_M_02
-new_5-3,103,50,4 duplicate(NvBrutus) Level 5 Trainer#nv5 4_M_02
-
-// Monster Spawns
-//============================================================
-new_1-3,0,0,0,0 monster Poring 1002,20,0,0,0
-new_1-3,0,0,0,0 monster Drops 1113,10,0,0,0
-new_1-3,0,0,0,0 monster Lunatic 1063,20,0,0,0
-
-new_2-3,0,0,0,0 monster Chonchon 1011,10,0,0,0
-new_2-3,0,0,0,0 monster Lunatic 1063,15,0,0,0
-new_2-3,0,0,0,0 monster Willow 1010,10,0,0,0
-new_2-3,0,0,0,0 monster Poring 1002,15,0,0,0
-
-new_3-3,0,0,0,0 monster Chonchon 1011,10,0,0,0
-new_3-3,0,0,0,0 monster Lunatic 1063,15,0,0,0
-new_3-3,0,0,0,0 monster Willow 1010,10,0,0,0
-new_3-3,0,0,0,0 monster Poring 1002,5,0,0,0
-
-new_4-3,0,0,0,0 monster Hornet 1004,5,0,0,0
-new_4-3,0,0,0,0 monster Willow 1010,15,0,0,0
-new_4-3,0,0,0,0 monster Fabre 1184,5,0,0,0
-new_4-3,0,0,0,0 monster Picky 1049,15,0,0,0
-
-new_5-3,0,0,0,0 monster Hornet 1004,5,0,0,0
-new_5-3,0,0,0,0 monster Willow 1010,15,0,0,0
-new_5-3,0,0,0,0 monster Fabre 1184,5,0,0,0
-new_5-3,0,0,0,0 monster Picky 1049,15,0,0,0
-
-// Potato Merchant
-//============================================================
-- shop Potato Merchant#newbe09::NvPotato 4_F_04,516:-1
-
-new_1-3,100,50,3 duplicate(NvPotato) Potato Merchant#nv1 4_F_04
-new_2-3,100,50,3 duplicate(NvPotato) Potato Merchant#nv2 4_F_04
-new_3-3,100,50,3 duplicate(NvPotato) Potato Merchant#nv3 4_F_04
-new_4-3,100,50,3 duplicate(NvPotato) Potato Merchant#nv4 4_F_04
-new_5-3,100,50,3 duplicate(NvPotato) Potato Merchant#nv5 4_F_04
-
-// Random Stuff
-//============================================================
-- script Bulletin Board::NvBulletin -1,{
- mes "^FF0000=================================";
- mes " ^E40CAA[Welcome] ^CC0000to^FF9000Novice^7FFF00 Training^00FF00 Grounds^E40CAA [Welcome] ";
- mes "^FF0000=================================^000000";
- close;
-}
-new_1-1,66,114,4 duplicate(NvBulletin) Bulletin Board#nv1 HIDDEN_NPC
-new_2-1,66,114,4 duplicate(NvBulletin) Bulletin Board#nv2 HIDDEN_NPC
-new_3-1,66,114,4 duplicate(NvBulletin) Bulletin Board#nv3 HIDDEN_NPC
-new_4-1,66,114,4 duplicate(NvBulletin) Bulletin Board#nv4 HIDDEN_NPC
-new_5-1,66,114,4 duplicate(NvBulletin) Bulletin Board#nv5 HIDDEN_NPC
-
-- script Guard::NvGuardA -1,{
- mes "[Training Grounds Guard]";
- mes "Welcome to the Training Grounds.";
- mes "You are now in the outer court yard. Please go inside the castle to begin your training.";
- close;
-}
-new_1-1,144,116,2 duplicate(NvGuardA) Guard#nv1a 8W_SOLDIER
-new_2-1,144,116,2 duplicate(NvGuardA) Guard#nv2a 8W_SOLDIER
-new_3-1,144,116,2 duplicate(NvGuardA) Guard#nv3a 8W_SOLDIER
-new_4-1,144,116,2 duplicate(NvGuardA) Guard#nv4a 8W_SOLDIER
-new_5-1,144,116,2 duplicate(NvGuardA) Guard#nv5a 8W_SOLDIER
-
-- script Guard::NvGuardB -1,{
- mes "[Training Grounds Guard]";
- if (rand(2)) {
- mes "Come in! I would like to welcome you to the Training Grounds!";
- mes "In here, you can prepare yourself for your future adventures throughout the Ragnarok world!";
- } else {
- mes "Go, Novice, go!";
- mes "Fight, and grow stronger! Look towards a brighter tomorrow!";
- }
- close;
-}
-new_1-1,144,107,2 duplicate(NvGuardB) Guard#nv1b 8W_SOLDIER
-new_2-1,144,107,2 duplicate(NvGuardB) Guard#nv2b 8W_SOLDIER
-new_3-1,144,107,2 duplicate(NvGuardB) Guard#nv3b 8W_SOLDIER
-new_4-1,144,107,2 duplicate(NvGuardB) Guard#nv4b 8W_SOLDIER
-new_5-1,144,107,2 duplicate(NvGuardB) Guard#nv5b 8W_SOLDIER
-
-- script Instructor#Edwin::NvEdwin -1,{
- mes "[Edwin]";
- mes "Eh? Why are you still here?";
- mes "There are no more courses that you need to take.";
- next;
- mes "[Edwin]";
- mes "Well, I will let you out of here.";
- mes "Go find the instructor, Brade.";
- close2;
- savepoint strnpcinfo(4),100,100;
- warp strnpcinfo(4),100,100;
- end;
-}
-new_1-2,161,182,5 duplicate(NvEdwin) Instructor#nv1 4_F_03
-new_2-2,161,182,5 duplicate(NvEdwin) Instructor#nv2 4_F_03
-new_3-2,161,182,5 duplicate(NvEdwin) Instructor#nv3 4_F_03
-new_4-2,161,182,5 duplicate(NvEdwin) Instructor#nv4 4_F_03
-new_5-2,161,182,5 duplicate(NvEdwin) Instructor#nv5 4_F_03
-
-function script F_NvErase {
- if (getarg(0,0)) {
- if (questprogress(7123)) erasequest 7123;
- if (questprogress(7124)) erasequest 7124;
- if (questprogress(7126)) erasequest 7126;
- if (questprogress(7127)) erasequest 7127;
- }
- nude;
- setarray .@manuals[0],countitem(2819),countitem(2820),countitem(2821),countitem(2822),countitem(2823),countitem(2824);
- if (.@manuals[0]) delitem 2819,.@manuals[0]; //Swordman_Manual
- if (.@manuals[1]) delitem 2820,.@manuals[1]; //Thief_Manual
- if (.@manuals[2]) delitem 2821,.@manuals[2]; //Acolyte_Manual
- if (.@manuals[3]) delitem 2822,.@manuals[3]; //Archer_Manual
- if (.@manuals[4]) delitem 2823,.@manuals[4]; //Merchant_Manual
- if (.@manuals[5]) delitem 2824,.@manuals[5]; //Mage_Manual
- return;
-}
-
-// Pre-Renewal Backwards Compatibility
-//============================================================
-- script Final Tester::NvHanson -1,{
- if (nov_3_swordman < 40) {
- mes "[Hanson]";
- mes "Eh? Weird?";
- next;
- mes "[Hanson]";
- mes "The Training Grounds have come under new management...";
- mes "You seem to have come from the previous management.";
- next;
- mes "[Hanson]";
- mes "You may continue, you should have enough experience if you made it here.";
- next;
- mes "[Hanson]";
- mes "I will send you to any town that you'd like to go to.";
- mes "Or do you have a favourite profession?";
- next;
- switch(select("Choose Profession.:Go to Towns.")) {
- case 1:
- mes "[Hanson]";
- mes "What profession would you like to perform?";
- next;
- switch(select("Swordman:Acolyte:Thief:Merchant:Archer:Mage")) {
- case 1:
- mes "[Hanson]";
- mes "That's a great choice!";
- mes "After you receive all the supplies, I will teleport you to the Swordman Association.";
- next;
- mes "[Hanson]";
- mes "The town you will be sent to is called Izlude which is a satellite of Prontera. The Swordman Association is located in the West of town. Please remember this.";
- next;
- callsub L_Supplies;
- savepoint "izlude",128,98; // Old coordinates: (95,104)
- warp "izlude_in",74,167;
- end;
- case 2:
- mes "[Hanson]";
- mes "You have chosen";
- mes "to become an Acolyte.";
- mes "You will be sent to";
- mes "the town of Prontera.";
- next;
- mes "[Hanson]";
- mes "The Prontera Sanctuary is located to the North-East in Prontera. Please remember this.";
- next;
- callsub L_Supplies;
- savepoint "prontera",117,72;
- warp "prt_church",172,19;
- end;
- case 3:
- mes "[Hanson]";
- mes "You have chosen";
- mes "to become a Thief.";
- mes "You will be sent to";
- mes "the town of Morroc.";
- next;
- mes "[Hanson]";
- mes "The Thief guild is in the underground 1st floor of a pyramid which is North-West of town. Please remember this.";
- next;
- callsub L_Supplies;
- savepoint "morocc",150,99;
- warp "moc_ruins",155,44;
- end;
- case 4:
- mes "[Hanson]";
- mes "You have chosen";
- mes "to become a Merchant.";
- mes "You will be sent to";
- mes "the town of Alberta.";
- next;
- callsub L_Supplies;
- savepoint "alberta",30,232;
- warp "alberta_in",62,44;
- end;
- case 5:
- mes "[Hanson]";
- mes "You have chosen";
- mes "to become an Archer.";
- mes "You will be sent to";
- mes "the town of Payon.";
- next;
- mes "[Hanson]";
- mes "The Archer Guild is located to the North-West in Payon. Please remember this.";
- next;
- callsub L_Supplies;
- savepoint "payon",256,242;
- warp "payon_in02",64,65;
- end;
- case 6:
- mes "[Hanson]";
- mes "You have chosen";
- mes "to become a Mage.";
- mes "You will be sent to";
- mes "the town of Geffen.";
- next;
- mes "[Hanson]";
- mes "The Mage Academy is located in the North-West in town. Please remember this.";
- next;
- callsub L_Supplies;
- savepoint "geffen",119,37;
- warp "geffen_in",163,98;
- end;
- }
- case 2:
- mes "[Hanson]";
- mes "To what town do you want to go?";
- next;
- callsub L_Warp, select("Prontera:Geffen:Morroc:Payon:Alberta:Never mind");
- end;
- }
- } else {
- mes "[Hanson]";
- mes "You have received all the supplies.";
- mes "To what town do you want to go?";
- next;
- callsub L_Warp, select("Prontera:Geffen:Morroc:Payon:Alberta");
- end;
- }
- end;
-
-L_Supplies:
- mes "[Hanson]";
- mes "Let me give you";
- mes "some supplies. Then";
- mes "you will transported";
- mes "to the chosen town.";
- next;
- mes "^660000List of Supplies^000000";
- mes "^00003320 Free Tickets for Kafra Storage^000000";
- mes "^00003330 Free Tickets for Kafra Transportation^000000";
- mes "^0000331 Novice Cutter^000000";
- mes "^0000331 Novice Adventurer's Suit^000000";
- next;
- mes "[Hanson]";
- mes "Please check your inventory";
- mes "to see if you have received all the supplies listed. Let me briefly inform you about the items you've received.";
- next;
- mes "[Hanson]";
- mes "Free tickets for Kafra storage and transportation can be used for Kafra storage and teleport services.";
- nov_3_swordman = 40;
- getitem 7059,20; //Cargo_Free_Ticket
- getitem 7060,30; //Warp_Free_Ticket
- getitem 2393,1; //N_Adventurer's_Suit
- getitem 13040,1; //N_Cutter
- next;
- mes "[Hanson]";
- mes "You will now";
- mes "be teleported.";
- mes "Good luck,";
- mes "^A62A2A"+strcharinfo(0)+"^000000";
- mes "and farewell.";
- close2;
- return;
-
-L_Warp:
- mes "[Hanson]";
- switch(getarg(0)) {
- case 1:
- mes "I will send you to Prontera, the Capital City.";
- close2;
- savepoint "prontera",117,72;
- warp "prontera",150,50;
- end;
- case 2:
- mes "I will send you to Geffen, the City of Magic.";
- close2;
- savepoint "geffen",119,37;
- warp "geffen",122,65;
- end;
- case 3:
- mes "I will send you to Morroc, the Desert Town.";
- close2;
- savepoint "morocc",150,99;
- warp "morocc",155,110;
- end;
- case 4:
- mes "I will send you to Payon, the Mountain Village.";
- close2;
- savepoint "payon",70,100;
- warp "payon",166,67;
- end;
- case 5:
- mes "I will send you to Alberta, the Port City.";
- close2;
- savepoint "alberta",30,232;
- warp "alberta",114,58;
- end;
- case 6:
- mes "[Hanson]";
- mes "Come back when you've made up your mind.";
- close;
- }
-}
-new_1-4,100,29,1 duplicate(NvHanson) Final Tester#nv1 1_ETC_01
-new_2-4,100,29,1 duplicate(NvHanson) Final Tester#nv2 1_ETC_01
-new_3-4,100,29,1 duplicate(NvHanson) Final Tester#nv3 1_ETC_01
-new_4-4,100,29,1 duplicate(NvHanson) Final Tester#nv4 1_ETC_01
-new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01
-
-// Job Test
-//============================================================
-- script Job Guide Lark::NvLark -1,{
- mes "[Lark]";
- mes "Have you decided what job you're going to choose?";
- next;
- mes "[Lark]";
- mes "I've prepared a test to see what's the best job for you, according to your answers.";
- next;
- mes "[Lark]";
- mes "How about it?";
- mes "Would you like to take the test?";
- next;
- .@loop = 1;
- while(.@loop) {
- switch(select("Take the test.:What's the test for?:No, thank you.")) {
- case 1:
- mes "[Lark]";
- mes "Great!";
- mes "Let's start the test~";
- next;
- .@loop = 0;
- break;
- case 2:
- mes "[Lark]";
- mes "I will ask you a few simple questions.";
- mes "Through this test, we will check "+strcharinfo(0)+"'s personality and propensity so that we can find the most appropriate job for you.";
- next;
- mes "[Lark]";
- mes "There are 3 different types of tests and a total of 30 questions.";
- next;
- mes "[Lark]";
- mes "What do you think? Will you take the test?";
- next;
- break;
- case 3:
- mes "[Lark]";
- mes "If you haven't decided what job you want yet,";
- mes "I suggest that you take the test.";
- close;
- }
- }
- mes "[Lark]";
- mes "Let's start the first test.";
- mes "Choose the answer that you like the most.";
- mes "^FF0000There are 5 questions.^000000";
- next;
- mes "[Lark]";
- mes "In the middle of the dark, you're walking on the streets of Prontera when you suddenly hear someone scream.";
- next;
- mes "'Aaaahh!! Don't hurt me ~'";
- next;
- mes "You run to the place and see someone surrounded by punks. Because of your sudden appearance, the punks are surprised.";
- mes "What would be your reaction in this situation?";
- next;
- switch(select("Fight against the punks:Cast Magic.:Call for Guards.:Throw rocks at them.")) {
- case 1:
- .@question_01$ = "You subdue them easily.";
- ++.@swordman_p;
- ++.@taekwon_p;
- ++.@ninja_p;
- break;
- case 2:
- .@question_01$ = "You cast a spell on them.";
- ++.@magician_p;
- break;
- case 3:
- .@question_01$ = "You call for help and Guards come to your aid.";
- ++.@acolyte_p;
- break;
- case 4:
- .@question_01$ = "You skillfully throw rocks at the punks.";
- ++.@archer_p;
- ++.@gunslinger_p;
- break;
- }
- mes "[Lark]";
- mes .@question_01$+" You have destroyed the street punks.";
- mes "After clearing up the mess, you approach the person who was being attacked.";
- mes "Do you think the person who was surrounded by punks is a man or a woman?";
- next;
- switch(select("Man:Woman")) {
- case 1:
- .@question_02_01$ = "he";
- .@question_02_02$ = "son";
- break;
- case 2:
- .@question_02_01$ = "she";
- .@question_02_02$ = "daughter";
- break;
- }
- mes "[Lark]";
- mes "You find out that "+.@question_02_01$+" is the "+.@question_02_02$+" of a very rich family in Alberta and Punks attacked while "+.@question_02_01$+" was on an errand for the family.";
- mes "What kind of errand was "+.@question_02_01$+" doing?";
- next;
- switch(select("Delivering an important object:Delivering a small souvenir:Delivering a message")) {
- case 1:
- ++.@swordman_p;
- ++.@archer_p;
- ++.@magician_p;
- break;
- case 2:
- ++.@thief_p;
- ++.@taekwon_p;
- break;
- case 3:
- ++.@acolyte_p;
- break;
- }
- mes "[Lark]";
- mes "Thanks to your bravery, "+.@question_02_01$+" becomes your friend and decides to go on a trip.";
- mes "Where are you going?";
- next;
- switch(select("Capital city, Prontera:Mountain city, Payon:Port city, Alberta:Magic city, Geffen:Satelite city, Izlude:Desert city, Morocc:Industrial city, Einbroch:World of natural life, Amatsu:Garden city, Hugel")) {
- case 1:
- ++.@acolyte_p;
- break;
- case 2:
- ++.@taekwon_p;
- break;
- case 3:
- ++.@merchant_p;
- break;
- case 4:
- ++.@magician_p;
- break;
- case 5:
- ++.@swordman_p;
- break;
- case 6:
- ++.@thief_p;
- break;
- case 7:
- ++.@gunslinger_p;
- break;
- case 8:
- ++.@ninja_p;
- break;
- case 9:
- ++.@archer_p;
- break;
- }
- mes "[Lark]";
- mes "You're having a great time. Do you feel like something will be happening or not?";
- next;
- switch(select("Happening:Not happening.")) {
- case 1:
- ++.@thief_p;
- ++.@swordman_p;
- ++.@ninja_p;
- ++.@taekwon_p;
- ++.@magician_p;
- ++.@thief_p;
- break;
- case 2:
- ++.@acolyte_p;
- ++.@merchant_p;
- ++.@gunslinger_p;
- break;
- }
- mes "[Lark]";
- mes "Let's go now for the second test. Choose the best answer in your own opinion.";
- mes "^FF0000There are 5 questions.^000000";
- next;
- switch(select("Study:Exercise:Service:Violence")) {
- case 1:
- ++.@magician_p;
- break;
- case 2:
- ++.@thief_p;
- ++.@swordman_p;
- ++.@taekwon_p;
- break;
- case 3:
- ++.@acolyte_p;
- break;
- case 4:
- ++.@thief_p;
- ++.@ninja_p;
- break;
- }
- switch(select("Change:Preservation")) {
- case 1:
- ++.@magician_p;
- break;
- case 2:
- ++.@acolyte_p;
- break;
- }
- switch(select("Consumer:Seller:Producer")) {
- case 1:
- ++.@swordman_p;
- ++.@thief_p;
- ++.@acolyte_p;
- ++.@archer_p;
- ++.@gunslinger_p;
- break;
- case 2:
- ++.@merchant_p;
- break;
- case 3:
- ++.@magician_p;
- break;
- }
- switch(select("Speed:Caution")) {
- case 1:
- ++.@thief_p;
- ++.@ninja_p;
- break;
- case 2:
- ++.@archer_p;
- ++.@gunslinger_p;
- break;
- }
- switch(select("Theory:Experience")) {
- case 1:
- ++.@magician_p;
- break;
- case 2:
- ++.@swordman_p;
- ++.@taekwon_p;
- break;
- }
- mes "[Lark]";
- mes "Let's go now for the third test. Please answer (Yes) or (No) to each question.";
- mes "^FF0000There are 20 questions.^000000";
- next;
- mes "[Lark]";
- mes "Do you always pick up the money that you find on the ground?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@merchant_p;
- ++.@ninja_p;
- break;
- case 2:
- ++.@acolyte_p;
- break;
- }
- mes "[Lark]";
- mes "If you had the same name as someone of the opposite sex, would that make you less attracted to them?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@ninja_p;
- ++.@archer_p;
- break;
- case 2:
- ++.@acolyte_p;
- ++.@gunslinger_p;
- break;
- }
- mes "[Lark]";
- mes "Do you like being able to carry a lot of items at once?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@swordman_p;
- ++.@merchant_p;
- break;
- case 2:
- ++.@magician_p;
- ++.@taekwon_p;
- break;
- }
- mes "[Lark]";
- mes "Do you like reading books?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@taekwon_p;
- ++.@gunslinger_p;
- break;
- case 2:
- ++.@ninja_p;
- ++.@merchant_p;
- break;
- }
- mes "[Lark]";
- mes "Do you read everything in a magazine?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@magician_p;
- break;
- case 2:
- ++.@archer_p;
- ++.@gunslinger_p;
- break;
- }
- mes "[Lark]";
- mes "Do you take the time to worry about what you are wearing?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@merchant_p;
- ++.@ninja_p;
- break;
- case 2:
- ++.@swordman_p;
- ++.@thief_p;
- break;
- }
- mes "[Lark]";
- mes "Do you tell others what kind of fancy foods you've eaten recently?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@thief_p;
- ++.@swordman_p;
- break;
- case 2:
- ++.@acolyte_p;
- ++.@taekwon_p;
- break;
- }
- mes "[Lark]";
- mes "Do you write things down in a notebook often?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@magician_p;
- ++.@merchant_p;
- break;
- case 2:
- ++.@thief_p;
- ++.@archer_p;
- break;
- }
- mes "[Lark]";
- mes "Do you consider yourself attractive?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@ninja_p;
- ++.@gunslinger_p;
- break;
- case 2:
- ++.@acolyte_p;
- ++.@swordman_p;
- break;
- }
- mes "[Lark]";
- mes "Do you like being in areas where a lot of people gather?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@acolyte_p;
- ++.@swordman_p;
- break;
- case 2:
- ++.@archer_p;
- ++.@ninja_p;
- break;
- }
- mes "[Lark]";
- mes "Do you like the idea of living a single life?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@thief_p;
- ++.@ninja_p;
- break;
- case 2:
- ++.@acolyte_p;
- break;
- }
- mes "[Lark]";
- mes "Do you like keeping your distance from others?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@gunslinger_p;
- ++.@archer_p;
- break;
- case 2:
- ++.@taekwon_p;
- break;
- }
- mes "[Lark]";
- mes "Do you think that having a good hiding space is important in battle?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@magician_p;
- ++.@gunslinger_p;
- ++.@archer_p;
- break;
- case 2:
- ++.@taekwon_p;
- ++.@magician_p;
- break;
- }
- mes "[Lark]";
- mes "Would you defend your friends even if you knew they were wrong?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@swordman_p;
- break;
- case 2:
- ++.@thief_p;
- ++.@ninja_p;
- break;
- }
- mes "[Lark]";
- mes "Would you try to convince an enemy not to fight you with logic?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@archer_p;
- ++.@merchant_p;
- break;
- case 2:
- ++.@acolyte_p;
- ++.@archer_p;
- break;
- }
- mes "[Lark]";
- mes "Can you sit still in the same place for a long time?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@taekwon_p;
- ++.@thief_p;
- break;
- case 2:
- ++.@archer_p;
- ++.@gunslinger_p;
- break;
- }
- mes "[Lark]";
- mes "Do you think that you can take a punch straight to the gut from an Orc?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@swordman_p;
- ++.@merchant_p;
- break;
- case 2:
- ++.@magician_p;
- ++.@thief_p;
- break;
- }
- mes "[Lark]";
- mes "Do you make up nicknames for your friends?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@gunslinger_p;
- ++.@archer_p;
- break;
- case 2:
- ++.@acolyte_p;
- ++.@gunslinger_p;
- break;
- }
- mes "[Lark]";
- mes "Do you always have a plan B for various situations?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@thief_p;
- ++.@gunslinger_p;
- break;
- case 2:
- ++.@gunslinger_p;
- ++.@merchant_p;
- break;
- }
- mes "[Lark]";
- mes "When talking with other people, do you take time so that the others have time to think?";
- next;
- switch(select("Yes:No")) {
- case 1:
- ++.@magician_p;
- break;
- case 2:
- ++.@ninja_p;
- ++.@archer_p;
- break;
- }
-
- // Calculate player's job.
- // In the official script, higher .@who_job value always wins in a tie.
- setarray .@points[0],
- .@swordman_p, .@magician_p, .@archer_p, .@merchant_p, .@thief_p, .@acolyte_p, .@taekwon_p, .@gunslinger_p, .@ninja_p;
- .@max = .@points[0];
- for(.@i = 1; .@i<9; ++.@i) {
- if (.@points[.@i] >= .@max) {
- .@max = .@points[.@i];
- .@ele = .@i;
- }
- }
- .@who_job = .@ele+1; // To match the official script's numbering.
-
- mes "[Lark]";
- mes "Thank you, have a long life.";
- mes "The vocational aptitude assessment is finished.";
- next;
- mes "[Lark]";
- mes "... ... the result is an aggregate. ... ...";
- next;
- mes "[Lark]";
- mes "Tabulation is complete.";
- mes "'^0000FFSo^000000', if you press this button";
- mes "you can see the results.";
- next;
- switch(.@who_job) {
- case 1:
- .@job$ = "Swordman";
- mes "[Lark]";
- mes "...simple and straightforward...";
- mes "...strong beliefs can affect the world...";
- mes "...stands for hope that the people...";
- mes "...to protect loyalty.";
- mes "...thrusting you ...";
- next;
- break;
- case 2:
- .@job$ = "Wizard";
- mes "[Lark]";
- mes "...to understand all these things alone deulmyeo...";
- mes "...hard work and independent thinking...";
- mes "...type. Excellent judgement, naehyangjeok...";
- mes "...and analytical, with insight...";
- mes "...type : he observes everything...";
- next;
- break;
- case 3:
- .@job$ = "Archer";
- mes "[Lark]";
- mes "...immeasurable, have many emotions...";
- mes "...to people who are trying to understand...";
- mes "...trying to understand the type to receive. Also,...";
- mes "...rejects mediocrity, and his true...";
- mes "...type of life to live. Impressionable...";
- mes "...rich and romantic ...";
- next;
- break;
- case 4:
- .@job$ = "Merchant";
- mes "[Lark]";
- mes "...to identify people's sense of hearing...";
- mes "...outstanding determination and goals...";
- mes "...oriented and a strong type of responsibility...";
- mes "...seongchwiyok strong...";
- next;
- break;
- case 5:
- .@job$ = "Thief";
- mes "[Lark]";
- mes "...always makes life fun and who wants...";
- mes "...always trying to find a new job...";
- mes "...contribution to the world,...";
- mes "...that type. Adventurer,...";
- mes "...optimistic.";
- next;
- break;
- case 6:
- .@job$ = "Acolyte";
- mes "[Lark]";
- mes "...mentality makes him warm and considerate for others...";
- mes "I know I have loved anyone,...";
- mes "...be of help to others and for others...";
- mes "...type of well-caring.";
- mes "...always wants to help others.";
- next;
- break;
- case 7:
- .@job$ = "Taekwon Boy/Girl";
- mes "[Lark]";
- mes "...to believe with a stubborn conviction...";
- mes "...heart and spirit of the grassland is consistent: it...";
- mes "...make steps to move forward.";
- mes "...type of comments or want to understand the beliefs...";
- mes "...that type of effort to correct through training,...";
- mes "...to have a sound mind...";
- next;
- break;
- case 8:
- .@job$ = "Gunslinger";
- mes "[Lark]";
- mes "People often praised Justice.";
- mes "Sometimes fear and confusion may exist...";
- mes "...that time, the definition of confusion...";
- mes "...to maintain the balance, you're carrying the burden...";
- mes "...for you ...";
- next;
- break;
- case 9:
- .@job$ = "Ninja";
- mes "[Lark]";
- mes "...to avoid the type of self-aspiring...";
- mes "...married to a prominent goal and quietly avoiding...";
- mes "...step and their goals...";
- mes "...type of reaching your goal until they're complete...";
- mes "...I do not regret it as ...";
- next;
- break;
- default:
- mes "[Lark]";
- mes "An error has occurred.";
- close;
- }
- mes "[Lark]";
- mes "^8014EB"+.@job$+" is the job that suits you.^000000";
- next;
- mes "[Lark]";
- mes "Well, "+.@job$+", you can choose among various career pathways.";
- mes "Do you want to determine the job that suits you?";
- mes "Do you want to select a job?";
- next;
- switch(select(.@job$+".:Any other profession.")) {
- case 1:
- mes "[Lark]";
- mes "The Novice Training Center course is now shut down, "+.@job$+". Would you like to make this occupation your profession?";
- next;
- if(select("I will think about it again.:I'll choose the former.") == 1) {
- mes "[Lark]";
- mes "You will receive a book corresponding to each job type.";
- mes "Please have enough experience to determine carefully the job that suits you.";
- close;
- }
- break;
- case 2:
- mes "[Lark]";
- mes "Quit now the Training Center Course. Would you like to make an occupation your career choice?";
- next;
- if(select("I will think about it again.:I still want to change my job.") == 1) {
- mes "[Lark]";
- mes "Primer of each class would have received.";
- mes "Have enough experience to determine looked carefully, please.";
- close;
- }
- mes "[Lark]";
- mes "Yes, sir. Please select your desired job.";
- next;
- .@who_job = select("Swordman:Wizard:Archer:Merchant:Thief:Acolyte:Taekwon Boy/Girl:Gunslinger:Ninja:I'll think again.");
- if (.@who_job == 10) {
- mes "[Lark]";
- mes "The Novice Training Center has a lot of sea experience, please pay attention along the way.";
- close;
- }
- break;
- }
- callfunc "F_NvErase",1;
- .@str$ = "^A62A2A'"+strcharinfo(0)+"^000000'! Take care and may Freya bless you on your journey.";
- switch(.@who_job) {
- case 1:
- mes "[Lark]";
- mes "We will send you";
- mes "to the swordman guild in Izlude, the Satelite city.";
- mes .@str$;
- mes "Good bye.";
- close2;
- savepoint "izlude",128,98; // Old coordinates: (95,104)
- warp "izlude_in",74,167;
- end;
- case 2:
- mes "[Lark]";
- mes "We will send you";
- mes "to the magician guild in Geffen, the Magical City.";
- mes .@str$;
- mes "Good bye.";
- close2;
- savepoint "geffen",119,37;
- warp "geffen_in",163,98;
- end;
- case 3:
- mes "[Lark]";
- mes "We will send you";
- mes "to the Archer Guild in Payon, the city of mountains.";
- mes .@str$;
- mes "Good bye.";
- close2;
- savepoint "payon",256,242;
- warp "payon_in02",64,65;
- end;
- case 4:
- mes "[Lark]";
- mes "We will send you";
- mes "to the merchant guild in Alberta, the Port City.";
- mes .@str$;
- mes "Good bye.";
- close2;
- savepoint "alberta",30,232;
- warp "alberta_in",62,44;
- end;
- case 5:
- mes "[Lark]";
- mes "We will send you";
- mes "to the thief guild in Morocc, the desert city.";
- mes .@str$;
- mes "Good bye.";
- close2;
- savepoint "morocc",150,99;
- warp "moc_prydb1",99,185;
- end;
- case 6:
- mes "[Lark]";
- mes "We will send you";
- mes "to the Prontera, the capital city of the Rune-Midgarts Kingdom.";
- mes .@str$;
- mes "Good bye.";
- close2;
- savepoint "prontera",117,72;
- warp "prt_church",172,19;
- end;
- case 7:
- mes "[Lark]";
- mes "We will send you";
- mes "to the Phoenix in Payon, the city of mountains.";
- mes .@str$;
- mes "Good bye.";
- close2;
- savepoint "payon",164,58;
- warp "payon",163,141;
- end;
- case 8:
- mes "[Lark]";
- mes "You will be sent to the flyship";
- mes "in Izlude, the Satelite city.";
- mes "You can get on the flyship to go to Einbroch, the city of industries.";
- mes .@str$;
- mes "Good bye.";
- close2;
- savepoint "izlude",128,98; // Old coordinates: (95,104)
- warp "izlude",128,67;
- end;
- case 9:
- mes "[Lark]";
- mes "We will send you";
- mes "to the captain of the smuggling ship.";
- mes "You can move to Amatsu";
- mes "with the captain's help.";
- mes .@str$;
- mes "Good bye.";
- close2;
- savepoint "alberta",117,56;
- warp "alberta",171,132;
- end;
- default:
- mes "[Lark]";
- mes "An error has occurred. If you keep having the same problem, please contact the local GM team.";
- close;
- }
-}
-new_1-3,106,50,4 duplicate(NvLark) Job Guide Lark#01 4_M_KID1
-new_2-3,106,50,4 duplicate(NvLark) Job Guide Lark#02 4_M_KID1
-new_3-3,106,50,4 duplicate(NvLark) Job Guide Lark#03 4_M_KID1
-new_4-3,106,50,4 duplicate(NvLark) Job Guide Lark#04 4_M_KID1
-new_5-3,106,50,4 duplicate(NvLark) Job Guide Lark#05 4_M_KID1
diff --git a/npc/re/jobs/novice/supernovice_ex.txt b/npc/re/jobs/novice/supernovice_ex.txt
deleted file mode 100644
index 5578d7700..000000000
--- a/npc/re/jobs/novice/supernovice_ex.txt
+++ /dev/null
@@ -1,689 +0,0 @@
-//===== Hercules Script ======================================
-//= Expanded Super Novice Job Quest
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.1a
-//===== Description: =========================================
-//= Job Change quest for Expanded Super Novice class.
-//===== Additional Comments: =================================
-//= 1.0 All dialogue is custom, contains some incorrect behaviors.
-//= 1.1 Switched to a translated copy of the official script
-//= by Gennosuke Kouga, but vastly edited its content. [Euphy]
-//= 1.1a Replaced effect numerics with constants. [Euphy]
-//============================================================
-
-function script Esseray_Ex {
- if (BaseLevel > 98 && JobLevel > 98) {
- if (EXSUPNOV_Q > 0 && EXSUPNOV_Q < 6) {
- mes "[Esseray]";
- mes "A legend in the Novice world has disappeared to do something in Comodo.";
- mes "You should find him.";
- next;
- mes "[Esseray]";
- mes "He can guide you along";
- mes "the correct path...";
- close;
- }
- mes "[Esseray]";
- mes "Oh? Are you one of our Novice Society?";
- mes "You're looking good.";
- next;
- mes "[Esseray]";
- mes "You look full of energy...";
- mes "You seem strong enough to endure the test.";
- next;
- mes "[Esseray]";
- mes "I know a way to become stronger. Are you willing you try it?";
- next;
- if(select("No, I'm okay now.:I want to be stronger!") == 1) {
- mes "[Esseray]";
- mes "If you are satisfied with mediocrity, I can't help you.";
- mes "Live a normal life then.";
- close;
- }
- mes "[Esseray]";
- mes "Good!";
- mes "A legend in the Novice world has disappeared to do something in Comodo.";
- mes "You should find him.";
- next;
- setquest 5092;
- EXSUPNOV_Q = 1;
- mes "[Esseray]";
- mes "He can guide you along";
- mes "the correct path...";
- close;
- }
- else return;
-}
-
-beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{
- if (questprogress(5092)) {
- mes "[Fishing Novice]";
- mes "Sh --------- !!";
- mes "Be quiet please.";
- mes "You'll scare the fish.";
- next;
- select("Hmm... 'scuse me...");
- mes "[Fishing Novice]";
- mes "Aaaaaaak!!";
- mes "What are you doing?";
- mes "I told you be quiet!";
- mes "They're swimmin' away bacause of the noise~";
- next;
- mes "[Fishing Novice]";
- mes "(-- sh--aking --)";
- mes "Who... are you?";
- mes "Why are you disrupting my fishing?";
- next;
- select("I have a delivery from Esseray...");
- emotion e_hmm;
- mes "[Fishing Novice]";
- mes "What? Esseray? Esseray?";
- mes "Hmm! I know him...";
- mes "Esseray... Esseray... hmm.";
- next;
- emotion e_dots,1;
- emotion e_dots;
- mes "..................";
- next;
- emotion e_gasp;
- mes "[Fishing Novice]";
- mes "Ahhhh --- !! ----- Ahhhh ---!!";
- mes "Got it! --- Got it!";
- mes "^0000FFA member of Novice Society in Aldebaran.^000000";
- mes "Esseray, right? Wrong?";
- next;
- if(select("No he isn't:Yes, right") == 2) {
- mes "[Fishing Novice]";
- mes "Hu hu~ my sense is still alive...";
- next;
- mes "[Fishing Novice]";
- mes "So what do you want from me?";
- }
- else {
- mes "[Fishing Novice]";
- mes "What?! He isn't?";
- mes "Then where is Esseray from?";
- next;
- emotion e_dots,1;
- emotion e_dots;
- mes ".... .... .... ....";
- next;
- mes "[Fishing Novice]";
- mes "What -------- !!";
- mes "That isn't important, right?";
- next;
- mes "[Fishing Novice]";
- mes "Then -------- !!";
- mes "Why did you come here?";
- }
- next;
- mes "- You explain why you're here. -";
- next;
- emotion e_hmm;
- mes "[Fishing Novice]";
- mes "Hmm... it is an easy and hard question at the same time.";
- next;
- mes "- You hear a voice complaining about something. -";
- next;
- emotion e_an;
- mes "[Fishing Novice]";
- mes "Esseray! Such a son of a %@&$# spoiling my vacation...";
- next;
- mes "[Fishing Novice]";
- mes "Haaaaa~";
- mes "My poor life~";
- mes "Ahhh~ so many problems.";
- next;
- emotion e_what;
- mes "[Fishing Novice]";
- mes "Too ~ hard. Hey, little kid!";
- mes "What's your name?";
- next;
- select(strcharinfo(0)+", how about you?");
- mes "[Nodor]";
- mes "My name is Nodor! Nodor.";
- next;
- mes "[Nodor]";
- mes ".... .... .....";
- next;
- mes "[Nodor]";
- mes "Hey! I can see what you are thinking about in your face~";
- next;
- mes "[Nodor]";
- mes "Since my name is Nodor I've been made fun of my whole life.";
- mes "Condor and Odor...";
- mes "Don't try to fool me.";
- next;
- changequest 5092,5093;
- mes "[Nodor]";
- mes "Whatever the reason is... you are here!";
- mes "Let's get together to go further.";
- mes "Come again after a while~";
- next;
- mes "- Talk to him again. -";
- close;
- }
- else if (questprogress(5093)) {
- mes "[Nodor]";
- mes "Emmhmm ----- !!";
- next;
- mes "- Nodor gives you a suspicious look. -";
- next;
- mes "[Nodor]";
- mes "Didn't you know that the ^0000FFSuper Novice^000000 was excellent?";
- next;
- mes "- Nodor asks with confidence. -";
- next;
- mes "[Nodor]";
- mes "Hey! Super Novice~";
- mes "Do you know who I am?";
- next;
- select("What are you talking about?!");
- mes "[Nodor]";
- mes "Heh...";
- mes "You've got a lot of nerve, don't you?";
- next;
- select("... ..... ...");
- mes "- This guy is a weirdo. -";
- next;
- mes "[Nodor]";
- mes "Hey! Super Novice ~";
- mes "I will make you stronger!";
- mes "So will you believe what I tell you?";
- next;
- if(select("I won't follow you.:Why not? kehehe~") == 1) {
- mes "[Nodor]";
- mes "Refusing? Don't you want to be strong?";
- mes "I'd love to do nothing too.";
- mes "Just let me fish if you want to go.";
- close;
- }
- mes "[Nodor]";
- mes "Emmhmm~ Do I sound harsh?";
- mes "Hmm, I can't help using such words.";
- next;
- mes "[Nodor]";
- mes "Don't sweat it.";
- mes "It's no problem for me to teach you to be stronger.";
- next;
- mes "[Nodor]";
- mes "Great~!";
- mes "What is your issue?";
- mes "You don't know how to be stronger. Right?";
- next;
- select("Yes, I can't get stronger.");
- emotion e_hmm;
- mes "[Nodor]";
- mes "Hhhmmm ~!";
- mes "There's a way to do it...";
- mes "It is dangerous, but I can";
- mes "tell you how.";
- next;
- mes "[Nodor]";
- mes "I'll only do this on one condition. You do not ask anything and you do everything I tell you!";
- mes "How about it?";
- mes "Are you willing to do this?";
- next;
- if(select("No, I will not!:Let's do this!") == 1) {
- mes "[Nodor]";
- mes "To be strong is the only way to live!";
- mes "Do you want to be a weakling forever?";
- next;
- mes "[Nodor]";
- mes "I will give you a tip.";
- mes "You can't always be right.";
- mes "Sometimes you need to check your ego and listen to others.";
- emotion e_an;
- close;
- }
- mes "[Nodor]";
- mes "All right --------- !!";
- mes "Your passion will make you stronger.";
- mes "You calm?";
- next;
- mes "[Nodor]";
- mes "What I want you to do is...";
- mes "Hunt 1,000 monsters.";
- next;
- mes "[Nodor]";
- mes "Do you know what this is for?";
- next;
- setarray .@Monsters$[0],"Poring","Lunatic","Fabre","Picky";
- .@i = rand(4);
- changequest 5093,5094+.@i;
- mes "[Nodor]";
- mes "You know what a ^FF0000"+.@Monsters$[.@i]+"^000000 monster is, right?";
- next;
- mes "[Nodor]";
- mes "Hunt 1,000!";
- mes "Do not say you can't do this!";
- mes "I know that's a lot of monsters, but they're so weak!";
- next;
- select("Are you kidding me?");
- mes "[Nodor]";
- mes "Huh huh~!";
- mes "Rembember, no questions!";
- mes "Don't come back until you've hunted 1,000.";
- close;
- }
- else if (questprogress(5094) || questprogress(5095) || questprogress(5096) || questprogress(5097)) {
- mes "["+strcharinfo(0)+"]";
- mes "Hey, Nodor!";
- next;
- emotion e_omg;
- mes "[Nodor]";
- mes "Oh my god!";
- mes "So frightened... let me see?";
- next;
- if (questprogress(5094,HUNTING) != 2 && questprogress(5095,HUNTING) != 2 && questprogress(5096,HUNTING) != 2 && questprogress(5097,HUNTING) != 2) {
- mes "[Nodor]";
- mes "Hey! Super Novice!";
- mes "Didn't I say to hunt 1,000?";
- mes "Don't come back until you have.";
- close;
- }
- mes "[Nodor]";
- mes "Have you hunted all 1,000 already?";
- next;
- mes "[Nodor]";
- mes "You are better than I thought.";
- mes "Anyway, what was the monster that I told you to hunt?";
- next;
- .@i = select("Poring:Lunatic:Fabre:Picky:Baphomet")-1;
- if (.@i == 4) {
- mes "[Nodor]";
- mes "Heheh? Can you seriously hunt Baphomet alone?";
- mes "Don't tell a lie!! I will hit you!!";
- close;
- }
- if (questprogress(5094+.@i,HUNTING) != 2) {
- mes "[Nodor]";
- mes "Don't tell a lie!";
- mes "I didn't tell you to hunt this!";
- close;
- }
- changequest 5094+.@i,5098;
- emotion e_heh;
- mes "[Nodor]";
- mes "keheheheheheh~";
- next;
- mes "[Nodor]";
- mes "You annoyed me so I made you do this task...";
- next;
- mes "[Nodor]";
- mes "Wow! You actually hunted all 1,000?";
- mes "I guess I can't question your passion to be stronger.";
- next;
- mes "[Nodor]";
- mes "Okay! So far so good.";
- mes "I will let you know how to overcome your strength deficiencies.";
- close;
- }
- else if (questprogress(5098)) {
- if (rand(10) != 1) {
- mes "[Nodor]";
- mes "Oh! You already came here?";
- mes "Didn't you say you have something to handle?";
- mes "You have enough passion but...";
- mes "you need to learn patience.";
- close;
- }
- emotion e_gg;
- mes "[Nodor]";
- mes "Hhhhhhhhhh~";
- next;
- mes "[Nodor]";
- mes "Oh sorry! Sorry!";
- mes "I got a letter from my brother a long time ago, will you read my letter for your information?";
- next;
- if(select("Yes, I will:No, I won't") == 2) {
- mes "[Nodor]";
- mes "You should read more!";
- next;
- }
- else {
- mes "["+strcharinfo(0)+"]";
- mes "Tsk*... Ok...";
- next;
- }
- mes "- He throws a bundled letter at you. -";
- next;
- mes "Dear Bro. Nodor,";
- mes " ";
- mes "Hey Bro, it's your brother Nudor. How have you been? The reason I'm writing this letter is...";
- mes "I need money for food. You've got so much money, so help me out.";
- next;
- mes "If you don't... Remember last time you %$&*@*&%$...";
- mes "- The letter is crumpled, so you can't read more. -";
- mes "I'm still in the Schwaltzvalt Republic.";
- mes "~ Nudor";
- next;
- mes "- You get an uneasy feeling from reading this letter. -";
- next;
- mes "[Nodor]";
- mes "Hu~u~";
- mes "Hmm, I only have one brother and he's always asking for money.";
- mes "It's got to be my fame... T_T";
- next;
- mes "- Now you really have an uneasy feeling. -";
- next;
- changequest 5098,5099;
- mes "[Nodor]";
- mes "Hey- Super Novice "+strcharinfo(0)+"!";
- next;
- mes "[Nodor]";
- mes "You can give some to my bro. He's up in the airship.";
- close;
- }
- else if (questprogress(5099)) {
- mes "[Nodor]";
- mes "Have you visited already?";
- next;
- select("How much money should I give?");
- mes "[Nodor]";
- mes "Oh, you didn't go there yet?";
- mes "Give him a little, ya~";
- next;
- mes "[Nodor]";
- mes "100,000 zeny is okay~";
- mes "1,000,000 zeny is okay~";
- mes "10,000,000 zeny is okay~";
- close;
- }
- else if (questprogress(5100)) {
- if (EXSUPNOV_Q_ == 3) .@str$ = "300,000";
- else if (EXSUPNOV_Q_ == 4) .@str$ = "1,000,000";
- else .@str$ = "100,000";
- mes "[Nodor]";
- mes "Hey, have you gone there?";
- mes "I got another message from my bro.";
- next;
- mes "Bro, someone gave me...";
- mes .@str$+" Zeny.";
- mes "You do care about me...";
- mes "~ Nudor";
- next;
- select("He seemed so hungry...");
- mes "[Nodor]";
- mes "By the way...";
- mes .@str$+" Zeny is so little considering my celebrity status, don't you think?";
- next;
- select("Eh.....");
- mes "[Nodor]";
- mes "Anyway~";
- mes .@str$+" Zeny...";
- mes "Don't you think you gave him too little? My reputation is gonna take a hit now.";
- next;
- select("Hey...");
- mes "[Nodor]";
- mes "Wow, you've got my point already?";
- next;
- mes "[Nodor]";
- mes "I think you are right.";
- mes "This test is about your ability to open someone else's sympathy.";
- next;
- mes "[Nodor]";
- mes "I mean your consuming habit and your gut...";
- mes "Hahahaha!";
- next;
- select("Hey, that's not my...");
- mes "[Nodor]";
- mes "Hmm? Ah...";
- mes "I almost forgot to tell";
- mes "you how to exceed your limit,";
- mes "didn't I?";
- next;
- mes "[Nodor]";
- mes "Eh-hem! I was not just killing time after I sent you!!";
- next;
- emotion e_omg;
- mes "[Nodor]";
- mes "What the? --- ah? --- !!";
- next;
- select("??????");
- emotion e_swt;
- mes "[Nodor]";
- mes "Watch out!! A bunch of Golems are running after us!";
- mes "We... have to run...!!!";
- next;
- emotion e_omg,1;
- if(select("What?!:Um?") == 2) {
- mes "- You look around, and -";
- mes "- there is nothing behind you. -";
- mes "- When you are about to doubt... -";
- }
- else {
- mes "- You ask Nodor once -";
- mes "- again in your fright... -";
- }
- next;
- if (SkillPoint) {
- mes "[Nodor]";
- mes "You've still got some skill points that aren't used up.";
- mes "I can't make you stronger until you use those points.";
- close;
- }
- specialeffect2 EF_LORD;
- specialeffect2 EF_SIGHTRASHER;
- specialeffect2 EF_STORMGUST;
- erasequest 5100;
- mes "[Nodor]";
- mes "Haha ------------- !!";
- mes "----- uhhahaha----- !!";
- mes "------------ yay -- !!";
- next;
- nude;
- callfunc "F_ClearJobVar"; // -- Clears all job variables for the current player
- jobchange roclass(eaclass()|EAJL_THIRD);
- EXSUPNOV_Q = 5;
- emotion e_heh;
- mes "[Nodor]";
- mes "Puhahahahahahahahahahah!!";
- mes "Good! You scared yet?";
- next;
- select("... ... ...");
- emotion e_dots,1;
- emotion e_sry;
- mes "[Nodor]";
- mes "Sorry for scaring you!";
- mes "I think our duty and mission as Novices is to make days joyful.";
- next;
- mes "[Nodor]";
- mes "Well then, don't you feel something just changed?";
- mes "Feel your body lighter than before...?";
- mes "Or more powerful?";
- next;
- select("...? ...? ...?");
- emotion e_what,1;
- mes "[Nodor]";
- mes "Oh--- My--- (tut,tut,tut)!!";
- next;
- emotion e_hmm;
- mes "[Nodor]";
- mes "Mr. Sieu Ngu --";
- mes "Not to be mean, but";
- mes "you are a little dull...";
- mes "Don't you feel different now?";
- next;
- if(select("What are you talking about?:I got it!") == 1) {
- mes "[Nodor]";
- mes "Eh--- right, you are dull, aren't you?";
- mes "You already exceeded your limit.";
- next;
- mes "[Nodor]";
- mes "You can be stronger than before.";
- mes "Wasn't it your dream?";
- next;
- }
- mes "[Nodor]";
- mes "Ok~!";
- mes "Now march to the world and live as a Novice and enjoy your free, happy life!";
- mes "That's it!";
- close;
- }
- else if (EXSUPNOV_Q == 5) {
- mes "[Nodor]";
- mes "(Pouting) ------------- !!";
- mes "So you're finally back.";
- next;
- mes "[Nodor]";
- mes "To celebrate this new Novice comrade, I've prepared some equipment to give you --";
- next;
- mes "[Nodor]";
- mes "Don't forget to make sure that you have enough ^FF0000inventory^000000 to take these items from me.";
- mes "And don't say I didn't warn you either.";
- next;
- if(select("Yes, let me check my inventory.:I'm good, show me.") == 1) {
- mes "[Nodor]";
- mes "Well, well!";
- mes "You know! Have no regrets.";
- close;
- }
- mes "[Nodor]";
- mes "There are what I used to wear when I was younger,";
- mes "but they are still good.";
- if (EXSUPNOV_Q_ == 3) getitem 2522,1; // Undershirt
- else if (EXSUPNOV_Q_ == 4) {
- getitem 2628,1; // Novice Armlet [1]
- getitem 2113,1; // Novice Shield [1]
- getitem 2416,1; // Novice Shoes [1]
- getitem 5119,1; // Super Novice Hat [1]
- getitem 2512,1; // Novice Manteau [1]
- getitem 2340,1; // Novice Breastplate [1]
- }
- else getitem 2340,1; // Novice Breastplate [1]
- next;
- select("Second-hand stuff, huh?");
- mes "[Nodor]";
- mes "Give them back to me.";
- mes "How can you react like that when I offer you my possessions?";
- next;
- mes "[Nodor]";
- mes "I...";
- mes "I can't take back what I already gave away.";
- next;
- mes "[Nodor]";
- mes "Now I am going to say greetings again.";
- next;
- specialeffect2 EF_RECOVERY;
- mes "[Nodor]";
- mes "Let Super Novice "+strcharinfo(0)+" be blessed with the Super Novice Guardian!";
- EXSUPNOV_Q = 6;
- close;
- }
- else if (EXSUPNOV_Q > 5) {
- mes "[Nodor]";
- mes "Don't forget that you are a Novice.";
- mes "Be a Novice always!";
- mes "The aim of life is to have a nice and normal time!";
- close;
- }
- mes "[Fishing Novice]";
- mes "Hush!";
- mes "Please be quiet because you'll";
- mes "scare all the fish away.";
- close;
-}
-
-airplane,33,47,5 script Nudor#sp2 4_F_NOVICE,{
- if (questprogress(5099)) {
- mes "[Nudor]";
- mes "Ahhh~ I have no money to buy any food.";
- mes "I'm hungry, but I have no idea when Brother is coming...";
- next;
- select("Hey, are you... Mr. Nudor?");
- mes "[Nudor]";
- mes "Eeeeeh?! Who wants to know?";
- mes "Do I know you?";
- next;
- mes "- You explain to Nudor why you have come to see him. -";
- next;
- mes "[Nudor]";
- mes "Aha! You've come to give me some pocket money in place of my bro~";
- next;
- mes "[Nudor]";
- mes "Wowowow~~ How much did he give you?";
- next;
- mes "- Nudor stares with twinkling -";
- mes "- eyes, holding out his hands. -";
- mes "- How much do you want to give? -";
- next;
- .@i = select("I have no money:Give 100,000 Zeny:Give 300,000 Zeny:Give 1,000,000 Zeny:Give all the money you have");
- mes "[Nudor]";
- if (.@i == 1) {
- mes "- crying -";
- mes "I hate Nodor --- !";
- mes "I hate you too --- !";
- close2;
- warp "airplane",70,93;
- end;
- }
- else if (.@i < 5) {
- switch(.@i) {
- case 2: .@str$ = "100,000"; .@n = 100000; break;
- case 3: .@str$ = "300,000"; .@n = 300000; break;
- case 4: .@str$ = "1,000,000"; .@n = 1000000; break;
- }
- mes "Lovely~~ Did he give you "+.@str$+" Zeny? That's pretty much!";
- next;
- if (Zeny < .@n) {
- mes "[Nudor]";
- mes "What? But where is "+.@str$+" Zeny?";
- close;
- }
- }
- else {
- mes "Oh... oh my gosh, are you really giving me all the Zeny you have? Really?";
- next;
- if(select("No, not really...:Give it all") == 1) {
- mes "[Nudor]";
- mes "Pshaw! How disappointing!";
- close;
- }
- if (!Zeny) {
- mes "[Nudor]";
- mes "Eh? But you don't have any money. You're so poor, huh?";
- close;
- }
- .@n = Zeny;
- }
- mes "[Nudor]";
- mes "Woa~!! "+.@n+" Zeny! This helped me so much~ Tehee~";
- mes "I can't believe it...";
- changequest 5099,5100;
- Zeny -= .@n;
- if (.@i < 5) EXSUPNOV_Q_ = .@i;
- else {
- if (.@n > 1000000) EXSUPNOV_Q_ = 4;
- else if (.@n > 300000) EX_SUPNOV_Q_ = 3;
- else EXSUPNOV_Q_ = 2;
- }
- next;
- mes "[Nudor]";
- if (Sex) mes "Did you know? You're really handsome~";
- else mes "I need to tell you, you are really... really~ beautiful.";
- next;
- mes "[Nudor]";
- mes "- You feel like you're being -";
- mes "- tricked, so go back to Nodor. -";
- close;
- }
- else if (questprogress(5100)) {
- mes "[Nudor]";
- mes "I cannot believe that my bro sent me money... I love it~";
- next;
- mes "[Nudor]";
- mes "Ooooops!";
- mes strcharinfo(0)+", hush --- !!";
- next;
- mes "[Nudor]";
- mes "Don't tell Nodor about this~~";
- close;
- }
- mes "[Nudor]";
- mes "Ahhh~ I have no money to buy any food.";
- mes "I'm hungry, but I have no idea when Brother is coming...";
- close;
-}
diff --git a/npc/re/jobs/repair.txt b/npc/re/jobs/repair.txt
deleted file mode 100644
index fd3c51d7a..000000000
--- a/npc/re/jobs/repair.txt
+++ /dev/null
@@ -1,271 +0,0 @@
-//===== Hercules Script ======================================
-//= Job Repairs
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Removes potentially conflicting job data.
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//= 1.1 Added GM management function. [Euphy]
-//= 1.2 Removed pointless comment. [Kisuka]
-//============================================================
-
-prt_in,38,104,4 script Valerie 4_F_VALKYRIE,{
- if (checkweight(1201,1) == 0) {
- mes "I think you have too many items. Let's try it again after you take some out.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You're overweight with items so I don't think we can proceed any further. Challenge me after you've taken some items off.";
- close;
- }
- mes "[Valerie]";
- mes "I am Valerie; I help those with abnormalities. I am friends with Valkyrie.";
- next;
- mes "[Valerie]";
- mes "If both abnormalities disappear then we must start the test over from scratch. What would you like to do?";
- next;
- switch(select("I don't have any abnormalities:I think my body has some abnormalities")) {
- case 1:
- mes "[Valerie]";
- mes "That's a relief. Then please take care.";
- close;
- case 2:
- mes "[Valerie]";
- mes "Are you sure you want to intialize it and start over?";
- next;
- if(select("Nope:Yes, I want to start completely over") == 1) {
- mes "[Valerie]";
- mes "I understand. I'll see you next time";
- close;
- }
- mes "[Valerie]";
- mes "All items related to the existing conditions will disappear. Are you okay with this?";
- next;
- if(select("Nope:Yes, I want to start completely over.") == 1) {
- mes "[Valerie]";
- mes "I understand. I'll see you next time.";
- close;
- }
- mes "[Valerie]";
- mes "It seems that there are a sea of people who seemed to be cursed of not being able to get a significant other after going through with this. Are you still okay with this? ";
- next;
- if(select("Nope:I still want to intialize.") == 1) {
- mes "[Valerie]";
- mes "I understand. I will see you next time.";
- close;
- }
- mes "[Valerie]";
- mes "In extreme cases, some become crippled and can get ulcers. Do you still want to intilize former processes?";
- next;
- if(select("Nope:Please intilize the former processes") == 1) {
- mes "[Valerie]";
- mes "I understand. I will see you next time";
- close;
- }
- specialeffect2 EF_INVENOM;
- progressbar "0xffff00",3;
-
- // Warlock - quest items
- if (isequipped(2796) || isequipped(2797)) {
- mes "[Valerie]";
- mes "Please unequip the Magical Stone or Magical Stone Ring and try again.";
- close;
- }
- if (countitem(2796) || countitem(2797)) {
- if (isequipped(2796) || isequipped(2797)) {
- mes "[Valerie]";
- mes "Please talk to me after your replace all Magical Stones.";
- close;
- }
- setarray .@items[0], 2796, 2797, 6152, 6151; //Magical_Stone,Magical_Stone_,Glittering_Crystal,Peice_Of_Great_Bradium
- for(.@i = 0; .@i<4; ++.@i) {
- if (countitem(.@items[.@i]))
- delitem .@items[.@i], countitem(.@items[.@i]);
- }
- mes "[Valerie]";
- mes "You're carrying something that is unnecessary. I will sort it out for you.";
- close;
- }
-
- // Baby and third job characters meet no further conditions.
- if (eaclass()&(EAJL_BABY|EAJL_THIRD)) {
- mes "[Valerie]";
- mes "I don't think you should have any further business with me.";
- close;
- }
-
- // Rebirth - variable
- if ((Class >= Job_Swordman && Class <= Job_Crusader2) && ADVJOB != 0) {
- ADVJOB = 0;
- mes "[Valerie]";
- mes "You're carrying big karma- You should erase it.";
- next;
- mes "[Valerie]";
- mes "Please talk to me again as there could be additional problems.";
- close;
- }
-
- // Second job - variable and quests
- // callsub L_Second, "<variable>", <quest>;
- if (Class == Job_Swordman) {
- callsub L_Second, "KNIGHT_Q", 9012;
- callsub L_Second, "CRUS_Q", 3015;
- } else if (Class == Job_Archer) {
- callsub L_Second, "HNTR_Q", 4013;
- callsub L_Second, "BARD_Q", 3004;
- callsub L_Second, "DANC_Q", 7006;
- } else if (Class == Job_Mage) {
- callsub L_Second, "WIZ_Q", 9018;
- callsub L_Second, "SAGE_Q", 2052;
- } else if (Class == Job_Merchant) {
- callsub L_Second, "BSMITH_Q", 2016;
- callsub L_Second, "ALCH_Q", 2040;
- } else if (Class == Job_Thief) {
- callsub L_Second, "ASSIN_Q", 8008;
- callsub L_Second, "ROGUE_Q", 2027;
- } else if (Class == Job_Acolyte) {
- callsub L_Second, "PRIEST_Q", 8016;
- callsub L_Second, "MONK_Q", 3032;
- }
-
- // Third job - variable and quests
- // callsub L_Third, "<variable>", <main quest>, <first quest>, <last quest>{, <additional quest>};
- if (BaseJob == Job_Assassin)
- callsub L_Third, "job_3rd_gc", 7100, 7091, 7116;
- else if (BaseJob == Job_Blacksmith)
- callsub L_Third, "job__mechanic", 10101, 10090, 10101;
- else if (BaseJob == Job_Hunter)
- callsub L_Third, "job_ranger01", 8262, 8254, 8262;
- else if (BaseJob == Job_Knight)
- callsub L_Third, "job_rune_edq", 3219, 3200, 3220;
- else if (BaseJob == Job_Priest)
- callsub L_Third, "job_arch", 2191, 2187, 2191;
- else if (BaseJob == Job_Wizard)
- callsub L_Third, "job_wl", 11112, 11106, 11112;
- else if (BaseJob == Job_Alchemist)
- callsub L_Third, "job_gen", 2223, 2209, 2217, 2223;
- else if (BaseJob == Job_Bard)
- callsub L_Third, "job_min", 11154, 11135, 11154;
- else if (BaseJob == Job_Crusader)
- callsub L_Third, "job_royal", 0, 12090, 12094;
- else if (BaseJob == Job_Dancer)
- callsub L_Third, "job_wan", 2222, 2218, 2222;
- else if (BaseJob == Job_Monk)
- callsub L_Third, "job_shu", 11158, 11155, 11158;
- else if (BaseJob == Job_Rogue)
- callsub L_Third, "job_sha", 7180, 7160, 7180;
- else if (BaseJob == Job_Sage)
- callsub L_Third, "job_soc", 12098, 12096, 12098;
-
- mes "[Valerie]";
- mes "I don't think you should have any further business with me.";
- close;
- }
-
-L_Second:
- if (getd(getarg(0)) != 0) {
- setd getarg(0),0;
- if (questprogress(getarg(1)) == 2)
- erasequest getarg(1);
- mes "[Valerie]";
- mes "I will help clear your problems for you that came from your former attempts.";
- next;
- mes "[Valerie]";
- mes "Please talk to me again as there could be additional problems.";
- close;
- } else
- return;
-
-L_Third:
- if (getd(getarg(0)) != 0) {
- setd getarg(0),0;
- if (getarg(1)) {
- if (questprogress(getarg(1)) == 2)
- erasequest getarg(1);
- }
- for(.@i = getarg(2); .@i<=getarg(3); ++.@i) {
- if (questprogress(.@i))
- erasequest .@i;
- }
- if (getarg(4,0)) {
- if (questprogress(getarg(4)))
- erasequest getarg(4);
- }
- mes "[Valerie]";
- mes "I will help clear your problems for you that came from your former attempts.";
- next;
- mes "[Valerie]";
- mes "Please talk to me again as there could be additional problems.";
- close;
- } else
- return;
-}
-
-- script Valerie#sign -1,{
- mes "^ff00ffI couldn't pay the office rent so I am temporarily relocating to the building across from the Prontera Refinery.^000000";
- mes " ";
- mes "^ff00ffValerie^000000";
- close;
-}
-in_moc_16,17,33,4 duplicate(Valerie#sign) Valerie#asn 2_BULLETIN_BOARD
-ein_in01,13,28,4 duplicate(Valerie#sign) Valerie#bls 2_BULLETIN_BOARD
-hu_in01,386,377,4 duplicate(Valerie#sign) Valerie#hnt 2_BULLETIN_BOARD
-prt_in,88,108,4 duplicate(Valerie#sign) Valerie#knt 2_BULLETIN_BOARD
-prt_church,19,36,4 duplicate(Valerie#sign) Valerie#prst 2_BULLETIN_BOARD
-gef_tower,110,30,4 duplicate(Valerie#sign) Valerie#wiz 2_BULLETIN_BOARD
-comodo,215,155,4 duplicate(Valerie#sign) Valerie#danc 2_BULLETIN_BOARD
-prt_castle,45,167,4 duplicate(Valerie#sign) Valerie#cru 2_BULLETIN_BOARD
-prt_monk,59,253,4 duplicate(Valerie#sign) Valerie#mnk 2_BULLETIN_BOARD
-moc_ruins,90,104,4 duplicate(Valerie#sign) Valerie#rg 2_BULLETIN_BOARD
-yuno_in02,43,62,4 duplicate(Valerie#sign) Valerie#sag 2_BULLETIN_BOARD
-prt_church,103,86,4 duplicate(Valerie#sign) Valerie#arch 2_BULLETIN_BOARD
-que_job01,75,92,4 duplicate(Valerie#sign) Valerie#gc 2_BULLETIN_BOARD
-yuno,129,150,4 duplicate(Valerie#sign) Valerie#mech 2_BULLETIN_BOARD
-tur_dun01,159,40,4 duplicate(Valerie#sign) Valerie#ran 2_BULLETIN_BOARD
-prt_in,167,24,4 duplicate(Valerie#sign) Valerie#rk 2_BULLETIN_BOARD
-spl_in02,81,102,4 duplicate(Valerie#sign) Valerie#wl 2_BULLETIN_BOARD
-alde_alche,38,181,4 duplicate(Valerie#sign) Valerie#alche 2_BULLETIN_BOARD
-alberta,198,129,4 duplicate(Valerie#sign) Valerie#min 2_BULLETIN_BOARD
-in_rogue,376,104,4 duplicate(Valerie#sign) Valerie#sc 2_BULLETIN_BOARD
-ve_in,244,122,4 duplicate(Valerie#sign) Valerie#shu 2_BULLETIN_BOARD
-xmas,166,209,4 duplicate(Valerie#sign) Valerie#wan 2_BULLETIN_BOARD
-
-sec_in02,12,40,5 script Job Repair 1_M_LIBRARYMASTER,1,1,{
- callfunc "F_GM_NPC";
- mes "Please input your password.";
- next;
- if (callfunc("F_GM_NPC","1854",1) == 1) {
- job_arch = 100;
- job_3rd_gc = 100;
- job__mechanic = 100;
- job_ranger01 = 100;
- job_rune_edq = 100;
- job_wl = 100;
- job_gen = 100;
- job_min = 100;
- job_royal = 100;
- job_sha = 100;
- job_soc = 100;
- job_shu = 100;
- job_wan = 100;
- KNIGHT_Q = 100;
- PRIEST_Q = 100;
- WIZ_Q = 100;
- BSMITH_Q = 100;
- ASSIN_Q = 100;
- HNTR_Q = 100;
- CRUS_Q = 100;
- MONK_Q = 100;
- SAGE_Q = 100;
- ALCH_Q = 100;
- ROGUE_Q = 100;
- BARD_Q = 100;
- DANC_Q = 100;
- ADVJOB = 15;
- }
- close;
-}
diff --git a/npc/re/kafras/kafras.txt b/npc/re/kafras/kafras.txt
deleted file mode 100644
index 3e94f180d..000000000
--- a/npc/re/kafras/kafras.txt
+++ /dev/null
@@ -1,84 +0,0 @@
-//===== Hercules Script ======================================
-//= Kafras (Cities/Dungeons/Fields)
-//===== By: ==================================================
-//= Joseph
-//===== Current Version: =====================================
-//= 1.4
-//===== Description: =========================================
-//= Argument settings for callfunc "F_Kafra":
-//= arg(0): 0 - Default Kafra message
-//= 1 - Niflhiem Kafra message
-//= 2 - Guild Kafra message
-//= 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:
-//= - L0ne_W0lf, Daegaladh
-//= 1.0 Merged and cleaned up Kafras. [Euphy]
-//= 1.1 Added Dewata Kafra. [Lemongrass]
-//= 1.2 Added Port Malaya Kafras. [Euphy]
-//= 1.3 Added Eden Group Kafra. [Euphy]
-//= 1.3a Moved Rune Knight Kafra from job file. [Euphy]
-//= 1.4 Added Izlude duplicates. [Euphy]
-//============================================================
-
-// Brasilis
-//============================================================
-brasilis,197,221,4 script Kafra Employee::kaf_bra 4_F_KAFRA1,{
- cutin "kafra_01",2;
- callfunc "F_Kafra",0,3,0,80,700;
- savepoint "brasilis",195,259;
- callfunc "F_KafEnd",0,1,"in the city of Brasilis";
-}
-
-// Dewata
-//============================================================
-dewata,202,184,6 script Kafra Employee::kaf_dewata 4_F_KAFRA1,{
- cutin "kafra_01",2;
- callfunc "F_Kafra",0,10,1,40,700;
- savepoint "dewata",206,174;
- callfunc "F_KafEnd",0,1,"on Dewata Island";
-}
-
-// Eden Group
-//============================================================
-moc_para01,10,185,4 script Kafra Employee::kaf_eden 4_F_KAFRA7,{
- cutin "kafra_07",2;
- mes "[Kafra Employee]";
- mes "Welcome to the";
- mes "Kafra Corporation.";
- mes "I only offer Storage!";
- callfunc "F_Kafra",5,2,0,80,0;
-}
-
-// Izlude
-//============================================================
-izlude,128,148,6 duplicate(kaf_izlude) Kafra Employee#iz 4_F_KAFRA1
-izlude_a,128,148,6 duplicate(kaf_izlude) Kafra Employee#iz_a 4_F_KAFRA1
-izlude_b,128,148,6 duplicate(kaf_izlude) Kafra Employee#iz_b 4_F_KAFRA1
-izlude_c,128,148,6 duplicate(kaf_izlude) Kafra Employee#iz_c 4_F_KAFRA1
-izlude_d,128,148,6 duplicate(kaf_izlude) Kafra Employee#iz_d 4_F_KAFRA1
-
-// Port Malaya
-//============================================================
-malaya,71,79,4 script Kafra Employee::kaf_malaya1 4_MAL_KAFRA,{
- callfunc "F_Kafra",0,3,2,500,700;
- savepoint "malaya",44,56;
- callfunc "F_KafEnd",0,1,"in Port Malaya";
-}
-
-malaya,234,204,4 script Kafra Employee::kaf_malaya2 4_MAL_KAFRA,{
- callfunc "F_Kafra",0,3,2,500,700;
- savepoint "malaya",281,212;
- callfunc "F_KafEnd",0,1,"in Port Malaya";
-}
-
-// Rune Knight
-//============================================================
-job3_rune01,92,62,3 script Kafra Employee::kaf_rune 4_F_KAFRA4,{
- cutin "kafra_04",2;
- callfunc "F_KafSet";
- callfunc "F_Kafra",0,9,2,80,700;
-}
diff --git a/npc/re/merchants/3rd_trader.txt b/npc/re/merchants/3rd_trader.txt
deleted file mode 100644
index 51b50fdcf..000000000
--- a/npc/re/merchants/3rd_trader.txt
+++ /dev/null
@@ -1,280 +0,0 @@
-//===== Hercules Script ======================================
-//= 3rd Item Seller
-//===== By: ==================================================
-//= Masao, Mercurial
-//===== Current Version: =====================================
-//= 1.5
-//===== Description: =========================================
-//= [Official Conversion]
-//= Sells some 3rd Job related items:
-//= - Poison Herbs, Rune Stones, Rare Herbs, Points
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Optimized Poison Herb Salesman NPC
-//= 1.2 Optimized and standardized. [Euphy]
-//= 1.3 Added Malangdo/Mora Points NPC. [Euphy]
-//= 1.4 Updated to match the official scripts. [Euphy]
-//= 1.5 Added Izlude duplicates. [Euphy]
-//============================================================
-
-// Poison Herb Merchants (Guillotine Cross)
-//============================================================
-- script ::phs -1,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you lose some weight. -";
- close;
- }
- mes "[Poison Herb Merchant]";
- mes "I am the professional";
- mes "Poison Herb merchant.";
- mes "Each Herb costs 4,000 zeny.";
- mes "What would you like?";
- next;
- .@i = select("Nerium:Rantana:Makulata:Seratum:Scopolia:Amoena:Poison Kit:Cancel")-1;
- mes "[Poison Herb Merchant]";
- if (.@i < 6) {
- .@item = 7932+.@i;
- .@price = 4000;
- .@max = 2000;
- .@max$ = "2,000";
- } else if (.@i == 6) {
- .@item = 7931;
- .@price = 5000;
- .@max = 500;
- .@max$ = "500";
- mes "Each Poison Kit costs 5,000 zeny.";
- } else {
- mes "Well, I see. Come back again~!";
- close;
- }
- mes "How many do you want?";
- mes "You can only buy a maximum of '"+.@max+"' ea.";
- mes "Enter '0' if you want to cancel.";
- next;
- input .@amount;
- if (.@amount == 0) {
- mes "[Poison Herb Merchant]";
- mes "You've cancelled the trade.";
- close;
- }
- if (.@amount > .@max) {
- mes "[Poison Herb Merchant]";
- mes "The number must be less than "+.@max$+"!";
- close;
- }
- .@total = .@amount * .@price;
- if (Zeny < .@total) {
- mes "[Poison Herb Merchant]";
- mes "You don't have enough money.";
- mes "Check how much money you have first.";
- close;
- }
- Zeny -= .@total;
- getitem .@item, .@amount;
- mes "[Poison Herb Merchant]";
- mes "Thank you. Come back again~!";
- close;
-}
-job3_guil01,79,96,3 duplicate(phs) Poison Herb Merchant 4_F_YUNYANG
-morocc,191,94,4 duplicate(phs) Poison Herb Merchant#moc 4_F_YUNYANG //Official: (190,96) -> in a wall
-lhz_in02,16,205,4 duplicate(phs) Poison Herb Merchant#lhz 4_F_YUNYANG
-
-// Rune Stone Merchants (Rune Knight)
-//============================================================
-- script ::runesale -1,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you lose some weight. -";
- close;
- }
- mes "[Rune Merchant]";
- mes "Hey, do you need Runes?!";
- mes "I sell all sorts of Rune Stones!";
- mes "What would you like?";
- next;
- .@i = select("Buy high-quality Rune Stones.:Buy ordinary Rune Stones.");
- mes "[Rune Merchant]";
- if (.@i == 1) {
- mes "High-quality Runes!";
- mes "They cost 2,500 zeny each!";
- .@item = 12734; //Runstone_Quality
- .@price = 2500;
- } else {
- mes "Ordinary Rune Stones?";
- mes "They cost 1,000 zeny each!";
- .@item = 12737; //Runstone_Ordinary
- .@price = 1000;
- setarray .@rune[0],12737,1000;
- }
- mes "Tell me how many you want,";
- mes "and remember, you can only";
- mes "buy a maximum of '2000' ea.";
- next;
- input .@amount;
- if (.@amount == 0) {
- mes "[Rune Merchant]";
- mes "You're not buying? Please leave!";
- close;
- }
- if (.@amount > 2000) {
- mes "[Rune Merchant]";
- mes "The number must be less than 2,000!";
- close;
- }
- .@total = .@amount * .@price;
- if (Zeny < .@total) {
- mes "[Rune Merchant]";
- mes "Zeny! Zeny!";
- mes "You don't have enough money.";
- mes "Check how much money you have first.";
- close;
- }
- if (!checkweight(.@item,.@amount)) {
- mes "[Rune Merchant]";
- mes "It doesn't seem like you are able to carry it all, why are you trying it?!";
- close;
- }
- Zeny -= .@total;
- getitem .@item, .@amount;
- mes "[Rune Merchant]";
- mes "Thank you.";
- mes "Please come back again~!";
- close;
-}
-job3_rune01,90,62,3 duplicate(runesale) Rune Merchant#job3 4_M_YURI
-prontera,168,228,3 duplicate(runesale) Rune Merchant#prt 4_M_YURI
-
-// Rare Herb Merchants (Guillotine Cross)
-//============================================================
-job3_guil01,91,93,3 script Rare Herb Collector 1_M_03,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you lose some weight. -";
- close;
- }
- if (Class == Job_Guillotine_Cross || Class == Job_Guillotine_Cross_T || Class == Job_Baby_Cross) {
- mes "[Rare Poison Herb Collector]";
- mes "I wander around the world and collect rare poison herbs. Recently, I started dealing in the herb called Izidor. If you are interested, you can buy them.";
- next;
- .@i = select("How can I buy them?:Exchange it for Animal Blood:Exchange it for a Bitter Herb:Exchange it for a Deadly Noxious Herb:Exchange it for a Frozen Rose:Exchange it for Ment:Exchange it for Hinalle")-2;
- if (.@i == -1) {
- mes "[Rare Poison Herb Collector]";
- mes "You can buy them for 10,000 zeny and one of these rare items, Animal Blood, Bitter Herb, Deadly Noxious Herb, Frozen Rose, Ment or an Hinalle.";
- next;
- mes "[Rare Poison Herb Collector]";
- mes "Why do I ask money? That's just to pay a little respect to a collector like me. Ha ha ha...";
- close;
- } else {
- setarray .@exchange[0],702,621,631,749,605,703;
- .@item = .@exchange[.@i];
- .@price = 10000;
-
- mes "[Rare Poison Herb Collector]";
- mes "How many do you want?";
- mes "You can only buy a maximum of '2000' ea.";
- mes "Enter '0' if you want to cancel.";
- next;
- input .@amount;
- if (.@amount == 0) {
- mes "[Rare Poison Herb Collector]";
- mes "You've cancelled the trade.";
- close;
- }
- if (.@amount > 2000) {
- mes "[Rare Poison Herb Collector]";
- mes "The number must be less than 2,000!";
- close;
- }
- .@total = .@amount * .@price;
- if (countitem(.@item) < .@amount || Zeny < .@total) {
- mes "[Rare Poison Herb Collector]";
- mes "Hey, come back when you have all the requirements for the exchange.";
- close;
- }
- mes "[Rare Poison Herb Collector]";
- mes "Good. I've received the money and the special item.";
- delitem .@item, .@amount;
- Zeny -= .@total;
- getitem 709, .@amount; //Izidor
- close;
- }
- }
- mes "[Rare Poison Herb Collector]";
- mes "I wander around the world and collect rare poison herbs. But I don't feel like selling my herbs to a person like you... ha ha ha...";
- close;
-}
-
-// Point Merchants (Sorcerer)
-//============================================================
-- script ::pss -1,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you lose some weight. -";
- close;
- }
- mes "[Point Merchant]";
- mes "Hello. I'm selling a catalyst called ^FF0000Points^000000 for Sorcerers. What would you like?";
- next;
- .@i = select("Scarlet Points - 200z:Lime Green Points - 200z:Indigo Points - 200z:Yellow Wish Points - 200z:Cancel")-1;
- mes "[Point Merchant]";
- if (.@i == 4) {
- mes "You can't find the stuff you need?";
- close;
- }
- setarray .@itemid[0],6360,6363,6361,6362;
- setarray .@color$[0],"Scarlet","Lime Green","Indigo","Yellow Wish";
- mes "You have chosen "+.@color$[.@i]+" Points.";
- mes "How many do you want?";
- mes "If you want to cancel, enter 0.";
- next;
- input .@amount;
- mes "[Point Merchant]";
- if (.@amount == 0) {
- mes "You've cancelled the trade.";
- close;
- }
- if (Zeny < .@amount*200) {
- mes "You don't seem to have enough money.";
- close;
- }
- if (!checkweight(.@itemid[.@i],.@amount)) {
- mes "You don't have enough space in your inventory to buy this amount.";
- close;
- }
- Zeny -= (.@amount*200);
- getitem .@itemid[.@i],.@amount;
- mes "Thank you very much. See you~!";
- close;
-}
-gef_tower,105,172,5 duplicate(pss) Point Merchant#Sorcerer 8_F_GIRL
-prt_in,131,66,0 duplicate(pss) Point Merchant#Prontera 8_F_GIRL
-alberta,105,52,7 duplicate(pss) Point Merchant#Alberta 8_F_GIRL
-aldebaran,133,114,5 duplicate(pss) Point Merchant#Aldebaran 8_F_GIRL
-comodo,193,159,5 duplicate(pss) Point Merchant#Comodo 8_F_GIRL
-geffen,129,49,5 duplicate(pss) Point Merchant#Geffen 8_F_GIRL
-izlude,138,163,5 duplicate(pss) Point Merchant#Izlude 8_F_GIRL // Old coordinates: izlude (135,121)
-izlude_a,138,163,5 duplicate(pss) Point Merchant#Izlude_a 8_F_GIRL
-izlude_b,138,163,5 duplicate(pss) Point Merchant#Izlude_b 8_F_GIRL
-izlude_c,138,163,5 duplicate(pss) Point Merchant#Izlude_c 8_F_GIRL
-izlude_d,138,163,5 duplicate(pss) Point Merchant#Izlude_d 8_F_GIRL
-malangdo,214,163,5 duplicate(pss) Point Merchant#Malangdo 8_F_GIRL
-mora,115,118,3 duplicate(pss) Point Merchant#Mora 8_F_GIRL
-ra_in01,256,273,3 duplicate(pss) Point Merchant#Rachel 8_F_GIRL
-veins,202,128,5 duplicate(pss) Point Merchant#Veins 8_F_GIRL
-dicastes01,207,200,5 duplicate(pss) Point Merchant#Dicastes 8_F_GIRL
-manuk,261,206,3 duplicate(pss) Point Merchant#Manuk 8_F_GIRL
-splendide,207,160,5 duplicate(pss) Point Merchant#Splendide 8_F_GIRL
-mid_camp,224,237,3 duplicate(pss) Point Merchant#Midgard 8_F_GIRL
diff --git a/npc/re/merchants/advanced_refiner.txt b/npc/re/merchants/advanced_refiner.txt
deleted file mode 100644
index d637ace73..000000000
--- a/npc/re/merchants/advanced_refiner.txt
+++ /dev/null
@@ -1,196 +0,0 @@
-//===== Hercules Script ======================================
-//= Advanced Refiner
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= [Official Conversion]
-//= Refiner that uses Enriched ores to increase upgrade success.
-//= After a conversation with Doddler, it's been established that
-//= the advanced refiner works similar the the "Bubble Gum" item.
-//= The success percentage is not "increased" however, if it fails
-//= You get a second try. This tries twice at the same time,
-//= effectively giving you a re-roll on your attempt.
-//===== Additional Comments: =================================
-//= 1.0 Added Malangdo Refiner "Holink". [Euphy]
-//============================================================
-
-malangdo,221,174,6 script Holink#mal_cash 4_CAT_ADV1,{
- disable_items;
- mes "[Holink]";
- mes "I am the meow~ Blacksmith Holink~";
- mes "Master of refining, Holink~";
- mes "I am the special cat Holink who learned from Morroc~";
- mes "My daughter is so proud of me, Holink~";
- mes "What should Holink~ refine today?";
- next;
- setarray .@position$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
- .@menu$ = "";
- for(.@i = 1; .@i<=10; ++.@i)
- .@menu$ = .@menu$+((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Empty]")+":";
- .@part = select(.@menu$);
- if (!getequipisequiped(.@part)) {
- mes "[Holink]";
- switch(.@part) {
- case 1:
- mes "My teacher Aragam said meow~";
- mes "There's no cure for stupidity...";
- break;
- case 2:
- mes "There's nothing to see here, meow!!";
- break;
- case 3:
- mes "Meow? What do you want me to do with this left hand...?";
- break;
- case 4:
- mes "Meow? What do you want me to do with this right hand...?";
- break;
- case 5:
- mes "Meow? You don't have anything on.";
- break;
- case 6:
- mes "Kyang~! Do not mess with my sensitive olfactory, meow~.";
- break;
- case 7:
- case 8:
- mes "Meow? Where is the accessory?";
- break;
- case 9:
- case 10:
- mes "Meow? You talking about the other head parts, meow?~";
- break;
- }
- close;
- }
- if (!getequipisenableref(.@part)) {
- mes "[Holink]";
- mes "Even Aragam can't refine such a thing, meow.";
- close;
- }
- if (getequiprefinerycnt(.@part) >= 10) {
- mes "[Holink]";
- mes "Meow~ Perfect refining. Did Aragam do this, meow?~";
- close;
- }
- mes "[Holink]";
- switch(getequipweaponlv(.@part)) {
- default:
- case 0: // Armor
- .@price = 15000;
- .@material = 7619; //Enriched_Elunium
- .@type$ = "armor";
- mes "You have chosen an armor, meow~";
- break;
- case 1: // Level 1 Weapon
- .@price = 500;
- .@material = 7620; //Enriched_Oridecon
- .@type$ = "weapon";
- mes "A level 1 weapon...?";
- break;
- case 2: // Level 2 Weapon
- .@price = 2000;
- .@material = 7620; //Enriched_Oridecon
- .@type$ = "weapon";
- mes "Meow, a level 2 weapon...?";
- break;
- case 3: // Level 3 Weapon
- .@price = 20000;
- .@material = 7620; //Enriched_Oridecon
- .@type$ = "weapon";
- mes "Meow Meow~~ A level 3 weapon~~";
- break;
- case 4: // Level 4 Weapon
- .@price = 50000;
- .@material = 7620; //Enriched_Oridecon
- .@type$ = "weapon";
- mes "Me-Meow!... A level 4 weapon...!";
- mes "I've only seen it twice while";
- mes "learning from Aragam... Me-Meow!!";
- break;
- }
- mes "You need ^ff9999"+getitemname(.@material)+"^000000 and ^ff9999"+.@price+"^000000 Zeny for this refine, meow~";
- mes "Want to continue, meow?~";
- next;
- if(select("Yes!!:No!!") == 2) {
- mes "[Holink]";
- mes "Kyack!!";
- mes "You don't belive in refine master Holink, meow?~";
- close;
- }
- if (getequippercentrefinery(.@part) < 100) {
- mes "[Holink]";
- mes "Meow!!";
- if (.@type$ == "armor")
- mes "This armor was already refined so many times, meow.";
- else {
- mes "Danger. Danger~";
- mes "This weapon was refined a lot, meow~";
- next;
- mes "[Holink]";
- }
- mes "You might break it if you continue";
- mes "to try refining this item further, meow.";
- next;
- mes "[Holink]";
- mes "Once the "+.@type$+" is broken, you can";
- mes "never use it again, meow. Not to mention... all current";
- mes "^ff0000cards and enchantments will vanish for sure^000000.";
- mes "You still want to try, meow~?";
- next;
- if(select("Yes, I do!!:Forget about it!!") == 2) {
- mes "[Holink]";
- mes "Meow! Wise choice, meow.";
- mes "But!!";
- mes "I am not happy to see you doubting the refine master Holink, meow~";
- close;
- }
- }
- if (countitem(.@material) == 0 || Zeny < .@price) {
- mes "[Holink]";
- mes "You don't have the ingredients.";
- mes "You need ^ff9999"+getitemname(.@material)+"^000000 and ^ff9999"+.@price+"^000000 Zeny, meow~";
- mes "Go get it, meow~";
- close;
- }
- delitem .@material,1;
- Zeny -= .@price;
- if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) {
- successrefitem .@part;
- mes "[Holink]";
- mes "Me~ Me~ Meow! Fun fun refining~";
- next;
- emotion e_kis;
- mes "[Holink]";
- mes "Perfect!! Perfect, meow!!";
- mes "I am the disciple of the refining wizard Aragam~";
- mes "Holink!!";
- mes "Another day of successful refining, meow!!";
- close;
- }
- failedrefitem .@part;
- mes "[Holink]";
- mes "Meo~ Meow~ Kyaaak!!";
- next;
- switch(rand(1,5)) {
- case 1: emotion e_sob; break;
- case 2: emotion e_swt2; break;
- case 3: emotion e_wah; break;
- case 4: emotion e_hmm; break;
- case 5: emotion e_lv2; break;
- }
- mes "[Holink]";
- mes "Meow!! Aaaaakk~~!!!!";
- mes "Kyaaak!! I have failed, meow!!";
- next;
- mes "[Holink]";
- mes "......";
- mes "......";
- mes "All~ Everything~ Broken, meow...";
- next;
- mes "[Holink]";
- mes "Meow.... Master Aragam once said,";
- mes "learn from your failures...";
- mes "Human, this one failure will be the beginning of your success in the future.";
- close;
-}
diff --git a/npc/re/merchants/alchemist.txt b/npc/re/merchants/alchemist.txt
deleted file mode 100644
index 0658126ff..000000000
--- a/npc/re/merchants/alchemist.txt
+++ /dev/null
@@ -1,117 +0,0 @@
-//===== Hercules Script ======================================
-//= Alchemist Shop
-//===== By: ==================================================
-//= rAthena Dev Team
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= [Official Conversion]
-//= Merchants for Alchemist Materials and Manuals.
-//===== Additional Comments: =================================
-//= 1.0 Split Geneticist shop from main file. [Euphy]
-//= Updated dialogue to match the official script.
-//============================================================
-
-alde_alche,31,186,3 script Craft Book Merchant#alde 4_M_ALCHE_D,{
- mes "[Craft Book Merchant]";
- mes "Welcome.";
- mes "I'm here to sell";
- mes "^0000FFspecial craft books^000000 for Geneticists.";
- next;
- mes "[Craft Book Merchant]";
- mes "Geneticists have some skills";
- mes "that require craft books to activate.";
- next;
- mes "[Craft Book Merchant]";
- mes "The more craft books you have,";
- mes "the more skills you can use.";
- next;
- mes "[Craft Book Merchant]";
- mes "Please understand that";
- mes "I specialize in the sale of these special books and";
- mes "I ^FF0000don't sell other items^000000.";
- next;
- mes "[Craft Book Merchant]";
- mes "Would you like to take a look at my craft books?";
- next;
- if(select("Sure.:No.") == 2) {
- mes "[Craft Book Merchant]";
- mes "Thank you for visiting my shop.";
- mes "Please be safe on your travels.";
- close;
- }
- if (checkweight(1201,1) == 0) {
- mes "[Craft Book Merchant]";
- mes "I'm sorry, but your inventory is almost full.";
- mes "Please empty your inventory first.";
- close;
- }
- if (MaxWeight - Weight < 2500) {
- mes "[Craft Book Merchant]";
- mes "Please empty your inventory first.";
- close;
- }
- mes "[Craft Book Merchant]";
- mes "Okay then, here's the list of available craft books.";
- next;
- switch(select("[Apple Bomb Craft Book] 100,000 zeny:[Pineapple Bomb Craft Book] 100,000 zeny:[Coconut Bomb Craft Book] 100,000 zeny:[Melon Bomb Craft Book] 100,000 zeny:[Banana Bomb Craft Book] 100,000 zeny:[Plant Gene Cultivation Method] 100,000 zeny:[Superior Potion Craft Manual] 100,000 zeny:[Mix Cooking Book] 100,000 zeny:[Health Improvement Research Book] 100,000 zeny:[Vigor Drink Recipe] 100,000 zeny:Close")){
- case 1: .@item = 6279; break;
- case 2: .@item = 6280; break;
- case 3: .@item = 6281; break;
- case 4: .@item = 6282; break;
- case 5: .@item = 6283; break;
- case 6: .@item = 6284; break;
- case 7: .@item = 6285; break;
- case 8: .@item = 11022; break;
- case 9: .@item = 11023; break;
- case 10: .@item = 11024; break;
- case 11:
- mes "[Craft Book Merchant]";
- mes "Thank you for your patronage.";
- mes "Please come again.";
- close;
- }
- mes "[Craft Book Merchant]";
- mes "^0000FF["+getitemname(.@item)+"] costs";
- mes "100,000 zeny.";
- mes "How many would you like to purchase?";
- next;
- input .@amount;
- if (.@amount == 0) {
- mes "[Craft Book Merchant]";
- mes "Would you like to see some different books?";
- close;
- }
- if (.@amount < 1 || .@amount > 99 ){
- mes "[Craft Book Merchant]";
- mes "You cannot purchase more than 100 at a time.";
- close;
- }
- mes "[Craft Book Merchant]";
- mes "You've entered "+.@amount+"x ^0000FF["+getitemname(.@item)+"]^000000 to be purchased.";
- mes "Would you like to continue?";
- next;
- if (select("Yes:No") == 1) {
- .@total = .@amount * 100000;
- if (Zeny < .@total) {
- mes "[Craft Book Merchant]";
- mes "I'm sorry, but you don't have enough money.";
- close;
- }
- if (checkweight(.@item,.@amount) == 0){
- mes "[Craft Book Merchant]";
- mes "It doesn't seem like you can carry everything.";
- mes "Please check the space in your inventory.";
- close;
- }
- mes "[Craft Book Merchant]";
- mes "Thank you for your patronage.";
- Zeny -= .@total;
- getitem .@item,.@amount;
- close;
- }
- mes "[Craft Book Merchant]";
- mes "Please take your time";
- mes "before you make your decision.";
- close;
-}
diff --git a/npc/re/merchants/ammo_boxes.txt b/npc/re/merchants/ammo_boxes.txt
deleted file mode 100644
index 432e0c8a4..000000000
--- a/npc/re/merchants/ammo_boxes.txt
+++ /dev/null
@@ -1,19 +0,0 @@
-//===== Hercules Script ======================================
-//= Magazine Dealers
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= Turns bullets into magazines/packs.
-//===== Additional Comments: =================================
-//= 1.0 First version, Renewal duplicates.
-//= 1.1 Added Izlude duplicates. [Euphy]
-//============================================================
-
-que_ng,187,149,3 duplicate(mdk) Magazine Dealer Kenny#ng 4_M_01
-izlude,74,104,3 duplicate(mdk) Magazine Dealer Kenny#iz 4_M_01
-izlude_a,74,104,3 duplicate(mdk) Magazine Dealer Kenny#a 4_M_01
-izlude_b,74,104,3 duplicate(mdk) Magazine Dealer Kenny#b 4_M_01
-izlude_c,74,104,3 duplicate(mdk) Magazine Dealer Kenny#c 4_M_01
-izlude_d,74,104,3 duplicate(mdk) Magazine Dealer Kenny#d 4_M_01
diff --git a/npc/re/merchants/ammo_dealer.txt b/npc/re/merchants/ammo_dealer.txt
deleted file mode 100644
index 7abb58421..000000000
--- a/npc/re/merchants/ammo_dealer.txt
+++ /dev/null
@@ -1,19 +0,0 @@
-//===== Hercules Script ======================================
-//= Bullet Dealers
-//===== By ===================================================
-//= Euphy
-//===== Version ==============================================
-//= 1.1
-//===== Description ==========================================
-//= Bullet trader.
-//===== Comments =============================================
-//= 1.0 First version, Renewal duplicates.
-//= 1.1 Added Izlude duplicates. [Euphy]
-//============================================================
-
-que_ng,187,156,3 duplicate(bdt) Bullet Dealer Tony#ng 4_M_04
-izlude,77,104,3 duplicate(bdt) Bullet Dealer Tony#iz 4_M_04 //Official: (74,106) -> in the water
-izlude_a,77,104,3 duplicate(bdt) Bullet Dealer Tony#a 4_M_04
-izlude_b,77,104,3 duplicate(bdt) Bullet Dealer Tony#b 4_M_04
-izlude_c,77,104,3 duplicate(bdt) Bullet Dealer Tony#c 4_M_04
-izlude_d,77,104,3 duplicate(bdt) Bullet Dealer Tony#d 4_M_04
diff --git a/npc/re/merchants/blessed_refiner.txt b/npc/re/merchants/blessed_refiner.txt
deleted file mode 100644
index ec6b591a9..000000000
--- a/npc/re/merchants/blessed_refiner.txt
+++ /dev/null
@@ -1,171 +0,0 @@
-//===== Hercules Script ======================================
-//= Blessed Refiner
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= [Official Conversion]
-//= Refiners that use Blessed ores to refine equipment.
-//= Upon failure, the equipment is not destroyed. The success
-//= rate is identical to that for Enriched ores.
-//= - "Blacksmith Dister" only refines from +6~12.
-//= NOTE: This NPC is currently disabled on official servers.
-//===== Additional Comments: =================================
-//= 1.0 First version. [Euphy]
-//============================================================
-
-- script ::BlacksmithDister -1,{
- disable_items;
- mes "[Blacksmith Dister]";
- mes "In this highly competitive society, we must be different in order to survive!";
- mes "I only refine equipment at the +6 ~ 12 levels.";
- next;
- mes "[Blacksmith Dister]";
- mes "I will need ^ff9999Blessed Weapon Ore^000000 for weapons, and ^ff9999Blessed Armor Ore^000000 for armors.";
- mes "Failed refines ^FF0000will not break or reduce the refine level^000000.";
- next;
- mes "[Blacksmith Dister]";
- mes "How about it? Do you want to refine?";
- next;
- setarray .@position$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
- .@menu$ = "";
- for(.@i = 1; .@i<=10; ++.@i)
- .@menu$ += ((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Unequipped]")+":";
- .@part = select(.@menu$);
- if (!getequipisequiped(.@part)) {
- mes "[Blacksmith Dister]";
- switch(.@part) {
- case 1:
- mes "I'm a blacksmith, not a hairstylist.";
- break;
- case 2:
- mes "With my hammer, I will make you a star of the sky.";
- break;
- case 3:
- case 4:
- mes "Making artificial hands is not my specialty.";
- break;
- case 5:
- mes "Bring out the item so I can refine it!";
- break;
- case 6:
- mes "Where is this weird smell coming from?";
- break;
- case 7:
- case 8:
- mes "Where is the accessory?";
- break;
- case 9:
- mes "What do you want me to refine?";
- break;
- case 10:
- mes "Huh? What do you want me to do?";
- break;
- }
- close;
- }
- if (!getequipisenableref(.@part)) {
- mes "[Blacksmith Dister]";
- mes "This item cannot be refined.";
- close;
- }
- .@equip_refine = getequiprefinerycnt(.@part);
- if (.@equip_refine < 6 || .@equip_refine > 12) {
- mes "[Blacksmith Dister]";
- mes "This equipment has refined to "+.@equip_refine+". I only handle items with refine levels from +6 to +12!";
- close;
- }
- .@equip_lv = getequipweaponlv(.@part);
- switch(.@equip_lv) {
- default:
- case 0:
- .@price = 20000;
- .@material = 6439; //Unbreakable_Def
- .@type$ = "Armor";
- break;
- case 1:
- .@price = 1000;
- .@material = 6438; //Unbreakable_Weap
- .@type$ = "Weapon";
- break;
- case 2:
- .@price = 2000;
- .@material = 6438; //Unbreakable_Weap
- .@type$ = "Weapon";
- break;
- case 3:
- .@price = 20000;
- .@material = 6438; //Unbreakable_Weap
- .@type$ = "Weapon";
- break;
- case 4:
- .@price = 40000;
- .@material = 6438; //Unbreakable_Weap
- .@type$ = "Weapon";
- break;
- }
- .@ore$ = "^ff9999Blessed "+.@type$+" Ore^000000";
- mes "[Blacksmith Dister]";
- mes "This "+.@type$+" has been refined to "+.@equip_refine+". To refine it, I need "+.@ore$+" and a "+(.@price/1000)+",000 zeny refining fee.";
- mes "Do you want to proceed?";
- next;
- if(select("Yes:No") == 2) {
- mes "[Blacksmith Dister]";
- mes "I am busy, don't joke with me!";
- close;
- }
- if (getequippercentrefinery(.@part) < 100) {
- mes "[Blacksmith Dister]";
- mes "This "+.@type$+" has been refined many times. Although it will not disappear upon failure, the "+.@ore$+" will disappear!";
- next;
- mes "[Blacksmith Dister]";
- mes "Of course, the refining fee will not be returned! Do you want to continue?";
- next;
- if(select("Yes:No") == 2) {
- mes "[Blacksmith Dister]";
- mes "Good. I'd be sad if it failed, too.";
- close;
- }
- }
- if (countitem(.@material) == 0 || Zeny < .@price) {
- mes "[Blacksmith Dister]";
- mes "Materials insufficient.";
- mes "To refine "+((.@equip_lv)?"a level "+.@equip_lv+" weapon":"armor")+", I need "+.@ore$+" and a "+(.@price/1000)+",000 zeny refining fee.";
- close;
- }
- delitem .@material,1;
- Zeny -= .@price;
- mes "[Blacksmith Dister]";
- mes "Tac! Tac! Tac!";
- if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) {
- specialeffect EF_BLESSING;
- successrefitem .@part;
- next;
- mes "[Blacksmith Dister]";
- mes "Hahahahahaha!!!";
- next;
- mes "[Blacksmith Dister]";
- mes "Refine was a huge success~ Hahaha!";
- close;
- }
- specialeffect EF_CURSEATTACK;
- specialeffect2 EF_SUI_EXPLOSION;
- next;
- emotion (!rand(5))?e_ag:e_omg;
- mes "[Blacksmith Dister]";
- mes "Oh my goodness!!!!";
- next;
- mes "[Blacksmith Dister]";
- mes "Oh! Although it was blessed by "+.@ore$+" to retain the equipment...";
- next;
- mes "[Blacksmith Dister]";
- mes "My mood is worse when I fail!!";
- close;
-}
-prt_in,52,56,3 duplicate(BlacksmithDister) Blacksmith Dister#prt 4_M_DWARF
-payon,148,172,3 duplicate(BlacksmithDister) Blacksmith Dister#pay 4_M_DWARF
-alberta_in,20,56,3 duplicate(BlacksmithDister) Blacksmith Dister#alb 4_M_DWARF
-yuno_in01,175,18,3 duplicate(BlacksmithDister) Blacksmith Dister#yuno 4_M_DWARF
-ein_in01,26,82,3 duplicate(BlacksmithDister) Blacksmith Dister#ein 4_M_DWARF
-lhz_in02,280,15,3 duplicate(BlacksmithDister) Blacksmith Dister#lhz 4_M_DWARF
diff --git a/npc/re/merchants/card_separation.txt b/npc/re/merchants/card_separation.txt
deleted file mode 100644
index fa64db4f0..000000000
--- a/npc/re/merchants/card_separation.txt
+++ /dev/null
@@ -1,366 +0,0 @@
-//===== Hercules Script ======================================
-//= Card Separation System
-//===== By: ==================================================
-//= Muad_Dib
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= [Official Conversion]
-//= Separates cards from equipment.
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Euphy]
-//= 1.1 Added "Richard" NPC. [Euphy]
-//============================================================
-
-- script ::CardSeparation_mal -1,{
- disable_items;
- if (checkweight(1201,1) == 0) {
- mes "You have too many kinds of objects. Let's try to continue after reducing those objects.";
- close;
- }
- if (MaxWeight - Weight < 10000) {
- mes "Can't continue because you have too many heavy objects. Let's try to continue after reducing the weight.";
- close;
- }
- if (strnpcinfo(1) == "Jeremy") {
- .@Jeremy = 1;
- .@n$ = "[Jeremy]";
- setarray .@equip_name$[0], "Armor", "Shoes", "Garment", "Upper Hat";
- setarray .@equip_slot[0], EQI_ARMOR,EQI_SHOES,EQI_GARMENT,EQI_HEAD_TOP;
-
- mes .@n$;
- mes "Long time no see~";
- mes "I have learned a new skill that separates cards from Armor, Shoes, Garment and Headgear. Do you want to try it?";
- } else {
- .@Jeremy = 0;
- .@n$ = "[Richard]";
- setarray .@equip_name$[0], "Left hand", "Right hand";
- setarray .@equip_slot[0], EQI_HAND_L, EQI_HAND_R;
-
- mes .@n$;
- mes "Silly Jeremy does not want to touch weapons and shields because of picking several cards that might be damaged. That is why I prepared a card separaion skill for weapons and shields...";
- }
- next;
- mes .@n$;
- mes "Generally the fee is 1,000,000 Zeny. During the card separation, you can use ^990000special items that reduce the rate of destroying equipment or cards^000000. We don't charge additional zeny for this.";
- next;
- mes .@n$;
- mes "There is a possibility of destroying them even using a special item. Also, ^ff0000the refine level might be lost^000000. Do you have any equipment to separate?";
- next;
-
- for(.@i = 0; .@i<getarraysize(.@equip_slot); ++.@i) {
- if (getequipisequiped(.@equip_slot[.@i]))
- .@menu$ += getequipname(.@equip_slot[.@i])+":";
- else
- .@menu$ += "^999999"+.@equip_name$[.@i]+" (empty)^000000:";
- }
-
- .@i = select("Stop the work:"+((.@Jeremy)?"How is it possible?":"")+":"+.@menu$);
- switch(.@i) {
- case 1:
- mes .@n$;
- mes "Whenever you need the work, visit me here.";
- close;
- case 2:
- mes .@n$;
- mes "You wonder what is so special. Well, I hate to give only a guide, so let me tell you the story...";
- next;
- mes "^000099Jeremy is stretching his shoulders and hands. He might be waiting for someone to talk with him.^000000";
- next;
- mes .@n$;
- mes "Do you know that Malangdo's specialty is canned food?";
- next;
- select("I knew that well. Is it that limited?");
- mes .@n$;
- mes "Hehe... Everyone loves it. But there were some problems before.";
- next;
- select("Problems? Is there any faulty fish?");
- mes .@n$;
- mes "No, the fish does not have any problem. The problem is lots of fish oil produced after processing. That is such an industrial waste.";
- next;
- mes .@n$;
- mes "However, after a revitalizing refining process, this fish oil became valuable to use for old equipment care and industrial lubricant.";
- next;
- mes .@n$;
- mes "In addition, this oil is so useful to separate relics from equipped weapons that we can't buy Premium Lubricant and Ordinary Lubricant with Zeny.";
- next;
- mes .@n$;
- mes "Well, don't worry about money. Surely the Premium Lubricant is expensive. If you pay some zeny, I can give you cheaper lubricant.";
- next;
- mes .@n$;
- mes "I'm not sure about the quality of success. Anyway, this is so cheap, right?";
- close;
- default:
- .@equip_num = .@equip_slot[.@i-3];
- if (!getequipisequiped(.@equip_num)) {
- mes .@n$;
- if (.@Jeremy)
- mes "In this part, there is nothing?";
- else
- mes "There is nothing on that part?";
- close;
- }
- break;
- }
-
- setarray .@equip_card, getequipcardid(.@equip_num,0),getequipcardid(.@equip_num,1),getequipcardid(.@equip_num,2),getequipcardid(.@equip_num,3);
- setarray .@mvp_list, Gloom_Under_Night_Card, Golden_Bug_Card, Nidhogg_Shadow_Card, Dark_Lord_Card, Doppelganger_Card,
- Dracula_Card, Drake_Card, Detale_Card, Randgris_Card, B_Seyren_Card,
- Maya_Card, Mistress_Card, Baphomet_Card, Bacsojin_Card, Berzebub_Card,
- Apocalips_H_Card, B_Ygnizem_Card, B_Shecil_Card, Amon_Ra_Card, Atroce_Card,
- B_Eremes_Card, Eddga_Card, Osiris_Card, Orc_Load_Card, Orc_Hero_Card,
- Incant_Samurai_Card, Moonlight_Flower_Card, Ifrit_Card, Lord_Of_Death_Card, Ktullanux_Card,
- Kiel_Card, Thanatos_Card, Lady_Tanee_Card, Fallen_Bishop_Card, Tao_Gunka_Card,
- Turtle_General_Card, Pharaoh_Card, Knight_Windstorm_Card, Phreeoni_Card, B_Katrinn_Card,
- B_Magaleta_Card, Garm_Card, B_Harword_Card, Dark_Snake_Lord_Card, Rsx_0806_Card;
- .@boss_chk = false;
-
- if (.@Jeremy) {
- .@cardcount = 4;
- for (.@i = 0; .@i < 4; ++.@i) {
- if (.@equip_card[.@i] >= 4700 // Armor Enchant System
- || .@equip_card[.@i] == 0) {
- .@equip_card[.@i] = 0;
- --.@cardcount;
- }
- }
- if (!.@cardcount) {
- mes .@n$;
- mes "The card is not equipped. Do you want to check again?";
- close;
- }
- for (.@i = 0; .@i < 4; ++.@i) {
- if (.@equip_card[.@i] == 0)
- continue;
- for (.@j = 0; .@j < getarraysize(.@mvp_list); ++.@j) {
- if (.@equip_card[.@i] == .@mvp_list[.@j])
- .@boss_chk = true;
- }
- }
- } else {
- // Official "Richard" script uses a hardcoded list including every possible item.
- //if (!getequipisequiped(.@equip_num)) {
- // mes "[Richard]";
- // mes "I'm sorry. We don't provide that equipmnet yet.";
- // close;
- //}
-
- mes "[Richard]";
- mes "Which number socket do you want to separate the card? From the left socket, they are sorted 1,2,3,4.";
- next;
- .@menu$ = "";
- for(.@i = 0; .@i<4; ++.@i) {
- if (.@equip_card[.@i] && .@equip_card[.@i] < 4700) // Armor Enchant System
- .@menu$ += "Socket "+(.@i+1)+" - "+getitemname(.@equip_card[.@i])+":";
- else
- .@menu$ += "^777777Socket "+(.@i+1)+" - No card^000000:";
- }
- .@i = select("Stop the work:"+.@menu$);
- switch(.@i) {
- case 1:
- mes .@n$;
- mes "Whenever you need to work, please come to me.";
- close;
- default:
- .@slot = .@i-2;
- if (.@equip_card[.@slot] == 0 || .@equip_card[.@slot] >= 4700) {
- mes .@n$;
- mes "This socket is not equipped with any card. Why don't you check again?";
- close;
- }
- break;
- }
- for (.@i = 0; .@i < getarraysize(.@mvp_list); ++.@i) {
- if (.@equip_card[.@slot] == .@mvp_list[.@i])
- .@boss_chk = true;
- }
- }
- if (!.@boss_chk) {
- mes .@n$;
- if (.@Jeremy)
- mes "Except cards, ^ff0000all enchanted effects will disappear.^000000 If you agree to this, please choose the work type:";
- else
- mes "Please choose the working fee.";
- next;
- .@menu$ = "Next time...:"+
- ((Zeny >= 1000000)?"Use 1,000,000z (Do not use special item):":"^999999Use 1,000,000z (Insufficient)^000000:")+
- ((countitem(6441))?"Use Premium Lubricant:":"^999999Premium Lubricant (Insufficient)^000000:")+
- ((countitem(6440))?"Use Ordinary Lubricant":"^999999Ordinary Lubricant (Insufficient)^000000");
- switch(select(.@menu$)) {
- case 1:
- mes .@n$;
- mes "Whenever you need the work, visit me here.";
- close;
- case 2:
- if (Zeny < 1000000) {
- mes .@n$;
- mes "You don't have enough zeny. Please come back with enough fees.";
- close;
- }
- mes .@n$;
- mes "This is pretty old equipment. There is a high rate of destroying the cards or equipment during the work. Are you sure you want to continue?";
- next;
- if(select("Next time...:Continue") == 1) {
- mes .@n$;
- mes "Whenever you need the work, visit me here.";
- close;
- }
- .@sf_c_num = 150;
- .@sf_r_num = 150;
- .@sf_w_num = 150;
- Zeny -= 1000000;
- break;
- case 3:
- if (countitem(6441) == 0) {
- mes .@n$;
- mes "You don't have Premium Lubricant.";
- close;
- }
- mes .@n$;
- mes "If you use the Premium Lubricant, the rate of destruction will be decreased highly, but I can't give you a 100% guarantee. Are you sure you want to continue?";
- next;
- if(select("Next time...:Continue") == 1) {
- mes .@n$;
- mes "Whenever you need the work, visit me here.";
- close;
- }
- .@sf_c_num = 75;
- .@sf_r_num = 75;
- .@sf_w_num = 75;
- delitem 6441,1; //High_RankLubricant
- break;
- case 4:
- if (countitem(6440) == 0) {
- mes .@n$;
- mes "You don't have Ordinary Lubricant.";
- close;
- }
- mes .@n$;
- mes "If you use the Ordinary Lubricant, the rate of destruction will be decreased highly, but I can't give you a 100% guarantee. Are you sure you want to continue?";
- next;
- if(select("Next time...:Continue") == 1) {
- mes .@n$;
- mes "Whenever you need the work, visit me here.";
- close;
- }
- .@sf_c_num = 75;
- .@sf_r_num = 150;
- .@sf_w_num = 150;
- delitem 6440,1; //General_Lubricant
- break;
- }
- } else {
- mes .@n$;
- mes "This equipment contains a precious MVP card. This card can't be separated with lubricant. If you bring the super surfactant ^0000ffSillit Pong^000000, I will be able to work.";
- next;
- switch(select("Next time...:I have a Sillit Pong.")) {
- case 1:
- mes .@n$;
- mes "Whenever you need the work, visit me here.";
- close;
- case 2:
- if (countitem(6443) == 0) {
- mes .@n$;
- mes "You don't have Sillit Pong.";
- close;
- }
- break;
- }
- mes .@n$;
- if (.@Jeremy) {
- mes "Except cards, ^ff0000all enchanted effects will disappear.^000000 If you agree to this, please choose the work type:";
- .@menu$ = "Alright, let's do it!";
- } else {
- mes "May I continue?";
- .@menu$ = "I got it. Just do it quickly!";
- }
- next;
- switch(select("Next time...:"+.@menu$)) {
- case 1:
- mes .@n$;
- mes "Whenever you need the work, visit me here.";
- close;
- case 2:
- .@sf_c_num = 60;
- .@sf_r_num = 60;
- .@sf_w_num = 60;
- delitem 6443,1; //Sillit_Pong_Bottle
- break;
- }
- }
-
- .@equip_id = getequipid(.@equip_num);
- .@equip_refine = getequiprefinerycnt(.@equip_num);
- delequip .@equip_num;
-
- // Chance of retaining refine level.
- if (rand(1,.@sf_r_num) >= 61)
- .@equip_refine = 0;
-
- if (.@Jeremy) {
- // Chance of retaining equipment.
- if (rand(1,.@sf_w_num) < 61) {
- .@equip_safe = 1;
- getitem2 .@equip_id,1,1,.@equip_refine,0,0,0,0,0;
- }
-
- // Chance of retaining cards.
- for(.@i = 0; .@i<4; ++.@i) {
- if (.@equip_card[.@i]) {
- if (rand(1,.@sf_c_num) < 61)
- getitem .@equip_card[.@i],1;
- else
- .@card_break = 1;
- }
- }
- } else {
- .@card = .@equip_card[.@slot];
- .@equip_card[.@slot] = 0;
-
- // Chance of retaining equipment.
- if (rand(1,.@sf_w_num) < 61) {
- .@equip_safe = 1;
- getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3];
- }
-
- // Chance of retaining card.
- if (rand(1,.@sf_c_num) < 61)
- getitem .@card,1;
- else
- .@card_break = 1;
- }
-
- // Display corresponding effect.
- if (!.@equip_safe && .@card_break)
- specialeffect2 EF_LORD;
- else if (.@equip_safe && .@card_break)
- specialeffect2 EF_SUI_EXPLOSION;
- else if (!.@equip_safe && !.@card_break)
- specialeffect2 EF_FIREPILLAR;
- else
- specialeffect2 EF_MAXPOWER;
-
- // Output results.
- mes "-- Result of Card Separation --";
- if (.@equip_safe) {
- mes "Crack has not occured during the card separation process.";
- mes "^0000FFEquipment separation is normal.^000000";
- } else {
- mes "Crack has occured during the card separation process.";
- mes "Equipment has been damaged. ^ff0000Unrecoverable.^000000";
- }
- mes "-------------------";
- if (!.@card_break) {
- mes "Erosion of surface has not occured during the card separation process.";
- mes "^0000ffCard separation has succeeded.^000000";
- } else {
- mes "Erosion of surface has occured during the card separation process.";
- mes "Card has been damaged. ^ff0000Unrecoverable.^000000";
- }
- next;
- mes .@n$;
- mes "That is all for the results of the card separation. Please come again.";
- close;
-}
-malangdo,215,166,4 duplicate(CardSeparation_mal) Jeremy#pa0829 4_CAT_DOWN
-malangdo,208,166,6 duplicate(CardSeparation_mal) Richard#pa0829 4_CAT_ADV1
diff --git a/npc/re/merchants/catalog.txt b/npc/re/merchants/catalog.txt
deleted file mode 100644
index 01793816a..000000000
--- a/npc/re/merchants/catalog.txt
+++ /dev/null
@@ -1,106 +0,0 @@
-//===== Hercules Script ======================================
-//= Catalog Magician
-//===== By: ==================================================
-//= skyiing, Scriptor
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= [Official Conversion]
-//= Catalogs allow players to easily search for items in-game,
-//= and to buy/sell directly from the catalog interface.
-//===== Additional Comments: =================================
-//= 1.0 Moved from root directory. [Euphy]
-//= 1.1 Updated dialogue. [Euphy]
-//============================================================
-
-moc_para01,22,16,5 script Catalog Magician#catal01 4_M_BIBI,{
- if (!checkweight(1301,3)) {
- mes "- You have too many items. Please make space. -";
- close;
- }
- .@ticket_cost = 200;
- mes "[Catalog Magician]";
- mes "Look... the Magic Academy";
- mes "in Geffen is now directly";
- mes "selling the brand new";
- mes "^007777Universal Catalog Silver^000000!";
- next;
- mes "He is looking at the words";
- mes "written on his hand.";
- mes "He seems too busy";
- mes "to look at you.";
- next;
- mes "[Catalog Magician]";
- mes "A brand new catalog";
- mes "has just come out!";
- mes "You can check";
- mes "what items you can trade";
- mes "and what items are on sale";
- mes "from the vendor.";
- next;
- mes "[Catalog Magician]";
- mes "The ^007777Universal Catalog Silver^000000";
- mes "costs only 200z!";
- mes "You can buy up to 50 pieces at once!";
- next;
- switch(select("Buy a ^007777Universal Catalog Silver^000000:I don't need it!:You don't look like a vendor!")) {
- case 1:
- mes "[Catalog Magician]";
- mes "You... want all 50 pieces?";
- mes "Or how many do you need?";
- next;
- while (1) {
- input .@input;
- mes "[Catalog Magician]";
- if (.@input == 0) {
- mes "The trade has been stopped!";
- mes "I don't know what to do next...";
- mes "What should I do?";
- emotion e_swt2,1;
- close;
- } else if (.@input < 1 || .@input > 50) {
- mes "It should be less than 50 pieces.";
- next;
- } else
- break;
- }
- .@sell = .@ticket_cost * .@input;
- mes "The total number of catalog(s) that you're trying to purchase is " + .@input + " pieces.";
- mes "It costs " + .@sell + " z.";
- if (Zeny < .@sell) {
- mes "It seems you don't have enough money.";
- mes "You can sell your equipment";
- mes "to make more money... if you want.";
- close;
- }
- mes "Ok, here you go.";
- Zeny -= .@sell;
- getitem 12580,.@input; //Vending_Search_Scroll
- close;
- case 2:
- mes "[Catalog Magician]";
- mes "Argh... you really need this";
- mes "item... Do you want me to";
- mes "explain again? I don't know";
- mes "what to do next...";
- mes "What should I do?";
- emotion e_swt2,1;
- close;
- case 3:
- mes "[Catalog Magician]";
- mes "My real job is a magician.";
- mes "I was going to ask the merchant";
- mes "guild to sell them, but they were";
- mes "trying use them as an appendix";
- mes "into broom sales. That's why";
- mes "I'm selling these by myself.";
- next;
- mes "[Catalog Magician]";
- mes "There are many adventurers";
- mes "here who come and go.";
- mes "I'm pretty sure that I can sell to all of them soon.";
- mes "Don't you think so?";
- mes "So... let's start!! Buy more of them, please! PLEASE...!";
- close;
- }
-}
diff --git a/npc/re/merchants/coin_exchange.txt b/npc/re/merchants/coin_exchange.txt
deleted file mode 100644
index 4d69e2a61..000000000
--- a/npc/re/merchants/coin_exchange.txt
+++ /dev/null
@@ -1,1173 +0,0 @@
-//===== Hercules Script ======================================
-//= Coin Merchants
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Renewal coin redemption NPCs.
-//===== Additional Comments: =================================
-//= 1.0 First version. [Euphy/Lemongrass]
-//= 1.1 Added remaining Malangdo traders. [Euphy/Lemongrass]
-//= 1.2 Added Eclage traders (not fully complete). [Euphy]
-//============================================================
-
-// Malangdo
-//============================================================
-malangdo,220,167,5 script Coin Exchanger CX-1 2_VENDING_MACHINE1,{
- if (checkweight(1201,1) == 0) {
- mes "You have too many kinds of objects. Let's try to continue after reducing those objects.";
- close;
- }
- if (MaxWeight - Weight < 10000) {
- mes "Can't continue because you have too many heavy objects. Let's try to continue after reducing the weight.";
- close;
- }
- mes "[Coin Exchanger CX-1]";
- mes "Welcome to CX-1. If you have coins, you can exchange them to high or low grade coins.";
- next;
- setarray .@coins[1],
- 6417, //Silvervine
- 6418, //Agrade_Coin
- 6419, //Bgrade_Coin
- 6420, //Cgrade_Coin
- 6421, //Dgrade_Coin
- 6422; //Egrade_Coin
- .@menu$ = "Stop:";
- for(.@i = 1; .@i<=6; ++.@i) {
- if (countitem(.@coins[.@i]))
- .@menu$ += getitemname(.@coins[.@i])+":";
- else
- .@menu$ += "^aaaaaa"+getitemname(.@coins[.@i])+" (None)^000000:";
- }
- .@i = select(.@menu$);
- switch(.@i) {
- case 1:
- mes "[Coin Exchanger CX-1]";
- mes "Thank you for coming.";
- close;
- default:
- .@coin = .@coins[.@i-1];
- .@coin_select = .@i-1;
- break;
- }
- if (countitem(.@coin) == 0) {
- mes "[Coin Exchanger CX-1]";
- mes "You chose a coin that you don't have.";
- mes "Thank you for coming.";
- close;
- }
- mes "[Coin Exchanger CX-1]";
- mes "----Rate of exchange----";
- mes "Higher exchange - 30 to 10";
- mes "Lower exchange - 10 to 30";
- mes "------------------------";
- mes "^ff3333When you exchange, we charge a fee according to the current market price.^000000";
- next;
- setarray .@exchange_name$[0],"higher","lower";
- setarray .@exchange_rate[0],30,10;
- setarray .@exchange_loss[0],rand(1,4),rand(1,2); // Amount deducted per exchange.
- setarray .@exchange_id[0],.@coins[.@coin_select-1],.@coins[.@coin_select+1];
- if (.@exchange_id[0] == .@coins[1]) .@exchange_id[0] = 0; // Cannot exchange for Silvervine.
- .@menu$ = "Stop:";
- for(.@i = 0; .@i<2; ++.@i) {
- if (.@exchange_id[.@i] == 0)
- .@menu$ += "^ff3333Unavailable exchange to "+.@exchange_name$[.@i]+" coin^000000:";
- else if (countitem(.@coin) < .@exchange_rate[.@i])
- .@menu$ += "^aaaaaaExchange to "+.@exchange_name$[.@i]+" coin (null)^000000:";
- else
- .@menu$ += "Exchange to "+.@exchange_name$[.@i]+" coin - "+getitemname(.@coin)+" ("+.@exchange_rate[.@i]+" needed):";
- }
- .@i = select(.@menu$)-2;
- if (.@i == -1) {
- mes "[Coin Exchanger CX-1]";
- mes "Thank you for coming.";
- close;
- }
- if (.@exchange_id[.@i] == 0) {
- mes "[Coin Exchanger CX-1]";
- mes "This coin is not available to exchange to "+.@exchange_name$[.@i]+" coin.";
- mes "Thank you for coming.";
- close;
- }
- if (countitem(.@coin) < .@exchange_rate[.@i]) {
- mes "[Coin Exchanger CX-1]";
- mes "You don't have enough coins to exchange to "+.@exchange_name$[.@i]+" coin.";
- mes "Thank you for coming.";
- close;
- }
- .@exchange_total = .@exchange_rate[(!.@i)] - .@exchange_loss[(!.@i)];
- delitem .@coin, .@exchange_rate[.@i];
- getitem .@exchange_id[.@i], .@exchange_total;
- mes "[Coin Exchanger CX-1]";
- mes "^003399"+.@exchange_rate[.@i]+"^000000 unit(s) of ^003399 "+getitemname(.@coin)+"^000000 taken.";
- mes "I exchanged them for ^003399"+.@exchange_name$[.@i]+" coins^000000, after deducting ^003399"+.@exchange_loss[(!.@i)]+"^000000 unit(s), ^003399"+.@exchange_total+"^000000 unit(s) remaining.";
- close;
-}
-
-malangdo,218,165,5 script Special Vending Machine 2_DROP_MACHINE,{
- if (checkweight(1201,1) == 0) {
- mes "You have too many kinds of objects. Let's try to continue after reducing those objects.";
- close;
- }
- if (MaxWeight - Weight < 10000) {
- mes "Can't continue because you have too many heavy objects. Let's try to continue after reducing the weight.";
- close;
- }
- mes "[Special Vending Machine]";
- mes "Welcome to CX-82. You have a Silvervine Fruit, so you can purchase the Malangdo Specialty that has special ability.";
- next;
- callsub L_AddItem, //DisplayName,ItemID,Cost
- "Seagod's Protection [23 hours]",16740,4,
- "Seagod's Protection [7 days]",16763,12,
- "Seagod's Protection [15 days]",16764,24,
- "Octopus Hunting Stick [23 hours]",16765,2,
- "Octopus Hunting Stick [3 days]",16766,5,
- "Octopus Hunting Stick [7 days]",16767,10,
- "Premium Lubricant",6441,56,
- "Ordinary Lubricant",6440,36,
- "Sillit Pong",6443,192;
-L_AddItem:
- .@menu$ = "Explanation:";
- for(.@i = 0; .@i<getargcount(); .@i += 3)
- .@menu$ += getarg(.@i)+":";
- .@i = select(.@menu$)-2;
- if (.@i == -1) {
- mes "[Special Vending Machine]";
- mes "Seagod's Protection is an item used for entering the Culvert memorial dungeon during a certain period.";
- next;
- mes "[Special Vending Machine]";
- mes "Octopus Hunting Stick is an item used for entering the Culvert memorial dungeon during a certain period.";
- next;
- mes "[Special Vending Machine]";
- mes "Premium and Ordinary Lubricant are items used for separation of equipment and cards. If you visit the specialist Jeremy with either item, he will explain more details of the effects.";
- next;
- mes "[Special Vending Machine]";
- mes "Sillit Pong is special item that separates sockets with MVP cards. Unable to separate MVP card by Premium and Ordinary Lubricant.";
- close;
- }
- .@cost = getarg(.@i*3+2);
- mes "[Special Vending Machine]";
- mes "You choose ^005500"+getarg(.@i*3)+"^000000. For purchasing, you need ^005500"+.@cost+"^000000 unit(s) of Silvervine Fruit.";
- next;
- if (countitem(6417) < .@cost)
- .@ven_menu$ = "^999999Silvervine Fruit (missing "+(.@cost - countitem(6417))+")^000000";
- else
- .@ven_menu$ = "Purchase - Silvervine Fruit (have "+countitem(6417)+")";
- switch(select("Stop:"+.@ven_menu$)) {
- case 1:
- mes "[Special Vending Machine]";
- mes "Thank you for coming.";
- close;
- case 2:
- if (countitem(6417) < .@cost) {
- mes "[Special Vending Machine]";
- mes "Not enough Silvervine Fruit.";
- mes "Closing the transaction.";
- mes "Thank you for coming.";
- close;
- }
- mes "[Special Vending Machine]";
- mes "The transaction is completed. Thank you for coming.";
- delitem 6417,.@cost; //Silvervine
- getitem getarg(.@i*3+1),1;
- close;
- }
-}
-
-malangdo,236,179,5 script Dark Merchant K 4_CAT_REST,{
- if (checkweight(1201,1) == 0) {
- mes "It seems you have too much in your inventory. Let's try again after getting rid of some of your belongings.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "Your inventory is too heavy now. Please come back after getting rid of some of your belongings.";
- close;
- }
- mes "[Merchant K]";
- mes "Thank you for the trade.";
- mes "We exchange ^ff000010 C Grade Coin^000000 to ^3333ff1 Mora Coin^000000. Shall we begin then?";
- next;
- setarray .@coin_amount[0],10,100,500,1000;
- while(1) {
- .@menu$ = "";
- for(.@i = 0; .@i<getarraysize(.@coin_amount); ++.@i) {
- if (countitem(6420) >= .@coin_amount[.@i])
- .@menu$ += "Exchange "+(.@coin_amount[.@i]/10)+" Mora Coin:";
- else
- .@menu$ += "^aaaaaaExchange "+(.@coin_amount[.@i]/10)+" Mora Coin (Not Enough)^000000:";
- }
- .@i = select(.@menu$+"Quit")-1;
- if (.@i == getarraysize(.@coin_amount)) {
- mes "[Merchant K]";
- mes "Let's exchange some other time.";
- close;
- }
- if (countitem(6420) < .@coin_amount[.@i]) {
- mes "[Merchant K]";
- mes "You need ^ff0000"+.@coin_amount[.@i]+"^000000 C Grade Coin to perform the exchange. But you don't seem to have enough now.";
- close;
- }
- delitem 6420,.@coin_amount[.@i]; //Cgrade_Coin
- getitem 6380,.@coin_amount[.@i]/10; //Mora_Coin
- mes "[Merchant K]";
- mes "C Grade Coin ^003399"+.@coin_amount[.@i]+"^000000 well received."; //FIXME: Dialogue.
- mes "Exchanged to ^003399"+(.@coin_amount[.@i]/10)+"^000000 Mora Coin.";
- next;
- mes "[Merchant K]";
- mes "Would you like to continue?";
- next;
- }
-}
-
-malangdo,233,180,3 script Dark MachineTX100 2_VENDING_MACHINE1,{
- if (checkweight(1201,1) == 0) {
- mes "It seems you have too much in your inventory. Let's try again after getting rid of some of your belongings.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "Your inventory is too heavy now. Please come back after getting rid of some of your belongings.";
- close;
- }
- mes "[Dark Machine TX100]";
- mes "Thank you for visiting TX100. You can exchange coins into higher or lower level coins.";
- next;
- mes "[Dark Machine TX100]";
- mes "For a lower level coin exchange you can do 500 as a 1 time maximum, and for higher level coin exchange you can do 99 as a 1 time maximum.";
- next;
- setarray .@coins[1],
- 6417, //Silvervine
- 6418, //Agrade_Coin
- 6419, //Bgrade_Coin
- 6420, //Cgrade_Coin
- 6421, //Dgrade_Coin
- 6422; //Egrade_Coin
- .@menu$ = "Quit:";
- for(.@i = 1; .@i<=6; ++.@i) {
- if (countitem(.@coins[.@i]))
- .@menu$ += getitemname(.@coins[.@i])+" (have "+countitem(.@coins[.@i])+"):";
- else
- .@menu$ += "^aaaaaa"+getitemname(.@coins[.@i])+" (None)^000000:";
- }
- .@i = select(.@menu$)-1;
- if (.@i == 0) {
- mes "[Dark Machine TX100]";
- mes "Thank you for coming.";
- close;
- }
- .@coin = .@coins[.@i];
- setarray .@exchange_name$[0],"higher","lower";
- setarray .@exchange_id[0],.@coins[.@i-1],.@coins[.@i+1];
- if (.@exchange_id[0] == .@coins[1]) .@exchange_id[0] = 0; // Cannot exchange for Silvervine.
- if (.@i > getarraysize(.@coins)) {
- mes "[Dark Machine TX100]";
- mes "You've chosen abnormal menu.";
- mes "Aborting process. Thank you for coming.";
- close;
- }
- if (countitem(.@coin) == 0) {
- mes "[Dark Machine TX100]";
- mes "You chose a coin that you don't have.";
- mes "Aborting process. Thank you for coming.";
- close;
- }
- mes "[Dark Machine TX100]";
- mes "----Exchange Rate----";
- mes "Higher Coin - 3 to 1";
- mes "Lower Coin - 1 to 3";
- mes "---------------------";
- mes "^ff3333We take a small vendor fee from your exchanged coins.^000000";
- next;
- .@menu$ = "Quit:";
- if (.@exchange_id[0] == 0)
- .@menu$ += "^ff3333Cannot exchange to higher level coin^000000:";
- else {
- if (countitem(.@coin) >= 99)
- .@menu$ += "Exchange 99 "+getitemname(.@coin)+" into higher level coin:";
- else
- .@menu$ += "^aaaaaaExchange to higher level coin (Not enough)^000000:";
- }
- if (.@exchange_id[1] == 0)
- .@menu$ += "^ff3333Cannot exchange to lower level coin^000000:";
- else {
- if (countitem(.@coin) > 500)
- .@menu$ += "Exchange 500 "+getitemname(.@coin)+" into lower level coin:";
- else if (countitem(.@coin))
- .@menu$ += "Exchange "+countitem(.@coin)+" "+getitemname(.@coin)+" into lower level coin:";
- else
- .@menu$ += "^aaaaaaExchange to lower level coin (Not enough)^000000:";
- }
- .@i = select(.@menu$)-2;
- if (.@i == -1) {
- mes "[Dark Machine TX100]";
- mes "Thank you for coming.";
- close;
- }
- if (.@exchange_id[.@i] == 0) {
- mes "[Dark Machine TX100]";
- mes "This coin cannot be exchanged to a "+.@exchange_name$[.@i]+" level coin.";
- mes "Aborting process. Thank you for coming.";
- close;
- }
- if ((.@i == 0 && countitem(.@coin) < 100) || (.@i == 1 && countitem(.@coin) == 0)) {
- mes "[Dark Machine TX100]";
- mes "You have not enough coins for a "+.@exchange_name$[.@i]+" level coin exchange.";
- mes "Aborting process. Thank you for coming.";
- close;
- }
- if (countitem(.@exchange_id[.@i]) > 28000) {
- mes "[Dark Machine TX100]";
- mes "You have too many "+.@exchange_name$[.@i]+" level coins already. Please come back with less coins.";
- close;
- }
- switch(.@i) {
- case 0:
- .@payment_amount = 99;
- .@reward_amount = .@payment_amount/3;
- .@coin_text$ = "High";
- break;
- case 1:
- .@payment_amount = (((countitem(.@coin) > 500))?500:countitem(.@coin));
- .@reward_amount = .@payment_amount*3;
- .@coin_text$ = "Low";
- break;
- }
- .@fee = rand(1,3);
- delitem .@coin, .@payment_amount;
- getitem .@exchange_id[.@i], .@reward_amount - .@fee;
- mes "[Dark Machine TX100]";
- mes "Received ^003399"+getitemname(.@coin)+"^000000 for ^003399"+.@payment_amount+"^000000 unit(s).";
- mes "We have excanged your coin to ^003399"+(.@reward_amount-.@fee)+"^000000 unit(s) of ^003399"+.@coin_text$+" Level Coin^000000, deducted ^003399"+.@fee+"^000000 unit(s) as exchanging fee.";
- close;
-}
-
-malangdo,175,145,4 script Can Agency Guard 4_CAT_MERMASTER,{
- if (checkweight(1201,1) == 0) {
- mes "You seem to have too many items. Give it a try after sorting out the item kinds.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You're not likely to be able to go on due to the heavy items you've got. Give it a try after lightening the weight.";
- close;
- }
- mes "[Can Agency Guard]";
- mes "Hey, you there... Have you seen any ^0000ffMalangdo Cat Can^000000s around here?";
- next;
- switch(select("Why are you asking?:Oh, you mean these?")) {
- case 1:
- mes "[Can Agency Guard]";
- mes "Umm.";
- mes "We at the Can Agency recently got some suspicious intelligence about them...";
- next;
- mes "[Can Agency Guard]";
- mes "There were faulty products in bulk on the can production line for Malangdo specialty. These products, to be discarded, seem to have fallen into a retail dealer's hands.";
- next;
- mes "[Can Agency Guard]";
- mes "Actually they were hard to distinguish from normal products. But it obviously says ^0000ffMalangdo Cat Can^000000 outside.";
- next;
- mes "[Can Agency Guard]";
- mes "As faulty products are moving around on the market, we've been collecting them as is our duty. Have you ever seen anyone who has things like what I'm describing?";
- next;
- mes "[Can Agency Guard]";
- mes "If you find anyone selling these products, please come and tell me.";
- close;
- case 2:
- if (countitem(12633) == 0) {
- mes "[Can Agency Guard]";
- mes "Umm? I cannot see the ^0000ffMalangdo Cat Can^000000 from you. Don't forget to bring it to me if you've found out...";
- close;
- }
- break;
- }
- mes "[Can Agency Guard]";
- mes "The Malangdo Cat Can is a faulty product. Let me exchange it to 3 E Grade Coins. How about that?";
- next;
- switch(select("I won't exchange:^0000ff1^000000 Can -> ^0000ff3^000000 E Grade Coin:^0000ff10^000000 Can -> ^0000ff30^000000 E Grade Coin:^0000ff100^000000 Can -> ^0000ff300^000000 E Grade Coin:Exchange all I've got")) {
- case 1:
- mes "[Can Agency Guard]";
- mes "Umm, I'm not here forever, so come to me if you'd like to exchange while I still am.";
- close;
- case 2:
- .@check = 1;
- .@count = 1;
- break;
- case 3:
- .@check = 10;
- .@count = 10;
- break;
- case 4:
- .@check = 100;
- .@count = 100;
- break;
- case 5:
- .@check = 1;
- .@count = countitem(12633);
- break;
- }
- if (countitem(12633) < .@check) {
- if (.@check == 1) {
- mes "[Can Agency Guard]";
- mes "Umm? I cannot see the ^0000ffMalangdo Cat Can^000000 from you. Don't forget to bring it to me if you've found out...";
- close;
- } else {
- mes "[Can Agency Guard]";
- mes "Umm? I don't think you have enough to exchange... Come to me again when the amount is exactly decided.";
- close;
- }
- }
- delitem 12633,.@count; //Malang_Cat_Can
- getitem 6422,.@count*3; //Egrade_Coin
- mes "[Can Agency Guard]";
- mes "Exchanged "+.@count+" Malangdo Cat Can to "+(.@count*3)+" E Class Coin. Check it out.";
- close;
-}
-
-function script F_mal_coin {
-
-// Initial dialogue and checks:
-// -- callfunc "F_mal_coin",0,"[<NPC Name>]",<NPC ID>;
- if (getarg(0) == 0) {
- if (getarg(2) != 2 && BaseLevel < 50) {
- mes getarg(1);
- mes "Ahaaa~";
- mes "If you want to buy this stuff,";
- mes "you can talk to me";
- mes "when you grow up a little more.";
- mes "This stuff is too expensive";
- mes "for a child~";
- close;
- }
- mes getarg(1);
- mes "Nice to meet you~~";
- mes "I am! YES~~ That's right!";
- mes "I'm selling special stuff";
- mes "which you can see only here on Meow Meow Island!";
- next;
- mes getarg(1);
- mes "How about it? What are you waiting for?";
- mes "Why don't you take a look at";
- mes "what kinds of stuff I have?";
- next;
- switch(getarg(2)) {
- case 1:
- mes "[Wandering Merchant]";
- mes "Oh~";
- mes "These are rental items, so make sure you know if you have the ^0000FF1 hour^000000 or ^0000FF7 day^000000 version.";
- next;
- break;
- case 2:
- break;
- case 3:
- mes "[Roving Merchant]";
- mes "Just for your information,";
- mes "Sow Bug, Starfish, Dried Squid, and Flying Fish are the items which you can use for 1 hour.";
- next;
- break;
- }
- mes getarg(1);
- mes "Well then, do you want to take a look at what I have now?";
- next;
- switch(select("Yes:No")) {
- case 1:
- if (checkweight(1201,1) == 0) {
- mes getarg(1);
- mes "It seems that there are too many items in your inventory.";
- mes "Please make space and come back again~";
- close;
- }
- if (MaxWeight - Weight < 2500) {
- mes getarg(1);
- mes "It seems that you're overweight.";
- mes "Please reduce your weight and come back again~";
- close;
- }
- mes getarg(1);
- mes "Well, take a good look at them~~~";
- next;
- return;
- case 2:
- mes getarg(1);
- mes "Well, then. I'll see you next time.";
- mes "Goodbye.";
- close;
- }
- }
-
-// Exchange function:
-// -- callfunc "F_mal_coin",1,"[<NPC Name>]","<Display Name>",<Item ID>,<Egrade_Coin>,<Malang_Sp_Can>,<Silvervine>
- if (getarg(0) == 1) {
- mes getarg(1);
- mes "The price of ^0000FF["+getarg(2)+"]^000000 is";
- if (getarg(4) && getarg(5)) { // Type 1: Egrade_Coin or Malang_Sp_Can
- mes getarg(4)+" E Grade Coin or "+getarg(5)+" Malangdo Canned Specialties.";
- .@type = 1;
- .@menu$ = "Yes.:No, I'll purchase with cans.:I don't want to purchase any.";
- } else if (getarg(5)) { // Type 2: Malang_Sp_Can only
- mes getarg(5)+" Malangdo Canned Specialties.";
- .@type = 2;
- .@menu$ = "Yes.::No.";
- } else { // Type 3: Silvervine only
- mes getarg(6)+" Silvervine Fruit.";
- .@type = 3;
- .@menu$ = "Yes.::I don't want to purchase any.";
- }
- next;
- mes getarg(1);
- if (.@type == 1) {
- mes "Would you like to purchase";
- mes "^0000FF["+getarg(2)+"]^000000 with E Grade Coins?";
- } else {
- mes "Would you like to";
- mes "purchase ^0000FF["+getarg(2)+"]^000000?";
- }
- next;
- switch(select(.@menu$)) {
- case 2:
- .@type = 2;
- case 1:
- switch(.@type) {
- case 1:
- .@item = 6422; //Egrade_Coin
- .@amount = getarg(4);
- .@str$ = "coins";
- break;
- case 2:
- .@item = 12636; //Malang_Sp_Can
- .@amount = getarg(5);
- .@str$ = "cans";
- break;
- case 3:
- .@item = 6417; //Silvervine
- .@amount = getarg(6);
- .@str$ = "Silvervine Fruit";
- break;
- }
- if (countitem(.@item) < .@amount) {
- mes getarg(1);
- mes "I'm sorry, you need more "+.@str$+".";
- close;
- }
- if (MaxWeight - Weight < getiteminfo(getarg(3),6)) {
- mes getarg(1);
- mes "Sorry, you've purchased too many.";
- mes "You need to make more space in your inventory. Please come back later.";
- close;
- }
- mes getarg(1);
- mes "Thank you.";
- delitem .@item,.@amount;
- getitem getarg(3),1;
- return;
- case 3:
- mes getarg(1);
- mes "Always be careful";
- mes "when you purchase items.";
- close;
- }
- }
-}
-malangdo,162,146,5 script Wandering Merchant#mal 4_M_MERCAT1,{
- callfunc "F_mal_coin",0,"[Wandering Merchant]",1;
- setarray .@items[1],
- 16743,16747,16741,16745,16749,16751, // 1 hour items.
- 16742,16744,16746,16748,16752,16750; // 7 day items.
- setarray .@names$[1],
- "Spearfish","Tuna","Hairtail","Saurel","Malang Snow Crab","Brindle Eel",
- "Hairtail (7Days)","Spearfish (7Days)","Saurel (7Days)","Tuna (7Days)","Brindle Eel (7Days)","Malang Snow Crab (7Days)";
- while(1) {
- .@i = select(
- "[Spearfish(1hr)] 8 E-Coins/50 Cans",
- "[Tuna(1hr)] 8 E-Coins/50 Cans",
- "[Hairtail(1hr)] 8 E-Coins/50 Cans",
- "[Saurel(1hr)] 8 E-Coins/50 Can",
- "[Malang Snow Crab(1hr)] 8 E-Coins/50 Can",
- "[Brindle Eel(1hr)] 8 E-Coins/50 Can",
- "[Hairtail(7Days)] 10 Silvervine Fruit",
- "[Spearfish(7Days)] 10 Silvervine Fruit",
- "[Saurel(7Days)] 10 Silvervine Fruit",
- "[Tuna(7Days)] 10 Silvervine Fruit",
- "[Brindle Eel(7Days)] 10 Silvervine Fruit",
- "[Malang Snow Crab(7Days)] 10 Silvervine Fruit",
- "End purchasing."
- );
- if (.@i == 13) {
- mes "[Wandering Merchant]";
- mes "Well, then. I'll see you next time.";
- mes "Goodbye.";
- close;
- }
- mes "[Wandering Merchant]";
- mes "Are you interested in ^0000FF["+.@names$[.@i]+"]^000000?";
- switch(.@i) {
- case 1: //Spearfish_Box1
- case 8: //Spearfish_Box2
- mes "This is... a fish that moves according to the season, very tasty!";
- mes "But this is only a food that I'm talking about, yummy~";
- next;
- mes "[Wandering Merchant]";
- mes "Of course, this is ^DC143CTwo-Handed Spear^000000.";
- mes "It gives a high chance of";
- mes "causing the Bleeding status";
- mes "when you're using Pierce or Clashing Spiral~";
- next;
- mes "[Wandering Merchant]";
- mes "More details are...";
- mes "Increase 100% of Clashing Spiral ATK and 50% of Inspiration ATK,";
- mes "additional ATK + 30 when Base Lv. is over 100.";
- mes "Base ATK is 220.";
- next;
- break;
- case 2: //Tuna_Box1
- case 10: //Tuna_Box2
- mes "This is a very popular fish";
- mes "which is used in various dishes.";
- mes "Swordman, Merchant, and Acolyte classes can use it";
- mes "as a ^DC143CMace^000000.";
- next;
- mes "[Wandering Merchant]";
- mes "It gives a high chance of executing the Stun or Auto-Spell Bash";
- mes "when using close-range physical attacks.";
- mes "Base ATK is 180.";
- next;
- mes "[Wandering Merchant]";
- mes "More details are...";
- mes "additional ATK + 20 when Base Lv. is over 100,";
- mes "freeze self with low rate.";
- next;
- break;
- case 3: //Hairtail_Box1
- case 7: //Hairtail_Box2
- mes "This fish looks like a long belt.";
- next;
- mes "[Wandering Merchant]";
- mes "This is a ^DC143CTwo-Handed Sword^000000";
- mes "which most swordmen can use.";
- mes "It increases 50% of critical damage when attacking and CRI + 20.";
- mes "Base ATK is 220.";
- next;
- mes "[Wandering Merchant]";
- mes "More details are...";
- mes "additional ATK + 50 when Base Lv. is over 100.";
- next;
- break;
- case 4: //Saurel_Box1
- case 9: //Saurel_Box2
- mes "This is a ^DC143CDagger^000000 which gives MATK + 100";
- mes "and ATK + 30 for 7sec at a certain rate with physical attacks.";
- next;
- mes "[Wandering Merchant]";
- mes "More details are...";
- mes "gives MATK + 20 for 7sec at a certain rate with magical attacks";
- mes "and additional MATK + 10, ATK + 10 when Base Lv. is over 100.";
- mes "Base ATK is 160.";
- next;
- break;
- case 5: //Malang_Crab_Box1
- case 12: //Malang_Crab_Box2
- mes "This is a ^DC143CBow^000000 which increases LUK + 3 and 50% of critical damage,";
- mes "and increases 20% of long rage phyical ATK when Base Lv. is over 100.";
- mes "Base ATK is 120.";
- next;
- mes "[Wandering Merchant]";
- mes "More details are...";
- mes "can be used by Archer, Thief, and Rogue classes.";
- next;
- break;
- case 6: //Brindle_Eel_Box1
- case 11: //Brindle_Eel_Box2
- mes "This is a ^DC143CBow^000000.";
- mes "Because it has elastic force,";
- mes "we started to use it as a Bow.";
- mes "Base ATK is 180.";
- next;
- mes "[Wandering Merchant]";
- mes "More details are...";
- mes "AGI + 3, and ASPD + 2 for 5sec at a certain rate with long range physical attacks.";
- mes "Also gives additional 20% of long range physical ATK when Base Lv. is over 100.";
- mes "Hunter, Bard, and Dancer classes can use it.";
- next;
- break;
- }
- if (.@i < 7)
- setarray .@price[0],8,50,0; // 1 hour items cost 8 Egrade_Coin or 50 Malang_Sp_Can.
- else
- setarray .@price[0],0,0,10; // 7 day items cost 10 Silvervine.
- callfunc "F_mal_coin",1,"[Wandering Merchant]",.@names$[.@i],.@items[.@i],.@price[0],.@price[1],.@price[2];
- next;
- }
-}
-
-malangdo,173,145,4 script Stinky Merchant 4_M_MERCAT2,{
- callfunc "F_mal_coin",0,"[Stinky Merchant]",2;
- setarray .@items[1],2873,16015;
- setarray .@names$[1],"Cat Hand Glove","Cat Club";
- while(1) {
- .@i = select(
- "[Cat Hand Glove] 32 E-Coins/200 Cans",
- "[Cat Club] 32 E-Coins/200 Cans",
- "End purchasing."
- );
- if (.@i == 3) {
- mes "[Stinky Merchant]";
- mes "Well, then. I'll see you next time.";
- mes "Goodbye.";
- close;
- }
- mes "[Stinky Merchant]";
- mes "Are you interested in ^0000FF["+.@names$[.@i]+"]^000000?";
- switch(.@i) {
- case 1: //Cat_Hand_Glove
- mes "This is a glove which can give happiness";
- mes "just by wearing it.";
- next;
- mes "[Stinky Merchant]";
- mes "This is an ^DC143CAccessory^000000";
- mes "and its defense is 5.";
- mes "It also gives";
- mes "VIT + 1, AGI + 1, DEX + 1, LUK + 1.";
- next;
- mes "[Stinky Merchant]";
- mes "More details are...";
- mes "SLOT : 1 / Refine : Unable / Destruction : Unable";
- next;
- break;
- case 2: //Cat_Club
- mes "It looks like it wouldn't hurt, don't you think so?";
- mes "But I'm telling you, it can hurt someone.";
- next;
- mes "[Stinky Merchant]";
- mes "This is a ^DC143CMace^000000 that increases 15% of damage to the animal type of monster.";
- mes "Base ATK is 88.";
- mes "The other details are";
- mes "Weapon Lv : 1 / SLOT : 3 / Refine : Able / Destruction : Unable";
- next;
- break;
- }
- callfunc "F_mal_coin",1,"[Stinky Merchant]",.@names$[.@i],.@items[.@i],32,200,0;
- next;
- }
-}
-
-malangdo,150,135,5 script Roving Merchant 4_M_MERCAT1,{
- callfunc "F_mal_coin",0,"[Roving Merchant]",3;
- setarray .@items[1],12639,12637,12638,12640;
- setarray .@names$[1],"Flying Fish","Sow Bug","Dried Squid","Starfish";
- while(1) {
- .@i = select(
- "[Flying Fish] 200 Cans",
- "[Sow Bug] 200 Cans",
- "[Dried Squid] 200 Cans",
- "[Starfish] 200 Cans",
- "End purchasing."
- );
- if (.@i == 5) {
- mes "[Roving Merchant]";
- mes "Well, then. I'll see you next time.";
- mes "Goodbye.";
- close;
- }
- mes "[Roving Merchant]";
- mes "Are you interested in ^0000FF["+.@names$[.@i]+"]^000000?";
- switch(.@i) {
- case 1: //Flying_Fish_Box
- mes "This is the one that flies";
- mes "with a big pectoral.";
- next;
- mes "[Roving Merchant]";
- mes "This is a ^DC143CThrowing Weapon^000000.";
- mes "Of course, it can give fatal wounds to the enemy";
- mes "at a certain rate when attacking.";
- next;
- mes "[Roving Merchant]";
- mes "Its property is neutral and ATK is 50.";
- next;
- break;
- case 2: //Gong_Bug_Pocket
- mes "In that case, I'll explain for you.";
- mes "This is a ^DC143CBullet^000000 which stuns the enemy at a certain rate when attacking.";
- next;
- mes "[Roving Merchant]";
- mes "I feel somthing bad";
- mes "is moving in my pocket but...";
- mes "it is neutral property and its ATK is 50.";
- next;
- break;
- case 3: //Dried_Squid_Box
- mes "I'll explain about this item.";
- mes "This is a ^DC143CThrowing Weapon^000000 which causes darkness at a certain rate.";
- mes "It's neutral property and its ATK is 50.";
- next;
- mes "[Roving Merchant]";
- mes "It is compressed";
- mes "and put into a very small box,";
- mes "so be careful when you open it.";
- next;
- break;
- case 4: //Starfish_Box
- mes "I'll explain about this item.";
- mes "This is a ^DC143CThrowing Weapon^000000 which stuns the enemy at a certain rate.";
- next;
- mes "[Roving Merchant]";
- mes "It is perfectly organized and packed";
- mes "so you can't even see inside.";
- mes "It is neutral property and its ATK is 110.";
- next;
- break;
- }
- mes "[Roving Merchant]";
- mes "For your information,";
- mes "one box contains";
- mes "200 units.";
- next;
- callfunc "F_mal_coin",1,"[Roving Merchant]",.@names$[.@i],.@items[.@i],0,200,0;
- next;
- }
-}
-
-// Eclage
-//============================================================
-ecl_in01,66,95,2 script Armor Merchant Naphara 4_F_FAIRYKID,{
- mes "[Armor Merchant]";
- mes "Hello, this is Naphara's store, a place of high class goods.";
- mes "What would you need?";
- next;
- .@i = select("Str Glove:Int Glove:Agi Glove:Vit Glove:Dex Glove:Luk Glove");
- mes "[Armor Merchant]";
- switch(.@i) {
- case 1: // Str Glove
- mes "^3131FFStr Glove^000000";
- mes "^3131FFMHP + 100, MSP + 20^000000";
- mes "^3131FFATK+1 increases for every STR+10^000000";
- mes "^3131FFATK +1% added above STR 110^000000";
- .@item = 2917; //Str_Glove
- break;
- case 2:
- mes "^3131FFInt Glove^000000";
- mes "^3131FFMHP + 100, MSP + 20^000000";
- mes "^3131FFMATK+1 increases for every INT+10^000000";
- mes "^3131FFMATK +1% added above INT 110^000000";
- .@item = 2918; //Int_Glove
- break;
- case 3:
- mes "^3131FFAgi Glove^000000";
- mes "^3131FFMHP + 100, MSP + 20^000000";
- mes "^3131FFFLEE+1 increases for every AGI+10^000000";
- mes "^3131FFComplete Flee +1 added above AGI 110^000000";
- .@item = 2919; //Agi_Glove
- break;
- case 4:
- mes "^3131FFVit Glove^000000";
- mes "^3131FFMHP + 100, MSP + 20^000000";
- mes "^3131FFMHP+50 for every VIT+10^000000";
- mes "^3131FFMHP+1% added above VIT 110^000000";
- .@item = 2920; //Vit_Glove
- break;
- case 5:
- mes "^3131FFDex Glove^000000";
- mes "^3131FFMHP + 100, MSP + 20^000000";
- mes "^3131FFHIT+1 increases for every DEX+10^000000";
- mes "^3131FFRanged attack power +1% added above DEX 110^000000";
- .@item = 2921; //Dex_Glove
- break;
- case 6:
- mes "^3131FFLuk Glove^000000";
- mes "^3131FFMHP + 100, MSP + 20^000000";
- mes "^3131FFCRI+1 increases for every LUK+10^000000";
- mes "^3131FFCritical damage +1% added above LUK 110^000000";
- .@item = 2922; //Luk_Glove
- break;
- }
- mes "^3131FFRequired Level: 100^000000";
- mes "^3131FFSlot: 0^000000";
- mes "^3131FFWeight: 10^000000";
- mes "are the characteristic options.";
- next;
- mes "[Armor Merchant]";
- mes "It costs 10 Splendide Coins.";
- mes "Would you like to buy it?";
- next;
- if(select("Buy it.:Don't buy it.") == 2)
- close;
- if (countitem(6081) < 10) {
- mes "[Armor Merchant]";
- mes "It seems like you don't have enough coins.";
- close;
- }
- mes "[Armor Merchant]";
- mes "Here you go!"; //custom
- delitem 6081,10; //Splendide_Coin
- getitem .@item,1;
- close;
-}
-
-ecl_in01,64,97,4 script Slot Expert Nattuer#ecl 4_F_FAIRYKID,{
- mes "[Slot Expert]";
- mes "I am Slot Expert Nattuer.";
- mes "If you bring me an item from my little brother Naphara along with 5 Splendide Coins, I will open up one Slot for you.";
- next;
- if(select("Activate a Slot.:Forget it.") == 2)
- close;
- mes "[Slot Expert]";
- mes "Slot activation is an extremely difficult procedure that can fail even with heightened care and the use of a magnifying lens.";
- next;
- mes "[Slot Expert]";
- mes "Of course, if your heart were as big as that flower-filled land, you wouldn't mind. Right? Should I go for it?";
- next;
- if(select("Continue.:Forget it.") == 2)
- close;
- mes "[Slot Expert]";
- mes "Which item would you like to activate with a Slot?";
- next;
- setarray .@noslots[0],2917,2918,2919,2920,2921,2922;
- setarray .@slotted[0],2923,2924,2925,2926,2927,2928;
- .@i = select("Str Glove:Int Glove:Ag Glove:Vit Glove:Dex Glove:Luk Glove")-1;
- .@item = .@noslots[.@i];
- .@new_item = .@slotted[.@i];
- mes "[Slot Expert]";
- mes "Let's confirm for the last time. Is the one you want "+getitemname(.@item)+"?";
- next;
- if(select("Yes:No") == 2) {
- mes "[Slot Expert]";
- mes "Why don't you talk to me when you know for sure.";
- close;
- }
- if (countitem(.@item) == 0) {
- mes "[Slot Expert]";
- mes "You don't have that item. Why don't you talk to me when you know for sure.";
- close;
- }
- if (countitem(6081) < 5) {
- mes "[Slot Expert]";
- mes "You don't have enough coins. Why don't you talk to me when you know for sure."; //custom
- close;
- }
- delitem 6081,5; //Splendide_Coin
- delitem .@item,1;
- //custom to the end
- if (rand(100) < 5) {
- mes "[Slot Expert]";
- mes "Oh no, it failed! I'm sorry, but I warned you this could happen. Better luck next time.";
- close;
- }
- mes "[Slot Expert]";
- mes "Success! I've activated the slot.";
- getitem .@new_item,1;
- close;
-}
-
-ecl_in01,67,39,4 script Replication Expert Palt 4_M_FAIRYKID4,{
- emotion e_lv;
- mes "[Paltu]";
- mes "Woohoo- Greetings. What are you looking for? Lots of goods here.";
- next;
- switch(select("No thanks.:Replication?:I know you got lots up your sleeve!")) {
- case 1:
- emotion e_an;
- mes "[Paltu]";
- mes "Really? Hmm?";
- close;
- case 2:
- mes "[Paltu]";
- mes "One can say that there's no one better in Eclage than I at utilizing magic resistance.";
- next;
- mes "[Paltu]";
- mes "I'll give you a good price whatever it is. Just trust me.";
- next;
- select("Could you do something for me?");
- emotion e_no1;
- mes "[Paltu]";
- mes "Hey, I like your attitude.";
- next;
- mes "[Paltu]";
- mes "Ah- you know the hat you're wearing?";
- next;
- emotion e_what;
- mes "[Paltu]";
- mes "Don't you have any of those hats lying around in storage that are solid but too ugly to wear? You do, right?";
- next;
- select(".........");
- emotion e_dots,1;
- emotion e_heh;
- mes "[Paltu]";
- mes "See! I knew it. I knew it from the first minute.";
- next;
- mes "[Paltu]";
- mes "If you bring me ^ff0000 50 Splendide Coins and the ingredients^000000, I'll make you a new hat in the same shape but worn as a ^ff0000Costume^000000.";
- next;
- mes "[Paltu]";
- mes "Hmm, what was it...?";
- mes "I think you adventurers call them ^0571B0Costumes^000000? right?";
- next;
- select("Yes~ What do you need?");
- mes "[Paltu]";
- mes "I need 1 ^0571B0hat to replicate^000000 and";
- mes "I need ^E1281E 4 Crystal Mirrors^000000 for magic resistance, ^E1281E 1 Fairy Magic Powder^000000 as the catalyst, and ^E1281E Emerald, Ruby, Sapphire, Topaz, and Zircon, 10 of each^000000, to be used for amplifying the magic power.";
- next;
- emotion e_no;
- mes "[Paltu]";
- mes "There's quite a lot of ingredients, right? Well, I can't do anything about that. Dealing with magic power is not a joke.";
- next;
- select("Which hats can be replicated?");
- mes "[Paltu]";
- mes "Oh! You're pretty sharp!";
- mes "Almost forgot the most important thing.";
- next;
- mes "[Paltu]";
- mes "Hats that I can replicate are:";
- mes "^0571B0Frog Hat, Romantic Flower, Magestic Goat, Blush, Valkyrie Helm, Deviruchi Hat, Assassin Mask, Elven Ears, Hahoe Mask, and Boys Cap^000000 a total of 10 types.";
- next;
- mes "[Paltu]";
- mes "What do you think? I'll make it happen as long as I have the ingredients and the compensation.";
- next;
- if(select("I'll do it later.:Show me what you got!") == 1) {
- emotion e_dots;
- mes "[Paltu]";
- mes "What? Are you kidding me? Please tell me you are!";
- close;
- }
- break;
- case 3:
- break;
- }
- mes "[Paltu]";
- mes "Oh wow.";
- mes "You made the right call. I thought I was going to starve to death because the Laphines have no interest in pretty hats.";
- next;
- mes "[Paltu]";
- mes "I'll make it a great deal for you. You really should know I'm giving you a good deal here.";
- next;
- mes "[Paltu]";
- mes "Is there something you had in mind? Why don't you take a look?";
- next;
- setarray .@items[0],
- 5447, //Frog_Cap
- 2269, //Centimental_Flower
- 2256, //Magestic_Goat
- 5040, //Blush
- 5171, //Valkyrie_Helm
- 5038, //Deviruchi_Cap
- 5096, //Assassin_Mask_
- 2286, //Elven_Ears
- 5176, //Hahoe_Mask
- 5016; //Boy's_Cap
- setarray .@costumes[0],
- 19548, //C_Frog_Cap
- 19552, //C_Centimental_Flower
- 19549, //C_Magestic_Goat
- 19550, //C_Blush
- 19546, //C_Valkyrie_Helm
- 19547, //C_Deviruchi_Cap
- 19553, //C_Assassin_Mask_
- 19551, //C_Elven_Ears
- 0, //-- not implemented? --
- 19545; //C_Boys_Cap
- if (countitem(6081) >= 50 && countitem(747) >= 4 && countitem(6395) >= 1 && countitem(721) >= 10 && countitem(723) >= 10 && countitem(726) >= 10 && countitem(728) >= 10 && countitem(729) >= 10)
- .@item_check = 1;
- for(.@i = 0; .@i<getarraysize(.@items); ++.@i) {
- if (.@item_check && countitem(.@items[.@i]))
- .@menu$ += getitemname(.@items[.@i])+":"; //custom
- else
- .@menu$ += getitemname(.@items[.@i])+" (^777777Insufficient ingredients^000000):";
- }
- .@i = select(.@menu$)-1;
- .@item = .@items[.@i];
- .@new_item = .@costumes[.@i];
- mes "[Paltu]";
- mes "Is ^0571B0"+getitemname(.@item)+"^000000 what you wanted?";
- next;
- if (.@item_check == 0 || countitem(.@item) == 0) {
- emotion e_sob;
- mes "[Paltu]";
- mes "Ay... Credit purchases are difficult for me.";
- next;
- mes "[Paltu]";
- mes "^0571B0"+getitemname(.@item)+"^000000 and";
- mes "^E1281E50 Splendide Coins, 4 Crystal Mirrors, 1 Fairy Magic Powder, 10 of each Emerald, Ruby, Sapphire, Topaz, and Zircon^000000 are necessary.";
- next;
- mes "[Paltu]";
- mes "I'm in a tight spot myself. Please consider my situation also.";
- close;
- }
- //custom to the end
- if(select("Continue.:Forget it.") == 2)
- close;
- delitem .@item,1;
- delitem 6081,50; //Splendide_Coin
- delitem 747,4; //Crystal_Mirror
- delitem 6395,1; //Angel_Magic_Power
- delitem 721,10; //Azure_Jewel
- delitem 723,10; //Cardinal_Jewel
- delitem 726,10; //Blue_Jewel
- delitem 728,10; //Golden_Jewel
- delitem 729,10; //Bluish_Green_Jewel
- getitem .@new_item,1;
- mes "[Paltu]";
- mes "Thank you so much! As promised, here is your costume.";
- close;
-}
-
-ecl_in01,33,98,4 script Herb Merchant Plafina#e 4_M_FAIRYKID2,{
- mes "[Herb Merchant]";
- mes "Welcome, this is Plafina's Herb Store where only the freshest herbs are provided~!";
- next;
- switch(select("Snow Flip:Peony Mommy:Slapping Herb:Yggdrasil Dust:End conversation")) {
- case 1:
- mes "[Herb Merchant]";
- mes "Snow Flip has special effects on ^3131FFBurning, Bleeding, Deep Sleep, Sleep^000000.";
- .@item = 12812; //Snow_Flip
- .@cost = 5;
- break;
- case 2:
- mes "[Herb Merchant]";
- mes "Peony Mamy has special effects on ^3131FFFrost, Frozen, Freezing^000000.";
- .@item = 12813; //Peony_Mommy
- .@cost = 5;
- break;
- case 3:
- mes "[Herb Merchant]";
- mes "Slapping Herb has special effects on ^3131FFStun, Fear, Chaos, Hallucination^000000.";
- .@item = 12814; //Slapping_Herb
- .@cost = 1;
- break;
- case 4:
- mes "[Herb Merchant]";
- mes "Yggdrasil Dust has special effects on ^3131FFBlind, Curse, Decrease Agility, Reverse Orcish^000000.";
- .@item = 12815; //Yggdrasil_Dust
- .@cost = 1;
- break;
- case 5:
- mes "[Herb Merchant]";
- mes "Come back anytime.";
- close;
- }
- mes "Requires 5 seconds between uses.";
- mes "It costs "+.@cost+" Splendide Coin"+((.@cost == 1)?"":"s")+" for each.";
- next;
- switch(select("Buy 1.:Buy 10.:Don't buy.")) {
- case 1:
- .@amount = 1;
- break;
- case 2:
- .@amount = 10;
- break;
- case 3:
- close;
- }
- .@price = .@amount*.@cost;
- mes "[Herb Merchant]";
- mes "Would you like to buy "+.@amount+" "+getitemname(.@item)+"?";
- next;
- if(select("Buy.:Don't buy.") == 2)
- close;
- if (countitem(6081) < .@price) {
- mes "[Herb Merchant]";
- mes "You don't have enough coins.";
- close;
- }
- mes "[Herb Merchant]";
- mes "Here are your herbs."; //custom
- delitem 6081,.@price; //Splendide_Coin
- getitem .@item,.@amount;
- end;
-}
diff --git a/npc/re/merchants/diamond.txt b/npc/re/merchants/diamond.txt
deleted file mode 100644
index 80fcb88de..000000000
--- a/npc/re/merchants/diamond.txt
+++ /dev/null
@@ -1,242 +0,0 @@
-//===== Hercules Script ======================================
-//= Rare Diamond Merchant
-//===== By: ==================================================
-//= Z3R0
-//===== Current Version: =====================================
-//= 1.5
-//===== Description: =========================================
-//= [Official Conversion]
-//= Exchanges 17 Carat Diamond
-//===== Additional Comments: =================================
-//= 1.0 First / Optimized Version
-//= 1.1 Adjusted for Missing ; on Line #271 (#15425)
-//= 1.2 Removed Comments per Request (#15426)
-//= 1.3 Changed Emotion # to Const Definition (#15427)
-//= 1.4 Removed Double Space on Line #148 (#15428)
-//= 1.5 Added This Version History (#15429)
-//============================================================
-
-- script RareDiamondMerchant 1_M_MERCHANT,{
-
- .@npc$ = "[Rare Diamond Merchant]";
-
- mes .@npc$;
- mes "Ladies and Gentlemen! ! !";
- mes "You've heard rumors but you've never once seen with your own eyes";
- mes "the world's rarest diamond!";
- mes "The ^FF82FF'17 Carat Diamond'^000000 is currently on sale for a cheap price!!";
- mes "If valuable diamonds interest you then listen up!";
- next;
-
- mes .@npc$;
- mes "You can give the diamond as a gift to your lover.";
- mes "The receiver of the ^FF82FF'17 Carat Diamond'^000000 will cherish it";
- mes "and treasure you in their heart.";
- emotion e_loud;
- next;
-
- mes .@npc$;
- mes "What? You don't have a lover?";
- mes "You can still just hang on to it for yourself.";
- mes "The enchanting aura of the ^FF82FF'17 Carat Diamond'^000000 is likely";
- mes "to bring love into your life.";
- next;
-
- mes .@npc$;
- mes "Known as the captivating diamond of diamonds...";
- mes "It is the ^FF82FF'17 Carat Diamond'^000000!";
- next;
-
- .@menu$ = "^FF82FF'17 Carat Diamond'^000000?";
- if (countitem(6024))
- .@menu$ += ":Exchange my 17 Carat Diamond for zeny...";
-
- switch(select(.@menu$)) {
- case 1:
- mes .@npc$;
- mes "Yes!";
- mes "Hehe, the ^FF82FF'17 Carat Diamond'^000000 you see right now";
- mes "is one of the highest quality 17 carat diamonds.";
- mes "Comparing it to any pea-sized, colorless rock you may have";
- mes "dug up from Morroc is unspeakable!";
- emotion e_omg;
- next;
-
- mes .@npc$;
- mes "Some claim that this is the very same diamond";
- mes "that was seen by Kachua in Comodo!";
- next;
-
- if (select("End Conversation:How much is it?") == 1) {
- mes .@npc$;
- mes "It's rather inexpensive!";
- mes "If you're interested, talk to me any time!";
- close;
- }
-
- mes .@npc$;
- mes "Of course! The most important thing is price!";
- mes "As I've said earlier, the ^FF82FF'17 Carat Diamond'^000000 has been";
- mes "appraised as a 17 carat diamond.";
- mes "There aren't many like it in the world.";
- next;
-
- mes .@npc$;
- mes "The price is a mere 500 million zeny!";
- mes "There is also a 1,000,000z service fee.";
- mes "Compared to the quality of the diamond";
- mes "this is a small price to pay.";
- next;
-
- if (select("^828282It's too expensive.^000000:I'll buy it.") == 1) {
- mes .@npc$;
- mes "To say that a diamond such as the";
- mes "^FF82FF'17 Carat Diamond'^000000 is too expensive, ";
- mes "you leave me speechless.";
- close;
- }
-
- mes .@npc$;
- mes "OOOH! I knew from the moment I saw you that you were the rightful";
- mes "owner of this wonderful diamond.";
- mes "I'm glad I wasn't wrong!";
- mes "I believe this diamond will suit you quite well.";
- mes "All I need from you is to complete this contract.";
- next;
-
- while(1) {
- if (select("^B9062FI will sign the contract.^000000:^828282Nevermind, I changed my mind.^000000") == 2) {
- mes .@npc$;
- mes "I see, that's too bad..";
- close;
- }
-
- mes .@npc$;
- mes "What is your name?";
- next;
-
- mes "[" + strcharinfo(0) + "]";
- mes "My name is " + strcharinfo(0) + ".";
- next;
-
- mes .@npc$;
- mes "Alright then, please sign here.";
- next;
-
- input .@charname$;
- if (.@charname$ == strcharinfo(0)) {
- mes .@npc$;
- mes "Okay, good.";
- mes "All that is left now is payment.";
- next;
-
- if (Zeny >= 501000000) {
- mes .@npc$;
- mes ". . . . . .";
- next;
-
- mes .@npc$;
- mes "Calculating the price and service fee..";
- mes "501,000,000 zeny.";
- mes "Amount has been confirmed.";
- emotion e_loud;
- Zeny -= 501000000;
- getitem 6024, 1;
- next;
-
- mes .@npc$;
- mes "You may exchange the diamond back for zeny at any time.";
- mes "However, there will be a 1,000,000z service fee.";
- mes "Thank you for your business.";
- emotion e_thx;
- close;
- }
- else {
- mes .@npc$;
- mes "Hm?";
- mes "I'm sorry, but you don't have sufficient funds.";
- mes "Including the service fee, a total of 501,000,000z is required.";
- mes "Please check your zeny balance and try again.";
- emotion e_hmm;
- close;
- }
- }
- else {
- mes .@npc$;
- mes "Is this really your signature?";
- mes "Will sign again to confirm?";
- next;
- }
- }
- case 2:
- mes .@npc$;
- mes "AAH. You would like to exchange your ^FF82FF'17 Carat Diamond'^000000 for zeny?";
- emotion e_gasp;
- next;
- if (select("Yes:No") == 2) {
- mes .@npc$;
- mes "Then, what is it you desire?..";
- mes ". . . . . ....";
- emotion e_dots;
- close;
- }
-
- mes .@npc$;
- mes "I see. After I receive your signature, ";
- mes "You must offer your ^FF82FF'17 Carat Diamond'^000000.";
- mes "Also don't forget there is a 1,000,000z service fee!";
- next;
-
- mes .@npc$;
- mes "What is your name?";
- next;
-
- mes "[" + strcharinfo(0) + "]";
- mes "My name is " + strcharinfo(0) + ".";
- next;
-
- mes .@npc$;
- mes "Alright then, please sign here.";
- next;
-
- while (1) {
- if (select("Sign:Don't Sign") == 2) {
- mes .@npc$;
- mes "The trade cannot be completed without your signature.";
- close;
- }
-
- input .@charname$;
- if (.@charname$ == strcharinfo(0)) {
- mes .@npc$;
- mes "Your signature has been received.";
- mes "I will now take your ^FF82FF'17 Carat Diamond'^000000..";
- mes "You will receive ^0000FF499,000,000z^000000 afterwards.";
- next;
-
- mes .@npc$;
- mes "Thank you for your business.";
- mes "Whenever you need a ^FF82FF'17 Carat Diamond'^000000,";
- mes "come back anytime with 500 million zeny.";
- emotion e_thx;
- delitem 6024, 1;
- Zeny += 499000000;
- close;
- }
- else {
- mes .@npc$;
- mes "Is this really your signature?";
- mes "Will sign again to confirm?";
- next;
- }
- }
- }
-}
-
-prontera,165,89,6 duplicate(RareDiamondMerchant) Rare Diamond Merchant#1 1_M_MERCHANT
-geffen,106,63,6 duplicate(RareDiamondMerchant) Rare Diamond Merchant#2 1_M_MERCHANT
-morocc,146,100,6 duplicate(RareDiamondMerchant) Rare Diamond Merchant#3 1_M_MERCHANT
-alberta,129,60,6 duplicate(RareDiamondMerchant) Rare Diamond Merchant#4 1_M_MERCHANT
-lighthalzen,163,65,6 duplicate(RareDiamondMerchant) Rare Diamond Merchant#5 1_M_MERCHANT
-rachel,106,142,6 duplicate(RareDiamondMerchant) Rare Diamond Merchant#6 1_M_MERCHANT
-payon,180,130,6 duplicate(RareDiamondMerchant) Rare Diamond Merchant#7 1_M_MERCHANT
diff --git a/npc/re/merchants/enchan_mal.txt b/npc/re/merchants/enchan_mal.txt
deleted file mode 100644
index 6dbb264df..000000000
--- a/npc/re/merchants/enchan_mal.txt
+++ /dev/null
@@ -1,639 +0,0 @@
-//===== Hercules Script ======================================
-//= Malangdo Enchants
-//===== By: ==================================================
-//= Muad_Dib
-//===== Current Version: =====================================
-//= 1.0a
-//===== Description: =========================================
-//= [Official Conversion]
-//= Adds enchantments to many high level weapons in exchange
-//= for Malangdo coins.
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Euphy]
-//= 1.0a Added 'delequip' command. [Euphy]
-//============================================================
-
-malangdo,213,167,4 script Mayomayo#mal 4_CAT_3COLOR,{
- disable_items;
- if (checkweight(1201,1) == 0) {
- mes "You have too many kinds of objects. Let's try to continue after reducing those objects.";
- close;
- }
- if (MaxWeight - Weight < 10000) {
- mes "Can't continue because you have too many heavy objects. Let's try to continue after reducing the weight.";
- close;
- }
- mes "[Mayomayo]";
- mes "Wow welcome. It is new Mayomayo refinement store~ I enchant some luxury weapons including level 4 weapons.";
- next;
- switch(select("Any store policy changes?:Enchant High Ranked Weapon:Initialize Enchant (Need Silvervine Fruit)")) {
- case 1:
- mes "[Mayomayo]";
- mes "When I enchant weapons, the slotted cards or refined level are dissipated sometimes. I hated it. However, one day I found how to do it without any extinction.";
- next;
- mes "[Mayomayo]";
- mes "Have you ever seen a building of person of reinforcement capacity association?";
- next;
- if(select("I've seen it before.:I haven't seen it before.") == 2) {
- mes "[Mayomayo]";
- mes "That builiding is located to the southeast of where I am. Why don't you go on a field trip there?";
- close;
- }
- mes "[Mayomayo]";
- mes "If you go to the place, there is someone who enchants the Archangel Wing. At that time that was amazing, because that was impossible ability by my own skill.";
- next;
- mes "[Mayomayo]";
- mes "Every night I became his butler and did odd jobs. That is how I learned to enchant.";
- next;
- mes "[Mayomayo]";
- mes "Several rules are changed. Well, you better have experience.";
- close;
- case 2:
- @mal_enchant_select = 1;
- break;
- case 3:
- @mal_enchant_select = 2;
- break;
- }
-
- if (!getequipisequiped(EQI_HAND_R)) {
- mes "[Mayomayo]";
- mes "Did you take off your equipment?";
- @mal_enchant_select = 0;
- close;
- }
- @mal_equip_id = getequipid(EQI_HAND_R);
- .@equip_type = getiteminfo(@mal_equip_id,11);
-
- //callsub L_Socket,<cost multiplier>,<4-x enchants possible>;
- switch(.@equip_type) { // Check weapon type first to speed up the checks.
- case 1: // Daggers
- switch(@mal_equip_id) {
- case 1224: callsub L_Socket,1,2; //Sword_Breaker
- case 1225: callsub L_Socket,1,2; //Mail_Breaker
- case 1227: callsub L_Socket,1,2; //Weeder_Knife
- case 1229: callsub L_Socket,1,2; //Mama's_Knife
- case 1232: callsub L_Socket,1,2; //Assasin_Dagger
- case 1233: callsub L_Socket,1,2; //Exercise
- case 1235: callsub L_Socket,1,2; //Azoth
- case 1236: callsub L_Socket,1,2; //Sucsamad
- case 1237: callsub L_Socket,1,2; //Grimtooth_
- case 1240: callsub L_Socket,1,2; //Princess_Knife
- case 1241: callsub L_Socket,1,2; //Cursed_Dagger
- case 1242: callsub L_Socket,1,2; //Counter_Dagger
- case 1244: callsub L_Socket,1,2; //Holy_Dagger
- case 13046: callsub L_Socket,1,3; //Krieg
- case 13047: callsub L_Socket,1,2; //Weihna
- case 13061: callsub L_Socket,1,2; //Black_Wing
- case 1223: callsub L_Socket,2,2; //Forturn_Sword
- case 1228: callsub L_Socket,2,2; //Combat_Knife
- case 1234: callsub L_Socket,2,2; //Moonlight_Sword
- case 1230: callsub L_Socket,4,2; //House_Auger
- case 1231: callsub L_Socket,4,2; //Bazerald
- case 13062: callsub L_Socket,4,2; //Ancient_Dagger
- }
- break;
- case 16: // Katars
- switch(@mal_equip_id) {
- case 1271: callsub L_Socket,1,2; //Blood_Tears
- case 1263: callsub L_Socket,1,2; //Unholy_Touch
- case 1270: callsub L_Socket,1,2; //Drill_Katar
- case 1284: callsub L_Socket,1,2; //Krishna
- case 1285: callsub L_Socket,1,2; //Cakram
- case 1268: callsub L_Socket,2,2; //Wild_Beast_Claw
- case 1269: callsub L_Socket,2,2; //Inverse_Scale
- case 1265: callsub L_Socket,2,2; //Bloody_Roar
- case 1261: callsub L_Socket,4,2; //Infiltrator
- case 1266: callsub L_Socket,4,2; //Infiltrator_
- }
- break;
- case 6: // 1-H Axes
- switch(@mal_equip_id) {
- case 1305: callsub L_Socket,1,2; //Cleaver
- case 1311: callsub L_Socket,1,2; //Vecer_Axe
- }
- break;
- case 7: // 2-H Axes
- switch(@mal_equip_id) {
- case 1364: callsub L_Socket,1,2; //Great_Axe
- case 1365: callsub L_Socket,1,2; //Sabbath
- case 1385: callsub L_Socket,1,2; //Bradium_Stonehammer
- case 1367: callsub L_Socket,1,2; //Slaughter
- case 1368: callsub L_Socket,1,2; //Tomahawk
- case 1387: callsub L_Socket,2,2; //Giant_Axe
- case 1369: callsub L_Socket,2,2; //Guillotine
- case 1363: callsub L_Socket,2,2; //Brood_Axe
- case 1376: callsub L_Socket,4,2; //Heart_Breaker
- case 1377: callsub L_Socket,4,2; //Hurricane_Fury
- case 1366: callsub L_Socket,4,2; //Right_Epsilon
- case 1370: callsub L_Socket,4,2; //Doom_Slayer
- case 1371: callsub L_Socket,4,2; //Doom_Slayer_
- }
- break;
- case 2: // 1-H Swords
- switch(@mal_equip_id) {
- case 1131: callsub L_Socket,1,2; //Ice_Falchon
- case 1133: callsub L_Socket,1,2; //Fire_Brand
- case 1134: callsub L_Socket,1,2; //Scissores_Sword
- case 1135: callsub L_Socket,1,2; //Cutlas
- case 1136: callsub L_Socket,1,2; //Solar_Sword
- case 1138: callsub L_Socket,1,2; //Mysteltainn_
- case 1139: callsub L_Socket,1,2; //Tale_Fing_
- case 1140: callsub L_Socket,1,2; //Byeorrun_Gum
- case 1141: callsub L_Socket,1,2; //Immaterial_Sword
- case 1148: callsub L_Socket,1,2; //Star_Dust_Blade
- case 13421: callsub L_Socket,1,2; //Ruber
- case 13431: callsub L_Socket,2,2; //Chrome_Sword
- case 1137: callsub L_Socket,2,2; //Excalibur
- case 1130: callsub L_Socket,2,2; //Nagan
- case 1132: callsub L_Socket,4,2; //Edge
- }
- break;
- case 3: // 2-H Swords
- switch(@mal_equip_id) {
- case 1164: callsub L_Socket,1,2; //Muramasa
- case 1166: callsub L_Socket,1,2; //Dragon_Slayer
- case 1167: callsub L_Socket,1,2; //Schweizersabel
- case 1168: callsub L_Socket,1,2; //Zweihander
- case 1170: callsub L_Socket,1,2; //Katzbalger
- case 1171: callsub L_Socket,1,2; //Zweihander_
- case 1176: callsub L_Socket,1,2; //Muscle_Cutter
- case 1178: callsub L_Socket,1,2; //Schweizersabel_
- case 1180: callsub L_Socket,1,2; //Dragon_Slayer_
- case 1181: callsub L_Socket,1,2; //Tae_Goo_Lyeon
- case 1182: callsub L_Socket,1,2; //Bloody_Eater
- case 1188: callsub L_Socket,1,2; //Veteran_Sword
- case 1189: callsub L_Socket,1,3; //Krasnaya
- case 1196: callsub L_Socket,2,2; //Chrome_Twohand_Sword
- case 1165: callsub L_Socket,2,2; //Masamune
- case 1169: callsub L_Socket,2,2; //Executioner_
- case 1179: callsub L_Socket,2,2; //Executioner__
- case 1175: callsub L_Socket,2,2; //Altas_Weapon
- case 1185: callsub L_Socket,4,2; //Violet_Fear
- case 1186: callsub L_Socket,4,2; //Death_Guidance
- }
- break;
- case 4: // 1-H Spears
- switch(@mal_equip_id) {
- case 1420: callsub L_Socket,1,2; //Long_Horn
- case 1413: callsub L_Socket,1,2; //Gungnir
- case 1414: callsub L_Socket,1,2; //Gelerdria
- case 1416: callsub L_Socket,1,2; //Tjungkuletti
- case 1418: callsub L_Socket,1,2; //Gungnir_
- case 1433: callsub L_Socket,2,2; //Imperial_Spear
- case 1415: callsub L_Socket,2,2; //Skewer
- case 1421: callsub L_Socket,2,2; //Battle_Hook
- case 1422: callsub L_Socket,4,2; //Hunting_Spear
- }
- break;
- case 5: // 2-H Spears
- switch(@mal_equip_id) {
- case 1466: callsub L_Socket,1,2; //Crescent_Scythe
- case 1467: callsub L_Socket,1,2; //Bill_Guisarme
- case 1468: callsub L_Socket,1,2; //Zephyrus
- case 1469: callsub L_Socket,1,2; //Longinus's_Spear
- case 1470: callsub L_Socket,1,2; //Brionac
- case 1471: callsub L_Socket,1,2; //Hell_Fire
- case 1474: callsub L_Socket,1,2; //Gae_Bolg
- case 1477: callsub L_Socket,1,2; //Spectral_Spear
- case 1478: callsub L_Socket,1,2; //Ahlspiess
- case 1479: callsub L_Socket,1,2; //Spectral_Spear_
- case 1480: callsub L_Socket,1,2; //Gae_Bolg_
- case 1481: callsub L_Socket,1,3; //Zephyrus_
- case 1484: callsub L_Socket,2,2; //Cardo
- }
- break;
- case 10: // Staves
- switch(@mal_equip_id) {
- case 1616: callsub L_Socket,1,2; //Staff_Of_Wing
- case 1629: callsub L_Socket,1,2; //Walking_Stick
- case 1631: callsub L_Socket,1,2; //Holy_Stick
- case 1643: callsub L_Socket,1,2; //Dead_Tree_Cane
- case 1654: callsub L_Socket,1,2; //Mental_Stick
- case 1636: callsub L_Socket,2,2; //Thorn_Staff
- case 1637: callsub L_Socket,2,2; //Eraser
- case 1473: callsub L_Socket,1,2; //Wizardy_Staff
- }
- break;
- case 23: // New 2-H Staves
- switch(@mal_equip_id) {
- case 2004: callsub L_Socket,1,2; //Kronos
- case 2005: callsub L_Socket,1,2; //Dea_Staff
- case 2001: callsub L_Socket,2,2; //Divine_Cross
- case 2000: callsub L_Socket,4,2; //Destruction_Rod
- }
- break;
- case 8: // Maces
- switch(@mal_equip_id) {
- case 1524: callsub L_Socket,1,2; //Golden_Mace
- case 1525: callsub L_Socket,1,2; //Long_Mace
- case 1527: callsub L_Socket,1,2; //Quadrille
- case 1539: callsub L_Socket,1,2; //Golden_Mace_
- case 1541: callsub L_Socket,1,2; //Nemesis
- case 16000: callsub L_Socket,1,2; //Erde
- case 16001: callsub L_Socket,1,2; //Red_Square_Bag
- case 16010: callsub L_Socket,1,2; //Red_Ether_Bag
- case 1523: callsub L_Socket,2,2; //Spike
- case 1538: callsub L_Socket,2,2; //Spike_
- case 1526: callsub L_Socket,2,2; //Slash
- case 1528: callsub L_Socket,4,2; //Grand_Cross
- case 1540: callsub L_Socket,4,2; //Grand_Cross_
- }
- break;
- case 15: // Books
- switch(@mal_equip_id) {
- case 1557: callsub L_Socket,1,2; //Book_Of_The_Apocalypse
- case 1558: callsub L_Socket,1,2; //Girl's_Diary
- case 1559: callsub L_Socket,1,2; //Legacy_Of_Dragon
- case 1561: callsub L_Socket,1,2; //Hardback
- case 1562: callsub L_Socket,1,2; //Bible_Of_Battlefield
- case 1565: callsub L_Socket,4,2; //Death_Note
- }
- break;
- case 12: // Knuckles
- switch(@mal_equip_id) {
- case 1813: callsub L_Socket,1,2; //Kaiser_Knuckle
- case 1814: callsub L_Socket,1,2; //Berserk
- case 1815: callsub L_Socket,1,2; //Claw_Of_Garm
- case 1816: callsub L_Socket,1,2; //Berserk_
- case 1830: callsub L_Socket,2,2; //Sura_Rampage
- }
- break;
- case 11: // Bows
- switch(@mal_equip_id) {
- case 1719: callsub L_Socket,1,2; //Bow_Of_Roguemaster
- case 1722: callsub L_Socket,1,2; //Balistar
- case 1724: callsub L_Socket,1,2; //Dragon_Wing
- case 1725: callsub L_Socket,1,2; //Bow_Of_Minstrel
- case 1727: callsub L_Socket,1,2; //Balistar_
- case 1737: callsub L_Socket,1,2; //Ixion_Wing
- case 1740: callsub L_Socket,1,2; //Nepenthes_Bow
- case 1741: callsub L_Socket,1,2; //Cursed_Lyre
- case 1745: callsub L_Socket,1,2; //Falken_Blitz
- case 18103: callsub L_Socket,1,2; //Mystic_Bow
- case 1720: callsub L_Socket,2,2; //Bow_Of_Rudra
- }
- break;
- case 13: // Musical Instruments
- switch(@mal_equip_id) {
- case 1913: callsub L_Socket,1,2; //Electronic_Guitar
- case 1918: callsub L_Socket,1,2; //Oriental_Lute
- case 1920: callsub L_Socket,1,2; //Berserk_Guitar
- case 1922: callsub L_Socket,1,2; //Oriental_Lute_
- case 1926: callsub L_Socket,1,2; //Harp_Of_Nepenthes
- case 1930: callsub L_Socket,2,2; //Green_Whistle
- }
- break;
- case 14: // Whips
- switch(@mal_equip_id) {
- case 1962: callsub L_Socket,1,2; //Lariat
- case 1963: callsub L_Socket,1,2; //Rapture_Rose
- case 1964: callsub L_Socket,1,2; //Chemeti
- case 1969: callsub L_Socket,1,2; //Bladed_Whip
- case 1970: callsub L_Socket,1,2; //Queen's_Whip
- case 1972: callsub L_Socket,1,2; //Electric_Eel
- case 1973: callsub L_Socket,1,2; //Sea_Witch_Foot
- case 1974: callsub L_Socket,1,2; //Carrot_Whip
- case 1976: callsub L_Socket,1,2; //Queen's_Whip_
- case 1979: callsub L_Socket,1,2; //Stem_Of_Nepenthes
- case 1984: callsub L_Socket,2,2; //Stem_Whip
- case 1985: callsub L_Socket,4,2; //Rosebine
- }
- break;
- }
- mes "[Mayomayo]";
- if (@mal_enchant_select == 1)
- mes "This is not a suitable equipment for the enchant. Don't forget we only take care of high class weapons, including level 4 weapons~";
- else
- mes "This equipment can not be initialized. Don't forget we only handle some luxury weapons, including level 4 weapons~";
- @mal_equip_id = 0;
- @mal_enchant_select = 0;
- close;
-
-L_Socket:
- .@select = @mal_enchant_select;
- .@equip_id = @mal_equip_id;
- .@equip_name$ = getitemname(.@equip_id)+((getitemslots(.@equip_id))?"["+getitemslots(.@equip_id)+"]":"");
- .@equip_refine = getequiprefinerycnt(EQI_HAND_R);
- setarray .@equip_card[0], getequipcardid(EQI_HAND_R,0),getequipcardid(EQI_HAND_R,1),getequipcardid(EQI_HAND_R,2),getequipcardid(EQI_HAND_R,3);
- @mal_equip_id = 0;
- @mal_enchant_select = 0;
-
- if (.@select == 1) {
- mes "[Mayomayo]";
- mes "^0000ff"+.@equip_name$+"^000000! Do you want to enchant this equipment? How will you pay for this?";
- next;
-
- setarray .@coin[0],6422,6421,6420,6419,6418,6423; // Payment ID
- setarray .@cost[0], 15, 10, 6, 3, 2, 1; // Payment multiplier
-
- .@menu$ = "Stop:";
- for(.@i = 0; .@i<getarraysize(.@coin); ++.@i) {
- .@count[.@i] = countitem(.@coin[.@i]);
- .@total[.@i] = getarg(0)*.@cost[.@i];
- if (.@count[.@i] < .@total[.@i])
- .@menu$ += "^999999"+getitemname(.@coin[.@i])+" (missing "+(.@total[.@i]-.@count[.@i])+")^000000:";
- else
- .@menu$ += getitemname(.@coin[.@i])+" (have "+.@count[.@i]+", need "+.@total[.@i]+"):";
- }
- .@coin_select = select(.@menu$)-2;
- if (.@coin_select == -1) {
- mes "[Mayomayo]";
- mes "Come back again if you change your mind.";
- close;
- } else if (.@count[.@coin_select] < .@total[.@coin_select]) {
- mes "[Mayomayo]";
- mes "You don't have enough coins. Do you want to check again?";
- close;
- }
- switch(.@coin_select) {
- case 0: //Egrade_Coin
- .@enchant_type = 10;
- break;
- case 1: //Dgrade_Coin
- .@enchant_type = 9;
- break;
- case 2: //Cgrade_Coin
- .@enchant_type = 8;
- break;
- case 3: //Bgrade_Coin
- .@enchant_type = 7;
- break;
- case 4: //Agrade_Coin
- case 5: //Anger_Seagod
- mes "[Mayomayo]";
- mes "When you use the "+getitemname(.@coin[.@coin_select])+", you can choose the enchant type.";
- next;
- switch(select("Stop:Short Range Type:Long Range Type:Caster Type")) {
- case 1:
- mes "[Mayomayo]";
- mes "Ok. If you change your mind, let me know.";
- close;
- case 2:
- .@enchant_type = ((.@coin_select == 4)?4:1);
- break;
- case 3:
- .@enchant_type = ((.@coin_select == 4)?5:2);
- break;
- case 4:
- .@enchant_type = ((.@coin_select == 4)?6:3);
- break;
- }
- break;
- }
- if (.@equip_card[3] == 0 && getarg(1) < 4) {
- .@socket = 4;
- .@str$ = "1st";
- } else if (.@equip_card[2] == 0 && getarg(1) < 3) {
- .@socket = 3;
- .@str$ = "2nd";
- } else {
- mes "[Mayomayo]";
- mes "This equipment is at the end of enchant. Please initialize the enchant and you will be able to enchant it again, or bring another weapon.";
- close;
- }
- mes "[Mayomayo]";
- mes "I'm trying for the "+.@str$+" enchant. ^ff0000It will not touch previous refinement and cards. Also, the equipment will not be destroyed.^000000 Can I continue?";
- next;
- if(select("I'll come back later.:Please, continue.") == 1) {
- mes "[Mayomayo]";
- mes "Ok. If you change your mind, come back again.";
- close;
- }
- switch(.@enchant_type) {
- case 10: //Egrade_Coin
- .@i = rand(1,531);
- if (.@i < 101) .@enchant = 4787; //Mdef4
- else if (.@i < 201) .@enchant = 4792; //Def6
- else if (.@i < 301) .@enchant = 4801; //SP100
- else if (.@i < 351) .@enchant = 4795; //HP100
- else if (.@i < 401) .@enchant = 4796; //HP200
- else if (.@i < 451) .@enchant = 4819; //Atk1
- else if (.@i < 476) .@enchant = 4720; //Dexterity1
- else if (.@i < 501) .@enchant = 4740; //Vitality1
- else if (.@i < 526) .@enchant = 4750; //Luck1
- else if (.@i < 528) .@enchant = 4700; //Strength1
- else if (.@i < 530) .@enchant = 4730; //Agility1
- else if (.@i < 532) .@enchant = 4710; //Inteligence1
- else .@enchant = 9;
- break;
- case 9: //Dgrade_Coin
- .@i = rand(1,531);
- if (.@i < 101) .@enchant = 4795; //HP100
- else if (.@i < 201) .@enchant = 4796; //HP200
- else if (.@i < 301) .@enchant = 4819; //Atk1
- else if (.@i < 351) .@enchant = 4720; //Dexterity1
- else if (.@i < 401) .@enchant = 4740; //Vitality1
- else if (.@i < 451) .@enchant = 4750; //Luck1
- else if (.@i < 476) .@enchant = 4700; //Strength1
- else if (.@i < 501) .@enchant = 4730; //Agility1
- else if (.@i < 526) .@enchant = 4710; //Inteligence1
- else if (.@i < 528) .@enchant = 4701; //Strength2
- else if (.@i < 530) .@enchant = 4731; //Agility2
- else if (.@i < 532) .@enchant = 4711; //Inteligence2
- else .@enchant = 9;
- break;
- case 8: //Cgrade_Coin
- .@i = rand(1,531);
- if (.@i < 101) .@enchant = 4720; //Dexterity1
- else if (.@i < 201) .@enchant = 4740; //Vitality1
- else if (.@i < 301) .@enchant = 4750; //Luck1
- else if (.@i < 351) .@enchant = 4700; //Strength1
- else if (.@i < 401) .@enchant = 4730; //Agility1
- else if (.@i < 451) .@enchant = 4710; //Inteligence1
- else if (.@i < 476) .@enchant = 4701; //Strength2
- else if (.@i < 501) .@enchant = 4731; //Agility2
- else if (.@i < 526) .@enchant = 4711; //Inteligence2
- else if (.@i < 528) .@enchant = 4702; //Strength3
- else if (.@i < 530) .@enchant = 4732; //Agility3
- else if (.@i < 532) .@enchant = 4712; //Inteligence3
- else .@enchant = 9;
- break;
- case 7: //Bgrade_Coin
- .@i = rand(1,531);
- if (.@i < 101) .@enchant = 4700; //Strength1
- else if (.@i < 201) .@enchant = 4730; //Agility1
- else if (.@i < 301) .@enchant = 4710; //Inteligence1
- else if (.@i < 351) .@enchant = 4701; //Strength2
- else if (.@i < 401) .@enchant = 4731; //Agility2
- else if (.@i < 451) .@enchant = 4711; //Inteligence2
- else if (.@i < 476) .@enchant = 4702; //Strength3
- else if (.@i < 501) .@enchant = 4732; //Agility3
- else if (.@i < 526) .@enchant = 4712; //Inteligence3
- else if (.@i < 528) .@enchant = 4703; //Strength4
- else if (.@i < 530) .@enchant = 4733; //Agility4
- else if (.@i < 532) .@enchant = 4713; //Inteligence4
- else .@enchant = 9;
- break;
- case 6: //Agrade_Coin - Caster
- .@i = rand(1,555);
- if (.@i < 81) .@enchant = 4711; //Inteligence2
- else if (.@i < 161) .@enchant = 4721; //Dexterity2
- else if (.@i < 241) .@enchant = 4814; //Spell2
- else if (.@i < 311) .@enchant = 4712; //Inteligence3
- else if (.@i < 371) .@enchant = 4722; //Dexterity3
- else if (.@i < 431) .@enchant = 4813; //Spell3
- else if (.@i < 476) .@enchant = 4713; //Inteligence4
- else if (.@i < 516) .@enchant = 4812; //Spell4
- else if (.@i < 526) .@enchant = 4760; //Matk1
- else if (.@i < 546) .@enchant = 4714; //Inteligence5
- else if (.@i < 551) .@enchant = 4826; //Spell5
- else if (.@i < 556) .@enchant = 4761; //Matk2
- else .@enchant = 9;
- break;
- case 5: //Agrade_Coin - Long Range
- .@i = rand(1,555);
- if (.@i < 81) .@enchant = 4731; //Agility2
- else if (.@i < 161) .@enchant = 4833; //Expert_Archer2
- else if (.@i < 241) .@enchant = 4817; //Sharp2
- else if (.@i < 311) .@enchant = 4732; //Agility3
- else if (.@i < 371) .@enchant = 4834; //Expert_Archer3
- else if (.@i < 431) .@enchant = 4816; //Sharp3
- else if (.@i < 476) .@enchant = 4733; //Agility4
- else if (.@i < 516) .@enchant = 4835; //Expert_Archer4
- else if (.@i < 526) .@enchant = 4807; //Atk_Speed1
- else if (.@i < 546) .@enchant = 4734; //Agility5
- else if (.@i < 551) .@enchant = 4836; //Expert_Archer5
- else if (.@i < 556) .@enchant = 4807; //Atk_Speed1
- else .@enchant = 9;
- break;
- case 4: //Agrade_Coin - Short Range
- .@i = rand(1,555);
- if (.@i < 81) .@enchant = 4731; //Agility2
- else if (.@i < 161) .@enchant = 4808; //Fighting_Spirit4
- else if (.@i < 241) .@enchant = 4817; //Sharp2
- else if (.@i < 311) .@enchant = 4732; //Agility3
- else if (.@i < 371) .@enchant = 4820; //Fighting_Spirit5
- else if (.@i < 431) .@enchant = 4816; //Sharp3
- else if (.@i < 476) .@enchant = 4733; //Agility4
- else if (.@i < 516) .@enchant = 4821; //Fighting_Spirit6
- else if (.@i < 526) .@enchant = 4807; //Atk_Speed1
- else if (.@i < 546) .@enchant = 4734; //Agility5
- else if (.@i < 551) .@enchant = 4822; //Fighting_Spirit7
- else if (.@i < 556) .@enchant = 4807; //Atk_Speed1
- else .@enchant = 9;
- break;
- case 3: //Anger_Seagod - Caster
- .@i = rand(1,555);
- if (.@i < 81) .@enchant = 4712; //Inteligence3
- else if (.@i < 161) .@enchant = 4722; //Dexterity3
- else if (.@i < 241) .@enchant = 4813; //Spell3
- else if (.@i < 311) .@enchant = 4713; //Inteligence4
- else if (.@i < 371) .@enchant = 4812; //Spell4
- else if (.@i < 431) .@enchant = 4760; //Matk1
- else if (.@i < 476) .@enchant = 4714; //Inteligence5
- else if (.@i < 516) .@enchant = 4826; //Spell5
- else if (.@i < 526) .@enchant = 4761; //Matk2
- else if (.@i < 546) .@enchant = 4715; //Inteligence6
- else if (.@i < 551) .@enchant = 4827; //Spell6
- else if (.@i < 556) .@enchant = 4761; //Matk2
- else .@enchant = 9;
- break;
- case 2: //Anger_Seagod - Long Range
- .@i = rand(1,555);
- if (.@i < 81) .@enchant = 4732; //Agility3
- else if (.@i < 161) .@enchant = 4834; //Expert_Archer3
- else if (.@i < 241) .@enchant = 4843; //Sharp4
- else if (.@i < 311) .@enchant = 4733; //Agility4
- else if (.@i < 371) .@enchant = 4835; //Expert_Archer4
- else if (.@i < 431) .@enchant = 4844; //Sharp5
- else if (.@i < 476) .@enchant = 4734; //Agility5
- else if (.@i < 516) .@enchant = 4836; //Expert_Archer5
- else if (.@i < 526) .@enchant = 4807; //Atk_Speed1
- else if (.@i < 546) .@enchant = 4735; //Agility6
- else if (.@i < 551) .@enchant = 4837; //Expert_Archer6
- else if (.@i < 556) .@enchant = 4807; //Atk_Speed1
- else .@enchant = 9;
- break;
- case 1: //Anger_Seagod - Short Range
- .@i = rand(1,555);
- if (.@i < 81) .@enchant = 4732; //Agility3
- else if (.@i < 161) .@enchant = 4820; //Fighting_Spirit5
- else if (.@i < 241) .@enchant = 4843; //Sharp4
- else if (.@i < 311) .@enchant = 4733; //Agility4
- else if (.@i < 371) .@enchant = 4821; //Fighting_Spirit6
- else if (.@i < 431) .@enchant = 4844; //Sharp5
- else if (.@i < 476) .@enchant = 4734; //Agility5
- else if (.@i < 516) .@enchant = 4822; //Fighting_Spirit7
- else if (.@i < 526) .@enchant = 4807; //Atk_Speed1
- else if (.@i < 546) .@enchant = 4735; //Agility6
- else if (.@i < 551) .@enchant = 4823; //Fighting_Spirit8
- else if (.@i < 556) .@enchant = 4807; //Atk_Speed1
- else .@enchant = 9;
- break;
- default:
- mes "[Mayomayo]";
- mes "There is something wrong. Please try again.";
- close;
- }
- if (.@equip_card[3] == 0 && getarg(1) < 4) .@equip_card[3] = .@enchant;
- else if (.@equip_card[2] == 0 && getarg(1) < 3) .@equip_card[2] = .@enchant;
- else if (.@equip_card[1] == 0 && getarg(1) < 2) .@equip_card[1] = .@enchant;
- else if (.@equip_card[0] == 0 && getarg(1) < 1) .@equip_card[0] = .@enchant;
- else {
- mes "[Mayomayo]";
- mes "This equipment is at the end of enchant. I provide enchant for two times maximum.";
- next;
- mes "[Mayomayo]";
- mes "Surely I don't enchant at card socket, therefore weapons that have 3 slots can be enchanted only 1 time. Don't forget this~";
- close;
- }
- if (.@enchant == 9) { // Should never happen.
- specialeffect2 EF_SUI_EXPLOSION;
- mes "[Mayomayo]";
- mes "Oh my god!";
- mes "This equipment is destroyed because it could not endure powerful ability. I'm so sorry.";
- delitem .@coin[.@coin_select],.@total[.@coin_select];
- delequip EQI_HAND_R;
- close;
- }
- specialeffect2 EF_REPAIRWEAPON;
- mes "[Mayomayo]";
- mes "I have enchanted ^990000slot "+.@socket+"^000000 of this equipment.";
- delitem .@coin[.@coin_select],.@total[.@coin_select];
- delequip EQI_HAND_R;
-
-// GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] .@equip_card[3]
- getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3];
-
- close;
- } else if (.@select == 2) {
- mes "[Mayomayo]";
- mes "I will only initialize the enchant effect without touching previous refined level and cards.";
- next;
- if(select("Stop:Continue") == 1) {
- mes "[Mayomayo]";
- mes "If you change your mind, come back anytime.";
- close;
- }
- if (countitem(6417) == 0) {
- mes "[Mayomayo]";
- mes "I'm sorry. You don't have Silvervine Fruit. Please check your inventory again?";
- close;
- }
- if (!getequipisequiped(EQI_HAND_R)) {
- mes "[Mayomayo]";
- mes "Did you take off the equipment?";
- close;
- }
- if (.@equip_card[3] == 0) {
- mes "[Mayomayo]";
- mes "This equipment has nothing to initialize. Please check again.";
- close;
- }
- specialeffect2 EF_REPAIRWEAPON;
- mes "[Mayomayo]";
- mes "Initialize the enchant effect from the equipment.";
- delitem 6417,1; //Silvervine
- delequip EQI_HAND_R;
-
-// GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] .@equip_card[3]
- for(.@i = 0; .@i<4; ++.@i) {
- if (.@equip_card[.@i] >= 4700) // Armor Enchant System
- .@equip_card[.@i] = 0;
- }
- getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3];
-
- close;
- }
-}
diff --git a/npc/re/merchants/enchan_mora.txt b/npc/re/merchants/enchan_mora.txt
deleted file mode 100644
index 6db1cc002..000000000
--- a/npc/re/merchants/enchan_mora.txt
+++ /dev/null
@@ -1,1754 +0,0 @@
-//===== Hercules Script ======================================
-//= Mora Enchants
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Adds enchantments to various items in exchange for
-//= Mora coins.
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Euphy]
-//= 1.1 Optimized. [Euphy]
-//= 1.1a Bug fixes. [Lemongrass]
-//= 1.2 Bug fixes (bugreport:7930) [DeadlySilence]
-//============================================================
-
-// Arch Bishop Enchants :: coin_arc
-//============================================================
-mora,88,89,5 script Keeper of Secrets#pa082 4_M_MERCAT1,{
- if (checkweight(1201,1) == 0) {
- mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much weight to do that. Reduce the weight and try again.";
- close;
- }
- disable_items;
- if (countitem(6380) < 10) {
- mes "[Artifice]";
- mes "Relics for Archbishops are meant for defense and support!";
- next;
- mes "[Artifice]";
- mes "Like the other Guardians, they may trade coins for their relics, so collect Mora Coins!";
- next;
- mes "[Artifice]";
- mes "If you collect more than 10 coins then come to me to trade!";
- close;
- }
- mes "[Artifice]";
- mes "By the light! You look like you are ready to gain access to our relics.";
- next;
- mes "[Artifice]";
- mes "Ring, Shoes, Shawl, Robe, Shield, or Weapon.";
- mes "Select one of the six kinds of relics to receive.";
- next;
- mes "[Artifice]";
- mes "I'll randomly give you one of 2 types of the equipment, depending upon the weather and my mood.";
- next;
- mes "[Artifice]";
- mes "All I need is 10 Mora Coins of yours to grant you a relic!";
- next;
- switch(select("I don't think I'm ready.:I'm ready to exchange my Mora Coins.:Exchange my Ring.")) {
- case 1:
- mes "[Artifice]";
- mes "See you next time!";
- close;
- case 2:
- mes "[Artifice]";
- // What does this even mean? (custom dialogue below)
- //mes "You influence what part are you?";
- mes "What kind of relic do you want?";
- next;
- switch(select("I'm not ready.:Ring:Shoes:Shawl:Robe:Shield:Weapon")) {
- case 1:
- mes "[Artifice]";
- mes "Go with the light.";
- close;
- case 2:
- if (countitem(2864) || countitem(2865) || countitem(2866)) {
- mes "[Artifice]";
- mes "You are already allowed access to our relics by your possession of a Ring!";
- close;
- }
- if (Class == Job_Arch_Bishop || Class == Job_Arch_Bishop_T || Class == Job_Baby_Bishop) {
- setarray .@items[0],2864,2865,2866; //Light_Of_Cure,Seal_Of_Cathedral,Ring_Of_Archbishop
- break;
- } else {
- mes "[Artifice]";
- mes "We prefer to only deal with Arch-Bishops.";
- close;
- }
- case 3:
- setarray .@items[0],2471,2472; //Shoes_Of_Affection,Shoes_Of_Judgement
- break;
- case 4:
- setarray .@items[0],2569,2570; //Shawl_Of_Affection,Shawl_Of_Judgement
- break;
- case 5:
- setarray .@items[0],15029,15030; //Robe_Of_Affection,Robe_Of_Judgement
- break;
- case 6:
- setarray .@items[0],2156; //Bible_Of_Promise1
- break;
- case 7:
- setarray .@items[0],1657,16013; //Wand_Of_Affection,Mace_Of_Judgement
- break;
- }
- .@item = .@items[rand(getarraysize(.@items))];
- delitem 6380,10; //Mora_Coin
- getitem .@item,1;
- mes "[Artifice]";
- mes "You have obtained ^aa00aa"+getitemname(.@item)+"^000000. May the Blessing of the Light be with you.";
- close;
- case 3:
- if (Class == Job_Arch_Bishop || Class == Job_Arch_Bishop_T || Class == Job_Baby_Bishop) {
- mes "[Artifice]";
- mes "We exchange rings into coins for those who cannot control the ring.";
- next;
- mes "[Artifice]";
- mes "It seems that you have power to control the ring so I cannot exchange it into coins.";
- close;
- }
- if (countitem(2864)) .@item = 2864; //Light_Of_Cure
- else if (countitem(2865)) .@item = 2865; //Seal_Of_Cathedral
- else if (countitem(2866)) .@item = 2866; //Ring_Of_Archbishop
- else {
- mes "[Artifice]";
- mes "Did you change something?";
- close;
- }
- mes "[Artifice]";
- mes "You have a "+getitemname(.@item)+". Do you really want to trade it for 10 Mora Coins?";
- next;
- switch(select("I'm not ready:Exchange my "+getitemname(.@item))) {
- case 1:
- mes "[Artifice]";
- mes "If you change your mind, please stop by again.";
- close;
- case 2:
- delitem .@item,1;
- getitem 6380,10; //Mora_Coin
- mes "[Artifice]";
- mes "I think that was an even trade.";
- close;
- }
- }
-}
-
-mora,96,74,5 script Master of Relics#pa0829 4_M_MERCAT1,{
- if (checkweight(1201,1) == 0) {
- mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much weight to do that. Reduce the weight and try again.";
- close;
- }
- disable_items;
- mes "[Relice]";
- mes "I enhance Relics that holy Arch-Bishops use, it will take 2 Mora Coins and the relic to allow me to attempt to enhance it.";
- next;
- switch(select("More details please.:Please Enhance my Relic.")) {
- case 1:
- mes "[Relice]";
- mes "Let me briefly explain, for 2 Mora Coins and the relic I can give you a single Enchantment on that relic.";
- next;
- mes "[Relice]";
- mes "Even though this relic was already enchanted, we will re-enchant it without checking its status.";
- next;
- mes "[Relice]";
- mes "So it you have already enchanted relic, please put it some place safe and come back.";
- next;
- mes "[Relice]";
- mes "Ah, one more thing! It is possible I can fail though and if that happens the relic is lost forever.";
- close;
- case 2:
- mes "[Relice]";
- mes "Ok, you can get a new Relic from Artifice if it fails.";
- next;
- mes "[Relice]";
- mes "If you have a ritual for luck, you should use it now!";
- next;
- .@select = select("Wait a minute!:Light of Cure:Seal of Cathedral:Ring of Archbishop:Shoes of Affection:Shoes of Judgement:Shawl of Affection:Shawl of Judgement:Robe of Affection:Robe of Judgement:Bible of Promise 1st Vol:Wand of Affection:Mace of Judgement");
- switch(.@select) {
- case 1:
- mes "[Relice]";
- mes "Certainly. Go with the Light.";
- close;
- case 2:
- case 3:
- case 4:
- setarray .@items[0],2864,2865,2866; //Light_Of_Cure,Seal_Of_Cathedral,Ring_Of_Archbishop
- setarray .@special[0],4803,4804,4805; //Highness_Heal_3sec,Coluceo_Heal30,Heal_Amount2
- .@item = .@items[.@select-2];
- .@sp = .@special[.@select-2];
- .@enchant_type = 1;
- break;
- case 5:
- case 6:
- case 7:
- case 8:
- case 9:
- case 10:
- case 11:
- setarray .@items[0],2471,2472,2569,2570,15029,15030,2156; //Shoes_Of_Affection,Shoes_Of_Judgement,Shawl_Of_Affection,Shawl_Of_Judgement,Robe_Of_Affection,Robe_Of_Judgement,Bible_Of_Promise1
- .@item = .@items[.@select-5];
- .@enchant_type = 2;
- break;
- case 12:
- .@item = 1657; //Wand_Of_Affection
- .@enchant_type = 3;
- break;
- case 13:
- .@item = 16013; //Mace_Of_Judgement
- .@enchant_type = 4;
- break;
- }
- if (countitem(6380) < 2 || countitem(.@item) == 0) {
- mes "[Relice]";
- mes "For 2 Mora Coins I can strengthen the relic you have in many ways!";
- close;
- }
- specialeffect2 EF_REPAIRWEAPON;
- delitem 6380,2; //Mora_Coin
- delitem .@item,1;
- switch(.@enchant_type) {
- case 1:
- .@i = rand(1,1487);
- if (.@i <= 1024) {
- // Basic combinations
- // (raw: .@i increments by 16, 4 repeats)
- setarray .@enchant_slot2[0],4711,4720,4721,4740; //Inteligence2,Dexterity1,Dexterity2,Vitality1
- setarray .@enchant_slot3[0],.@sp,4799,4766,4788; //[sp],HP500,Atk2,Mdef6
- setarray .@enchants[2],
- .@enchant_slot2[rand(getarraysize(.@enchant_slot2))],
- .@enchant_slot3[rand(getarraysize(.@enchant_slot3))];
- }
- else if (.@i <= 1040) setarray .@enchants[2],.@sp,.@sp; //[sp] [sp]
- else if (.@i <= 1487) {
- mes "[Relice]";
- mes "Sometimes things just don't work out the way you want. I hope next time things go better for you. Until then, good bye.";
- close;
- }
- break;
- case 2:
- .@i = rand(1,1487);
- if (.@i <= 1024) {
- // Basic combinations
- // (raw: .@i increments by 16)
- setarray .@enchant_slot1[0],4710,4711,4720,4721; //Inteligence1,Inteligence2,Dexterity1,Dexterity2
- setarray .@enchant_slot2[0],4711,4720,4721,4740; //Inteligence2,Dexterity1,Dexterity2,Vitality1
- setarray .@enchant_slot3[0],4764,4799,4766,4788; //Critical5,HP500,Atk2,Mdef6
- setarray .@enchants[1],
- .@enchant_slot1[rand(getarraysize(.@enchant_slot1))],
- .@enchant_slot2[rand(getarraysize(.@enchant_slot2))],
- .@enchant_slot3[rand(getarraysize(.@enchant_slot3))];
- }
- else if (.@i <= 1026) setarray .@enchants[1],4761,4761,4761; //Matk2 Matk2 Matk2
- else if (.@i <= 1028) setarray .@enchants[1],4712,4713,4713; //Inteligence3 Inteligence4 Inteligence4
- else if (.@i <= 1030) setarray .@enchants[1],4712,4761,4761; //Inteligence3 Matk2 Matk2
- else if (.@i <= 1032) setarray .@enchants[1],4712,4713,4761; //Inteligence3 Inteligence4 Matk2
- else if (.@i <= 1034) setarray .@enchants[1],4722,4723,4723; //Dexterity3 Dexterity4 Dexterity4
- else if (.@i <= 1036) setarray .@enchants[1],4722,4703,4703; //Dexterity3 Strength4 Strength4
- else if (.@i <= 1038) setarray .@enchants[1],4722,4767,4767; //Dexterity3 Atk3 Atk3
- else if (.@i <= 1040) setarray .@enchants[1],4767,4767,4767; //Atk3 Atk3 Atk3
- else if (.@i <= 1487) {
- mes "[Relice]";
- mes "Sometimes things just don't work out the way you want. I hope next time things go better for you. Until then, good bye.";
- close;
- }
- break;
- case 3:
- .@i = rand(1,2852);
- if (.@i <= 1984) {
- // Basic combinations
- // (raw: .@i increments by 31, 4 repeats)
- setarray .@enchant_slot2[0],4720,4740,4741,4801; //Dexterity1,Vitality1,Vitality2,SP100
- setarray .@enchant_slot3[0],4710,4711,4721,4760; //Inteligence1,Inteligence2,Dexterity2,Matk1
- setarray .@enchants[2],
- .@enchant_slot2[rand(getarraysize(.@enchant_slot2))],
- .@enchant_slot3[rand(getarraysize(.@enchant_slot3))];
- }
- else if (.@i <= 1986) setarray .@enchants[2],4761,4761; //Matk2 Matk2
- else if (.@i <= 1988) setarray .@enchants[2],4761,4723; //Matk2 Dexterity4
- else if (.@i <= 1990) setarray .@enchants[2],4761,4714; //Matk2 Inteligence5
- else if (.@i <= 1992) setarray .@enchants[2],4714,4714; //Inteligence5 Inteligence5
- else if (.@i <= 1994) setarray .@enchants[2],4714,4723; //Inteligence5 Dexterity4
- else if (.@i <= 1996) setarray .@enchants[2],4723,4723; //Dexterity4 Dexterity4
- else if (.@i <= 2852) {
- mes "[Relice]";
- mes "Sometimes things just don't work out the way you want. I hope next time things go better for you. Until then, good bye.";
- close;
- }
- break;
- case 4:
- .@i = rand(1,2852);
- if (.@i <= 1984) {
- // Basic combinations
- // (raw: .@i increments by 31, 4 repeats)
- setarray .@enchant_slot2[0],4720,4740,4741,4701; //Dexterity1,Vitality1,Vitality2,Strength2
- setarray .@enchant_slot3[0],4700,4701,4721,4767; //Strength1,Strength2,Dexterity2,Atk3
- setarray .@enchants[2],
- .@enchant_slot2[rand(getarraysize(.@enchant_slot2))],
- .@enchant_slot3[rand(getarraysize(.@enchant_slot3))];
- }
- else if (.@i <= 1986) setarray .@enchants[2],4767,4767; //Atk3 Atk3
- else if (.@i <= 1988) setarray .@enchants[2],4767,4723; //Atk3 Dexterity4
- else if (.@i <= 1990) setarray .@enchants[2],4767,4704; //Atk3 Strength5
- else if (.@i <= 1992) setarray .@enchants[2],4704,4704; //Strength5 Strength5
- else if (.@i <= 1994) setarray .@enchants[2],4704,4723; //Strength5 Dexterity4
- else if (.@i <= 1996) setarray .@enchants[2],4723,4723; //Dexterity4 Dexterity4
- else if (.@i <= 2852) {
- mes "[Relice]";
- mes "Sometimes things just don't work out the way you want. I hope next time things go better for you. Until then, good bye.";
- close;
- }
- break;
- }
- getitem2 .@item,1,1,0,0,0,.@enchants[1],.@enchants[2],.@enchants[3];
- mes "[Relice]";
- mes "The strengthening went well, lucky you!";
- close;
- }
-}
-
-// Warlock Enchants :: coin_warrock
-//============================================================
-mora,104,76,4 script Guardian of Artifacts#p 4_M_MERCAT1,{
- if (checkweight(1201,1) == 0) {
- mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much weight to do that. Reduce the weight and try again.";
- close;
- }
- if (countitem(6380) < 10) {
- mes "[Guardian of Artifacts]";
- mes "My job is to guard the Warlock's ancient artifacts.";
- next;
- mes "[Guardian of Artifacts]";
- mes "Well, it's not a big deal actually. I give out artifacts to those who deserve them for the price of a few Mora Coins.";
- next;
- mes "[Guardian of Artifacts]";
- mes "You can trade with me when you have 10 or more Coins. See you later.";
- close;
- }
- mes "[Guardian of Artifacts]";
- mes "Wow~ I see you're ready for the Warlock's Ancient Artifacts.";
- next;
- mes "[Guardian of Artifacts]";
- mes "You can choose from four types of items:";
- mes "staffs, orbs, shoes, and robes.";
- next;
- mes "[Guardian of Artifacts]";
- mes "There are four options available for each type, but the item available will change day to day, depending on my mood.";
- next;
- mes "[Guardian of Artifacts]";
- mes "Do you want to buy an artifact with your Mora Coins?";
- next;
- if(select("Maybe later... I have things to do.:Yes, I do.") == 1) {
- mes "[Guardian of Artifacts]";
- mes "Okay, see you later then.";
- close;
- }
- mes "[Guardian of Artifacts]";
- mes "What type of item do you want to buy?";
- next;
- switch(select("Quit:Shoes:Orbs:Robes:Staves")) {
- case 1:
- mes "[Guardian of Artifacts]";
- mes "Okay, see you later then.";
- close;
- case 2:
- setarray .@items[0],2467,2468,2469,2470; //Golden_Rod_Shoes,Aqua_Shoes,Crimson_Shoes,Forest_Shoes
- .@plural = 1;
- break;
- case 3:
- setarray .@items[0],2859,2860,2861,2862; //Golden_Rod_Orb,Aqua_Orb,Crimson_Orb,Forest_Orb
- break;
- case 4:
- setarray .@items[0],15025,15026,15027,15028; //Golden_Rod_Robe,Aqua_Robe,Crimson_Robe,Forest_Robe
- break;
- case 5:
- setarray .@items[0],2007,2008,2009,2010; //Golden_Rod_Staff,Aqua_Staff,Crimson_Staff,Forest_Staff
- break;
- }
- if (countitem(6380) < 10) {
- mes "[Guardian of Artifacts]";
- mes "Would you please come back when you have enough Coins?";
- close;
- }
- .@item = .@items[rand(getarraysize(.@items))];
- delitem 6380,10; //Mora_Coin
- getitem .@item,1;
- mes "[Guardian of Artifacts]";
- mes "I have ^aa00aa"+getitemname(.@item)+"^000000 available today. I hope "+((.@plural)?"they":"it")+" will come in handy...";
- close;
-}
-
-mora,99,93,5 script Artifact Crafter#pa0829 4_M_MERCAT1,{
- if (checkweight(1201,1) == 0) {
- mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much weight to do that. Reduce the weight and try again.";
- close;
- }
- disable_items;
- mes "[Artifact Crafter]";
- mes "My job is to imbue artifacts with new power. If you have enough Coins, you can have one of the following items reinforced.";
- next;
- if(select("Tell me more.:I want to have my item reinforced.") == 1) {
- mes "[Artifact Crafter]";
- mes "Let me explain. One reinforcement costs you two Coins.";
- next;
- .@info_only = 1;
- }
- mes "[Artifact Crafter]";
- mes "And, I'll work on the item whether it's been already reinforced or not.";
- next;
- mes "[Artifact Crafter]";
- mes "So if you have an artifact reinforced to your liking, put it in a safe place and come back.";
- next;
- mes "[Artifact Crafter]";
- mes "And another thing, the artifact will be destroyed if the reinforcement fails. Please keep that in mind.";
- if (.@info_only)
- close;
- next;
- .@select = select("Maybe next time.:Golden Rod Staff:Aqua Staff:Crimson Staff:Forest Staff:Golden Rod Shoes:Aqua Shoes:Crimson Shoes:Forest Shoes:Golden Rod Orb:Aqua Orb:Crimson Orb:Forest Orb:Golden Rod Robe:Aqua Robe:Crimson Robe:Forest Robe");
- switch(.@select) {
- case 1:
- mes "[Artifact Crafter]";
- mes "As you wish.";
- close;
- case 2:
- case 3:
- case 4:
- case 5:
- setarray .@items[0],2007,2008,2009,2010; //Golden_Rod_Staff,Aqua_Staff,Crimson_Staff,Forest_Staff
- .@enchant_type = 1;
- break;
- case 6:
- case 7:
- case 8:
- case 9:
- setarray .@items[0],2467,2468,2469,2470; //Golden_Rod_Shoes,Aqua_Shoes,Crimson_Shoes,Forest_Shoes
- .@enchant_type = 2;
- break;
- case 10:
- case 11:
- case 12:
- case 13:
- setarray .@items[0],2859,2860,2861,2862; //Golden_Rod_Orb,Aqua_Orb,Crimson_Orb,Forest_Orb
- .@enchant_type = 2;
- break;
- case 14:
- case 15:
- case 16:
- case 17:
- setarray .@items[0],15025,15026,15027,15028; //Golden_Rod_Robe,Aqua_Robe,Crimson_Robe,Forest_Robe
- .@enchant_type = 2;
- break;
- }
- .@item = .@items[(.@select-2)%4];
- if (countitem(6380) < 2 || countitem(.@item) == 0) {
- mes "[Artifact Crafter]";
- mes "You have to have 2 Mora Coins and an item to be reinforced before I can do my work.";
- close;
- }
- specialeffect2 EF_REPAIRWEAPON;
- delitem 6380,2; //Mora_Coin
- delitem .@item,1;
- switch(.@enchant_type) {
- case 1:
- .@i = rand(1,2847);
- if (.@i <= 1984) {
- // Basic combinations
- // (raw: .@i increments by 31, 4 repeats)
- setarray .@enchant_slot2[0],4720,4796,4710,4801; //Dexterity1,HP200,Inteligence1,SP100
- setarray .@enchant_slot3[0],4786,4760,4711,4721; //Mdef2,Matk1,Inteligence2,Dexterity2
- setarray .@enchants[2],
- .@enchant_slot2[rand(getarraysize(.@enchant_slot2))],
- .@enchant_slot3[rand(getarraysize(.@enchant_slot3))];
- }
- else if (.@i <= 1986) setarray .@enchants[2],4713,4761; //Inteligence4 Matk2
- else if (.@i <= 1988) setarray .@enchants[2],4713,4713; //Inteligence4 Inteligence4
- else if (.@i <= 1990) setarray .@enchants[2],4761,4761; //Matk2 Matk2
- else if (.@i <= 1992) setarray .@enchants[2],4761,4713; //Matk2 Inteligence4
- else if (.@i <= 2847) {
- mes "[Artifact Crafter]";
- mes "Oh no... it broke... Well, it happens. Better luck next time.";
- close;
- }
- break;
- case 2:
- .@i = rand(1,2858);
- if (.@i <= 1984) {
- // Basic combinations
- // (raw: .@i increments by 31)
- setarray .@enchant_slot1[0],4710,4711,4720,4721; //Inteligence1,Inteligence2,Dexterity1,Dexterity2
- setarray .@enchant_slot2[0],4720,4796,4710,4801; //Dexterity1,HP200,Inteligence1,SP100
- setarray .@enchant_slot3[0],4786,4760,4711,4721; //Mdef2,Matk1,Inteligence2,Dexterity2
- setarray .@enchants[1],
- .@enchant_slot1[rand(getarraysize(.@enchant_slot1))],
- .@enchant_slot2[rand(getarraysize(.@enchant_slot2))],
- .@enchant_slot3[rand(getarraysize(.@enchant_slot3))];
- }
- else if (.@i <= 1986) setarray .@enchants[1],4712,4713,4761; //Inteligence3 Inteligence4 Matk2
- else if (.@i <= 1988) setarray .@enchants[1],4712,4713,4713; //Inteligence3 Inteligence4 Inteligence4
- else if (.@i <= 1990) setarray .@enchants[1],4712,4761,4761; //Inteligence3 Matk2 Matk2
- else if (.@i <= 1992) setarray .@enchants[1],4712,4761,4713; //Inteligence3 Matk2 Inteligence4
- else if (.@i <= 1994) setarray .@enchants[1],4722,4713,4761; //Dexterity3 Inteligence4 Matk2
- else if (.@i <= 1996) setarray .@enchants[1],4722,4713,4713; //Dexterity3 Inteligence4 Inteligence4
- else if (.@i <= 1998) setarray .@enchants[1],4722,4761,4761; //Dexterity3 Matk2 Matk2
- else if (.@i <= 2000) setarray .@enchants[1],4722,4761,4713; //Dexterity3 Matk2 Inteligence4
- else if (.@i <= 2858) {
- mes "[Artifact Crafter]";
- mes "Oh no... it broke... Well, it happens. Better luck next time.";
- close;
- }
- break;
- }
- getitem2 .@item,1,1,0,0,0,.@enchants[1],.@enchants[2],.@enchants[3];
- mes "[Artifact Crafter]";
- mes "Looks like my effort was successful.";
- close;
-}
-
-// Rune Knight, Guillotine Cross, & Ranger Enchants :: new_artifact
-//============================================================
-mora,152,97,5 script Guardian of Power#pa082 4_F_DOGTRAVELER,{
- if (checkweight(1201,1) == 0) {
- mes "Reduce the amount of items that you have in your inventory before continuing.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much in your inventory.";
- close;
- }
- if (countitem(6380) < 10) {
- mes "[Guardian of Power]";
- mes "I give Rune Knights, Guillotine Crosses, and Rangers ancient artifacts to help them carry out their missions.";
- next;
- mes "[Guardian of Power]";
- mes "There are guardians that give Mora Village coins which you can use to exchange for these artifacts.";
- next;
- mes "[Guardian of Power]";
- mes "If you collect 10 or more Mora coins, then I can trade them for the artifacts.";
- close;
- }
- mes "[Guardian of Power]";
- mes "I think that you're ready to receive the ancient artifacts.";
- next;
- mes "[Guardian of Power]";
- mes "Based on what class you specify, there are various artifacts available.";
- next;
- mes "[Guardian of Power]";
- mes "^ff0000Choose carefully because these artifacts aren't easy to come by^000000. So what class do you want it for?";
- next;
- setarray .@jobs$[0],"Rune Knight","Guillotine Cross","Ranger";
- .@job = select("Cancel:Rune Knight:Guillotine Cross:Ranger")-2;
- if (.@job == -1) {
- mes "[Guardian of Power]";
- mes "Talk to me later then.";
- close;
- }
- mes "[Guardian of Power]";
- mes .@jobs$[.@job]+"?";
- mes "Which artifact do you want?";
- next;
- switch(.@job) {
- case 0: // Rune Knight
- setarray .@items[0],2475,2476,2574,2575;
- .@i = select("Cancel:Ur's Greaves (Shoes):Peuz's Greaves (Shoes):Ur's Manteau (Garment):Peuz's Manteau (Garment)")-2;
- break;
- case 1: // Guillotine Cross
- setarray .@items[0],2477,2478,2577,2578;
- .@i = select("Cancel:Sapha Shoes (Shoes):Nab Shoes (Shoes):Sapha Hood (Garment):Nab Hood (Garment)")-2;
- break;
- case 2: // Ranger
- setarray .@items[0],2479,2480,2580,2581;
- .@i = select("Cancel:White Wing Boots (Shoes):Black Wing Boots (Shoes):White Wing Manteau (Garment):Black Wing Manteau (Garment)")-2;
- break;
- }
- if (.@i == -1) {
- mes "[Guardian of Power]";
- mes "Talk to me later then.";
- close;
- }
- if (countitem(6380) < 10) {
- mes "[Guardian of Power]";
- mes "Didn't I tell you to bring the correct amount of Mora Coins?";
- close;
- }
- delitem 6380,10; //Mora_Coin
- getitem .@items[.@i],1;
- mes "[Guardian of Power]";
- mes "Thank you for the 10 Mora Coins. Here is your artifact for the "+.@jobs$[.@job]+" job. Come back whenever you get more Mora Coins.";
- close;
-}
-
-mora,148,98,3 script Artifact Researcher#new 4_F_MORAFINE2,{
- if (checkweight(1201,1) == 0) {
- mes "Reduce the amount of items that you have in your inventory before continuing.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much in your inventory.";
- close;
- }
- disable_items;
- mes "[Artifact Researcher]";
- mes "Nice to meet you.";
- mes "I'm here in Mora studying ancient relics and artifacts. The new discoveries of Adventurers has made this village very exciting for me.";
- next;
- switch(select("Tell me more...:Give abilities to artifacts.:Reset Enhanced abilities.")) {
- case 1:
- mes "[Artifact Researcher]";
- mes "New artifacts have been found here in Mora village, haven't you heard the news?";
- next;
- mes "[Artifact Researcher]";
- mes "If you come across any of these artifacts, there are hidden powers that can be extracted from them.";
- next;
- mes "[Artifact Researcher]";
- mes "I'm going to continue my research for these artifacts. We researchers are taking Mora Coins as payment for our services...";
- next;
- mes "[Artifact Researcher]";
- mes "I'm offering my services to give abilities to the artifacts for 100,000 zeny and 1 Mora Coin.";
- next;
- mes "[Artifact Researcher]";
- mes "The best part of my service is that any enhancements that you have in these artifacts will not be harmed.";
- close;
- case 2:
- @mora_enchant_select = 1;
- break;
- case 3:
- @mora_enchant_select = 2;
- break;
- }
- if (Zeny < 100000 || countitem(6380) == 0) {
- mes "[Artifact Researcher]";
- mes "I'm not giving these services out for free pal. 100,000 zeny and 1 Mora Coin. Is that too much to ask?";
- close;
- }
- mes "[Artifact Researcher]";
- mes "Ok, so are you ready? Before I start working on this, what kind of equipment did you want me to enhance?";
- next;
- .@i = select("I'm not wearing the equipment:1. Weapon:2. Shoes:3. Garment:4. Armor:5. Accessory")-2;
- if (.@i == -1) {
- mes "[Artifact Researcher]";
- mes "Make sure you're wearing the equipment first.";
- close;
- }
- setarray .@parts[0], EQI_HAND_R, EQI_SHOES, EQI_GARMENT, EQI_ARMOR, EQI_ACC_L;
- .@part = .@parts[.@i];
- if (!getequipisequiped(.@part)) {
- mes "[Artifact Researcher]";
- mes "Make sure you're wearing the equipment first.";
- close;
- }
- .@equip_id = getequipid(.@part);
- @mora_equip_part = .@part;
-
- //callsub L_Socket,<enchant type>,<bonus enchant type>,<4-x enchants possible>;
- // Enchant types:
- // [1]ATK [2]CRIT [3]EVA [4]Healer [5]Spell 1 [6]Assist 1 [7]Assist 2 [8]STR [9]Range [10]Physical [11]Spell 2
- switch(.@part) {
- case 4: //EQI_HAND_R
- switch(.@equip_id) {
- case 1660: callsub L_Socket,4,5,1; //Wand_Of_Affection2
- case 2011: callsub L_Socket,5,11,1; //Golden_Rod_Staff2
- case 2012: callsub L_Socket,5,11,1; //Aqua_Staff2
- case 2013: callsub L_Socket,5,11,1; //Crimson_Staff2
- case 2014: callsub L_Socket,5,11,1; //Forest_Staff2
- case 16018: callsub L_Socket,1,5,1; //Mace_Of_Judgement2
- }
- break;
- case 6: //EQI_SHOES
- switch(.@equip_id) {
- case 2475: callsub L_Socket,6,8,1; //Ur_Greave
- case 2476: callsub L_Socket,6,10,1; //Peuz_Greave
- case 2477: callsub L_Socket,6,2,1; //Sabah_Shoes
- case 2478: callsub L_Socket,6,1,1; //Nab_Shoes
- case 2479: callsub L_Socket,6,2,1; //White_Wing_Boots
- case 2480: callsub L_Socket,6,1,1; //Black_Wing_Boots
- }
- break;
- case 5: //EQI_GARMENT
- switch(.@equip_id) {
- case 2574: callsub L_Socket,3,8,1; //Ur_Manteau
- case 2575: callsub L_Socket,3,2,1; //Peuz_Manteau
- case 2577: callsub L_Socket,3,2,1; //Sabah_Hood
- case 2578: callsub L_Socket,3,2,1; //Nab_Hood
- case 2580: callsub L_Socket,3,1,1; //White_Wing_Manteau
- case 2581: callsub L_Socket,3,1,1; //Black_Wing_Manteau
- }
- break;
- case 2: //EQI_ARMOR
- switch(.@equip_id) {
- case 15036: callsub L_Socket,8,1,1; //Ur_Plate
- case 15037: callsub L_Socket,10,2,1; //Peuz_Plate
- case 15038: callsub L_Socket,2,10,1; //Sabah_Cloth
- case 15039: callsub L_Socket,1,2,1; //Nab_Cloth
- case 15042: callsub L_Socket,2,9,1; //White_Wing_Suits
- case 15043: callsub L_Socket,1,9,1; //Black_Wing_Suits
- }
- break;
- case 7: //EQI_ACC_L
- switch(.@equip_id) {
- case 2883: callsub L_Socket,6,0,2; //Ur_Seal
- case 2884: callsub L_Socket,6,0,2; //Peuz_Seal
- case 2886: callsub L_Socket,6,0,2; //Sabah_Ring
- case 2887: callsub L_Socket,6,0,2; //Nab_Ring
- case 2890: callsub L_Socket,6,0,2; //White_Wing_Brooch
- case 2891: callsub L_Socket,6,0,2; //Black_wing_Brooch
- }
- break;
- }
- mes "[Artifact Researcher]";
- mes "^990099"+getequipname(.@part)+"^000000??";
- mes "I really want to study this equipment...";
- @mora_equip_part = 0;
- close;
-
-L_Socket:
- .@select = @mora_enchant_select;
- .@enchant_type = getarg(0);
- .@part = @mora_equip_part;
- .@equip_id = getequipid(.@part);
- .@equip_name$ = getitemname(.@equip_id);
- .@equip_refine = getequiprefinerycnt(.@part);
- setarray .@equip_card[0], getequipcardid(.@part,0),getequipcardid(.@part,1),getequipcardid(.@part,2),getequipcardid(.@part,3);
- @mora_equip_part = 0;
- @mora_enchant_select = 0;
-
- if (.@select == 1) {
- // If refine is +9 or higher, unlock bonus enchant type.
- if (.@equip_refine >= 9 && getarg(1) > 0) {
- if (.@enchant_type < 1 || .@enchant_type > 11 || getarg(1) > 11) {
- mes "[Artifact Researcher]";
- mes "Mm-hmm something is wrong.";
- close;
- }
- setarray .@enchant_type$[1],"ATK Type","Critical Type","Evasion Type","Healer Type","Spell Ability 1","Assist Ability 1","Assist Ability 2","Strength","Range Type","Physical Type","Spell Ability 2";
- mes "[Artifact Researcher]";
- mes "It's a considerable reinforcement to the equipment. In this case extended enhancements can be granted. Which stat do you want to enhance?";
- next;
- switch(select(.@enchant_type$[.@enchant_type],.@enchant_type$[getarg(1)])) {
- case 1:
- break;
- case 2:
- .@enchant_type = getarg(1);
- break;
- }
- }
- if (.@equip_card[3] == 0 && getarg(2) < 4) {
- .@slot = 4;
- mes "[Artifact Researcher]";
- mes "Attempting to strengthen the ability further. The previous enforcement won't be affected. Do you want to continue?";
- } else if (.@equip_card[2] == 0 && getarg(2) < 3) {
- .@slot = 3;
- mes "[Artifact Researcher]";
- mes "Attempting second enhancement. The previous enforcement won't be affected.";
- next;
- mes "[Artifact Researcher]";
- mes "I may have a chance to fail now with this attempt. Do you wish to continue?";
- } else if (.@equip_card[1] == 0 && getarg(2) < 2) {
- .@slot = 2;
- mes "[Artifact Researcher]";
- mes "Let's start the third enhancement. I can give the best stats at this stage but remember, ^990000there is now a chance for the artifact to be destroyed and previous enhancements will be erased^000000. Continue?";
- } else {
- mes "[Artifact Researcher]";
- mes "This artifact has been strengthened to the limit. Further enhancement is impossible at its current state.";
- close;
- }
- next;
- if(select("I'll come back later.:Please continue!") == 1) {
- mes "[Artifact Researcher]";
- mes "If you change your mind, please come back.";
- close;
- }
- switch(.@enchant_type) {
- case 1: //Attack
- if (.@slot == 4) .@i = rand(1,525);
- else if (.@slot == 3) .@i = rand(301,655);
- else if (.@slot == 2) .@i = rand(451,750);
- else {
- mes "[Artifact Researcher]";
- mes "An unknown error has occurred.";
- close;
- }
- if (.@i < 101) .@enchant = 4700; //Strength1
- else if (.@i < 201) .@enchant = 4811; //Fighting_Spirit1
- else if (.@i < 301) .@enchant = 4819; //Atk1
- else if (.@i < 351) .@enchant = 4701; //Strength2
- else if (.@i < 401) .@enchant = 4810; //Fighting_Spirit2
- else if (.@i < 451) .@enchant = 4766; //Atk2
- else if (.@i < 476) .@enchant = 4702; //Strength3
- else if (.@i < 501) .@enchant = 4809; //Fighting_Spirit3
- else if (.@i < 526) .@enchant = 4767; //Atk3
- else if (.@i < 626) .@enchant = 0;
- else if (.@i < 641) .@enchant = 4703; //Strength4
- else if (.@i < 656) .@enchant = 4808; //Fighting_Spirit4
- else if (.@i < 661) .@enchant = 4704; //Strength5
- else if (.@i < 666) .@enchant = 4820; //Fighting_Spirit5
- else if (.@i < 668) .@enchant = 4705; //Strength6
- else if (.@i < 670) .@enchant = 4821; //Fighting_Spirit6
- else .@enchant = 9;
- break;
- case 2: //Critical
- if (.@slot == 4) .@i = rand(1,470);
- else if (.@slot == 3) .@i = rand(201,610);
- else if (.@slot == 2) .@i = rand(381,750);
- else {
- mes "[Artifact Researcher]";
- mes "An unknown error has occurred.";
- close;
- }
- if (.@i < 101) .@enchant = 4750; //Luck1
- else if (.@i < 201) .@enchant = 4700; //Strength1
- else if (.@i < 261) .@enchant = 4751; //Luck2
- else if (.@i < 321) .@enchant = 4701; //Strength2
- else if (.@i < 351) .@enchant = 4752; //Luck3
- else if (.@i < 381) .@enchant = 4702; //Strength3
- else if (.@i < 411) .@enchant = 4764; //Critical5
- else if (.@i < 441) .@enchant = 4818; //Sharp1
- else if (.@i < 471) .@enchant = 4752; //Luck3
- else if (.@i < 571) .@enchant = 0;
- else if (.@i < 586) .@enchant = 4753; //Luck4
- else if (.@i < 601) .@enchant = 4754; //Luck5
- else if (.@i < 606) .@enchant = 4765; //Critical7
- else if (.@i < 611) .@enchant = 4817; //Sharp2
- else if (.@i < 616) .@enchant = 4703; //Strength4
- else if (.@i < 618) .@enchant = 4816; //Sharp3
- else .@enchant = 9;
- break;
- case 3: //Evasion
- if (.@slot == 4) .@i = rand(1,525);
- else if (.@slot == 3) .@i = rand(301,670);
- else if (.@slot == 2) .@i = rand(451,800);
- else {
- mes "[Artifact Researcher]";
- mes "An unknown error has occurred.";
- close;
- }
- if (.@i < 101) .@enchant = 4859; //Evasion1
- else if (.@i < 201) .@enchant = 4750; //Luck1
- else if (.@i < 301) .@enchant = 4730; //Agility1
- else if (.@i < 351) .@enchant = 4860; //Evasion3
- else if (.@i < 401) .@enchant = 4751; //Luck2
- else if (.@i < 451) .@enchant = 4731; //Agility2
- else if (.@i < 476) .@enchant = 4731; //Agility2
- else if (.@i < 501) .@enchant = 4752; //Luck3
- else if (.@i < 526) .@enchant = 4732; //Agility3
- else if (.@i < 626) .@enchant = 0;
- else if (.@i < 641) .@enchant = 4762; //Evasion6
- else if (.@i < 656) .@enchant = 4753; //Luck4
- else if (.@i < 671) .@enchant = 4733; //Agility4
- else if (.@i < 676) .@enchant = 4763; //Evasion12
- else if (.@i < 681) .@enchant = 4754; //Luck5
- else if (.@i < 683) .@enchant = 4734; //Agility5
- else .@enchant = 9;
- break;
- case 4: //Healer
- if (.@slot == 4) .@i = rand(1,375);
- else if (.@slot == 3) .@i = rand(201,535);
- else if (.@slot == 2) .@i = rand(301,650);
- else {
- mes "[Artifact Researcher]";
- mes "An unknown error has occurred.";
- close;
- }
- if (.@i < 101) .@enchant = 4710; //Inteligence1
- else if (.@i < 201) .@enchant = 4720; //Dexterity1
- else if (.@i < 251) .@enchant = 4711; //Inteligence2
- else if (.@i < 301) .@enchant = 4721; //Dexterity2
- else if (.@i < 326) .@enchant = 4805; //Heal_Amount2
- else if (.@i < 351) .@enchant = 4712; //Inteligence3
- else if (.@i < 376) .@enchant = 4722; //Dexterity3
- else if (.@i < 476) .@enchant = 0;
- else if (.@i < 491) .@enchant = 4760; //Matk1
- else if (.@i < 506) .@enchant = 4850; //Heal_Amount3
- else if (.@i < 521) .@enchant = 4713; //Inteligence4
- else if (.@i < 536) .@enchant = 4723; //Dexterity4
- else if (.@i < 541) .@enchant = 4761; //Matk2
- else if (.@i < 546) .@enchant = 4851; //Heal_Amount4
- else if (.@i < 548) .@enchant = 4806; //Matk3
- else if (.@i < 550) .@enchant = 4852; //Heal_Amount5
- else .@enchant = 9;
- break;
- case 5: //Spell 1
- if (.@slot == 4) .@i = rand(1,600);
- else if (.@slot == 3) .@i = rand(401,760);
- else if (.@slot == 2) .@i = rand(401,766);
- else {
- mes "[Artifact Researcher]";
- mes "An unknown error has occurred.";
- close;
- }
- if (.@i < 101) .@enchant = 4710; //Inteligence1
- else if (.@i < 201) .@enchant = 4720; //Dexterity1
- else if (.@i < 301) .@enchant = 4795; //HP100
- else if (.@i < 401) .@enchant = 4815; //Spell1
- else if (.@i < 451) .@enchant = 4711; //Inteligence2
- else if (.@i < 501) .@enchant = 4721; //Dexterity2
- else if (.@i < 551) .@enchant = 4796; //HP200
- else if (.@i < 601) .@enchant = 4814; //Spell2
- else if (.@i < 701) .@enchant = 0;
- else if (.@i < 716) .@enchant = 4712; //Inteligence3
- else if (.@i < 731) .@enchant = 4722; //Dexterity3
- else if (.@i < 746) .@enchant = 4797; //HP300
- else if (.@i < 761) .@enchant = 4813; //Spell3
- else if (.@i < 763) .@enchant = 4713; //Inteligence4
- else if (.@i < 765) .@enchant = 4723; //Dexterity4
- else if (.@i < 767) .@enchant = 4812; //Spell4
- else .@enchant = 9;
- break;
- case 6: //Assist 1
- if (.@slot == 4) .@i = rand(1,520);
- else if (.@slot == 3) .@i = rand(321,720);
- else if (.@slot == 2) .@i = rand(521,850);
- else {
- mes "[Artifact Researcher]";
- mes "An unknown error has occurred.";
- close;
- }
- if (.@i < 81) .@enchant = 4792; //Def6
- else if (.@i < 161) .@enchant = 4787; //Mdef4
- else if (.@i < 241) .@enchant = 4801; //SP100
- else if (.@i < 321) .@enchant = 4796; //HP200
- else if (.@i < 371) .@enchant = 4700; //Strength1
- else if (.@i < 421) .@enchant = 4720; //Dexterity1
- else if (.@i < 471) .@enchant = 4730; //Agility1
- else if (.@i < 521) .@enchant = 4740; //Vitality1
- else if (.@i < 621) .@enchant = 0;
- else if (.@i < 646) .@enchant = 4793; //Def9
- else if (.@i < 671) .@enchant = 4788; //Mdef6
- else if (.@i < 696) .@enchant = 4802; //SP150
- else if (.@i < 721) .@enchant = 4797; //HP300
- else if (.@i < 731) .@enchant = 4701; //Strength2
- else if (.@i < 741) .@enchant = 4721; //Dexterity2
- else if (.@i < 751) .@enchant = 4731; //Agility2
- else .@enchant = 9;
- break;
- case 7: //Assist 2
- if (.@slot == 4) .@i = rand(1,520);
- else if (.@slot == 3) .@i = rand(321,720);
- else if (.@slot == 2) .@i = rand(521,850);
- else {
- mes "[Artifact Researcher]";
- mes "An unknown error has occurred.";
- close;
- }
- if (.@i < 81) .@enchant = 4792; //Def6
- else if (.@i < 161) .@enchant = 4787; //Mdef4
- else if (.@i < 241) .@enchant = 4801; //SP100
- else if (.@i < 321) .@enchant = 4796; //HP200
- else if (.@i < 371) .@enchant = 4710; //Inteligence1
- else if (.@i < 421) .@enchant = 4720; //Dexterity1
- else if (.@i < 471) .@enchant = 4730; //Agility1
- else if (.@i < 521) .@enchant = 4740; //Vitality1
- else if (.@i < 621) .@enchant = 0;
- else if (.@i < 646) .@enchant = 4793; //Def9
- else if (.@i < 671) .@enchant = 4788; //Mdef6
- else if (.@i < 696) .@enchant = 4802; //SP150
- else if (.@i < 721) .@enchant = 4797; //HP300
- else if (.@i < 731) .@enchant = 4711; //Inteligence2
- else if (.@i < 741) .@enchant = 4721; //Dexterity2
- else if (.@i < 751) .@enchant = 4741; //Vitality2
- else .@enchant = 9;
- break;
- case 8: //Strength
- if (.@slot == 4) .@i = rand(1,525);
- else if (.@slot == 3) .@i = rand(301,685);
- else if (.@slot == 2) .@i = rand(451,800);
- else {
- mes "[Artifact Researcher]";
- mes "An unknown error has occurred.";
- close;
- }
- if (.@i < 101) .@enchant = 4740; //Vitality1
- else if (.@i < 201) .@enchant = 4797; //HP300
- else if (.@i < 301) .@enchant = 4791; //Def3
- else if (.@i < 351) .@enchant = 4741; //Vitality2
- else if (.@i < 401) .@enchant = 4798; //HP400
- else if (.@i < 451) .@enchant = 4792; //Def6
- else if (.@i < 476) .@enchant = 4742; //Vitality3
- else if (.@i < 501) .@enchant = 4793; //Def9
- else if (.@i < 526) .@enchant = 4799; //HP500
- else if (.@i < 626) .@enchant = 0;
- else if (.@i < 641) .@enchant = 4742; //Vitality3
- else if (.@i < 656) .@enchant = 4743; //Vitality4
- else if (.@i < 671) .@enchant = 4794; //Def12
- //else if (.@i < 686) .@enchant = 01; // ??
- else if (.@i < 688) .@enchant = 4744; //Vitality5
- //else if (.@i < 690) .@enchant = 02; // ??
- else .@enchant = 9;
- break;
- case 9: //Range
- if (.@slot == 4) .@i = rand(1,470);
- else if (.@slot == 3) .@i = rand(201,610);
- else if (.@slot == 2) .@i = rand(321,750);
- else {
- mes "[Artifact Researcher]";
- mes "An unknown error has occurred.";
- close;
- }
- if (.@i < 101) .@enchant = 4750; //Luck1
- else if (.@i < 201) .@enchant = 4720; //Dexterity1
- else if (.@i < 261) .@enchant = 4751; //Luck2
- else if (.@i < 321) .@enchant = 4721; //Dexterity2
- else if (.@i < 351) .@enchant = 4752; //Luck3
- else if (.@i < 381) .@enchant = 4722; //Dexterity3
- else if (.@i < 411) .@enchant = 4764; //Critical5
- else if (.@i < 441) .@enchant = 4832; //Expert_Archer1
- else if (.@i < 471) .@enchant = 4753; //Luck4
- else if (.@i < 571) .@enchant = 0;
- else if (.@i < 586) .@enchant = 4723; //Dexterity4
- else if (.@i < 601) .@enchant = 4833; //Expert_Archer2
- else if (.@i < 606) .@enchant = 4765; //Critical7
- else if (.@i < 611) .@enchant = 4834; //Expert_Archer3
- else if (.@i < 616) .@enchant = 4724; //Dexterity5
- else if (.@i < 618) .@enchant = 4835; //Expert_Archer4
- else .@enchant = 9;
- break;
- case 10: //Physical
- if (.@slot == 4) .@i = rand(1,600);
- else if (.@slot == 3) .@i = rand(401,800);
- else if (.@slot == 2) .@i = rand(601,930);
- else {
- mes "[Artifact Researcher]";
- mes "An unknown error has occurred.";
- close;
- }
- if (.@i < 101) .@enchant = 4791; //Def3
- else if (.@i < 201) .@enchant = 4730; //Agility1
- else if (.@i < 301) .@enchant = 4750; //Luck1
- else if (.@i < 401) .@enchant = 4795; //HP100
- else if (.@i < 451) .@enchant = 4792; //Def6
- else if (.@i < 501) .@enchant = 4731; //Agility2
- else if (.@i < 551) .@enchant = 4751; //Luck2
- else if (.@i < 601) .@enchant = 4796; //HP200
- else if (.@i < 701) .@enchant = 0;
- else if (.@i < 726) .@enchant = 4793; //Def9
- else if (.@i < 751) .@enchant = 4732; //Agility3
- else if (.@i < 776) .@enchant = 4752; //Luck3
- else if (.@i < 801) .@enchant = 4797; //HP300
- else if (.@i < 816) .@enchant = 4733; //Agility4
- else if (.@i < 831) .@enchant = 4753; //Luck4
- else if (.@i < 833) .@enchant = 4807; //Atk_Speed1
- else .@enchant = 9;
- break;
- case 11: //Spell 2
- if (.@slot == 4) .@i = rand(1,600);
- else if (.@slot == 3) .@i = rand(401,760);
- else if (.@slot == 2) .@i = rand(401,766);
- else {
- mes "[Artifact Researcher]";
- mes "An unknown error has occurred.";
- close;
- }
- if (.@i < 101) .@enchant = 4711; //Inteligence2
- else if (.@i < 201) .@enchant = 4721; //Dexterity2
- else if (.@i < 301) .@enchant = 4796; //HP200
- else if (.@i < 401) .@enchant = 4814; //Spell2
- else if (.@i < 451) .@enchant = 4712; //Inteligence3
- else if (.@i < 501) .@enchant = 4722; //Dexterity3
- else if (.@i < 551) .@enchant = 4760; //Matk1
- else if (.@i < 601) .@enchant = 4813; //Spell3
- else if (.@i < 701) .@enchant = 0;
- else if (.@i < 716) .@enchant = 4713; //Inteligence4
- else if (.@i < 731) .@enchant = 4723; //Dexterity4
- else if (.@i < 746) .@enchant = 4761; //Matk2
- else if (.@i < 761) .@enchant = 4812; //Spell4
- else if (.@i < 763) .@enchant = 4714; //Inteligence5
- else if (.@i < 765) .@enchant = 4724; //Dexterity5
- else if (.@i < 767) .@enchant = 4806; //Matk3
- else .@enchant = 9;
- break;
- default:
- mes "[Artifact Researcher]";
- mes "Well I guess I was wrong...";
- close;
- }
- if (.@equip_card[3] == 0 && getarg(2) < 4) {
- .@equip_card[3] = .@enchant;
- } else if (.@equip_card[2] == 0 && getarg(2) < 3) {
- .@equip_card[2] = .@enchant;
- if (.@enchant == 0) {
- .@equip_card[3] = 0;
- }
- } else if (.@equip_card[1] == 0 && getarg(2) < 2) {
- .@equip_card[1] = .@enchant;
- if (.@enchant == 0) {
- .@equip_card[2] = 0;
- .@equip_card[3] = 0;
- }
- } else {
- mes "[Artifact Researcher]";
- mes "I think there was an enhancing limit to the artifacts.";
- close;
- }
- if (Zeny < 100000 || countitem(6380) == 0) {
- mes "[Artifact Researcher]";
- mes "I'm not going to do the work unless you pay the fee.";
- close;
- }
- delitem 6380,1; //Mora_Coin
- Zeny -= 100000;
- delequip .@part;
- if (.@enchant == 9) {
- specialeffect2 EF_SUI_EXPLOSION;
- mes "[Artifact Researcher]";
- mes "This!";
- mes "I... I'm sorry but the equipment has been destroyed.";
- close;
- }
- if (.@enchant == 0) {
- specialeffect2 EF_SHIELDCHARGE;
- mes "[Artifact Researcher]";
- mes "Since the balance of power does not match, the given existing ability has been destroyed. It is unfortunate but please try again next time.";
- } else {
- specialeffect2 EF_REPAIRWEAPON;
- mes "[Artifact Researcher]";
- // Replacing original dialogue since it doesn't make sense.
- //mes "The artifact ^990000"+.@slot+" will have the first enhancement retained.";
- mes "I've successfully enhanced the artifact ^990000"+.@equip_name$+"^000000 at socket "+.@slot+".";
- }
-
-// GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] .@equip_card[3]
- getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3];
-
- close;
- } else if (.@select == 2) {
- if (Zeny < 100000 || countitem(6380) == 0) {
- mes "[Artifact Researcher]";
- mes "You've got to pay if you want the services.";
- close;
- }
- specialeffect2 EF_REPAIRWEAPON;
- mes "[Artifact Researcher]";
- mes "The ability to enhance remains.";
- delitem 6380,1; //Mora_Coin
- Zeny -= 100000;
- delequip .@part;
-
-// GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] .@equip_card[3]
- for(.@i = 0; .@i<4; ++.@i) {
- if (.@equip_card[.@i] >= 4700) // Armor Enchant System
- .@equip_card[.@i] = 0;
- }
- getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@equip_card[3];
-
- close;
- }
-}
-
-// Arch Bishop & Warlock Empowering :: relic_change
-//============================================================
-mora,124,82,4 script Artifact Collector#blan 4_M_RAFLE_OR,{
- if (checkweight(1201,1) == 0) {
- mes "Reduce the amount of items that you have in your inventory before continuing.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much in your inventory.";
- close;
- }
- disable_items;
- emotion e_ho;
- mes "Those Mora Artifacts look so perfect!";
- mes "But I know you want them to be even better!";
- next;
- mes "[Artifact Collector]";
- mes "Greetings Adventurer. We will be great friends in a moment after I tell you how to Empower your Artifacts!";
- next;
- switch(select("Let's do this!:Empower Artifacts?:Nope, not for me!")) {
- case 1:
- break;
- case 2:
- emotion e_ok;
- mes "[Artifact Collector]";
- mes "You seem like a pretty good judge of character.";
- next;
- mes "[Artifact Collector]";
- mes "For over 200 years I've been working with Artifacts here in Mora. Toiling to get the perfect +9!";
- next;
- select("Gulp... +9?!");
- emotion e_omg,1;
- mes "[Artifact Collector]";
- mes "My business is collecting the old relics and refining them to their essence!";
- next;
- emotion e_sob;
- mes "[Artifact Collector]";
- mes "Finding the perfect Artifact for me to experiment on is my life's work.";
- mes "Plus seeing the wonder of our ancestor's legacy is also gratifying.";
- next;
- select("I can see how that could be fun.");
- emotion e_pat;
- mes "[Artifact Collector]";
- mes "Thank you human.";
- next;
- mes "[Artifact Collector]";
- mes "I've been doing this for over 200 years, and honestly the readily available supply is gone, and Artificer and Artifact Crafter won't trade me anymore...";
- next;
- emotion e_dots;
- mes "[Artifact Collector]";
- mes "But maybe the Humans that are starting to visit can bring in some new stock!";
- next;
- select("Humans... Stock?");
- emotion e_what,1;
- mes "[Artifact Collector]";
- mes "Yes! If the humans can bring me new artifacts I can work on my ultimate achievement!";
- next;
- select("Ultimate Achievement?");
- emotion e_what,1;
- emotion e_ok;
- mes "[Artifact Collector]";
- mes "Patience, we'll get to that...";
- next;
- mes "[Artifact Collector]";
- mes "I am a collector, by trade, but my greatest achievement is empowering some artifacts with greater power!";
- mes "I have only perfected my ability on a few Artifact types so far.";
- next;
- mes "[Artifact Collector]";
- mes "You might just be the human to help me complete my plan.";
- next;
- emotion e_otl;
- mes "[Artifact Collector]";
- mes "Oh how I love how fate works sometimes...";
- next;
- mes "[Artifact Collector]";
- mes "+1, +2, +3, +4, +5, +6 those refinements are not strong enough to work on my craft.";
- next;
- emotion e_otl,0;
- mes "[Artifact Collector]";
- mes "But +7! +7 is rare and just barely strong enough to work in my crafting attempts.";
- next;
- select("I'm gonna be abused again...");
- emotion e_hmm,1;
- mes "[Artifact Collector]";
- mes "Right you are! I know it is natural for you Humans to help a friend, even without the friend asking...";
- next;
- select("I'm not sure if...");
- emotion e_what,1;
- mes "[Artifact Collector]";
- mes "Of course I'll accept your help! Find me...";
- next;
- mes "- Golden Rod Staff -";
- mes "- Aqua Staff -";
- mes "- Crimson Staff -";
- mes "- Forest Staff -";
- mes "- Staff of Mercy -";
- mes "- Mace of Judgement -";
- next;
- select("Anything else?");
- emotion e_what,1;
- mes "[Artifact Collector]";
- mes "Well aside from the +7, there are very specific enchantments that need to be on the artifact that help catalyze the process.";
- next;
- mes "[Artifact Collector]";
- mes "If either the +7 or the specific enchantment is missing I can't do it.";
- next;
- select("So the Refining will be preserved?");
- emotion e_omg,1;
- emotion e_an;
- mes "[Artifact Collector]";
- mes "No, but what you'll get back is so much better!";
- next;
- mes "[Artifact Collector]";
- mes "By now you are wondering more about the artifacts I'm looking for?";
- next;
- emotion e_what;
- mes "[Artifact Collector]";
- mes "Go ahead and ask!";
- next;
- setarray .@artifacts[0],1657,16013,2007,2008,2009,2010;
- setarray .@empowered[0],1660,16018,2011,2012,2013,2014;
- while(1) {
- .@i = select("I don't think I'm interested:Staff of Mercy:Mace of Judgement:Golden Rod Staff:Aqua Staff:Crimson Staff:Forest Staff")-2;
- if (.@i == -1) {
- emotion e_what;
- mes "[Artifact Collector]";
- mes "Ok, well maybe someday you will be.";
- close;
- }
- mes "[Artifact Collector]";
- mes getitemname(.@artifacts[.@i])+" must of course be refined to +7 or higher for me to distill it to an enchantment.";
- next;
- switch(.@i) {
- case 0:
- setarray .@enchants[0],4761,4723,4714;
- .@str$ = "MATK+2%, DEX+4, INT+5";
- break;
- case 1:
- setarray .@enchants[0],4767,4723,4704;
- .@str$ = "ATK+3%, DEX+4, STR+5";
- break;
- default:
- setarray .@enchants[0],4761,4713;
- .@str$ = "MATK+2%, INT+4";
- break;
- }
- mes "[Artifact Collector]";
- mes "It must also carry any of these enchantments: "+.@str$+" to be craftable by me.";
- next;
- select(getitemname(.@empowered[.@i])+" attributes?");
- callsub L_ShowInfo, .@empowered[.@i];
- mes "[Artifact Collector]";
- mes "But please if you do get one, please let me work on it, I'm begging you.";
- next;
- }
- case 3:
- mes "[Artifact Collector]";
- mes "Have yourself a great day. Bye~";
- close;
- }
- emotion e_flash;
- mes "[Artifact Collector]";
- mes "Let me take a look at what you have brought me.";
- next;
- if (!getequipisequiped(EQI_HAND_R)) {
- emotion e_an;
- mes "[Artifact Collector]";
- mes "I don't know what you are trying to do... I can't enhance what you don't have.";
- close;
- }
- .@equip_id = getequipid(EQI_HAND_R);
- setarray .@equip_card[2], getequipcardid(EQI_HAND_R,2),getequipcardid(EQI_HAND_R,3);
- switch(.@equip_id) {
- case 2007: //Golden_Rod_Staff
- case 2008: //Aqua_Staff
- case 2009: //Crimson_Staff
- case 2010: //Forest_Staff
- if (.@equip_card[2] == 4761 || .@equip_card[3] == 4761 || //Matk2
- .@equip_card[2] == 4713 || .@equip_card[3] == 4713) //Inteligence4
- .@empowered = .@equip_id+4; //Golden_Rod_Staff2,Aqua_Staff2,Crimson_Staff2,Forest_Staff2
- break;
- case 1657: //Wand_Of_Affection
- if (.@equip_card[2] == 4761 || .@equip_card[3] == 4761 || //Matk2
- .@equip_card[2] == 4714 || .@equip_card[3] == 4714 || //Inteligence5
- .@equip_card[2] == 4723 || .@equip_card[3] == 4723) //Dexterity4
- .@empowered = 1660; //Wand_Of_Affection2
- break;
- case 16013: //Mace_Of_Judgement
- if (.@equip_card[2] == 4723 || .@equip_card[3] == 4723 || //Dexterity4
- .@equip_card[2] == 4704 || .@equip_card[3] == 4704 || //Strength5
- .@equip_card[2] == 4767 || .@equip_card[3] == 4767) //Atk3
- .@empowered = 16018; //Mace_Of_Judgement2
- break;
- default:
- emotion e_an;
- mes "[Artifact Collector]";
- mes "The weapon you have isn't one of the Artifacts I can work with.";
- close;
- }
- if (getequiprefinerycnt(EQI_HAND_R) < 7) {
- emotion e_an;
- mes "[Artifact Collector]";
- mes "I must insist that the refine level of the Artifact be at least +7!";
- close;
- }
- if (!.@empowered) {
- emotion e_an;
- mes "[Artifact Collector]";
- mes "These attributes just won't do for my research process, try re-randoming them.";
- close;
- }
- emotion e_slur;
- mes "[Artifact Collector]";
- mes "I'm tingling with excitement!";
- mes "You've brought me everything I need!!";
- next;
- emotion e_ok;
- mes "[Artifact Collector]";
- mes "If you are ready I am about to show you what I can do with your +"+getequiprefinerycnt(EQI_HAND_R)+" Artifact!";
- next;
- mes "[Artifact Collector]";
- mes "I'm going to take your ^FF0000"+getequipname(EQI_HAND_R)+"^000000 and exchange it, are you ready?";
- next;
- switch(select("NOOO!:Yes, I'm ready!:What will it be after?")) {
- case 1:
- emotion e_an;
- mes "[Artifact Collector]";
- mes "You've got to be kidding... you got my hopes up...";
- close;
- case 2:
- break;
- case 3:
- callsub L_ShowInfo, .@empowered;
- mes "[Artifact Collector]";
- mes "Surely you want to go on?";
- next;
- if(select("No, I don't.:Yes, do it!") == 1) {
- emotion e_an;
- mes "[Artifact Collector]";
- mes "You've got to be kidding... you got my hopes up...";
- close;
- }
- break;
- }
- emotion e_heh;
- delequip EQI_HAND_R;
- getitem .@empowered,1;
- mes "[Artifact Collector]";
- mes "It is perfectly done, you will be so happy! Good bye friend~";
- close;
-
-L_ShowInfo:
- mes "[Artifact Collector]";
- mes getitemname(getarg(0));
- switch(getarg(0)) {
- case 1660: //Wand_Of_Affection2
- mes "One handed Staff / Attack : 30";
- mes "Weight : 50 / Any Sex";
- mes "Archbishop only";
- mes "Weapon Level : 4 / ^ff0000Required Level: 130^000000";
- mes "MATK + 180, INT + 4.";
- mes "Adds 20% Heal Bonus.";
- mes "If worn with Robes, Shoes, and Robe of Mercy Increase Heal Bonus by an additional 45% and SP consumption of 'Heal' by 50.";
- mes "When receives close physical attack, Lv.1 Silentium will be excuted at a certain rate.";
- mes "Recuces 3 seconds of delay after excuting Clearance, Laudaramus, and Laudaagnus skills.";
- break;
- case 16018: //Mace_Of_Judgement2
- mes "Mace / Attack : 170";
- mes "Weight : 120 / Any Sex";
- mes "Archbishop only";
- mes "Weapon Level : 4 / ^ff0000Required Level: 130^000000";
- mes "MATK + 180, STR + 2, INT + 2.";
- mes "Physical and Magical Attacks have a chance to increase damage by 40% to Demon monsters for 7 seconds.";
- mes "If worn with Judgement Golves, Shoes and Shawl, increase Damage against Undead by 30%.";
- mes "Increase damage of Adoramus by 200%, and increase SP cost of Adoramus by 30.";
- break;
- case 2011: //Golden_Rod_Staff2
- mes "Staff / Attack: 30";
- mes "Weight : 90 / Any Sex";
- mes "Warlock only";
- mes "Weapon Level : 4 / ^ff0000Required Level : 130^000000";
- mes "INT + 5, MATK + 270.";
- mes "Increase Jupitel Thunder damage by 30%.";
- mes "If worn with Golden Robe, Golden Shoes, and Golden Orb Increase Wind Magic damage by 60%.";
- mes "Lower Earth Magic damage by 60% and resistance to Earth by 50%.";
- break;
- case 2012: //Aqua_Staff2
- mes "Staff / Attack : 30";
- mes "Weight : 90 / Any Sex";
- mes "Warlock only";
- mes "Weapon Level : 4 / ^ff0000Required Level: 130^000000";
- mes "INT + 5, MATK + 270.";
- mes "Increase Cold Bolt and Frost Diver damage by 30%.";
- mes "If worn with Aqua Robe, Shoes, and Orb Increase Water Magic damage by 60%.";
- mes "Lower Wind Magic damage by 60% and resistance to Wind by 50%.";
- break;
- case 2013: //Crimson_Staff2
- mes "Staff / Attack : 30";
- mes "Weight : 90 / Any Sex";
- mes "Warlock only";
- mes "Weapon Level : 4 / ^ff0000Required Level: 130^000000";
- mes "INT + 5, MATK + 270.";
- mes "Increase Fire Bolt and Fireball damage by 30%.";
- mes "If worn with Crimson Robe, Shoes, and Orb Increase Fire Magic damage by 60%.";
- mes "Lower Water Magic damage by 60% and resistance to Water by 50%.";
- break;
- case 2014: //Forest_Staff2
- mes "Staff / Attack : 30";
- mes "Weight : 90 / Any Sex";
- mes "Warlock only";
- mes "Weapon Level : 4 / ^ff0000Required Level: 130^000000";
- mes "INT + 5, MATK + 270.";
- mes "Increase Earth Spike and Heaven's Drive damage by 30%.";
- mes "If worn with Forest Robe, Shoes, and Orb Increase Earth Magic damage by 60%.";
- mes "Lower Fire Magic damage by 60% and resistance to Fire by 50%.";
- break;
- }
- next;
- return;
-}
-
-// Other Enchants :: sangjo
-//============================================================
-function script F_Mora_Enchant {
- specialeffect2 EF_REPAIRWEAPON;
- progressbar "ffff00",3;
- delitem 6380,5; //Mora_Coin
- delitem getarg(0),1;
- .@i = rand(1,4568);
- if (.@i <= 3168) {
- // Basic combinations
- // (raw: .@i increments by 11)
- setarray .@enchant_slot1[0],4766,4767,4764,4765,4762,4763,4760,4761; //Atk2,Atk3,Critical5,Critical7,Evasion6,Evasion12,Matk1,Matk2
- setarray .@enchant_slot2[0],4720,4721,4710,4711,4750,4751; //Dexterity1,Dexterity2,Inteligence1,Inteligence2,Luck1,Luck2
- setarray .@enchant_slot3[0],4700,4701,4730,4731,4740,4741; //Strength1,Strength2,Agility1,Agility2,Vitality1,Vitality2
- setarray .@enchants[1],
- .@enchant_slot1[rand(getarraysize(.@enchant_slot1))],
- .@enchant_slot2[rand(getarraysize(.@enchant_slot2))],
- .@enchant_slot3[rand(getarraysize(.@enchant_slot3))];
- }
- else if (.@i <= 3179) setarray .@enchants[1],4761,4720,4700; //Matk2 Dexterity1 Strength1
- else if (.@i <= 3181) setarray .@enchants[1],4761,4712,4712; //Matk2 Inteligence3 Inteligence3
- else if (.@i <= 3183) setarray .@enchants[1],4765,4732,4732; //Critical7 Agility3 Agility3
- else if (.@i <= 3185) setarray .@enchants[1],4763,4752,4753; //Evasion12 Luck3 Luck4
- else if (.@i <= 3187) setarray .@enchants[1],4763,4742,4742; //Evasion12 Vitality3 Vitality3
- else if (.@i <= 3189) setarray .@enchants[1],4763,4722,4722; //Evasion12 Dexterity3 Dexterity3
- else if (.@i <= 3191) setarray .@enchants[1],4742,4742,4742; //Vitality3 Vitality3 Vitality3
- else if (.@i <= 3193) setarray .@enchants[1],4761,4722,4722; //Matk2 Dexterity3 Dexterity3
- else if (.@i <= 3195) setarray .@enchants[1],4767,4702,4702; //Atk3 Strength3 Strength3
- else if (.@i <= 3197) setarray .@enchants[1],4763,4732,4732; //Evasion12 Agility3 Agility3
- else if (.@i <= 4568) return 0;
-
- getitem2 getarg(0),1,1,0,0,0,.@enchants[1],.@enchants[2],.@enchants[3];
- return 1;
-}
-mora,105,176,4 script Master Tailor#pa0829 4_ELEPHANT,{
- if (checkweight(1201,1) == 0) {
- mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much weight to do that. Reduce the weight and try again.";
- close;
- }
- if (countitem(6380) < 5 || countitem(15024) < 1) {
- mes "[Master Tailor]";
- mes "With my touch, I can turn a typical army padding into a piece of art. I'm Kay the Master Tailor, creating art with army paddings.";
- next;
- mes "[Master Tailor]";
- mes "Well, what's in a name? I can turn your army padding into a piece of art if you bring ^ff00005 Mora Coins and an Army Padding^000000.";
- if (countitem(6380)) {
- next;
- mes "[Master Tailor]";
- mes "I happen to have a few army paddings in stock. Would you like to buy one? The price is 1 Mora Coin. So cheap.";
- next;
- switch(select("Maybe next time.:I'll buy one now.")) {
- case 1:
- mes "[Master Tailor]";
- mes "Okay, I understand.";
- mes "Come back for one if you change your mind.";
- close;
- case 2:
- delitem 6380,1; //Mora_Coin
- getitem 15024,1; //Army_Padding
- mes "[Master Tailor]";
- mes "Here it is.";
- mes "It's very nice and fluffy. Please come back.";
- close;
- }
- }
- close;
- }
- mes "[Master Tailor]";
- mes "Have you come to add art to one of your army paddings?";
- next;
- switch(select("Please tell me more.:Yes, I have.")) {
- case 1:
- mes "[Master Tailor]";
- mes "A typical army padding isn't warm enough. It feels rough on your skin and doesn't look good. And artistic value? It has next to none.";
- next;
- mes "[Master Tailor]";
- mes "However, I'll embroider it with velvet threads, and add three options to it.";
- next;
- mes "[Master Tailor]";
- mes "Bring me ^8888005 Mora Coins^000000 and an Army Padding, and we can add some art together!";
- close;
- case 2:
- mes "[Master Tailor]";
- mes "I'm telling you just in case - I'll do whatever I need to do with your army padding, whether it's brand-new or has been mended before.";
- next;
- mes "[Master Tailor]";
- mes "So if you have with you an army padding mended to your liking, put it in a safe place and come back.";
- next;
- mes "[Master Tailor]";
- mes "And another thing - once I fail to add art to it, it becomes unusable... you'll need to buy a new one in that case.";
- next;
- switch(select("Come on, what's the rush?:Okay! Let's do it!!")) {
- case 1:
- mes "[Master Tailor]";
- mes "What's wrong with you?";
- mes "The villagers keep me busy enough.";
- close;
- case 2:
- if (countitem(6380) < 5 || countitem(15024) == 0) {
- mes "[Master Tailor]";
- mes "It looks like you don't have everything you need.";
- next;
- mes "[Master Tailor]";
- mes "You have to have 5 Mora Coins and an Army Padding with you before I can do my work.";
- close;
- }
- if (callfunc("F_Mora_Enchant",15024) == 0) {
- mes "[Master Tailor]";
- mes "Oh......";
- mes "I can't believe I messed up.";
- next;
- mes "[Master Tailor]";
- mes "I want to be alone. Go away!";
- close;
- }
- mes "[Master Tailor]";
- mes "My art looks great.";
- close;
- }
- }
-}
-
-mora,123,177,6 script Pendant Crafter#pa0829 4_ELEPHANT,{
- if (checkweight(1201,1) == 0) {
- mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much weight to do that. Reduce the weight and try again.";
- close;
- }
- if (countitem(6380) < 5 || countitem(2858) == 0) {
- mes "[Pendant Crafter]";
- mes "My job is to polish the stone in a Guardian's Pendant, and then carve a symbol with special power on it.";
- next;
- mes "[Pendant Crafter]";
- mes "The process gives the Guardian's Pendant more power than an ordinary accessory.";
- next;
- mes "[Pendant Crafter]";
- mes "If you're interested, I can work on your pendant for ^ff00005 Mora Coins^000000. Of course you need to have a Guardian's Pendant so I can work on with you.";
- close;
- }
- mes "[Pendant Crafter]";
- mes "Have you come to have your Guardian's Pendant upgraded?";
- next;
- switch(select("Please tell me more.:Yes, I have.")) {
- case 1:
- mes "[Pendant Crafter]";
- mes "My job is to polish the stone in a Guardian's Pendant, and then carve a symbol with special power on it.";
- next;
- mes "[Pendant Crafter]";
- mes "The process gives the Guardian's Pendant more power than an ordinary accessory.";
- next;
- mes "[Pendant Crafter]";
- mes "If you're interested, I can work on your pendant for ^ff00005 Mora Coins^000000. Of course you need to have a Guardian's Pendant so I can work on with you.";
- close;
- case 2:
- mes "[Pendant Crafter]";
- mes "I'm telling you just in case - ";
- mes "If I work on a Guardian's Pendant that's been upgraded before, it loses its original power.";
- next;
- mes "[Pendant Crafter]";
- mes "And worse, it can lose its power and become an ordinary pendant. Of course, stone is not as susceptible to damage as cloth, so you won't lose the pendant itself.";
- next;
- switch(select("Come on, what's the rush?:Okay! Let's do it!!")) {
- case 1:
- mes "[Pendant Crafter]";
- mes "Come back when you're not in a hurry. I always have a lot of time on my hands.";
- close;
- case 2:
- if (countitem(6380) < 5 || countitem(2858) == 0) {
- mes "[Pendant Crafter]";
- mes "It looks like you don't have everything you need.";
- next;
- mes "[Pendant Crafter]";
- mes "You must have 5 Mora Coins and a Guardian's Pendant with you before I can do my work.";
- close;
- }
- if (callfunc("F_Mora_Enchant",2858) == 0) {
- getitem 2858,1; //Pendant_Of_Guardian
- mes "[Pendant Crafter]";
- mes "What~!!";
- mes "What on earth is wrong with it!!";
- close;
- }
- mes "[Pendant Crafter]";
- mes "Looks like I did it!";
- close;
- }
- }
-}
-
-mora,134,166,4 script Bulberry Westhood#pa0829 4_ELEPHANT,{
- if (checkweight(1201,1) == 0) {
- mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much weight to do that. Reduce the weight and try again.";
- close;
- }
- if (countitem(6380) < 5 || countitem(2568) == 0) {
- mes "[Bulberry Westhood]";
- mes "I'm Bulberry Westhood, keeping the tradition of quality hoods alive.";
- next;
- mes "[Bulberry Westhood]";
- mes "I only handle quality items - not random scarfs from a marketplace.";
- next;
- mes "[Bulberry Westhood]";
- mes "If you have anything that you think is of high enough quality, come find me with ^ff00005 Mora Coins^000000.";
- next;
- mes "[Bulberry Westhood]";
- mes "I can improve its high quality with my own hands.";
- close;
- }
- mes "[Bulberry Westhood]";
- mes "So you have a Loki's Scarf 1042 Special Edition. You really have an eye for quality. Can I start working on it right away?";
- next;
- switch(select("I don't get it.:Yes, please.")) {
- case 1:
- mes "[Bulberry Westhood]";
- mes "Like I said, I only handle quality items - not random scarfs from a marketplace.";
- next;
- mes "[Bulberry Westhood]";
- mes "This Loki's Scarf you have is awesome. It's a limited edition product with Loki's crest on it!";
- next;
- mes "[Bulberry Westhood]";
- mes "My specialty is bringing out the hidden power at the small cost of... ";
- mes "5 Mora Coins.";
- next;
- mes "[Bulberry Westhood]";
- mes "Come back if you change your mind.";
- close;
- case 2:
- mes "[Bulberry Westhood]";
- mes "I'm telling you just in case - ";
- mes "If I work on a Loki's Scarf that's been upgraded before, it loses its original power.";
- next;
- mes "[Bulberry Westhood]";
- mes "And worse, it can lose all its power becoming an ordinary scarf.";
- next;
- mes "[Bulberry Westhood]";
- mes "Of course, the Loki's Scarf is a quality item, so you won't lose the scarf itself in the process.";
- next;
- switch(select("Maybe later, sir...:I'd like to own a quality item!")) {
- case 1:
- mes "[Bulberry Westhood]";
- mes "Ha...!";
- mes "You say 'later' when you can have the best quality item right away? Well, have it your own way.";
- close;
- case 2:
- if (countitem(6380) < 5 || countitem(2568) == 0) {
- mes "[Bulberry Westhood]";
- mes "It looks like you don't everything you need.";
- next;
- mes "[Bulberry Westhood]";
- mes "You must have 5 Mora Coins and a Loki's Scarf with you before you can have the best quality item.";
- close;
- }
- if (callfunc("F_Mora_Enchant",2568) == 0) {
- getitem 2568,1; //Muffler_Of_Roki
- mes "[Bulberry Westhood]";
- mes "Aaarrgghh, this is impossible!";
- mes "My! My Loki's Scarf!....";
- next;
- mes "[Bulberry Westhood]";
- mes "Oh, I apologize for my disgraceful behavior. I was too upset.";
- next;
- mes "[Bulberry Westhood]";
- mes "Fortunately, it's still in its original state before I started working on it. It's not torn or stretched. It's a quality item after all. Oh ho ho~";
- close;
- }
- mes "[Bulberry Westhood]";
- mes "Wow~ mission complete!";
- close;
- }
- }
-}
diff --git a/npc/re/merchants/enchan_upg.txt b/npc/re/merchants/enchan_upg.txt
deleted file mode 100644
index 939f7d812..000000000
--- a/npc/re/merchants/enchan_upg.txt
+++ /dev/null
@@ -1,264 +0,0 @@
-//===== Hercules Script ======================================
-//= Upgrade Weapon Enchants
-//===== By: ==================================================
-//= Skorm
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= [Official Conversion]
-//= Adds enchantments to Upgrade weapons.
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//= 1.1 Standardizing, grammar and bug fixes. [Euphy]
-//============================================================
-
-prt_in,28,73,3 script Devil Enchant Master#prq 1_M_SMITH,{
- disable_items;
- if (checkweight(1201,1) == 0) {
- mes "You are carrying too many items, please reduce it and come back again!";
- close;
- }
- if (MaxWeight - Weight < 10000) {
- mes "You are over the weight limit, please reduce it and come back again!";
- close;
- }
- mes "[Devil Enchant Master]";
- mes "Yes?";
- mes "You are looking for me?";
- next;
- switch(select("This is the first time seeing you!:I heard that you are the best!:Please initialize the enchant.")) {
- case 1:
- mes "[Devil Enchant Master]";
- mes "Ha ha ha~ Of course, I am not the kind of person that simply deals with people.";
- next;
- mes "[Devil Enchant Master]";
- mes "Including you! Even if you offer me plenty of money, I will not simply enchant for you!!";
- next;
- mes "[Devil Enchant Master]";
- mes "Have you seen my title? Very few people have this title for a reason!";
- next;
- mes "[Devil Enchant Master]";
- mes "I will only enchant if you bring an ^0000ffEnchant Book^000000 along!";
- next;
- mes "[Devil Enchant Master]";
- mes "Else, I will not enchant for you....";
- close;
- case 2:
- if (!countitem(6484)) {
- mes "[Devil Enchant Master]";
- mes "Are you listening to me? I will only do for you if you bring the Enchant Book!";
- close;
- }
- .@select = 1;
- break;
- case 3:
- mes "[Devil Enchant Master]";
- if (Zeny < 100000) {
- mes "Initializing will cost 100,000 zeny. It seems you do not have enough zeny...";
- close;
- }
- mes "Initializing will cost 100,000 zeny and confirming whether the weapon is enchanted!";
- next;
- if (select("Let me think about it.:Initialize it now!") == 1) {
- mes "[Devil Enchant Master]";
- mes "Come back after you have confirmed!";
- close;
- }
- .@select = 2;
- break;
- }
- .@part = EQI_HAND_R;
-
- mes "[Devil Enchant Master]";
- if (!getequipisequiped(.@part)) {
- mes "Are you trying to remove the enchanted equipment?";
- close;
- }
- setarray .@equip_card[0], getequipcardid(.@part,0), getequipcardid(.@part,1), getequipcardid(.@part,2), getequipcardid(.@part,3);
- if (!getequipisequiped(.@part)) {
- mes "It is dangerous to remove equipment during enchant process!";
- close;
- }
- .@equip_id = getequipid(.@part);
- .@item$ = "|1292|1394|1491|1585|2015|13071|13115|16019|18112|21000|";
- if (!compare(.@item$,"|"+.@equip_id+"|")) {
- mes "I don't want to touch your equipment now!";
- close;
- }
- .@equip_refine = getequiprefinerycnt(.@part);
-
- if (.@select == 1) {
- if (!countitem(6484)) {
- mes "Are you listening to me? I will only do for you if you bring the Enchant Book!";
- close;
- }
- mes "Which type of effect do you want to enchant?";
- next;
- switch(select("Let me think about it.:Physical Series:Magical Series")) {
- case 1:
- mes "[Devil Enchant Master]";
- mes "Come back again after you change your mind!";
- close;
- case 2:
- .@enc_type = 1;
- break;
- case 3:
- .@enc_type = 2;
- break;
- }
- mes "[Devil Enchant Master]";
- if (.@equip_card[3]) {
- mes "This equipment has been enchanted! You need to initialize first before you want to enchant it again.";
- close;
- }
- mes "The enchant process might fail, and ^ff0000it will reduce partial refine level^000000, but the slotted card and weapon will not be broken! Are you sure you want to continue?";
- next;
- if (select("Next time!:Start now!") == 1) {
- mes "[Devil Enchant Master]";
- mes "Come back again after you have decided!";
- close;
- }
- if (.@equip_card[3]) {
- mes "[Devil Enchant Master]";
- mes "It seems there's a problem, let me take a look.";
- close;
- }
-
- if (.@enc_type == 1) { // Physical Series
- .@i = rand(1,1300);
- if (.@i < 51) .@enchant = 4734; //Agility5
- else if (.@i < 76) .@enchant = 4735; //Agility6
- else if (.@i < 88) .@enchant = 4736; //Agility7
- else if (.@i < 93) .@enchant = 4737; //Agility8
- else if (.@i < 95) .@enchant = 4738; //Agility9
- else if (.@i < 96) .@enchant = 4739; //Agility10
- else if (.@i < 146) .@enchant = 4724; //Dexterity5
- else if (.@i < 171) .@enchant = 4725; //Dexterity6
- else if (.@i < 183) .@enchant = 4726; //Dexterity7
- else if (.@i < 188) .@enchant = 4727; //Dexterity8
- else if (.@i < 190) .@enchant = 4728; //Dexterity9
- else if (.@i < 191) .@enchant = 4729; //Dexterity10
- else if (.@i < 291) .@enchant = 4704; //Strength5
- else if (.@i < 341) .@enchant = 4705; //Strength6
- else if (.@i < 366) .@enchant = 4706; //Strength7
- else if (.@i < 378) .@enchant = 4707; //Strength8
- else if (.@i < 383) .@enchant = 4708; //Strength9
- else if (.@i < 384) .@enchant = 4709; //Strength10
- else if (.@i < 434) .@enchant = 4754; //Luck5
- else if (.@i < 459) .@enchant = 4755; //Luck6
- else if (.@i < 471) .@enchant = 4756; //Luck7
- else if (.@i < 476) .@enchant = 4757; //Luck8
- else if (.@i < 478) .@enchant = 4758; //Luck9
- else if (.@i < 479) .@enchant = 4759; //Luck10
- else if (.@i < 679) .@enchant = 4744; //Vitality5
- else if (.@i < 779) .@enchant = 4745; //Vitality6
- else if (.@i < 829) .@enchant = 4746; //Vitality7
- else if (.@i < 854) .@enchant = 4747; //Vitality8
- else if (.@i < 866) .@enchant = 4748; //Vitality9
- else if (.@i < 867) .@enchant = 4749; //Vitality10
- else if (.@i < 967) .@enchant = 4808; //Fighting_Spirit4
- else if (.@i < 992) .@enchant = 4820; //Fighting_Spirit5
- else if (.@i < 1092) .@enchant = 4835; //Expert_Archer4
- else if (.@i < 1117) .@enchant = 4836; //Expert_Archer5
- else if (.@i < 1217) .@enchant = 4835; //Expert_Archer4
- else if (.@i < 1242) .@enchant = 4836; //Expert_Archer5
- else .@enchant = 0;
- } else if (.@enc_type == 2) { // Magical Series
- .@i = rand(1,1200);
- if (.@i < 51) .@enchant = 4714; //Inteligence5
- else if (.@i < 76) .@enchant = 4715; //Inteligence6
- else if (.@i < 88) .@enchant = 4716; //Inteligence7
- else if (.@i < 93) .@enchant = 4717; //Inteligence8
- else if (.@i < 95) .@enchant = 4718; //Inteligence9
- else if (.@i < 96) .@enchant = 4719; //Inteligence10
- else if (.@i < 146) .@enchant = 4724; //Dexterity5
- else if (.@i < 171) .@enchant = 4725; //Dexterity6
- else if (.@i < 183) .@enchant = 4726; //Dexterity7
- else if (.@i < 188) .@enchant = 4727; //Dexterity8
- else if (.@i < 190) .@enchant = 4728; //Dexterity9
- else if (.@i < 191) .@enchant = 4729; //Dexterity10
- else if (.@i < 291) .@enchant = 4734; //Agility5
- else if (.@i < 341) .@enchant = 4735; //Agility6
- else if (.@i < 366) .@enchant = 4736; //Agility7
- else if (.@i < 378) .@enchant = 4737; //Agility8
- else if (.@i < 383) .@enchant = 4738; //Agility9
- else if (.@i < 384) .@enchant = 4739; //Agility10
- else if (.@i < 484) .@enchant = 4754; //Luck5
- else if (.@i < 534) .@enchant = 4755; //Luck6
- else if (.@i < 559) .@enchant = 4756; //Luck7
- else if (.@i < 571) .@enchant = 4757; //Luck8
- else if (.@i < 576) .@enchant = 4758; //Luck9
- else if (.@i < 577) .@enchant = 4759; //Luck10
- else if (.@i < 777) .@enchant = 4744; //Vitality5
- else if (.@i < 877) .@enchant = 4745; //Vitality6
- else if (.@i < 927) .@enchant = 4746; //Vitality7
- else if (.@i < 952) .@enchant = 4747; //Vitality8
- else if (.@i < 964) .@enchant = 4748; //Vitality9
- else if (.@i < 969) .@enchant = 4749; //Vitality10
- else if (.@i < 1069) .@enchant = 4812; //Spell4
- else if (.@i < 1094) .@enchant = 4826; //Spell5
- else if (.@i < 1119) .@enchant = 4761; //Matk2
- else if (.@i < 1124) .@enchant = 4806; //Matk3
- else .@enchant = 0;
- } else {
- mes "[Devil Enchant Master]";
- mes "Hmm! This item is having a problem, please check it again!";
- close;
- }
- mes "[Devil Enchant Master]";
- if (.@equip_card[3]) {
- mes "This item has been enchanted!";
- close;
- }
- if (!countitem(6484)) {
- mes "Are you listening to me? I will only do for you if you bring the Enchant Book!";
- close;
- }
- if (.@enchant == 0) {
- specialeffect EF_SHIELDCHARGE;
- mes "Oh! Unbelievable!! It failed!! Please come again!";
- .@lost_refine = rand(0,.@equip_refine);
- .@equip_refine -= .@lost_refine;
- } else {
- specialeffect EF_REPAIRWEAPON;
- mes "The slot ^9900004^000000 has been enchanted!";
- }
- delitem 6484,1; //Enchant_Book
- delequip .@part;
-
-// GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] .@enchant
- getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@enchant;
-
- if (.@lost_refine) {
- next;
- mes "[Devil Enchant Master]";
- mes "The failure has reduced the refine by "+.@lost_refine+" level"+((.@lost_refine == 1)?"":"s")+"! Don't be depressed!";
- }
- close;
- } else if (.@select == 2) {
- if (Zeny < 100000) {
- mes "You need to bring some money to initialize!!";
- close;
- }
- if (.@equip_card[3] < 4700) { // Armor Enchant System
- mes "This item is not enchanted!";
- close;
- }
- if (!getequipisequiped(.@part)) {
- mes "Are you unequipping now?";
- close;
- }
- specialeffect EF_REPAIRWEAPON;
- mes "I initialized the enchant effects.";
- Zeny -= 100000;
- delequip .@part;
-
-// GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] 0
- getitem2 .@equip_id,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],0;
-
- close;
- } else {
- mes "It seems you have chosen the wrong job??";
- close;
- }
-}
diff --git a/npc/re/merchants/flute.txt b/npc/re/merchants/flute.txt
deleted file mode 100644
index d2c9515b2..000000000
--- a/npc/re/merchants/flute.txt
+++ /dev/null
@@ -1,140 +0,0 @@
-//===== Hercules Script ======================================
-//= Falcon & Wolf Flute Trader
-//===== By: ==================================================
-//= Masao, Muad_Dib, Ziu
-//===== Current Version: =====================================
-//= 1.2a
-//===== Description: =========================================
-//= [Official Conversion]
-//= Sells Falcon Flute and Wolf Flute.
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Masao]
-//= 1.1 Added Baby Hunter and Baby Ranger check. bugreport:5728 [Masao]
-//= 1.2 Added Wolf Flute trader, optimized. [Euphy]
-//= 1.2a Fixed some conditions. [Euphy]
-//============================================================
-
-- script Falcon Flute Trader::fflute -1,{
- mes "[Falcon Flute Trader]";
- if (BaseJob == Job_Hunter) {
- mes "Do you need a Falcon?";
- mes "With a magical Flute, you can call your Falcon from anywhere!";
- next;
- mes "[Falcon Flute Trader]";
- mes "It's marvelous, isn't it? Ha ha ha!";
- next;
- mes "[Falcon Flute Trader]";
- mes "Why I'm selling these Falcon Flutes?";
- mes "It's because I have no clue how they work.";
- mes "Ha ha ha!";
- next;
- mes "[Falcon Flute Trader]";
- mes "Of course, you'll need the Skill ^ff0000Falcon Mastery^000000.";
- mes "I don't have the Skill, so I don't know how to handle Falcons.";
- mes "As it's for now, I may never have a Falcon.";
- next;
- mes "[Falcon Flute Trader]";
- mes "But I can't give you one for free!";
- mes "I have to make money since i also need to eat!";
- next;
- mes "[Falcon Flute Trader]";
- mes "If you need a Falcon Flute I will sell them for 12,500 zeny. Or is that too expensive?";
- next;
- if (eaclass()&EAJL_THIRD) {
- mes "[Falcon Flute Trader]";
- mes "For Rangers, however, I have a special price of 10,000 zeny!";
- .@price = 10000;
- next;
- } else
- .@price = 12500;
- if(select("Don't buy one:Buy a Falcon Flute") == 1) {
- mes "[Falcon Flute Trader]";
- mes "That's too bad. If you need one, come back!";
- close;
- }
- if (Zeny >= .@price) {
- if (countitem(12848) >= 1) {
- mes "[Falcon Flute Trader]";
- mes "As I can see you already have a Falcon Flute!";
- mes "Don't worry, my young friend, once you've purchased the Falcon Flute you won't need to do so again";
- mes "since the Falcon Flute won't disappear upon usage, isn't that great?";
- close;
- }
- mes "[Falcon Flute Trader]";
- mes "Here, take this flute.";
- mes "With it you can whistle for your Falcon from anywhere.";
- Zeny -= .@price;
- getitem 12848,1; //Falcon_Flute
- next;
- mes "[Falcon Flute Trader]";
- mes "Just a reminder.";
- mes "You need the Skill ^ff0000Falcon Mastery^000000 in order to use it!";
- close;
- }
- mes "[Falcon Flute Trader]";
- mes "I'm sorry but you don't have enough money to buy a Falcon Flute, please come back when you have more money!";
- close;
- }
- if (BaseJob == Job_Archer) {
- mes "Hello, young one!";
- mes "Currently I can't help you,";
- mes "but why don't you return to me when you've become a great Hunter and learned how to handle Falcons properly?";
- close;
- }
- mes "Isn't it a beautiful day today?";
- close;
-}
-hu_in01,386,306,3 duplicate(fflute) Falcon Flute Trader#fft 1_M_BARD
-pay_arche,91,134,3 duplicate(fflute) Falcon Flute Trader#fft2 1_M_BARD
-
-tur_dun01,89,170,5 script Expert Flute Crafter 1_M_ORIENT01,{
- if (Class == Job_Ranger || Class == Job_Ranger_T || Class == Job_Baby_Ranger) {
- if (countitem(6124)) {
- mes "[Expert Flute Crafter]";
- mes "The Wolf Flute you have is crafted by myself, with wood.";
- mes "You can come back here and find me if you lose your Wolf flute!";
- next;
- mes "[Expert Flute Crafter]";
- mes "The flute can only be crafted by me.";
- mes "It is just a little matter for me to craft another flute!!";
- close;
- }
- mes "[Expert Flute Crafter]";
- mes "Do you need anything?";
- mes "A new Wolf Flute?";
- next;
- switch(select("Please give me a new Wolf Flute.:No.")) {
- case 1:
- if (countitem(7150) && Zeny >= 100000) {
- mes "[Expert Flute Crafter]";
- mes "Have you brought all the materials?";
- mes "Wow! All your materials are not bad!";
- mes "That's good enough.";
- next;
- mes "[Expert Flute Crafter]";
- mes "Here's the new Wolf Flute.";
- mes "Hope you are ready to use it.";
- delitem 7150,1; //Bamboo_Cut
- Zeny -= 100000;
- getitem 6124,1; //Wolf's_Flute
- close;
- }
- mes "[Expert Flute Crafter]";
- mes "If you want to craft a new Wolf Flute, I need you to bring me ^4d4dff1 Bamboo Cut and 100,000 zeny.^000000";
- next;
- mes "[Expert Flute Crafter]";
- mes "^4d4dffBamboo Cut can be obtained from Kapha or Karakasa.^000000";
- close;
- case 2:
- mes "[Expert Flute Crafter]";
- mes "If you do not summon a wolf, then you don't need the Wolf Flute.";
- mes "You can come back here and find me if you change your mind.";
- mes "Isn't that right?";
- close;
- }
- }
- mes "[Expert Flute Crafter]";
- mes "Eeehh? You are not a Ranger?";
- mes "Then this flute is totally useless for you!";
- close;
-}
diff --git a/npc/re/merchants/hd_refiner.txt b/npc/re/merchants/hd_refiner.txt
deleted file mode 100644
index 7c875e995..000000000
--- a/npc/re/merchants/hd_refiner.txt
+++ /dev/null
@@ -1,306 +0,0 @@
-//===== Hercules Script ======================================
-//= HD Refiners
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= [Official Conversion]
-//= Refiners that use HD ores to refine equipment. Upon
-//= failure, the equipment is not destroyed; rather, its
-//= refine level decreases by 1. The success rate is identical
-//= to that for Enriched ores.
-//= - "Blacksmith Mighty Hammer" only refines from +7~9.
-//= - "Basta" only refines from +10 and up.
-//===== Additional Comments: =================================
-//= 1.0 First version. [Euphy]
-//============================================================
-
-// Blacksmith Mighty Hammer (+7~9)
-//============================================================
-- script ::MightyHammer -1,{
- disable_items;
- mes "[Blacksmith Mighty Hammer]";
- mes "Unlike others, I am a blacksmith who refines a very limited number of items.";
- mes "I refine only items that are ^CC0000+7 to +9^000000.";
- next;
- mes "[Blacksmith Mighty Hammer]";
- mes "My specialty is that even if my refining fails, the refine level decreases by 1 without losing the gear. Isn't it great?";
- next;
- mes "[Blacksmith Mighty Hammer]";
- mes "So lets kick this into overdrive, what d' ya say? What item do you want to refine?";
- next;
- setarray .@position$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
- .@menu$ = "";
- for(.@i = 1; .@i<=10; ++.@i)
- .@menu$ += ((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Not equipped]")+":";
- .@part = select(.@menu$);
- if (!getequipisequiped(.@part)) {
- mes "[Blacksmith Mighty Hammer]";
- switch(.@part) {
- case 1:
- mes "I'm a blacksmith, not a hairstylist.";
- break;
- case 2:
- mes "With my hammer, I will make you a star of the sky.";
- break;
- case 3:
- case 4:
- mes "Making artificial hands is not my specialty.";
- break;
- case 5:
- mes "Bring out the item so I can refine it!";
- break;
- case 6:
- mes "Where is this foot odor coming from?";
- break;
- case 7:
- case 8:
- mes "Where is the accessory?";
- break;
- case 9:
- mes "What do you want me to refine?";
- break;
- case 10:
- mes "Huh? What do you want me to do?";
- break;
- }
- close;
- }
- if (!getequipisenableref(.@part)) {
- mes "[Blacksmith Mighty Hammer]";
- mes "This item can't be refined.";
- close;
- }
- if (getequiprefinerycnt(.@part) < 7 || getequiprefinerycnt(.@part) > 9) {
- mes "[Blacksmith Mighty Hammer]";
- mes "I only handle items with refine levels from +7 to +9.";
- close;
- }
- switch(getequipweaponlv(.@part)) {
- default:
- case 0:
- .@price = 20000;
- .@material = 6241; //HD_Elunium
- break;
- case 1:
- case 2:
- case 3:
- case 4:
- .@price = 20000;
- .@material = 6240; //HD_Oridecon
- break;
- }
- mes "[Blacksmith Mighty Hammer]";
- mes "In order to refine the gear you selected you need ^ff9999"+getitemname(.@material)+"^000000 and 20,000 zeny as a fee.";
- mes "Do you have them ready?";
- next;
- if(select("Yes:No") == 2) {
- mes "[Blacksmith Mighty Hammer]";
- mes "I will wait until you are ready.";
- close;
- }
- if (getequippercentrefinery(.@part) < 100) {
- mes "[Blacksmith Mighty Hammer]";
- mes "It looks like this item will likely fail to be refined.";
- mes "Well, even if it fails, it only decreases by 1 refine level.";
- mes "Would you like to continue refining?";
- next;
- if(select("Yes:No") == 2) {
- mes "[Blacksmith Mighty Hammer]";
- mes "Only those who overcome fear of failure will obtain a masterpiece.";
- close;
- }
- }
- if (countitem(.@material) == 0 || Zeny < .@price) {
- mes "[Blacksmith Mighty Hammer]";
- mes "Didn't you just say you had everything ready?";
- close;
- }
- delitem .@material,1;
- Zeny -= .@price;
- mes "[Blacksmith Mighty Hammer]";
- mes "Tac! Tac! Tac!";
- if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) {
- successrefitem .@part;
- next;
- emotion e_no1;
- mes "[Blacksmith Mighty Hammer]";
- mes "The sound refreshes my mind everytime I hear it.";
- mes "Here, have it. Refine succeeded flawlessly!";
- close;
- }
- downrefitem .@part;
- next;
- emotion e_omg;
- mes "[Blacksmith Mighty Hammer]";
- mes "Oops!!";
- next;
- mes "[Blacksmith Mighty Hammer]";
- mes "I am sure a person like you would never blame me for a decrease in refine level by 1. Hmm.";
- close;
-}
-prt_in,59,54,3 duplicate(MightyHammer) Mighty Hammer#prt 4_M_DWARF
-morocc_in,65,30,3 duplicate(MightyHammer) Mighty Hammer#morocc 4_M_DWARF
-payon,148,176,3 duplicate(MightyHammer) Mighty Hammer#pay 4_M_DWARF
-alberta_in,16,56,3 duplicate(MightyHammer) Mighty Hammer#alb 4_M_DWARF
-yuno_in01,171,18,3 duplicate(MightyHammer) Mighty Hammer#yuno 4_M_DWARF
-ein_in01,22,82,3 duplicate(MightyHammer) Mighty Hammer#ein 4_M_DWARF
-lhz_in02,280,19,3 duplicate(MightyHammer) Mighty Hammer#lhz 4_M_DWARF
-
-// iRO NPC locations:
-// moc_para01,38,185,4 duplicate(MightyHammer) Mighty Hammer#ed 4_M_DWARF
-// payon,174,133,4 duplicate(MightyHammer) Mighty Hammer#im 4_M_DWARF
-
-// Basta (+10 and up)
-//============================================================
-- script ::Basta -1,{
- disable_items;
- mes "[Basta]";
- mes "I'm the best Blacksmith in the whole world, Basta.";
- mes "But I don't provide a normal refine service.";
- mes "I only refine equipment ^CC0000over +10^000000.";
- next;
- mes "[Basta]";
- mes "Which equipment do you want to refine?";
- next;
- setarray .@position$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
- .@menu$ = "";
- for(.@i = 1; .@i<=10; ++.@i)
- .@menu$ += ((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Unequipped]")+":";
- .@part = select(.@menu$);
- if (!getequipisequiped(.@part)) {
- mes "[Basta]";
- switch(.@part) {
- case 1:
- mes "Is your head an equipment?";
- break;
- case 2:
- mes "What do you want me to do?";
- break;
- case 3:
- case 4:
- mes "Making artificial hands is not my specialty.";
- break;
- case 5:
- mes "Do you even know what a robe is?";
- break;
- case 6:
- mes "If you want to refine your feet, don't come to me, try running a marathon.";
- break;
- case 7:
- case 8:
- mes "Where is the accessory?";
- break;
- case 9:
- mes "Well... I don't see any equipment worth refining.";
- break;
- case 10:
- mes "I can't make you smart. Go see a school teacher for that.";
- break;
- }
- close;
- }
- if (!getequipisenableref(.@part)) {
- mes "[Basta]";
- mes "Even I cannot refine this item. There's no way.";
- close;
- }
- if (getequiprefinerycnt(.@part) < 10) {
- mes "[Basta]";
- mes "Haven't I told you? I only refine equipments that are +10 and above.";
- close;
- }
- if (getequiprefinerycnt(.@part) == 20) {
- mes "[Basta]";
- mes "This weapon is perfect, no need to refine it anymore~";
- close;
- }
- switch(getequipweaponlv(.@part)) {
- default:
- case 0:
- .@price = 100000;
- .@material = 6225; //HD_Carnium
- .@type$ = "armor";
- break;
- case 1:
- case 2:
- case 3:
- case 4:
- .@price = 100000;
- .@material = 6226; //HD_Bradium
- .@type$ = "weapon";
- break;
- }
- mes "[Basta]";
- mes "Hmm... is this the one you want to refine?";
- mes "To refine this equipment, I need 1 ^ff9999"+getitemname(.@material)+"^000000 and 100,000 zeny as a fee.";
- mes "Do you really want to refine this?";
- next;
- if(select("Yes:No") == 2) {
- mes "[Basta]";
- mes "Okay. If that's what you want...";
- close;
- }
- if (getequippercentrefinery(.@part) < 100) {
- mes "[Basta]";
- mes "This "+.@type$+" has already been refined pretty high.";
- mes "If you try to refine it more, the refine level could decrease.";
- next;
- mes "[Basta]";
- mes "I am different from the blacksmiths in others places.";
- mes "It is impossible that the refine level will drop by, say, 3 or 4... that sounds scary.";
- mes "Here it can only decrease by 1 level.";
- next;
- mes "[Basta]";
- mes "Compared to other blacksmiths, the risk is smaller.";
- mes "I've given all precautions. Do you want to try it?";
- next;
- if(select("Yes:No") == 2) {
- mes "[Basta]";
- mes "Well~";
- mes "Not challenging at all could also be a kind of wisdom in life.";
- close;
- }
- }
- if (countitem(.@material) == 0 || Zeny < .@price) {
- mes "[Basta]";
- mes "Hmm... You didn't bring all the materials needed.";
- mes "Come back when you have them all.";
- close;
- }
- delitem .@material,1;
- Zeny -= .@price;
- mes "Pow! Pow! Pow! Pow!";
- if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) {
- successrefitem .@part;
- next;
- emotion e_no1;
- mes "[Basta]";
- mes "Great! Nicely done!!";
- mes "I really am the best blacksmith in the whole wide world!";
- close;
- }
- downrefitem .@part;
- next;
- emotion (!rand(5))?e_cash:e_omg;
- mes "[Basta]";
- mes "Aaaaaaaaaaak!!!";
- next;
- mes "[Basta]";
- mes "Damn it!";
- mes "Refining failed and refine level has decreased!";
- mes "Even the best blacksmith in the world doesn't guarantee 100% success!";
- mes "Too bad.";
- next;
- mes "[Basta]";
- mes "I'll do better next time! Don't worry!";
- close;
-}
-prt_in,57,54,3 duplicate(Basta) Basta#prt 4_M_DWARF
-morocc_in,68,30,3 duplicate(Basta) Basta#morocc 4_M_DWARF
-payon,148,174,3 duplicate(Basta) Basta#payon 4_M_DWARF
-alberta_in,18,56,3 duplicate(Basta) Basta#alberta 4_M_DWARF
-yuno_in01,173,18,3 duplicate(Basta) Basta#yuno 4_M_DWARF
-ein_in01,24,82,3 duplicate(Basta) Basta#einbroch 4_M_DWARF
-lhz_in02,280,17,3 duplicate(Basta) Basta#lighthalzen 4_M_DWARF
diff --git a/npc/re/merchants/inn.txt b/npc/re/merchants/inn.txt
deleted file mode 100644
index 174569b02..000000000
--- a/npc/re/merchants/inn.txt
+++ /dev/null
@@ -1,52 +0,0 @@
-//===== Hercules Script ======================================
-//= Inn Npcs
-//===== By: ==================================================
-//= c, L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= Inn Npcs, Save and Heal
-//===== Additional Comments: =================================
-//= 1.0 Added Brasilis inn receptionist. [c]
-//= 1.1 Updated dialog for Brasilis inn. [L0ne_W0lf]
-//============================================================
-
-// Brasilis
-//============================================================
-bra_in01,27,24,3 script Hotel Keeper#bra1 4_F_BRZ_WOMAN,{
- mes "[Hotel Keeper]";
- mes "Welcome to the beautiful Brasilis Hotel.";
- next;
- switch(select("Save:Rest -5000 zeny")) {
- case 1:
- mes "[Hotel Keeper]";
- mes "Do you want to save here at the Brasilis Hotel?";
- next;
- switch(select("No thank you.:Absolutely.")) {
- case 1:
- mes "[Hotel Keeper]";
- mes "Ok then, enjoy your stay.";
- close;
- case 2:
- mes "[Hotel Keeper]";
- mes "Your respawn has been saved here at the hotel. I hope that you enjoy your stay here in Brasilis.";
- savepoint "bra_in01",144,69;
- close;
- }
- case 2:
- if (Zeny > 4999) {
- mes "[Hotel Keeper]";
- mes "I will show you a great room.";
- close2;
- Zeny -= 5000;
- percentheal 100,100;
- warp "bra_in01",144,69;
- end;
- }
- else {
- mes "[Hotel Keeper]";
- mes "I'm sorry, but the service charge is 5,000 zeny per night.";
- close;
- }
- }
-}
diff --git a/npc/re/merchants/quivers.txt b/npc/re/merchants/quivers.txt
deleted file mode 100644
index 649da8529..000000000
--- a/npc/re/merchants/quivers.txt
+++ /dev/null
@@ -1,120 +0,0 @@
-//===== Hercules Script ======================================
-//= Arrow Quivers
-//===== By: ==================================================
-//= Muad_Dib (Prometheus Project); L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= [Official Conversion]
-//= Turns arrows into Arrow Quivers.
-//= Breakdown of Subroutine "S_BuyQuiver"
-//= arg(0): Type of Arrow to be packaged (item ID).
-//= arg(1): How many of each 'getarg(0)' arrow per quiver.
-//= arg(2): The cost of making a 'getarg(0)' quiver.
-//= arg(3): The quiver given by the NPC (item ID).
-//===== Additional Comments: =================================
-//= 1.0 Added Mora NPC. [Euphy]
-//= 1.1 Updated to match the official scripts. [Euphy]
-//============================================================
-
-mora,106,117,3 script Quiver Maker#mora 4_M_RAFLE_GR,{
- if (checkweight(1201,1) == 0) {
- mes "[Quiver Maker]";
- mes "You have too many things with you.";
- mes "Make some space in your inventory and come back. I'll tell you something interesting.";
- close;
- }
- if (MaxWeight - Weight < 2000) {
- mes "[Quiver Maker]";
- mes "You seem worn out with all that stuff.";
- mes "Make some space in your inventory and come back. I'll tell you something interesting.";
- close;
- }
- mes "[Quiver Maker]";
- mes "Mora villagers ask what good quivers are. They just don't know how the world works.";
- mes "No wonder they don't know a thing about quivers - spreading jam over leaves all day long.";
- next;
- switch(select("Please make me a quiver.:What's a quiver?")) {
- case 1:
- mes "[Quiver Maker]";
- mes "At last someone appreciates a quiver!";
- mes "I can make Elven Quivers and Hunting Quivers.";
- mes "Which do you need?";
- next;
- switch(select("An Elven Quiver:A Hunting Quiver:I don't need a quiver.")) {
- case 1: callsub S_BuyQuiver,1773,500,500,12575; //Arrow_Of_Elf_Cntr
- case 2: callsub S_BuyQuiver,1774,500,500,12576; //Hunting_Arrow_Cntr
- case 3:
- mes "[Quiver Maker]";
- mes "You can buy arrows off the tool merchant next to me.";
- close;
- }
- case 2:
- mes "[Quiver Maker]";
- mes "An arrow may be thin and light, but carrying hundreds and thousands of arrows is like carrying a whole log.";
- next;
- mes "[Quiver Maker]";
- mes "But when you have quivers, you can put arrows in them and save weight and space.";
- mes "If you're interested in one, I'll stitch one up for you.";
- close;
- }
- end;
-
-S_BuyQuiver:
- if (countitem(getarg(0)) < getarg(1)) {
- mes "[Quiver Maker]";
- mes "Bring more than "+getarg(1)+" "+getitemname(getarg(0))+" and I'll make you a quiver.";
- close;
- }
- mes "[Quiver Maker]";
- mes "Oh, I see you have "+getitemname(getarg(0))+" in your hand!";
- mes "Are you interested in using a quiver? It's really convenient!";
- mes "If you're interested, I can trade "+getarg(1)+" of those arrows for one of these quivers for ^FF3131"+getarg(2)+" zeny^000000.";
- next;
- switch(select("Trade all the arrows you have:Get only one quiver:Don't trade")) {
- case 1:
- .@arrows = countitem(getarg(0));
- .@quiver = .@arrows / getarg(1);
- .@arrows_used = .@quiver * getarg(1);
- .@arrow_zeny01 = .@quiver * getarg(2);
- mes "The number of arrows you have : ^3131FF"+.@arrows+"^000000";
- mes "The number of quivers available : ^3131FF"+.@quiver+"^000000";
- mes "Zeny needed for trade : ^3131FF"+.@arrow_zeny01+" zeny^000000";
- next;
- mes "Trade?";
- next;
- if(select("Trade:Don't trade") == 2) {
- mes "[Quiver Maker]";
- mes "Hey, you don't doubt my skills, do you?";
- close;
- }
- break;
- case 2:
- .@quiver = 1;
- .@arrows_used = getarg(1);
- .@arrow_zeny01 = getarg(2);
- .@zeny_mes = 1;
- break;
- case 3:
- mes "[Quiver Maker]";
- mes "Hey, you don't doubt my skills, do you?";
- close;
- }
- if (Zeny < .@arrow_zeny01) {
- mes "[Quiver Maker]";
- if (.@zeny_mes == 1)
- mes "I said I'd accept human coins just for you, and you still don't want to spend the money?";
- else
- mes "You really don't expect to get your hands on a masterpiece for nothing, do you?";
- close;
- }
- mes "[Quiver Maker]";
- mes "Hey, here you are.";
- mes "There is ^3131FFsomething you need to know^000000 - try to remember it.";
- mes "^FF0000You can't use quivers when your encumbrance is over 70%.^000000";
- mes "You'd better keep that in mind, or you might be in trouble later.";
- Zeny -= .@arrow_zeny01;
- delitem getarg(0),.@arrows_used;
- getitem getarg(3),.@quiver;
- close;
-}
diff --git a/npc/re/merchants/refine.txt b/npc/re/merchants/refine.txt
deleted file mode 100644
index 490f10b5c..000000000
--- a/npc/re/merchants/refine.txt
+++ /dev/null
@@ -1,557 +0,0 @@
-//===== Hercules Script ======================================
-//= Renewal Refining NPCs
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 1.3
-//===== Description: =========================================
-//= Renewal-specific refining NPCs and material merchants.
-//===== Additional Comments: =================================
-//= 1.0 Moved some scripts to Renewal file, optimized "Austry" NPC. [Euphy]
-//= 1.0a Added 'disable_items' command. [Euphy]
-//= 1.1 Added Malangdo Refiner "Clink". [Euphy]
-//= 1.2 Added official success calculation, thanks to Helvetica.
-//= The safe/multiple refine feature is now functional. [Euphy]
-//= 1.3 Updated to match the latest official script. [Euphy]
-//============================================================
-
-// +11 and above Refiners
-//============================================================
-prt_in,90,72,5 script Vestri#prt 4_M_DWARF,{
- callfunc "refinenew","Vestri",0;
- end;
-}
-morocc_in,64,41,5 script Vestri#moc 4_M_DWARF,{
- callfunc "refinenew","Vestri",0;
- end;
-}
-payon_in01,18,132,3 script Vestri#pay 4_M_DWARF,{
- callfunc "refinenew","Vestri",0;
- end;
-}
-
-//============================================================
-// +11 and above Refiner Function
-//============================================================
-//= To allow auto safe refining/multiple refining set the
-//= second argument to '1' in the function call.
-//= If you enable this function, be sure to edit the value of
-//= .@safe to the max safe refine in refine_db.txt as well.
-//=
-//= On official servers, if an item is unsuccessfully refined
-//= it will break at a 20% rate and downgrade at an 80% rate.
-//============================================================
-function script refinenew {
- disable_items;
- mes "["+ getarg(0) +"]";
- mes "I am the best Armsmith ever!";
- mes "I don't refine normal, boring items.";
- mes "I only refine items that are Level 10 or higher.";
- next;
- mes "["+ getarg(0) +"]";
- mes "Anyway, you may use my services if your item is Level 10 or higher.";
- mes "What do you want me to refine?";
- next;
-
- setarray .@position$[1],"Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
- .@menu$ = "";
- for(.@i = 1; .@i<=10; ++.@i) {
- if (getequipisequiped(.@i)) {
- .@menu$ += .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
- .@equipped = 1;
- }
- .@menu$ += ":";
- }
- if (.@equipped == 0) {
- mes "[" + getarg(0) + "]";
- mes "I don't think I can refine any items you have...";
- close;
- }
- .@part = select(.@menu$);
-
- if (!getequipisequiped(.@part)) { //custom check
- mes "[" + getarg(0) + "]";
- mes "You're not wearing";
- mes "anything there that";
- mes "I can refine.";
- emotion e_an;
- close;
- }
- if (!getequipisenableref(.@part)) {
- mes "[" + getarg(0) + "]";
- mes "I don't think I can";
- mes "refine this item at all...";
- close;
- }
- if (getequiprefinerycnt(.@part) < 10) {
- mes "["+ getarg(0) +"]";
- mes "I said I don't work with items that are lower than Level 10.";
- close;
- }
- if (getequiprefinerycnt(.@part) >= 20) { //custom check
- mes "["+ getarg(0) +"]";
- mes "I can't refine this";
- mes "any more. This is as";
- mes "refined as it gets!";
- close;
- }
- .@refineitemid = getequipid(.@part); // save id of the item
- .@refinerycnt = getequiprefinerycnt(.@part); //save refinery count
- if ((getequipweaponlv(.@part) >= 1) && (getequipweaponlv(.@part) <= 4)) {
- .@type$ = "weapon";
- .@material = 6224; //Bradium
- .@price = 100000;
- switch(getequipweaponlv(.@part)) {
- case 1: .@safe = 10; break;
- case 2: .@safe = 10; break;
- case 3: .@safe = 10; break;
- case 4: .@safe = 10; break;
- }
- mes "["+ getarg(0) +"]";
- mes "Hmm a weapon, is that ok?";
- mes "If you want to refine this weapon,";
- mes "I will need 1 ^003366Bradium^000000 and 100,000 zeny.";
- } else {
- .@type$ = "armor";
- .@material = 6223; //Carnium
- .@price = 100000;
- .@safe = 10;
- mes "["+ getarg(0) +"]";
- mes "Hmm an armor, is that ok?";
- mes "If you want to refine this armor,";
- mes "I will need 1 ^003366Carnium^000000 and 100,000 zeny.";
- }
- mes "Are you sure you want to continue?";
- next;
- if(select("Yes:No") == 2){
- mes "["+ getarg(0) +"]";
- mes "Hm... if you mind... never mind...";
- close;
- }
- if (getarg(1) != 1) {
- if (getequippercentrefinery(.@part) < 100) {
- mes "["+ getarg(0) +"]";
- mes "This "+.@type$+" already has been refined serveral times.";
- mes "It could be destroyed if I try again.";
- mes "It won't break for sure, but there is has a small chance.";
- next;
- mes "["+ getarg(0) +"]";
- mes "You could be ^FF0000lowering the upgrade level^000000 of the "+.@type$+",";
- mes "or if it breaks, you will lose ^FF0000any cards^000000 or special properties added to it.";
- next;
- mes "["+ getarg(0) +"]";
- mes "Do you still want me to refine it?";
- mes "I think I have given you enough warning.";
- next;
- if(select("Yes.:No.") == 2) {
- mes "["+ getarg(0) +"]";
- mes "Well, no challenge is one way to go...";
- mes "No risk... that could be wise.";
- close;
- }
- }
- if (countitem(.@material) < 1 || Zeny < .@price) {
- mes "["+ getarg(0) +"]";
- mes "Hm. You don't seem to have enough money or "+getitemname(.@material)+".";
- mes "Please come back when you have them.";
- close;
- }
- Zeny -= .@price;
- delitem .@material,1;
-
- //custom checks
- if (getequipisequiped(.@part) == 0) { // hacker has removed the item (not changed, why?)
- mes "[" + getarg(0) + "]";
- mes "Look here... you don't have any items on...";
- close;
- }
- if (getequiprefinerycnt(.@part) != .@refinerycnt || getequipid(.@part) != .@refineitemid) { // hacker has changed the item
- mes "[" + getarg(0) + "]";
- emotion e_an;
- mes "Wait a second...";
- mes "Do you think I'm stupid?!";
- mes "You switched the item while I wasn't looking! Get out of here!";
- close;
- }
-
- if (getequippercentrefinery(.@part) > rand(100)) {
- mes "Clang! Clang! Clang! Clang!";
- successrefitem .@part;
- next;
- emotion e_no1;
- mes "["+ getarg(0) +"]";
- mes "Good! Succes!!!";
- mes "I am the best Armsmith.";
- close;
- } else {
- if (rand(100) < 80) {
- mes "["+ getarg(0) +"]";
- mes "Clang! Clang! Clang! Clang!";
- downrefitem .@part, 3; // Failed refine attempts decrease the item's refine level by 3
- next;
- emotion (!rand(5))?e_cash:e_omg;
- mes "["+ getarg(0) +"]";
- mes "Ahhh!!!";
- next;
- mes "["+ getarg(0) +"]";
- mes "Oh my god!";
- mes "The upgrade level has dropped...";
- } else {
- mes "["+ getarg(0) +"]";
- mes "Clang! Clang! Clang!";
- failedrefitem .@part;
- next;
- emotion (!rand(5))?e_cash:e_omg;
- mes "["+ getarg(0) +"]";
- mes "Hmmm!";
- next;
- mes "["+ getarg(0) +"]";
- mes "Oh my! I've failed to refine stuff...";
- mes "I didn't mean it!";
- }
- mes "I could have made a mistake even though I am the best Armsmith ever.";
- mes "It just wasn't meant to be.";
- next;
- mes "["+ getarg(0) +"]";
- mes "I will do a better job next time! Don't worry!";
- close;
- }
- }
-// New +11 and above Refining Functions ========================
- if (getequiprefinerycnt(.@part) < .@safe) {
- mes "[" + getarg(0) + "]";
- mes "I can refine this to the safe limit or a desired number of times. It's your choice.";
- next;
- .@menu2 = select("To the safe limit, please.","I'll decide how many times.","I've changed my mind...");
- } else
- .@menu2 = 2;
- switch(.@menu2){
- case 1:
- .@refinecnt = .@safe - getequiprefinerycnt(.@part);
- break;
- case 2:
- mes "[" + getarg(0) + "]";
- mes "How many times would you like me to refine your item?";
- next;
- input .@refinecnt;
- .@refinecheck = .@refinecnt + getequiprefinerycnt(.@part);
- if (.@refinecnt < 1 || .@refinecheck > 20) {
- mes "[" + getarg(0) + "]";
- mes "I can't refine this item that many times.";
- close;
- }
- if (.@refinecheck > .@safe) {
- .@refinecheck -= .@safe;
- mes "[" + getarg(0) + "]";
- mes "This will try to refine the equipment " + .@refinecheck + " times past the safe limit. Your equipment may be destroyed... is that ok?";
- next;
- if(select("Yes...","No...") == 2){
- mes "[" + getarg(0) + "]";
- mes "You said so... So be it.";
- close;
- }
- }
- break;
- case 3:
- mes "[" + getarg(0) + "]";
- mes "You said so... So be it.";
- close;
- }
- .@fullprice = .@price * .@refinecnt;
- mes "[" + getarg(0) + "]";
- mes "That will cost you " + .@refinecnt + " " + getitemname(.@material) + " and " + .@fullprice + " Zeny. Is that ok?";
- next;
- if(select("Yes:No...") == 2){
- mes "[" + getarg(0) + "]";
- mes "You said so... So be it.";
- close;
- }
- if (countitem(.@material) < .@refinecnt || Zeny < .@fullprice) {
- mes "[" + getarg(0) + "]";
- mes "Hm. You don't seem to have enough money or "+getitemname(.@material)+".";
- mes "Please come back when you have them.";
- close;
- }
- Zeny -= .@fullprice;
- delitem .@material,.@refinecnt;
- while(.@refinecnt){
- if (getequipisequiped(.@part) == 0) {
- mes "[" + getarg(0) + "]";
- mes "Look here... you don't have any items on...";
- close;
- }
- if (getequipid(.@part) != .@refineitemid || (.@menu2 == 1 && getequippercentrefinery(.@part) < 100)) {
- mes "[" + getarg(0) + "]";
- mes "Clang... No, but did you imagine I could be so stupid?!";
- mes "You changed it...";
- mes "Get out before I stun you with my Hammer!!";
- close;
- }
- if (getequippercentrefinery(.@part) > rand(100)) {
- mes "Clang! Clang! Clang! Clang!";
- successrefitem .@part;
- --.@refinecnt;
- next;
- } else {
- if (rand(100) < 80) {
- mes "["+ getarg(0) +"]";
- mes "Clang! Clang! Clang! Clang!";
- downrefitem .@part, 3; // Failed refine attempts decrease the item's refine level by 3
- next;
- emotion (!rand(5))?e_cash:e_omg;
- mes "["+ getarg(0) +"]";
- mes "Ahhh!!!";
- next;
- mes "["+ getarg(0) +"]";
- mes "Oh my god!";
- mes "The upgrade level has dropped...";
- } else {
- mes "["+ getarg(0) +"]";
- mes "Clang! Clang! Clang!";
- failedrefitem .@part;
- next;
- emotion (!rand(5))?e_cash:e_omg;
- mes "["+ getarg(0) +"]";
- mes "Hmmm!";
- next;
- mes "["+ getarg(0) +"]";
- mes "Oh my! I've failed to refine stuff...";
- mes "I didn't mean it!";
- }
- mes "I could have made a mistake even though I am the best Armsmith ever.";
- mes "It just wasn't meant to be.";
- next;
- mes "["+ getarg(0) +"]";
- mes "I will do a better job next time! Don't worry!";
- close;
- }
- }
- emotion e_no1;
- mes "["+ getarg(0) +"]";
- mes "Good! Succes!!!";
- mes "I am the best Blacksmith.";
- close;
-}
-
-// Ori/Elu to Carnium/Bradium Refiners
-//============================================================
-- script Austri#ref -1,{
- if (checkweight(1201,1) == 0) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you lose some weight. -";
- close;
- }
- mes "[Austri]";
- mes "If you bring me 3";
- mes "Oridecon or Elunium";
- mes "I can exchange them for";
- mes "Bradium or Carnium.";
- mes "Just give me 50,000z.";
- next;
- switch(select("Oridecon to Bradium.:Elunium to Carnium.:Purified Bradium to Carnium.:No thanks.")) {
- case 1:
- setarray .@i[0],984,3,6224; //Oridecon -> Bradium
- break;
- case 2:
- setarray .@i[0],985,3,6223; //Elunium -> Carnium
- break;
- case 3:
- setarray .@i[0],6090,1,6223; //Purified_Bradium -> Carnium
- break;
- case 4:
- mes "[Austri]";
- mes "Hmm...";
- close;
- }
- if (countitem(.@i[0]) >= .@i[1] && Zeny >= 50000) {
- delitem .@i[0],.@i[1];
- Zeny -= 50000;
- getitem .@i[2],1;
- mes "[Austri]";
- if (.@i[0] == 6090) {
- mes "Refining with Refined Bradium";
- mes "can be a little expensive.";
- mes "I can exchange it for some Carnium.";
- } else
- mes "Ok! Here's your "+getitemname(.@i[2])+".";
- mes "Take it and use it well.";
- close;
- }
- mes "[Austri]";
- mes "You better not be trying";
- mes "to cheat me because you";
- mes "don't have enough money";
- mes "or "+getitemname(.@i[0])+".";
- close;
-}
-prt_in,85,71,5 duplicate(Austri#ref) Austri#prt 4_M_DWARF
-payon_in01,14,125,5 duplicate(Austri#ref) Austri#pay 4_M_DWARF
-morocc_in,60,38,5 duplicate(Austri#ref) Austri#moc 4_M_DWARF
-
-// Malangdo Refiner
-//============================================================
-malangdo,224,172,6 script Clink#mal_normal 4_CAT_SAILOR1,{
- disable_items;
- mes "[Clink]";
- mes "My cool dad Holink said I have the world's greatest refine hammer!!";
- mes "Meow Meow~";
- mes "Who do you think I am?";
- mes "Yes!!! You!! You want to refine?";
- next;
- setarray .@position$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
- .@menu$ = "";
- for(.@i = 1; .@i<=10; ++.@i)
- .@menu$ += ((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Empty]")+":";
- .@part = select(.@menu$);
- if (!getequipisequiped(.@part)) {
- mes "[Clink]";
- switch(.@part) {
- case 1:
- mes "Dad said. There's no cure for stupidity...";
- break;
- case 2:
- mes "There's nothing to see here!!";
- break;
- case 3:
- mes "What an arrogant left hand this is!";
- break;
- case 4:
- mes "What an arrogant right hand this is!";
- break;
- case 5:
- mes "Get that dirty thing off my face!!";
- break;
- case 6:
- mes "Kyaong~! Do not provoke me.";
- break;
- case 7:
- case 8:
- mes "Where is the accessory?";
- break;
- case 9:
- case 10:
- mes "Are you talking about the other head part?";
- break;
- }
- close;
- }
- if (!getequipisenableref(.@part)) {
- mes "[Clink]";
- mes "This can't be refined!!";
- close;
- }
- if (getequiprefinerycnt(.@part) >= 10) {
- mes "[Clink]";
- mes "Perfect refining. Did I do this for you?";
- close;
- }
- mes "[Clink]";
- switch(getequipweaponlv(.@part)) {
- default:
- case 0: // Armor
- .@price = 2000;
- .@material = 985; //Elunium
- .@type$ = "armor";
- mes "Hmm, an armor refine? Someone like you?";
- break;
- case 1: // Level 1 Weapon
- .@price = 50;
- .@material = 1010; //Phracon
- .@type$ = "weapon";
- mes "A level 1 weapon?";
- mes "Urr... Annoying... Okay, let's try...";
- break;
- case 2: // Level 2 Weapon
- .@price = 200;
- .@material = 1011; //Emveretarcon
- .@type$ = "weapon";
- mes "A level 2 weapon?";
- break;
- case 3: // Level 3 Weapon
- .@price = 20000;
- .@material = 984; //Oridecon
- .@type$ = "weapon";
- mes "Woot!! A level 3 weapon? Impressive~";
- break;
- case 4: // Level 4 Weapon
- .@price = 50000;
- .@material = 984; //Oridecon
- .@type$ = "weapon";
- mes "Wow!... A level 4 weapon~!!";
- break;
- }
- mes "You need ^ff9999"+getitemname(.@material)+"^000000 and ^ff9999"+.@price+"^000000 Zeny. Do you have them?";
- next;
- if(select("Yes, I do!!:Forget about it!!") == 2) {
- mes "[Clink]";
- mes "I knew it!!";
- mes "I knew you were not worth trying my magical refining hammer for.";
- close;
- }
- if (getequippercentrefinery(.@part) < 100) {
- mes "[Clink]";
- mes "Wow!!";
- mes "This "+.@type$+" has been refined quite a bit, huh?";
- mes "You do know that this might break, right?";
- next;
- mes "[Clink]";
- mes "If you break the "+.@type$+", you can never use it again.";
- mes "Cards and enchant effects...";
- mes "the ^ff0000whole thing will disappear^000000.";
- mes "You still up for this~?";
- next;
- if(select("Yes, I am!!:Forget about it!!") == 2) {
- mes "[Clink]";
- mes "I knew it!!";
- mes "You can't even take this big step. Don't think about refining...";
- close;
- }
- }
- if (countitem(.@material) == 0 || Zeny < .@price) {
- mes "[Clink]";
- mes "Hey you!! Didn't I tell you";
- mes "that you need ^ff9999"+getitemname(.@material)+"^000000 and ^ff9999"+.@price+"^000000 Zeny??!!";
- close;
- }
- delitem .@material,1;
- Zeny -= .@price;
- if (getequippercentrefinery(.@part) <= rand(100)) {
- failedrefitem .@part;
- mes "[Clink]";
- mes "Cry Hammer!! Cry!!!";
- next;
- switch(rand(1,5)) {
- case 1: emotion e_sob; break;
- case 2: emotion e_swt2; break;
- case 3: emotion e_wah; break;
- case 4: emotion e_hmm; break;
- case 5: emotion e_lv2; break;
- }
- mes "[Clink]";
- mes "Huh?! I failed?!";
- next;
- mes "[Clink]";
- mes "Arrgg~ It's all~ Broken...? What a pity~";
- next;
- mes "[Clink]";
- mes "Hey...!! Get me another one.";
- mes "This is not possible.";
- mes "How can my hammer fail from refining?";
- close;
- }
- successrefitem .@part;
- mes "[Clink]";
- mes "Cry Hammer!! Cry!!!";
- next;
- emotion e_kis;
- mes "[Clink]";
- mes "Ok!! Perfect!!";
- mes "There's nothing I can't refine";
- mes "with this special hammer.";
- mes "You can praise me!!";
- mes "What a day!!";
- close;
-}
diff --git a/npc/re/merchants/renters.txt b/npc/re/merchants/renters.txt
deleted file mode 100644
index 4bb929ac4..000000000
--- a/npc/re/merchants/renters.txt
+++ /dev/null
@@ -1,200 +0,0 @@
-//===== Hercules Script ======================================
-//= Renters
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 2.1
-//===== Description: =========================================
-//= [Official Conversion]
-//= Renewal-specific breeder NPCs.
-//===== Additional Comments: =================================
-//= 2.1 Moved some renters to a separate renewal file. [Daegaladh]
-//= 2.2 Updated to match the official scripts. [Euphy]
-//============================================================
-
-// Dragon Breeder
-//============================================================
-job3_rune01,88,62,5 script Dragon Breeder 8W_SOLDIER,{
- mes "[Dragon Breeder]";
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "Welcome. Would you like to rent a Dragon?";
- next;
- switch(select("Yes:No")) {
- case 1:
- //if (!getskilllv(RK_DRAGONTRAINING)) {
- if (!getskilllv(KN_RIDING)) {
- mes "[Dragon Breeder]";
- mes "Please learn how to ride a Dragon first.";
- close;
- } else if (checkmount()) {
- mes "[Dragon Breeder]";
- mes "You already have a Dragon.";
- close;
- } else if(hascashmount()) {
- mes "[Dragon Breeder]";
- mes "Please remove your cash mount.";
- close;
- }
- setmount(MOUNT_DRAGON);
- close;
- case 2:
- mes "[Dragon Breeder]";
- mes "I see. Then have a great day.";
- close;
- }
- }
- mes "What are you doing here?";
- mes "Only Rune Knights can rent a Dragon.";
- close;
-}
-
-// Dragon/Gryphon Master
-//============================================================
-prontera,130,213,5 script Riding Creature Master 8W_SOLDIER,{
- mes "[Riding Creature Master]";
- if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) {
- mes "Welcome. Would you like to rent a Dragon?";
- next;
- switch(select("Yes:No")) {
- case 1:
- //if (!getskilllv(RK_DRAGONTRAINING)) {
- if (!getskilllv(KN_RIDING)) {
- mes "[Riding Creature Master]";
- mes "Please learn how to ride a Dragon first.";
- close;
- } else if (checkmount()) {
- mes "[Riding Creature Master]";
- mes "You already have a Dragon.";
- close;
- } else if(hascashmount()) {
- mes "[Riding Creature Master]";
- mes "Please remove your cash mount.";
- close;
- }
- setmount(MOUNT_DRAGON);
- close;
- case 2:
- mes "[Riding Creature Master]";
- mes "I see. Then have a great day.";
- close;
- }
- }
- if (Class == Job_Royal_Guard || Class == Job_Royal_Guard_T || Class == Job_Baby_Guard) {
- mes "Welcome. Would you like to rent a Gryphon?";
- next;
- switch(select("Yes:No")) {
- case 1:
- if(!getskilllv(KN_RIDING)) {
- mes "[Riding Creature Master]";
- mes "Please learn how to ride a Gryphon first.";
- close;
- } else if (checkmount()) {
- mes "[Riding Creature Master]";
- mes "You already have a Gryphon.";
- close;
- } else if(hascashmount()) {
- mes "[Riding Creature Master]";
- mes "Please remove your cash mount.";
- close;
- }
- setmount(MOUNT_PECO);
- close;
- case 2:
- mes "[Riding Creature Master]";
- mes "I see. Then have a great day.";
- close;
- }
- }
- mes "I'm here to provide Rune Knights and Royal Guards with riding creatures.";
- close;
-}
-
-// Peco removing NPC
-//============================================================
-prontera,125,208,5 script Peco Peco Remover 8W_SOLDIER,{
- mes "[Soldier]";
- mes "If you're unable to dismount from a Peco Peco";
- mes "for some unknown reason,";
- mes "please feel free to use my services.";
- if (checkmount() == MOUNT_PECO) {
- next;
- mes "[Soldier]";
- mes "You're riding a Peco Peco.";
- mes "Would you like to dismount?";
- next;
- switch(select("Yes:No")) {
- case 1:
- setmount(MOUNT_NONE);
- mes "[Soldier]";
- mes "Say, how does it feel to";
- mes "step on the ground on your own";
- mes "feet again?";
- close;
- case 2:
- mes "[Soldier]";
- mes "I see. Please feel free to ask me";
- mes "if you change your mind.";
- close;
- }
- }
- close;
-}
-
-// Magic Gear Renter
-//============================================================
-- script ::mgm -1,{
- mes "[Magic Gear Master]";
- if (Class == Job_Mechanic || Class == Job_Mechanic_T || Class == Job_Baby_Mechanic) {
- mes "Welcome, Mechanic.";
- mes "Would you like to rent a Pushcart or";
- mes "ride a Magic Gear?";
- next;
- switch(select("Rent a Pushcart:Ride a Magic Gear:Cancel")) {
- case 1:
- if (checkcart()) {
- mes "[Magic Gear Master]";
- mes "I'm sorry, but you already";
- mes "have a Pushcart.";
- close;
- }
- setcart;
- mes "[Magic Gear Master]";
- mes "There you go!";
- close;
- case 2:
- if (checkmount() == MOUNT_MADO) {
- mes "[Magic Gear Master]";
- mes "I'm sorry, but you're already";
- mes "riding a Magic Gear.";
- close;
- } else if (!getskilllv(NC_MADOLICENCE)) {
- mes "[Magic Gear Master]";
- mes "Please learn the skill to get the Magic Gear License first.";
- close;
- } else if(hascashmount()) {
- mes "[Magic Gear Master]";
- mes "Please remove your cash mount.";
- close;
- }
- setmount(MOUNT_MADO);
- mes "[Magic Gear Master]";
- mes "Have fun, and please come again!";
- close;
- case 3:
- close;
- }
- }
- mes "How may I help you?";
- mes "Magic Gears are only available for Mechanics.";
- close;
-}
-prontera,163,178,3 duplicate(mgm) Magic Gear Master#prt 8W_SOLDIER
-geffen,103,55,5 duplicate(mgm) Magic Gear Master#gef 8W_SOLDIER
-payon,166,106,5 duplicate(mgm) Magic Gear Master#pay 8W_SOLDIER
-aldebaran,133,112,5 duplicate(mgm) Magic Gear Master#alde 8W_SOLDIER
-yuno,167,187,3 duplicate(mgm) Magic Gear Master#yuno 8W_SOLDIER
-rachel,106,134,5 duplicate(mgm) Magic Gear Master#ra 8W_SOLDIER
-dicastes01,187,207,3 duplicate(mgm) Magic Gear Master#dic 8W_SOLDIER
-manuk,273,212,5 duplicate(mgm) Magic Gear Master#man 8W_SOLDIER
-splendide,180,174,5 duplicate(mgm) Magic Gear Master#spl 8W_SOLDIER
-mid_camp,242,243,3 duplicate(mgm) Magic Gear Master#mid 8W_SOLDIER
diff --git a/npc/re/merchants/shops.txt b/npc/re/merchants/shops.txt
deleted file mode 100644
index dcd445361..000000000
--- a/npc/re/merchants/shops.txt
+++ /dev/null
@@ -1,122 +0,0 @@
-//===== Hercules Script ======================================
-//= Shops
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Current Version: =====================================
-//= 1.7
-//===== Description: =========================================
-//= Renewal-specific town shop NPCs.
-//===== Additional Comments: =================================
-//= 1.0 Moved some merchants to a separate renewal file. [Kenpachi]
-//= 1.1 Added Dicastes merchants. [Joseph]
-//= 1.2 Moved more shops to Renewal file. [Euphy]
-//= 1.3 Added Malangdo tool dealer. [Euphy]
-//= 1.4 Moved Izlude merchants. [Streusel]
-//= 1.5 Added Dewata merchants. [Lemongrass]
-//= 1.6 Added Mora and Port Malaya merchants.
-//= 1.7 Added Izlude duplicates. [Euphy]
-//============================================================
-
-//=======================================================
-// Comodo
-//=======================================================
-comodo,106,213,5 shop Tropic Fruit Dealer 4_F_07,6258:-1
-comodo,196,162,3 shop Harive#candy 4_M_MINSTREL,11513:-1,6144:-1
-
-//=======================================================
-// Dewata
-//=======================================================
-dewata,218,164,4 shop Weapon Dealer 4_M_DEWMAN,1207:-1,1216:-1,1107:-1,1122:-1,1116:-1,1154:-1,1407:-1,1457:-1,1354:-1,1519:-1
-dewata,182,164,6 shop Tool Dealer 4_M_DEWMAN,611:-1,1750:-1,501:-1,502:-1,503:-1,504:-1,645:-1,656:-1,601:-1,602:-1,1065:-1,2239:-1,713:-1
-dewata,145,267,6 shop Fruit Gardener 4_M_DEWOLDWOMAN,512:-1,513:-1,515:-1,516:-1,535:-1
-dewata,158,182,6 shop Armor Dealer 4_M_DEWMAN,2211:-1,2401:-1,2403:-1,2501:-1,2503:-1,2101:-1,2103:-1,2305:-1,2321:-1,2332:-1,2328:-1,2627:-1
-
-//=======================================================
-// Einbroch
-//=======================================================
-einbroch,122,250,4 shop Black Marketeer#ein 1_M_03,2139:-1,2800:-1,2801:-1,2802:-1,2803:-1,2804:-1,2805:-1,2806:-1,2807:-1,18000:-1,18001:-1,18002:-1,18003:-1,18004:-1,12392:-1,12393:-1,12394:-1,6145:-1,6146:-1,6147:-1,6186:-1,2808:-1
-
-//=======================================================
-// El Dicastes
-//=======================================================
-dic_in01,238,107,5 shop Peddler#dic 4_M_HUMERCHANT,601:-1,602:-1,611:-1,610:-1
-dicastes01,207,200,6 shop Points Merchant#dic 1_F_01,6360:-1,6361:-1,6362:-1,6363:-1
-
-//=======================================================
-// Izlude
-//=======================================================
-izlude,124,165,4 shop Fruit Gardener#iz 1_M_INNKEEPER,512:-1,513:-1,515:-1,516:-1
-izlude_a,124,165,4 duplicate(Fruit Gardener#iz) Fruit Gardener#iz_a 1_M_INNKEEPER
-izlude_b,124,165,4 duplicate(Fruit Gardener#iz) Fruit Gardener#iz_b 1_M_INNKEEPER
-izlude_c,124,165,4 duplicate(Fruit Gardener#iz) Fruit Gardener#iz_c 1_M_INNKEEPER
-izlude_d,124,165,4 duplicate(Fruit Gardener#iz) Fruit Gardener#iz_d 1_M_INNKEEPER
-izlude,160,186,0 shop Butcher#iz 1_M_JOBGUIDER,517:-1
-izlude_a,160,186,0 duplicate(Butcher#iz) Butcher#iz_a 1_M_JOBGUIDER
-izlude_b,160,186,0 duplicate(Butcher#iz) Butcher#iz_b 1_M_JOBGUIDER
-izlude_c,160,186,0 duplicate(Butcher#iz) Butcher#iz_c 1_M_JOBGUIDER
-izlude_d,160,186,0 duplicate(Butcher#iz) Butcher#iz_d 1_M_JOBGUIDER
-izlude,128,158,7 shop Vendor from Milk Ranch#i 4_F_01,519:-1
-izlude_a,128,158,7 duplicate(Vendor from Milk Ranch#i) Vendor from Milk Ranch#a 4_F_01
-izlude_b,128,158,7 duplicate(Vendor from Milk Ranch#i) Vendor from Milk Ranch#b 4_F_01
-izlude_c,128,158,7 duplicate(Vendor from Milk Ranch#i) Vendor from Milk Ranch#c 4_F_01
-izlude_d,128,158,7 duplicate(Vendor from Milk Ranch#i) Vendor from Milk Ranch#d 4_F_01
-izlude_in,72,98,4 shop Pet Groomer#iz 4_F_TELEPORTER,537:-1,643:-1,10013:-1,10014:-1,554:-1,6113:-1,6114:-1,6115:-1
-izlude_in,57,110,0 shop Tool Dealer#iz 1_M_01,611:-1,501:-1,502:-1,503:-1,504:-1,506:-1,645:-1,656:-1,601:-1,602:-1,1065:-1,1750:-1
-izlude_in,72,110,3 shop Trading Merchant#iz 4_M_HUMERCHANT,13200:-1,13201:-1,13202:-1,13150:-1,13102:-1,13151:-1,13154:-1,13155:-1,13163:-1,13165:-1,13168:-1
-
-//=======================================================
-// Juno
-//=======================================================
-s_atelier,114,117,1 shop Part-Timer#sc_yuno 4_F_03,6123:-1,6120:-1
-
-//=======================================================
-// Lighthalzen
-//=======================================================
-lighthalzen,337,240,4 shop Trap Specialist#lhz 1_F_01,7940:-1,12341:-1
-lhz_in03,181,17,4 shop Black Marketeer#lhz 1_M_03,2139:-1,2800:-1,2801:-1,2802:-1,2803:-1,2804:-1,2805:-1,2806:-1,2807:-1,18000:-1,18001:-1,18002:-1,18003:-1,18004:-1,12392:-1,12393:-1,12394:-1,6145:-1,6146:-1,6147:-1,6186:-1,2808:-1
-s_atelier,15,65,5 shop Part-Timer#sc_lgt 4_M_ORIENT02,6123:-1,6120:-1
-
-//=======================================================
-// Malangdo
-//=======================================================
-malangdo,232,163,5 shop Tool Dealer Myo 4_CAT_ADV2,611:-1,1750:-1,645:-1,656:-1,601:-1,602:-1,1065:-1,713:-1
-
-//=======================================================
-// Mora
-//=======================================================
-mora,100,118,4 shop Tool Dealer#mora 4_M_RAFLE_OLD,11522:-1,11523:-1,11524:-1,602:-1,601:-1,611:-1,1773:-1,1774:-1
-mora,138,110,4 shop Mora Chef 4_F_RAFLE_PK,11519:-1
-
-//=======================================================
-// Mid Camp
-//=======================================================
-mid_camp,129,284,4 shop Trap Specialist#mid 1_F_01,7940:-1,12341:-1
-mid_camp,184,263,4 shop Black Marketeer#mid 1_M_03,2139:-1,2800:-1,2801:-1,2802:-1,2803:-1,2804:-1,2805:-1,2806:-1,2807:-1,18000:-1,18001:-1,18002:-1,18003:-1,18004:-1,12392:-1,12393:-1,12394:-1,6145:-1,6146:-1,6147:-1,6186:-1,2808:-1
-
-//=======================================================
-// Payon
-//=======================================================
-payon,123,109,4 shop Trap Specialist#pay 1_F_01,7940:-1,12341:-1
-
-//=======================================================
-// Port Malaya
-//=======================================================
-ma_in01,73,22,3 shop Weapon Dealer#ma 4_M_DEWMAN,1207:-1,1216:-1,1107:-1,1122:-1,1116:-1,1154:-1,1407:-1,1457:-1,1354:-1,1519:-1
-ma_in01,22,23,3 shop Tool Dealer#ma 4_M_DEWMAN,611:-1,1750:-1,501:-1,502:-1,503:-1,504:-1,645:-1,656:-1,601:-1,602:-1,1065:-1,2239:-1
-malaya,150,261,3 shop Fruit Gardener#ma 4_M_DEWOLDWOMAN,512:-1,513:-1,515:-1,516:-1,535:-1
-ma_in01,67,13,5 shop Armor Dealer#ma 4_M_DEWMAN,2211:-1,2401:-1,2403:-1,2501:-1,2503:-1,2101:-1,2103:-1,2305:-1,2321:-1,2332:-1,2328:-1,2627:-1
-
-//=======================================================
-// Prontera
-//=======================================================
-//prontera,104,88,5 shop Stuff Gimme 4_M_MASKMAN,616:-1
-prt_in,109,68,4 shop Trap Specialist#prt 1_F_01,7940:-1,12341:-1
-prt_in,175,137,4 shop Black Marketeer#prt 1_M_03,2139:-1,2800:-1,2801:-1,2802:-1,2803:-1,2804:-1,2805:-1,2806:-1,2807:-1,18000:-1,18001:-1,18002:-1,18003:-1,18004:-1,12392:-1,12393:-1,12394:-1,6145:-1,6146:-1,6147:-1,6186:-1,2808:-1
-s_atelier,17,110,1 shop Part-Timer#sc_prt 1_F_02,6123:-1,6120:-1
-
-//=======================================================
-// Rachel
-//=======================================================
-ra_in01,263,281,4 shop Trap Specialist#ra 1_F_01,7940:-1,12341:-1
-ra_in01,257,266,4 shop Black Marketeer#ra 1_M_03,2139:-1,2800:-1,2801:-1,2802:-1,2803:-1,2804:-1,2805:-1,2806:-1,2807:-1,18000:-1,18001:-1,18002:-1,18003:-1,18004:-1,12392:-1,12393:-1,12394:-1,6145:-1,6146:-1,6147:-1,6186:-1,2808:-1
-s_atelier,137,60,3 shop Part-Timer#sc_ra 1_F_GYPSY,6123:-1,6120:-1
diff --git a/npc/re/merchants/ticket_refiner.txt b/npc/re/merchants/ticket_refiner.txt
deleted file mode 100644
index aa768f20b..000000000
--- a/npc/re/merchants/ticket_refiner.txt
+++ /dev/null
@@ -1,160 +0,0 @@
-//===== Hercules Script ======================================
-//= Ticket Refiner
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= [Official Conversion]
-//= Refiner that uses +5~9/+11 refine tickets to refine
-//= equipment with no chance of failure.
-//= NOTE: This NPC is currently disabled on official servers.
-//===== Additional Comments: =================================
-//= 1.0 First version. [Euphy]
-//============================================================
-
-prontera,184,177,6 script Refine Master 4_M_REPAIR,{
- disable_items;
- if (countitem(6238) || countitem(6228) || countitem(6229) || countitem(6230) || countitem(6231) || countitem(6456))
- .@bWeaponUp = 1;
- if (countitem(6239) || countitem(6232) || countitem(6233) || countitem(6234) || countitem(6235) || countitem(6457))
- .@bArmorUp = 1;
- if (!.@bWeaponUp && !.@bArmorUp) {
- mes "[Refine Master]";
- mes "Hello!";
- mes "What's up?";
- mes "I'm a specialist";
- mes "for refining items,";
- mes "but I don't work anymore.";
- next;
- switch(select("I'll go on my way.:Hmm... this makes me curious.")) {
- case 1:
- mes "[Refine Master]";
- mes "Take care, adventurer.";
- close;
- case 2:
- mes "[Refine Master]";
- mes "Actully, I sometimes provide refine services for adventurers with a ^006400Refine Ticket^000000...";
- mes "Bye bye~!";
- close;
- }
- }
- emotion e_gasp;
- mes "[Refine Master]";
- mes "Greetings!";
- mes "I can refine an item up to the ^006400same level as your ticket^000000.";
- mes "You don't have to worry! There's no chance of breaking your item.";
- next;
- if(select("I'll come back later.:Refine item with ticket.") == 1) {
- mes "[Refine Master]";
- mes "Okay.";
- mes "You can come again later.";
- close;
- }
- mes "[Refine Master]";
- mes "Which equipment would you like to refine?";
- next;
- setarray .@position$[1],"Head upper","Armor","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head middle","Head lower";
- .@menu$ = "";
- for(.@i = 1; .@i<=10; ++.@i)
- .@menu$ += ((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"- [Empty]")+":";
- .@part = select(.@menu$);
- if (!getequipisequiped(.@part)) {
- mes "[Refine Master]";
- mes "You have to equip the item you want to refine.";
- close;
- }
- if (!getequipisenableref(.@part)) {
- emotion e_otl;
- mes "[Refine Master]";
- mes "Oh, I'm sorry.";
- mes "This item is impossible to refine.";
- close;
- }
- switch(getequipweaponlv(.@part)) {
- default:
- case 0:
- setarray .@tickets[0],6457,6235,6234,6233,6232,6239;
- setarray .@levels[0],5,6,7,8,9,11;
- .@type$ = "Armor";
- .@check = .@bArmorUp;
- break;
- case 1:
- case 2:
- case 3:
- case 4:
- setarray .@tickets[0],6456,6231,6230,6229,6228,6238;
- setarray .@levels[0],5,6,7,8,9,11;
- .@type$ = "Weapon";
- .@check = .@bWeaponUp;
- break;
- }
- if (!.@check) {
- emotion e_dots;
- mes "[Refine Master]";
- mes "If you want to refine this ^006400"+.@type$+"^000000, please come along with ^006400"+.@type$+" Refine Ticket^000000.";
- mes "See you later!";
- close;
- }
- mes "[Refine Master]";
- mes "Please choose which ^006400"+.@type$+" Refine Ticket^000000 you want to use.";
- next;
- .@menu$ = "";
- for(.@i = 0; .@i<getarraysize(.@tickets); ++.@i)
- .@menu$ += getitemname(.@tickets[.@i])+":";
- .@select = select(.@menu$)-1;
- .@ticket_lv = .@levels[.@select];
- .@ticket_id = .@tickets[.@select];
- if (countitem(.@ticket_id) == 0) {
- emotion e_what;
- mes "[Refine Master]";
- mes getitemname(.@ticket_id)+" is not in your inventory. Did you put it in your storage?";
- mes "Please check again.";
- mes "See you later!";
- close;
- }
- if (getequiprefinerycnt(.@part) >= .@ticket_lv) {
- emotion e_swt2;
- mes "[Refine Master]";
- mes "^8B4513This item is already refined as much as your deed.^000000";
- mes "Please come along with an item refined less than your ticket.";
- close;
- }
- mes "[Refine Master]";
- mes "I'm going to refine ^006400"+getequipname(.@part)+"^8B4513 up to the +"+.@ticket_lv+" level^000000 with ^006400"+getitemname(.@ticket_id)+"^000000.";
- mes "May I proceed?";
- next;
- if(select("No.:Yes.") == 1) {
- emotion e_dots;
- mes "[Refine Master]";
- mes "Oh, you changed your mind.";
- mes "Ok.";
- mes "You can come back later.";
- close;
- }
- mes "[Refine Master]";
- mes "Great.";
- mes "As you wish!";
- mes "I have my own special way to refine...";
- mes ".......ka boom!";
- specialeffect EF_SUI_EXPLOSION;
- if (countitem(.@ticket_id))
- delitem .@ticket_id,1;
- else {
- next;
- mes "Error!";
- mes "Please report this.";
- close;
- }
- for(.@i = getequiprefinerycnt(.@part); .@i<.@ticket_lv; ++.@i)
- successrefitem .@part;
- next;
- emotion e_ho;
- mes "[Refine Master]";
- mes "Alright, here it is~";
- mes "Well, ^0000FF"+strcharinfo(0)+"^000000!";
- mes "Congratulations on your shining "+.@type$+".";
- mes "You look GREAT!";
- mes "Farewell~!";
- close;
-}
diff --git a/npc/re/mobs/citycleaners.txt b/npc/re/mobs/citycleaners.txt
deleted file mode 100644
index 279f81a36..000000000
--- a/npc/re/mobs/citycleaners.txt
+++ /dev/null
@@ -1,29 +0,0 @@
-//===== Hercules Script ======================================
-//= City Cleaners Monster Spawn Script
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= Spawns monsters to clean up cities.
-//===== Additional Comments: =================================
-//= 1.0 First version, Renewal spawns.
-//============================================================
-
-//==================================================
-// Wild Rose City Spawns
-//==================================================
-brasilis,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-dewata,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-malaya,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-izlude_a,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-izlude_b,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-izlude_c,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-izlude_d,0,0,0,0 monster Wild Rose 1261,1,7200000,3600000,0
-
-//==================================================
-// Thief Bug Egg City Spawns
-//==================================================
-payon_in02,23,68,5,5 monster Thief Bug Egg 1048,7,1200000,600000,0
-jawaii_in,73,117,4,4 monster Thief Bug Egg 1048,1,5400000,3000000,0
-jawaii_in,83,117,5,5 monster Thief Bug Egg 1048,1,4800000,2400000,0
diff --git a/npc/re/mobs/dungeons/abbey.txt b/npc/re/mobs/dungeons/abbey.txt
deleted file mode 100644
index e87c776ef..000000000
--- a/npc/re/mobs/dungeons/abbey.txt
+++ /dev/null
@@ -1,48 +0,0 @@
-//===== Hercules Script =======================================
-//= Abbey Dungeon Monster Spawn Script
-//===== By: ==================================================
-//= $ephiroth
-//===== Current Version: =====================================
-//= 1.2
-//===== Additional Comments: =================================
-//= 1.0 Initial version [$ephiroth]
-//= 1.1 Updated spawns [Playtester]
-//= 1.2 More official spawns [Playtester]
-//============================================================
-
-//==================================================
-// nameless_n - Nameless Island
-//==================================================
-nameless_n,0,0,0,0 monster Ghoul 1036,40,5000,0,0
-nameless_n,0,0,0,0 monster Hellhound 1866,17,5000,0,0
-nameless_n,0,0,0,0 monster Banshee 1867,16,5000,0,0
-nameless_n,0,0,0,0 monster Ragged Zombie 1865,12,5000,0,0
-nameless_n,0,0,0,0 monster Zombie Slaughter 1864,12,5000,0,0
-nameless_n,0,0,0,0 monster Flame Skull 1869,3,5000,0,0
-
-//==================================================
-// abbey01 - Cursed Monastery
-//==================================================
-abbey01,0,0,0,0 monster Banshee 1867,93,5000,0,0
-abbey01,0,0,0,0 monster Ghoul 1036,56,5000,0,0
-abbey01,0,0,0,0 monster Ragged Zombie 1865,33,5000,0,0
-abbey01,0,0,0,0 monster Zombie Slaughter 1864,30,5000,0,0
-abbey01,0,0,0,0 monster Hellhound 1866,25,5000,0,0
-abbey01,0,0,0,0 monster Flame Skull 1869,21,5000,0,0
-
-//==================================================
-// abbey02 - Cursed Monastery
-//==================================================
-abbey02,0,0,0,0 monster Zombie Slaughter 1864,210,5000,0,0
-abbey02,0,0,0,0 monster Ragged Zombie 1865,70,5000,0,0
-abbey02,0,0,0,0 monster Flame Skull 1869,21,5000,0,0
-abbey02,0,0,0,0 monster Necromancer 1870,7,5000,0,0
-abbey02,236,78,21,18 boss_monster Fallen Bishop 1871,1,7200000,600000,1
-
-//==================================================
-// abbey03 - Cursed Monastery
-//==================================================
-abbey03,0,0,0,0 monster Necromancer 1870,60,5000,0,0
-abbey03,0,0,0,0 monster Banshee 1867,30,5000,0,0
-abbey03,0,0,0,0 monster Flame Skull 1869,25,5000,0,0
-abbey03,0,0,0,0 boss_monster Beelzebub 1873,1,43200000,600000,1
diff --git a/npc/re/mobs/dungeons/abyss.txt b/npc/re/mobs/dungeons/abyss.txt
deleted file mode 100644
index 7c111decf..000000000
--- a/npc/re/mobs/dungeons/abyss.txt
+++ /dev/null
@@ -1,49 +0,0 @@
-//===== Hercules Script ======================================
-//= Abyss Lake Dungeon Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.3
-//===== Additional Comments: =================================
-//= 1.0 Real spawns by Poki#3 [Nexon]
-//= 1.1 More official spawns [Playtester]
-//= 1.2 Official X.3 spawns [Playtester]
-//= 1.3 Corrected MVP spawn variance. [L0ne_W0lf]
-//============================================================
-
-//==================================================
-// abyss_01 - Abyss Lake Underground Cave
-//==================================================
-abyss_01,0,0,0,0 monster Ferus 1717,55,5000,0,0
-abyss_01,0,0,0,0 monster Penomena 1216,30,5000,0,0
-abyss_01,0,0,0,0 monster Ferus 1714,30,5000,0,0
-abyss_01,0,0,0,0 monster Mimic 1191,10,5000,0,0
-abyss_01,0,0,0,0 monster Ancient Mimic 1699,10,5000,0,0
-abyss_01,0,0,0,0 monster Novus 1715,9,5000,0,0
-abyss_01,0,0,0,0 monster Novus 1718,9,5000,0,0
-abyss_01,0,0,0,0 monster Dragon Egg 1721,8,5000,0,0
-
-//==================================================
-// abyss_02 - Abyss Lake Underground Cave
-//==================================================
-abyss_02,0,0,0,0 monster Acidus 1716,60,5000,0,0
-abyss_02,0,0,0,0 monster Ferus 1714,50,5000,0,0
-abyss_02,0,0,0,0 monster Dragon Egg 1721,10,5000,0,0
-abyss_02,0,0,0,0 monster Mimic 1191,10,5000,0,0
-abyss_02,0,0,0,0 monster Acidus 1713,10,5000,0,0
-abyss_02,0,0,0,0 monster Ancient Mimic 1699,10,5000,0,0
-abyss_02,0,0,0,0 monster Novus 1715,5,5000,0,0
-abyss_02,0,0,0,0 monster Novus 1718,5,5000,0,0
-
-//==================================================
-// abyss_03 - Abyss Lake Underground Cave
-//==================================================
-abyss_03,0,0,0,0 monster Acidus 1713,60,5000,0,0
-abyss_03,0,0,0,0 monster Dragon Egg 1721,10,5000,0,0
-abyss_03,0,0,0,0 monster Mimic 1191,10,5000,0,0
-abyss_03,0,0,0,0 monster Acidus 1716,10,5000,0,0
-abyss_03,0,0,0,0 monster Ancient Mimic 1699,10,5000,0,0
-abyss_03,0,0,0,0 monster Ferus 1714,10,5000,0,0
-abyss_03,0,0,0,0 monster Ferus 1717,10,5000,0,0
-abyss_03,0,0,0,0 monster Hydrolancer 1720,3,5000,0,0
-abyss_03,0,0,0,0 boss_monster Detardeurus 1719,1,10800000,600000,0
diff --git a/npc/re/mobs/dungeons/alde_dun.txt b/npc/re/mobs/dungeons/alde_dun.txt
deleted file mode 100644
index 56ed111e7..000000000
--- a/npc/re/mobs/dungeons/alde_dun.txt
+++ /dev/null
@@ -1,39 +0,0 @@
-//===== Hercules Script ======================================
-//= Al De Baran Dungeon Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.3
-//===== Additional Comments: =================================
-//= 1.1 Official kRO 10.1 spawns [Playtester]
-//= 1.2 More accurate spawns [Playtester]
-//= 1.3 Moved Clock Tower spawns to their own file. [L0ne_W0lf]
-//============================================================
-
-//==================================================
-// 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_dun02,0,0,0,0 monster High Orc 1213,50,5000,0,0
-alde_dun02,0,0,0,0 monster Brilight 1211,20,5000,0,0
-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_dun03,0,0,0,0 monster Penomena 1216,85,5000,0,0
-alde_dun03,0,0,0,0 monster Cramp 1209,56,5000,0,0
-alde_dun03,0,0,0,0 monster Drainliar 1111,55,5000,0,0
-
-//==================================================
-// alde_dun04 - Clock Tower B4f
-//==================================================
-alde_dun04,0,0,0,0 monster Bathory 1102,50,5000,0,0
-alde_dun04,0,0,0,0 monster Whisper 1179,10,5000,0,0
-alde_dun04,0,0,0,0 monster Joker 1131,10,5000,0,0
diff --git a/npc/re/mobs/dungeons/ama_dun.txt b/npc/re/mobs/dungeons/ama_dun.txt
deleted file mode 100644
index a1a36735f..000000000
--- a/npc/re/mobs/dungeons/ama_dun.txt
+++ /dev/null
@@ -1,38 +0,0 @@
-//===== Hercules Script ======================================
-//= Amatsu Dungeon Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.2
-//===== Additional Comments: =================================
-//= 1.1 Official kRO 10.1 spawns [Playtester]
-//= 1.2 Corrected MVP spawn variance. [L0ne_W0lf]
-//============================================================
-
-//==================================================
-// ama_dun01 - Tatami Maze
-//==================================================
-ama_dun01,0,0,0,0 monster Miyabi Doll 1404,65,5000,0,0
-ama_dun01,0,0,0,0 monster Firelock Soldier 1403,45,5000,0,0
-ama_dun01,0,0,0,0 monster Shinobi 1401,2,5000,0,0
-
-//==================================================
-// ama_dun02 - Battle Field in the Underground Forest
-//==================================================
-ama_dun02,0,0,0,0 monster Poison Toad 1402,35,5000,0,0
-ama_dun02,0,0,0,0 monster Firelock Soldier 1403,20,5000,0,0
-ama_dun02,0,0,0,0 monster Horong 1129,10,5000,0,0
-ama_dun02,0,0,0,0 monster Miyabi Doll 1404,5,5000,0,0
-ama_dun02,0,0,0,0 monster Shinobi 1401,2,5000,0,0
-ama_dun02,0,0,0,0 monster The Paper 1375,1,5000,0,0
-
-//==================================================
-// ama_dun03 - Amatsu Underground Shrine
-//==================================================
-ama_dun03,0,0,0,0 monster Shinobi 1401,55,5000,0,0
-ama_dun03,0,0,0,0 monster Tengu 1405,55,5000,0,0
-ama_dun03,0,0,0,0 monster Firelock Soldier 1403,25,5000,0,0
-ama_dun03,0,0,0,0 monster The Paper 1375,20,5000,0,0
-ama_dun03,0,0,0,0 monster Mimic 1191,5,5000,0,0
-ama_dun03,0,0,0,0 monster Miyabi Doll 1404,1,5000,0,0
-ama_dun03,0,0,0,0 boss_monster Samurai Specter 1492,1,5460000,600000,0
diff --git a/npc/re/mobs/dungeons/anthell.txt b/npc/re/mobs/dungeons/anthell.txt
deleted file mode 100644
index 907c02e4f..000000000
--- a/npc/re/mobs/dungeons/anthell.txt
+++ /dev/null
@@ -1,119 +0,0 @@
-//===== Hercules Script =======================================
-//= Ant Hell Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.2
-//===== Additional Comments: =================================
-//= 1.1 Official kRO 10.1 spawns [Playtester]
-//= 1.2 Corrected MVP spawn variance. [L0ne_W0lf]
-//============================================================
-
-//==================================================
-// anthell01 - Ant Hell
-//==================================================
-anthell01,0,0,0,0 monster Piere 1160,50,5000,0,0
-anthell01,0,0,0,0 monster Deniro 1105,40,5000,0,0
-anthell01,0,0,0,0 monster Familiar 1005,20,5000,0,0
-anthell01,0,0,0,0 monster Andre 1095,15,5000,0,0
-anthell01,0,0,0,0 monster Vitata 1176,10,5000,0,0
-anthell01,0,0,0,0 monster Giearth 1121,1,5000,0,0
-anthell01,43,166,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,30,187,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,29,186,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,38,186,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,37,186,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,36,186,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,35,186,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,36,187,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,44,166,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,45,165,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,40,168,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,41,168,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,42,168,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,42,167,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,42,166,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,42,165,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,41,165,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,43,165,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,44,165,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,38,184,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,38,183,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,37,183,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,102,121,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,104,123,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,104,122,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,104,120,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,103,120,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,103,121,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,102,121,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,105,124,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,101,121,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,100,121,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,99,127,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,97,123,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,97,127,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,97,126,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,97,125,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,97,124,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,98,121,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,99,121,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,98,127,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,28,266,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,30,262,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,30,261,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,31,264,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,31,263,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,31,262,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,32,263,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,40,270,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,40,269,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,40,268,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,30,263,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,30,264,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,30,265,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,29,266,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,28,265,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,28,264,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,28,263,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,28,262,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,29,265,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,29,264,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,29,263,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,29,262,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,40,267,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,40,266,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,31,194,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,33,195,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,33,196,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,30,190,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,31,190,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,32,189,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,32,198,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,32,187,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,32,186,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,30,195,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,31,195,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,32,196,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,40,265,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,41,269,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,41,268,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,41,267,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,41,266,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,41,265,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,30,198,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,31,198,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,32,197,0,0 monster Ant Egg 1097,1,60000,30000,0
-anthell01,31,186,0,0 monster Ant Egg 1097,1,60000,30000,0
-
-//==================================================
-// anthell02 - Ant Hell
-//==================================================
-anthell02,0,0,0,0 monster Andre 1095,50,5000,0,0
-anthell02,0,0,0,0 monster Vitata 1176,30,5000,0,0
-anthell02,0,0,0,0 monster Familiar 1005,20,5000,0,0
-anthell02,0,0,0,0 monster Ant Egg 1097,15,5000,0,0
-anthell02,0,0,0,0 monster Deniro 1105,15,5000,0,0
-anthell02,0,0,0,0 monster Piere 1160,15,5000,0,0
-anthell02,0,0,0,0 monster Giearth 1121,3,5000,0,0
-anthell02,0,0,0,0 boss_monster Maya 1147,1,7200000,600000,1
diff --git a/npc/re/mobs/dungeons/ayo_dun.txt b/npc/re/mobs/dungeons/ayo_dun.txt
deleted file mode 100644
index 2d6775f35..000000000
--- a/npc/re/mobs/dungeons/ayo_dun.txt
+++ /dev/null
@@ -1,29 +0,0 @@
-//===== Hercules Script ======================================
-//= Ayothaya Dungeon Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.5
-//===== Additional Comments: =================================
-//= 1.1 Using euRO data [Ishizu]
-//= 1.2 Moved Tao Gunka to west cave of Comodo [Lupus]
-//= 1.3 Official jRO 10.3 spawns [Playtester]
-//= 1.4 More accurate spawns [Playtester]
-//= 1.5 Corrected MVP spawn variance. [L0ne_W0lf]
-//============================================================
-
-//==================================================
-// ayo_dun01 - Ancient Shrine Maze
-//==================================================
-ayo_dun01,0,0,0,0 monster Leaf Cat 1586,65,5000,0,0
-ayo_dun01,0,0,0,0 monster Ghoul 1036,30,5000,0,0
-ayo_dun01,0,0,0,0 monster Whisper 1179,10,5000,0,0
-ayo_dun01,0,0,0,0 monster Kraben 1587,5,5000,0,0
-
-//==================================================
-// ayo_dun02 - Inside Ancient Shrine
-//==================================================
-ayo_dun02,0,0,0,0 monster Tamruan 1584,100,5000,0,0
-ayo_dun02,0,0,0,0 monster Whisper 1179,20,5000,0,0
-ayo_dun02,0,0,0,0 monster Kraben 1587,20,5000,0,0
-ayo_dun02,150,90,15,30 boss_monster Lady Tanee 1688,1,25200000,600000,0
diff --git a/npc/re/mobs/dungeons/beach_dun.txt b/npc/re/mobs/dungeons/beach_dun.txt
deleted file mode 100644
index 0e4d2ee26..000000000
--- a/npc/re/mobs/dungeons/beach_dun.txt
+++ /dev/null
@@ -1,38 +0,0 @@
-//===== Hercules Script ======================================
-//= Beach Dungeon Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.4
-//===== Additional Comments: =================================
-//= 1.1 Official kRO 10.1 spawns [Playtester]
-//= 1.2 Small 11.1 spawn update [Playtester]
-//= 1.3 More accurate spawns [Playtester]
-//= 1.4 Corrected MVP spawn variance. [L0ne_W0lf]
-//============================================================
-
-//==================================================
-// 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
-beach_dun,0,0,0,0 monster Pest 1256,20,5000,0,0
-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_dun2,0,0,0,0 monster Stalactic Golem 1278,65,5000,0,0
-beach_dun2,0,0,0,0 monster Tri Joint 1279,20,5000,0,0
-beach_dun2,0,0,0,0 monster Megalith 1274,15,5000,0,0
-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_dun3,0,0,0,0 monster Thara Frog 1034,50,5000,0,0
-beach_dun3,0,0,0,0 monster Megalodon 1064,30,5000,0,0
-beach_dun3,0,0,0,0 monster Hydra 1068,30,5000,0,0
-beach_dun3,0,0,0,0 monster Nereid 1255,1,5000,0,0
diff --git a/npc/re/mobs/dungeons/bra_dun.txt b/npc/re/mobs/dungeons/bra_dun.txt
deleted file mode 100644
index 4c2832cd8..000000000
--- a/npc/re/mobs/dungeons/bra_dun.txt
+++ /dev/null
@@ -1,35 +0,0 @@
-//===== Hercules Script ======================================
-//= Brasilis Dungeon Monster Spawn Script
-//===== By: ==================================================
-//= Kisuka
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= Official monster spawns in Brasilis Dungeon.
-//===== Additional Comments: =================================
-//= 1.0 Official spawns from Aegis [Kisuka]
-//============================================================
-
-//==================================================
-// bra_dun01 - Behind the Waterfall
-//==================================================
-bra_dun01,0,0,0,0 monster Piranha 2070,80,5000,0,0
-bra_dun01,0,0,0,0 monster Iara 2069,30,5000,0,0
-bra_dun01,0,0,0,0 monster Black Mushroom 1084,5,180000,90000,1
-bra_dun01,0,0,0,0 monster Marina 1141,20,5000,0,0
-bra_dun01,0,0,0,0 monster Kukre 1070,10,5000,0,0
-bra_dun01,0,0,0,0 monster Plankton 1161,10,5000,0,0
-bra_dun01,0,0,0,0 monster Hydra 1068,15,5000,0,0
-
-//==================================================
-// bra_dun02 - Behind the Waterfall
-//==================================================
-bra_dun02,0,0,0,0 monster Piranha 2070,60,5000,0,0
-bra_dun02,0,0,0,0 monster Iara 2069,110,5000,0,0
-bra_dun02,0,0,0,0 monster Marina 1141,10,5000,0,0
-bra_dun02,0,0,0,0 monster Kukre 1070,10,5000,0,0
-bra_dun02,0,0,0,0 monster Plankton 1161,10,5000,0,0
-bra_dun02,0,0,0,0 monster Hydra 1068,15,5000,0,0
-bra_dun02,0,0,0,0 monster Shining Plant 1083,2,5000,0,0
-bra_dun02,0,0,0,0 monster Black Mushroom 1084,5,5000,0,0
-bra_dun02,0,0,0,0 boss_monster Boitata 2068,1,7200000,600000,1
diff --git a/npc/re/mobs/dungeons/c_tower.txt b/npc/re/mobs/dungeons/c_tower.txt
deleted file mode 100644
index b92dd7b4f..000000000
--- a/npc/re/mobs/dungeons/c_tower.txt
+++ /dev/null
@@ -1,47 +0,0 @@
-//===== Hercules Script ======================================
-//= Clock Tower Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.0
-//===== Additional Comments: =================================
-//= 1.0 Split from combined Alde and CT spawn file. [L0ne_W0lf]
-//============================================================
-
-//==================================================
-// c_tower1 - Clock Tower 1f
-//==================================================
-c_tower1,0,0,0,0 monster Rideword 1195,70,5000,0,0
-c_tower1,0,0,0,0 monster Punk 1199,70,5000,0,0
-c_tower1,0,0,0,0 monster Bathory 1102,1,5000,0,0
-c_tower1,0,0,0,0 monster Clock Tower Manager 1270,1,5000,0,0
-
-//==================================================
-// c_tower2 - Clock Tower 2f
-//==================================================
-c_tower2,0,0,0,0 monster Clock 1269,40,5000,0,0
-c_tower2,0,0,0,0 monster Punk 1199,40,5000,0,0
-c_tower2,0,0,0,0 monster Rideword 1195,12,5000,0,0
-c_tower2,0,0,0,0 monster Mimic 1191,3,5000,0,0
-c_tower2,0,0,0,0 monster Elder 1377,2,5000,0,0
-c_tower2,0,0,0,0 monster Clock Tower Manager 1270,1,5000,0,0
-
-//==================================================
-// c_tower3 - Clock Tower 3f
-//==================================================
-c_tower3,0,0,0,0 monster Alarm 1193,80,5000,0,0
-c_tower3,0,0,0,0 monster Mimic 1191,7,5000,0,0
-c_tower3,0,0,0,0 monster Rideword 1195,6,5000,0,0
-c_tower3,0,0,0,0 monster Clock Tower Manager 1270,3,5000,0,0
-
-//==================================================
-// c_tower4 - Clock Tower 4f
-//==================================================
-c_tower4,0,0,0,0 monster Clock 1269,35,5000,0,0
-c_tower4,0,0,0,0 monster Owl Duke 1320,30,5000,0,0
-c_tower4,0,0,0,0 monster Alarm 1193,30,5000,0,0
-c_tower4,0,0,0,0 monster Rideword 1195,15,5000,0,0
-c_tower4,0,0,0,0 monster Mimic 1191,12,5000,0,0
-c_tower4,0,0,0,0 monster Whisper 1179,5,5000,0,0
-c_tower4,0,0,0,0 monster Clock Tower Manager 1270,3,5000,0,0
-c_tower4,0,0,0,0 monster Elder 1377,2,5000,0,0
diff --git a/npc/re/mobs/dungeons/dew_dun.txt b/npc/re/mobs/dungeons/dew_dun.txt
deleted file mode 100644
index 8d71f6387..000000000
--- a/npc/re/mobs/dungeons/dew_dun.txt
+++ /dev/null
@@ -1,28 +0,0 @@
-//===== Hercules Script ======================================
-//= Dewata Dungeon Monster Spawn Script
-//===== By: ==================================================
-//= Chilly
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= Official kRO monster spawns
-//===== Additional Comments: =================================
-//= 1.0 First Release
-//= 1.1 Updated spawn delays. [Euphy]
-//============================================================
-
-//==================================================
-// dew_dun01 - Volcanic Island of Krakatoa
-//==================================================
-dew_dun01,0,0,0,0 monster Comodo 2152,70,5000,0,0
-dew_dun01,0,0,0,0 monster Ancient Worm 1305,25,5000,0,0
-dew_dun01,0,0,0,0 monster Gullinbursti 1311,10,5000,0,0
-dew_dun01,0,0,0,0 boss_monster Leak 2156,1,7200000,0,0
-
-//==================================================
-// dew_dun02 - Tina Grace Cave
-//==================================================
-dew_dun02,0,0,0,0 monster Banaspaty 2154,50,5000,0,0
-dew_dun02,0,0,0,0 monster Gajomart 1309,30,5000,0,0
-dew_dun02,0,0,0,0 monster Am Mut 1301,20,5000,0,0
-dew_dun02,0,0,0,0 monster Butoijo 2155,30,5000,0,0
diff --git a/npc/re/mobs/dungeons/dic_dun.txt b/npc/re/mobs/dungeons/dic_dun.txt
deleted file mode 100644
index 2f1bf3997..000000000
--- a/npc/re/mobs/dungeons/dic_dun.txt
+++ /dev/null
@@ -1,43 +0,0 @@
-//===== Hercules Script ======================================
-//= El Dicastes Dungeon Monster Spawn Script
-//===== By: ==================================================
-//= Kisuka
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= Official monster spawns in El Dicastes Dungeon.
-//===== Additional Comments: =================================
-//= 1.0 Official spawns from Aegis [Kisuka]
-//= 1.1 Added Nightmare Scaraba Hole [Chilly]
-//= 1.2 Updated Nightmare spawns and names. [Euphy]
-//============================================================
-
-//==================================================
-// dic_dun01 - Underground Passage Kamidal Tunnel
-//==================================================
-dic_dun01,0,0,0,0 monster One-Horned Scaraba 2083,50,5000,0,0
-dic_dun01,0,0,0,0 monster Two-Horned Scaraba 2084,45,5000,0,0
-dic_dun01,0,0,0,0 monster Scaraba Egg 2088,15,5000,0,0
-dic_dun01,0,0,0,0 monster Scaraba Egg 2089,15,5000,0,0
-
-//==================================================
-// dic_dun02 - Underground Nest Scaraba Hole
-//==================================================
-dic_dun02,0,0,0,0 monster Antler Scaraba 2085,50,5000,0,0
-dic_dun02,0,0,0,0 monster Rake Scaraba 2086,45,5000,0,0
-dic_dun02,0,0,0,0 monster Antler Scaraba Egg 2090,15,5000,0,0
-dic_dun02,0,0,0,0 monster Rake Scaraba Egg 2091,15,5000,0,0
-dic_dun02,0,0,0,0 boss_monster Scaraba Queen 2087,1,7200000,0,0
-
-//==================================================
-// dic_dun03 - Nightmare Scaraba Hole
-//==================================================
-dic_dun03,0,0,0,0 monster Gold One-Horn Scaraba Egg 2166,10,5000,0,0
-dic_dun03,0,0,0,0 monster Gold Two-Horn Scaraba Egg 2167,10,5000,0,0
-dic_dun03,0,0,0,0 monster Gold Antler Scaraba Egg 2168,10,5000,0,0
-dic_dun03,0,0,0,0 monster Gold Rake Scaraba Egg 2169,10,5000,0,0
-dic_dun03,0,0,0,0 monster Gold One-Horn Scaraba 2161,30,5000,0,0
-dic_dun03,0,0,0,0 monster Gold Two-Horn Scaraba 2162,30,5000,0,0
-dic_dun03,0,0,0,0 monster Gold Antler Scaraba 2163,40,5000,0,0
-dic_dun03,0,0,0,0 monster Gold Rake Scaraba 2164,40,5000,0,0
-dic_dun03,0,0,0,0 boss_monster Gold Queen Scaraba 2165,1,7200000,0,0
diff --git a/npc/re/mobs/dungeons/ecl_tdun.txt b/npc/re/mobs/dungeons/ecl_tdun.txt
deleted file mode 100644
index 0bfd17e0f..000000000
--- a/npc/re/mobs/dungeons/ecl_tdun.txt
+++ /dev/null
@@ -1,37 +0,0 @@
-//===== Hercules Script ======================================
-//= Bifrost Tower Monster Spawn Script
-//===== By: ==================================================
-//= refis
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= jRO monster spawns, taken from Auriga.
-//===== Additional Comments: =================================
-//= 1.0 First version. [Euphy]
-//============================================================
-
-//==================================================
-// ecl_tdun01 - Bifrost Tower F1
-//==================================================
-ecl_tdun01.gat,0,0,0,0 monster Cenere 2365,5,5000,0,0
-ecl_tdun01.gat,0,0,0,0 monster Antique Book 2366,5,5000,0,0
-ecl_tdun01.gat,0,0,0,0 monster Blue Lichtern 2367,5,5000,0,0
-
-//==================================================
-// ecl_tdun02 - Bifrost Tower F2
-//==================================================
-ecl_tdun02.gat,0,0,0,0 monster Cenere 2365,10,5000,0,0
-ecl_tdun02.gat,0,0,0,0 monster Antique Book 2366,10,5000,0,0
-ecl_tdun02.gat,0,0,0,0 monster Blue Lichtern 2367,15,5000,0,0
-ecl_tdun02.gat,0,0,0,0 monster Yellow Lichtern 2368,5,5000,0,0
-
-//==================================================
-// ecl_tdun03 - Bifrost Tower F3
-//==================================================
-ecl_tdun03.gat,0,0,0,0 monster Cenere 2365,15,5000,0,0
-ecl_tdun03.gat,0,0,0,0 monster Antique Book 2366,15,5000,0,0
-ecl_tdun03.gat,0,0,0,0 monster Blue Lichtern 2367,5,5000,0,0
-ecl_tdun03.gat,0,0,0,0 monster Yellow Lichtern 2368,15,5000,0,0
-ecl_tdun03.gat,0,0,0,0 monster Red Lichtern 2369,10,5000,0,0
-ecl_tdun03.gat,0,0,0,0 monster Green Lichtern 2370,15,5000,0,0
-ecl_tdun03.gat,0,0,0,0 monster Faithful Manager 2371,5,5000,0,0
diff --git a/npc/re/mobs/dungeons/ein_dun.txt b/npc/re/mobs/dungeons/ein_dun.txt
deleted file mode 100644
index 53d78feff..000000000
--- a/npc/re/mobs/dungeons/ein_dun.txt
+++ /dev/null
@@ -1,34 +0,0 @@
-//===== Hercules Script ======================================
-//= Einbech Mine Dungeon Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.5
-//===== Additional Comments: =================================
-//= 1.0 spawn N and spawn delays aren't yet correct, so I set
-//= respawn delays quite big for now [Lupus]
-//= 1.1 Fixed monsters spawn places
-//= 1.2 Update monster spawn numbers according to info on emperium.org [MasterOfMuppets]
-//= 1.3 Official kRO 10.1 spawns [Playtester]
-//= 1.4 More accurate spawns [Playtester]
-//= 1.5 Corrected MVP spawn variance. [L0ne_W0lf]
-//============================================================
-
-//==================================================
-// ein_dun01 - Mine Dungeon
-//==================================================
-ein_dun01,0,0,0,0 monster Pitman 1616,70,5000,0,0
-ein_dun01,0,0,0,0 monster Noxious 1620,30,5000,0,0
-ein_dun01,0,0,0,0 monster Porcellio 1619,30,5000,0,0
-ein_dun01,0,0,0,0 monster Venomous 1621,10,5000,0,0
-ein_dun01,0,0,0,0 monster Old Stove 1617,1,5000,0,0
-ein_dun01,0,0,0,0 monster Ungoliant 1618,1,3600000,3000000,0
-
-//==================================================
-// ein_dun02 - Mine Dungeon
-//==================================================
-ein_dun02,0,0,0,0 monster Mineral 1614,50,5000,0,0
-ein_dun02,0,0,0,0 monster Obsidian 1615,40,5000,0,0
-ein_dun02,0,0,0,0 monster Old Stove 1617,30,5000,0,0
-ein_dun02,0,0,0,0 monster Teddy Bear 1622,30,5000,0,0
-ein_dun02,0,0,0,0 boss_monster RSX-0806 1623,1,7500000,600000,0
diff --git a/npc/re/mobs/dungeons/gef_dun.txt b/npc/re/mobs/dungeons/gef_dun.txt
deleted file mode 100644
index 32967e494..000000000
--- a/npc/re/mobs/dungeons/gef_dun.txt
+++ /dev/null
@@ -1,70 +0,0 @@
-//===== Hercules Script ======================================
-//= Geffen Dungeon Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.4
-//===== Additional Comments: =================================
-//= 1.2 Official kRO 10.1 spawns [Playtester]
-//= 1.3 More accurate spawns [Playtester]
-//= 1.4 Corrected MVP spawn variance. [L0ne_W0lf]
-//============================================================
-
-//==================================================
-// gef_dun00 - Geffen Dungeon
-//==================================================
-gef_dun00,0,0,0,0 monster Hunter Fly 1035,30,5000,0,0
-gef_dun00,0,0,0,0 monster Poison Spore 1077,25,5000,0,0
-gef_dun00,0,0,0,0 monster Poporing 1031,15,5000,0,0
-gef_dun00,91,106,0,0 monster Red Plant 1078,1,300000,150000,0
-gef_dun00,92,108,0,0 monster Yellow Plant 1081,1,300000,150000,0
-gef_dun00,114,106,0,0 monster Green Plant 1080,1,300000,150000,0
-gef_dun00,0,0,0,0 monster Red Plant 1078,1,300000,150000,0
-gef_dun00,0,0,0,0 monster Shining Plant 1083,1,3000000,1500000,0
-gef_dun00,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
-gef_dun00,89,111,3,3 monster Black Mushroom 1084,3,180000,90000,1
-gef_dun00,121,109,3,3 monster Black Mushroom 1084,3,180000,90000,1
-
-//==================================================
-// gef_dun01 - Geffen Dungeon
-//==================================================
-gef_dun01,0,0,0,0 monster Ghoul 1036,40,5000,0,0
-gef_dun01,0,0,0,0 monster Jakk 1130,40,5000,0,0
-gef_dun01,0,0,0,0 monster Nightmare 1061,30,5000,0,0
-gef_dun01,0,0,0,0 monster Zombie 1015,25,5000,0,0
-gef_dun01,0,0,0,0 monster Drainliar 1111,20,5000,0,0
-gef_dun01,0,0,0,0 boss_monster Dracula 1389,1,3600000,600000,1
-gef_dun01,234,121,0,0 monster Blue Plant 1079,1,300000,100000,0
-gef_dun01,0,0,0,0 monster Black Mushroom 1084,5,180000,90000,1
-gef_dun01,188,104,10,10 monster White Plant 1082,3,180000,90000,1
-gef_dun01,263,115,10,10 monster White Plant 1082,3,180000,90000,1
-gef_dun01,48,67,10,10 monster White Plant 1082,2,180000,90000,1
-gef_dun01,150,237,10,10 monster White Plant 1082,2,180000,90000,1
-
-//==================================================
-// gef_dun02 - Geffenia
-//==================================================
-gef_dun02,0,0,0,0 monster Deviruchi 1109,45,5000,0,0
-gef_dun02,0,0,0,0 monster Marionette 1143,30,5000,0,0
-gef_dun02,0,0,0,0 monster Nightmare 1061,20,5000,0,0
-gef_dun02,0,0,0,0 monster Whisper 1179,20,5000,0,0
-gef_dun02,0,0,0,0 monster Ghoul 1036,10,5000,0,0
-gef_dun02,0,0,0,0 monster Hunter Fly 1035,10,5000,0,0
-gef_dun02,0,0,0,0 boss_monster Doppelganger 1046,1,7200000,600000,1
-gef_dun02,214,212,10,10 monster White Plant 1082,3,180000,90000,1
-gef_dun02,215,67,10,10 monster White Plant 1082,3,180000,90000,1
-gef_dun02,72,210,20,20 monster White Plant 1082,3,180000,90000,1
-gef_dun02,106,151,20,7 monster White Plant 1082,3,180000,90000,1
-gef_dun02,58,167,10,10 monster Shining Plant 1083,1,1800000,900000,1
-gef_dun02,185,83,3,3 monster Shining Plant 1083,1,1800000,900000,1
-
-//==================================================
-// gef_dun03 - Geffenia
-//==================================================
-gef_dun03,0,0,0,0 monster Wraith 1192,8,5000,0,0
-gef_dun03,0,0,0,0 monster Wind Ghost 1263,3,5000,0,0
-gef_dun03,0,0,0,0 monster Wraith Dead 1291,2,5000,0,0
-gef_dun03,0,0,0,0 monster Wraith Dead 1291,2,60000,30000,0
-gef_dun03,0,0,0,0 monster Hellion Revenant 1626,1,600000,300000,0
-gef_dun03,0,0,0,0 monster Shining Plant 1083,3,1800000,900000,1
-gef_dun03,0,0,0,0 monster White Plant 1082,10,180000,90000,1
diff --git a/npc/re/mobs/dungeons/gefenia.txt b/npc/re/mobs/dungeons/gefenia.txt
deleted file mode 100644
index 89e943312..000000000
--- a/npc/re/mobs/dungeons/gefenia.txt
+++ /dev/null
@@ -1,69 +0,0 @@
-//===== Hercules Script ======================================
-//= Geffenia Dungeon Monster Spawn Script
-//===== By: ==================================================
-//= Muad_Dib, Hercules Dev Team
-//===== Current Version: =====================================
-//= 1.1
-//===== Additional Comments: =================================
-//= Added 1st Version. [Muad_Dib]
-//= Conversion to eA [MasterOfMuppets]
-//= Updated spawns, information from emperium.org [MasterOfMuppets]
-//= Kept the old spawns incase someone would want them.
-//= Aegis ep 10.1 spawns [MasterOfMuppets]
-//============================================================
-
-//==================================================
-// gefenia01 - Geffenia
-//==================================================
-gefenia01,0,0,0,0 monster False Angel 1371,60,5000,0,0
-gefenia01,0,0,0,0 monster Violy 1390,30,5000,0,0
-gefenia01,0,0,0,0 monster Mini Demon 1292,20,5000,0,0
-gefenia01,0,0,0,0 monster Abysmal Knight 1219,10,5000,0,0
-gefenia01,0,0,0,0 monster Incubus 1374,10,5000,0,0
-gefenia01,0,0,0,0 monster Succubus 1370,10,5000,0,0
-gefenia01,0,0,0,0 monster Bloody Knight 1268,1,3600000,3000000,0
-gefenia01,0,0,0,0 monster Mysteltainn 1203,1,10800000,7200000,0
-gefenia01,0,0,0,0 monster Executioner 1205,1,18000000,14400000,0
-gefenia01,0,0,0,0 monster Ogretooth 1204,1,18000000,14400000,0
-
-//==================================================
-// gefenia02 - Geffenia
-//==================================================
-gefenia02,0,0,0,0 monster Violy 1390,40,5000,0,0
-gefenia02,0,0,0,0 monster Mini Demon 1292,30,5000,0,0
-gefenia02,0,0,0,0 monster False Angel 1371,30,5000,0,0
-gefenia02,0,0,0,0 monster Succubus 1370,20,5000,0,0
-gefenia02,0,0,0,0 monster Abysmal Knight 1219,10,5000,0,0
-gefenia02,0,0,0,0 monster Incubus 1374,10,5000,0,0
-gefenia02,0,0,0,0 monster Bloody Knight 1268,1,3600000,3000000,0
-gefenia02,0,0,0,0 monster Ogretooth 1204,1,10800000,7200000,0
-gefenia02,0,0,0,0 monster Mysteltainn 1203,1,18000000,14400000,0
-gefenia02,0,0,0,0 monster Executioner 1205,1,18000000,14400000,0
-
-//==================================================
-// gefenia03 - Geffenia
-//==================================================
-gefenia03,0,0,0,0 monster False Angel 1371,40,5000,0,0
-gefenia03,0,0,0,0 monster Violy 1390,40,5000,0,0
-gefenia03,0,0,0,0 monster Mini Demon 1292,30,5000,0,0
-gefenia03,0,0,0,0 monster Incubus 1374,20,5000,0,0
-gefenia03,0,0,0,0 monster Abysmal Knight 1219,10,5000,0,0
-gefenia03,0,0,0,0 monster Succubus 1370,10,5000,0,0
-gefenia03,0,0,0,0 monster Bloody Knight 1268,1,3600000,3000000,0
-gefenia03,0,0,0,0 monster Executioner 1205,1,10800000,7200000,0
-gefenia03,0,0,0,0 monster Mysteltainn 1203,1,18000000,14400000,0
-gefenia03,0,0,0,0 monster Ogretooth 1204,1,18000000,14400000,0
-
-//==================================================
-// gefenia04 - Geffenia
-//==================================================
-gefenia04,0,0,0,0 monster False Angel 1371,30,5000,0,0
-gefenia04,0,0,0,0 monster Violy 1390,30,5000,0,0
-gefenia04,0,0,0,0 monster Mini Demon 1292,20,5000,0,0
-gefenia04,0,0,0,0 monster Abysmal Knight 1219,10,5000,0,0
-gefenia04,0,0,0,0 monster Incubus 1374,10,5000,0,0
-gefenia04,0,0,0,0 monster Succubus 1370,10,5000,0,0
-gefenia04,0,0,0,0 monster Bloody Knight 1268,1,3600000,3000000,0
-gefenia04,0,0,0,0 monster Mysteltainn 1203,1,18000000,14400000,0
-gefenia04,0,0,0,0 monster Executioner 1205,1,18000000,14400000,0
-gefenia04,0,0,0,0 monster Ogretooth 1204,1,18000000,14400000,0
diff --git a/npc/re/mobs/dungeons/glastheim.txt b/npc/re/mobs/dungeons/glastheim.txt
deleted file mode 100644
index fa746ef29..000000000
--- a/npc/re/mobs/dungeons/glastheim.txt
+++ /dev/null
@@ -1,180 +0,0 @@
-//===== Hercules Script ======================================
-//= Glast Heim Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.5
-//===== Additional Comments: =================================
-//= 1.1 [Lupus]
-//= 1.2 Updated to ep 8.5 aegis spawns [MasterOfMuppets]
-//= 1.3 Official 10.1 kRO spawns [Playtester]
-//= 1.4 More accurate spawns [Playtester]
-//= 1.5 Corrected MVP spawn variance. [L0ne_W0lf]
-//============================================================
-
-//==================================================
-// glast_01 - Glast Heim
-//==================================================
-glast_01,0,0,0,0 monster Gargoyle 1253,10,5000,0,0
-glast_01,0,0,0,0 monster Green Plant 1080,8,5000,0,0
-glast_01,0,0,0,0 monster Abysmal Knight 1219,2,5000,0,0
-glast_01,233,209,15,15 monster Shining Plant 1083,1,1800000,900000,1
-glast_01,233,209,15,15 monster Green Plant 1080,8,360000,180000,1
-glast_01,233,209,15,15 monster Blue Plant 1079,2,900000,450000,1
-
-//==================================================
-// gl_cas01 - Glast Heim 1f
-//==================================================
-gl_cas01,0,0,0,0 monster Carat 1267,50,5000,0,0
-gl_cas01,0,0,0,0 monster Dark Frame 1260,20,5000,0,0
-gl_cas01,0,0,0,0 monster Owl Duke 1320,20,5000,0,0
-gl_cas01,0,0,0,0 monster Rideword 1195,15,5000,0,0
-gl_cas01,0,0,0,0 monster Sage Worm 1281,10,5000,0,0
-gl_cas01,0,0,0,0 monster Whisper 1179,10,5000,0,0
-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_cas02,0,0,0,0 monster Wanderer 1208,41,5000,0,0
-gl_cas02,0,0,0,0 monster Raydric 1163,36,5000,0,0
-gl_cas02,0,0,0,0 monster Rideword 1195,29,5000,0,0
-gl_cas02,0,0,0,0 monster Raydric Archer 1276,20,5000,0,0
-gl_cas02,0,0,0,0 monster Evil Druid 1117,9,5000,0,0
-gl_cas02,0,0,0,0 monster Abysmal Knight 1219,7,5000,0,0
-gl_cas02,0,0,0,0 monster Khalitzburg 1132,6,5000,0,0
-gl_cas02,0,0,0,0 monster Chimera 1283,3,5000,0,0
-gl_cas02,0,0,0,0 monster Mimic 1191,2,5000,0,0
-gl_cas02,0,0,0,0 monster Alice 1275,1,5000,0,0
-gl_cas02,102,180,0,0 monster Whisper 1185,1,1800000,900000,1
-gl_cas02,104,145,5,5 monster Mysteltainn 1203,1,7200000,3600000,1
-gl_cas02,0,0,0,0 monster Ogretooth 1204,1,7200000,3600000,1
-
-//==================================================
-// gl_church - Glast Heim St. Abbey
-//==================================================
-gl_church,0,0,0,0 monster Evil Druid 1117,60,5000,0,0
-gl_church,0,0,0,0 monster Wraith 1192,55,5000,0,0
-gl_church,0,0,0,0 monster Mimic 1191,9,5000,0,0
-gl_church,0,0,0,0 monster Evil Druid 1117,1,5000,0,0
-gl_church,0,0,0,0 monster Wraith Dead 1291,1,3600000,1800000,0
-
-//==================================================
-// gl_chyard - Glast Heim Churchyard
-//==================================================
-gl_chyard,0,0,0,0 monster Dark Priest 1198,60,5000,0,0
-gl_chyard,0,0,0,0 monster Wraith 1192,35,5000,0,0
-gl_chyard,0,0,0,0 monster Evil Druid 1117,10,5000,0,0
-gl_chyard,0,0,0,0 monster Mimic 1191,3,5000,0,0
-gl_chyard,0,0,0,0 monster Hunter Fly 1035,3,5000,0,0
-gl_chyard,0,0,0,0 boss_monster Dark Lord 1272,1,3600000,600000,1
-gl_chyard,0,0,0,0 monster Dark Illusion 1302,1,3600000,1800000,0
-
-//==================================================
-// gl_dun01 - The Lowest Cave in Glast Heim
-//==================================================
-gl_dun01,0,0,0,0 monster Arclouze 1194,50,5000,0,0
-gl_dun01,0,0,0,0 monster Sting 1207,40,5000,0,0
-
-//==================================================
-// gl_dun02 - The Lowest Cave in Glast Heim
-//==================================================
-gl_dun02,0,0,0,0 monster Majoruros 1310,45,5000,0,0
-gl_dun02,0,0,0,0 monster Gargoyle 1253,15,5000,0,0
-
-//==================================================
-// gl_in01 - Inside Glast Heim
-//==================================================
-gl_in01,0,0,0,0 monster Marionette 1143,20,5000,0,0
-gl_in01,0,0,0,0 monster Sage Worm 1281,14,5000,0,0
-gl_in01,0,0,0,0 monster Dark Frame 1260,10,5000,0,0
-gl_in01,0,0,0,0 monster Rideword 1195,8,5000,0,0
-gl_in01,0,0,0,0 monster Wanderer 1208,1,5000,0,0
-gl_in01,0,0,0,0 monster Alice 1275,1,5000,0,0
-
-//==================================================
-// gl_knt01 - Inside Glast Heim Chivalry
-//==================================================
-gl_knt01,0,0,0,0 monster Raydric 1163,90,5000,0,0
-gl_knt01,0,0,0,0 monster Rideword 1195,21,5000,0,0
-gl_knt01,0,0,0,0 monster Raydric Archer 1276,10,5000,0,0
-gl_knt01,0,0,0,0 monster Abysmal Knight 1219,10,5000,0,0
-gl_knt01,0,0,0,0 monster Khalitzburg 1132,10,5000,0,0
-gl_knt01,0,0,0,0 monster Alice 1275,1,5000,0,0
-gl_knt01,21,278,0,0 monster Giant Whisper 1186,1,3600000,1800000,1
-gl_knt01,9,184,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-gl_knt01,8,184,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-gl_knt01,7,184,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-gl_knt01,6,184,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-gl_knt01,5,184,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-gl_knt01,4,184,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-gl_knt01,9,185,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-gl_knt01,8,185,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-gl_knt01,7,185,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-gl_knt01,6,185,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-gl_knt01,5,185,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-gl_knt01,4,185,0,0 monster Black Mushroom 1084,1,3600000,1800000,1
-
-//==================================================
-// gl_knt02 - Inside Glast Heim Chivalry
-//==================================================
-gl_knt02,0,0,0,0 monster Raydric 1163,80,5000,0,0
-gl_knt02,0,0,0,0 monster Khalitzburg 1132,40,5000,0,0
-gl_knt02,0,0,0,0 monster Raydric Archer 1276,30,5000,0,0
-gl_knt02,0,0,0,0 monster Abysmal Knight 1219,6,5000,0,0
-gl_knt02,0,0,0,0 monster Alice 1275,1,5000,0,0
-gl_knt02,0,0,0,0 monster Mysteltainn 1203,1,1800000,1200000,0
-gl_knt02,0,0,0,0 monster Bloody Knight 1268,1,3600000,1800000,1
-
-//==================================================
-// gl_prison - Glast Heim Underprison
-//==================================================
-gl_prison,0,0,0,0 monster Zombie Prisoner 1197,30,5000,0,0
-gl_prison,0,0,0,0 monster Injustice 1257,20,5000,0,0
-gl_prison,0,0,0,0 monster Rybio 1201,15,5000,0,0
-gl_prison,0,0,0,0 monster Hunter Fly 1035,10,5000,0,0
-
-//==================================================
-// gl_prison1 - Glast Heim Underprison
-//==================================================
-gl_prison1,0,0,0,0 monster Injustice 1257,40,5000,0,0
-gl_prison1,0,0,0,0 monster Skeleton Prisoner 1196,30,5000,0,0
-gl_prison1,0,0,0,0 monster Rybio 1201,10,5000,0,0
-gl_prison1,0,0,0,0 monster Phendark 1202,10,5000,0,0
-gl_prison1,0,0,0,0 monster Hunter Fly 1035,10,5000,0,0
-gl_prison1,0,0,0,0 monster Cramp 1209,5,5000,0,0
-gl_prison1,0,0,0,0 monster Zealotus 1200,1,3600000,1800000,1
-
-//==================================================
-// gl_sew01 - Glast Heim Culvert
-//==================================================
-gl_sew01,0,0,0,0 monster Whisper 1179,40,5000,0,0
-gl_sew01,0,0,0,0 monster Gargoyle 1253,30,5000,0,0
-gl_sew01,0,0,0,0 monster Arclouze 1194,10,5000,0,0
-
-//==================================================
-// gl_sew02 - Glast Heim Culvert
-//==================================================
-gl_sew02,0,0,0,0 monster Gargoyle 1253,55,5000,0,0
-gl_sew02,0,0,0,0 monster Cramp 1209,15,5000,0,0
-
-//==================================================
-// gl_sew03 - Glast Heim Culvert
-//==================================================
-gl_sew03,0,0,0,0 monster Sting 1207,70,5000,0,0
-gl_sew03,0,0,0,0 monster Gargoyle 1253,40,5000,0,0
-
-//==================================================
-// gl_sew04 - Glast Heim Culvert
-//==================================================
-gl_sew04,0,0,0,0 monster Anolian 1206,100,5000,0,0
-gl_sew04,0,0,0,0 monster Gargoyle 1253,20,5000,0,0
-gl_sew04,0,0,0,0 monster Drainliar 1111,10,5000,0,0
-
-//==================================================
-// gl_step - Glast Heim Staircase Dungeon
-//==================================================
-gl_step,0,0,0,0 monster Wind Ghost 1263,100,5000,0,0
-gl_step,0,0,0,0 monster Raydric Archer 1276,10,5000,0,0
-gl_step,0,0,0,0 monster Mimic 1191,5,5000,0,0
diff --git a/npc/re/mobs/dungeons/gld_dunSE.txt b/npc/re/mobs/dungeons/gld_dunSE.txt
deleted file mode 100644
index 568f34ea8..000000000
--- a/npc/re/mobs/dungeons/gld_dunSE.txt
+++ /dev/null
@@ -1,27 +0,0 @@
-//===== Hercules Script ======================================
-//= Guild Dungeons Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.1
-//===== Additional Comments: =================================
-//= 1.0 First version
-//= 1.1 Updated spawns to official. [L0ne_W0lf]
-//============================================================
-
-//==================================================
-// schg_dun01 - Subterranean Guild Dungeon
-//==================================================
-schg_dun01,0,0,0,0 monster Hell Apocalypse 1978,20,0,0,0
-schg_dun01,0,0,0,0 monster Zakudam 1979,20,0,0,0
-schg_dun01,0,0,0,0 monster Heavy Metaling 1977,15,5000,0,0
-schg_dun01,0,0,0,0 monster Cobalt Mineral 1976,15,5000,0,0
-
-//==================================================
-// arug_dun01 - Subterranean Guild Dungeon
-//==================================================
-arug_dun01,0,0,0,0 monster Banshee Master 1974,22,0,0,0
-arug_dun01,0,0,0,0 monster Beholder Master 1975,22,5000,0,0
-arug_dun01,0,0,0,0 monster Aunoe 1796,22,5000,0,0
-arug_dun01,0,0,0,0 monster Necromancer 1870,18,0,0,0
-arug_dun01,0,0,0,0 monster Fanat 1797,5,5000,0,0
diff --git a/npc/re/mobs/dungeons/gld_re.txt b/npc/re/mobs/dungeons/gld_re.txt
deleted file mode 100644
index eff4e892c..000000000
--- a/npc/re/mobs/dungeons/gld_re.txt
+++ /dev/null
@@ -1,98 +0,0 @@
-//===== Hercules Script ======================================
-//= Renewal Guild Monster Spawn Script
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== Additional Comments: =================================
-//= 1.0 First version, Hall of Abyss update. [Euphy]
-//============================================================
-
-//==================================================
-// Baldur - gld_dun01, gld_dun01_2, gld2_pay
-//==================================================
-gld_dun01,0,0,0,0 monster Gullinbursti 1311,30,5000,0,0
-gld_dun01,0,0,0,0 monster Leib Olmai 1306,55,5000,0,0
-gld_dun01,0,0,0,0 monster Cat O' Nine Tails 1307,3,1200000,0,0
-gld_dun01,0,0,0,0 boss_monster Moonlight Flower 1150,1,28800000,600000,1,1
-
-gld_dun01_2,0,0,0,0 monster Skeleton General 1290,50,5000,0,0
-gld_dun01_2,0,0,0,0 monster Am Mut 1301,15,5000,0,0
-gld_dun01_2,0,0,0,0 monster Gajomart 1309,20,5000,0,0
-gld_dun01_2,0,0,0,0 boss_monster Eddga 1115,1,28800000,600000,1,1
-
-gld2_pay,0,0,0,0 monster Skeleton General 1290,60,5000,0,0
-gld2_pay,0,0,0,0 monster Am Mut 1301,25,5000,0,0
-gld2_pay,0,0,0,0 monster Gajomart 1309,30,5000,0,0
-gld2_pay,0,0,0,0 boss_monster General Daehyun 2253,1,28800000,600000,1,1
-gld2_pay,0,0,0,0 monster Samurai Soheon 2254,1,1800000,600000,1
-
-//==================================================
-// Luina - gld_dun02, gld_dun02_2, gld2_ald
-//==================================================
-gld_dun02,0,0,0,0 monster Giant Hornet 1303,30,5000,0,0
-gld_dun02,0,0,0,0 monster Ancient Worm 1305,25,5000,0,0
-gld_dun02,0,0,0,0 monster Giant Spider 1304,15,5000,0,0
-gld_dun02,0,0,0,0 boss_monster Mistress 1059,1,28800000,600000,1,1
-
-gld_dun02_2,0,0,0,0 monster Killer Mantis 1294,30,5000,0,0
-gld_dun02_2,0,0,0,0 monster Angra Mantis 2133,40,5000,0,0
-gld_dun02_2,0,0,0,0 monster Maya Purple 1289,3,1200000,0,0
-gld_dun02_2,0,0,0,0 boss_monster Maya 1147,1,28800000,600000,1,1
-
-gld2_ald,0,0,0,0 monster Killer Mantis 1294,60,5000,0,0
-gld2_ald,0,0,0,0 monster Angra Mantis 2133,70,5000,0,0
-gld2_ald,0,0,0,0 monster Maya Purple 1289,3,1200000,600000,0
-gld2_ald,0,0,0,0 boss_monster Gioia 2251,1,28800000,600000,1,1
-gld2_ald,0,0,0,0 monster Elvira 2252,1,1800000,600000,1
-
-//==================================================
-// Valkyrie - gld_dun03, gld_dun03_02, gld2_prt
-//==================================================
-gld_dun03,0,0,0,0 monster Caterpillar 1300,35,5000,0,0
-gld_dun03,0,0,0,0 monster Creamy Fear 1293,35,5000,0,0
-gld_dun03,0,0,0,0 boss_monster Baphomet 1039,1,28800000,600000,1,1
-
-gld_dun03_2,0,0,0,0 monster Dark Axe Kobold 2284,13,5000,0,0
-gld_dun03_2,0,0,0,0 monster Dark Hammer Kobold 2285,23,5000,0,0
-gld_dun03_2,0,0,0,0 monster Dark Mace Kobold 2286,23,5000,0,0
-gld_dun03_2,0,0,0,0 monster Dark Kobold Archer 2287,23,5000,0,0
-gld_dun03_2,0,0,0,0 monster Kobold Leader 1296,1,14400000,7200000,1
-gld_dun03_2,0,0,0,0 boss_monster Atroce 1785,1,28800000,600000,1,1
-
-gld2_prt,0,0,0,0 monster Dark Axe Kobold 2284,25,5000,0,0
-gld2_prt,0,0,0,0 monster Dark Hammer Kobold 2285,35,5000,0,0
-gld2_prt,0,0,0,0 monster Dark Mace Kobold 2286,35,5000,0,0
-gld2_prt,0,0,0,0 monster Dark Kobold Archer 2287,35,5000,0,0
-gld2_prt,0,0,0,0 boss_monster Pyuriel 2249,1,28800000,600000,1,1
-gld2_prt,0,0,0,0 monster Warrior Laura 2250,1,1800000,600000,1
-
-//==================================================
-// Britoniah - gld_dun04, gld_dun04_02, gld2_gef
-//==================================================
-gld_dun04,0,0,0,0 monster Mini Demon 1292,10,5000,0,0
-gld_dun04,0,0,0,0 monster Zombie Master 1298,55,5000,0,0
-gld_dun04,0,0,0,0 monster Wraith Dead 1291,25,5000,0,0
-gld_dun04,0,0,0,0 monster Ghostring 1120,1,14400000,7200000,1
-gld_dun04,0,0,0,0 boss_monster Doppelganger 1046,1,28800000,600000,1,1
-
-gld_dun04_2,0,0,0,0 monster Dark Frame 2282,15,5000,0,0
-gld_dun04_2,0,0,0,0 monster Dark Priest 2283,15,5000,0,0
-gld_dun04_2,0,0,0,0 monster Dark Shadow 2281,45,5000,0,0
-gld_dun04_2,0,0,0,0 monster Dark Illusion 1302,1,1200000,0,0
-gld_dun04_2,0,0,0,0 boss_monster Dark Lord 1272,1,28800000,600000,1,1
-
-gld2_gef,0,0,0,0 monster Dark Frame 2282,20,5000,0,0
-gld2_gef,0,0,0,0 monster Dark Priest 2283,20,5000,0,0
-gld2_gef,0,0,0,0 monster Dark Shadow 2281,80,5000,0,0
-gld2_gef,0,0,0,0 monster Dark Illusion 1302,1,1200000,0,0
-gld2_gef,0,0,0,0 boss_monster Dead Guardian Kades 2255,1,28800000,600000,1,1
-gld2_gef,0,0,0,0 monster Rudo 2256,1,1800000,600000,1
-
-//==================================================
-// Treasure Chests
-//==================================================
-gld2_pay,0,0,0,0 monster Treasure Chest 2288,5,5000,0,0
-gld2_ald,0,0,0,0 monster Treasure Chest 2288,5,5000,0,0
-gld2_prt,0,0,0,0 monster Treasure Chest 2288,5,5000,0,0
-gld2_gef,0,0,0,0 monster Treasure Chest 2288,5,5000,0,0
diff --git a/npc/re/mobs/dungeons/gon_dun.txt b/npc/re/mobs/dungeons/gon_dun.txt
deleted file mode 100644
index 51b61ba6c..000000000
--- a/npc/re/mobs/dungeons/gon_dun.txt
+++ /dev/null
@@ -1,38 +0,0 @@
-//===== Hercules Script ======================================
-//= Gonryun Dungeon Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.2
-//===== Additional Comments: =================================
-//= 1.1 Official kRO 10.1 spawns [Playtester]
-//= 1.2 Corrected MVP spawn variance. [L0ne_W0lf]
-//============================================================
-
-//==================================================
-// gon_dun01 - Shrine of Kunlun Queen
-//==================================================
-gon_dun01,0,0,0,0 monster Bloody Butterfly 1408,55,5000,0,0
-gon_dun01,0,0,0,0 monster Enchanted Peach Tree 1410,35,5000,0,0
-gon_dun01,0,0,0,0 monster Zipper Bear 1417,30,5000,0,0
-gon_dun01,0,0,0,0 monster Yellow Plant 1081,10,5000,0,0
-gon_dun01,0,0,0,0 monster White Plant 1082,10,5000,0,0
-gon_dun01,0,0,0,0 monster Red Plant 1078,5,5000,0,0
-
-//==================================================
-// gon_dun02 - Hermit's Checkers
-//==================================================
-gon_dun02,0,0,0,0 monster Enchanted Peach Tree 1410,21,5000,0,0
-gon_dun02,0,0,0,0 monster Taoist Hermit 1412,20,5000,0,0
-gon_dun02,0,0,0,0 monster Bloody Butterfly 1408,20,5000,0,0
-gon_dun02,0,0,0,0 monster Baby Leopard 1415,6,5000,0,0
-gon_dun02,0,0,0,0 monster Yellow Plant 1081,10,5000,0,0
-
-//==================================================
-// gon_dun03 - Arcadia
-//==================================================
-gon_dun03,0,0,0,0 monster Evil Nymph 1416,50,5000,0,0
-gon_dun03,0,0,0,0 monster Taoist Hermit 1412,30,5000,0,0
-gon_dun03,0,0,0,0 monster Hermit Plant 1413,20,5000,0,0
-gon_dun03,0,0,0,0 boss_monster Evil Snake Lord 1418,1,5650000,600000,0
-gon_dun03,0,0,0,0 monster White Plant 1082,10,5000,0,0
diff --git a/npc/re/mobs/dungeons/ice_dun.txt b/npc/re/mobs/dungeons/ice_dun.txt
deleted file mode 100644
index e6cefbf1c..000000000
--- a/npc/re/mobs/dungeons/ice_dun.txt
+++ /dev/null
@@ -1,36 +0,0 @@
-//===== Hercules Script ======================================
-//= Ice Dungeon Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.2
-//===== Additional Comments: =================================
-//= 1.0 First version from jAthena [Playtester]
-//= 1.1 More accurate spawns [Playtester]
-//= 1.2 Removed Ktullanux spawn, quest implemented [L0ne_W0lf]
-//============================================================
-
-//==================================================
-// ice_dun01 - Ice Cave
-//==================================================
-ice_dun01,0,0,0,0 monster Siroma 1776,75,5000,0,0
-ice_dun01,0,0,0,0 monster Roween 1782,5,5000,0,0
-ice_dun01,0,0,0,0 monster Muscipular 1780,5,5000,0,0
-ice_dun01,0,0,0,0 monster Gazeti 1778,2,5000,0,0
-
-//==================================================
-// ice_dun02 - Ice Cave
-//==================================================
-ice_dun02,0,0,0,0 monster Snowier 1775,70,5000,0,0
-ice_dun02,0,0,0,0 monster Siroma 1776,30,5000,0,0
-ice_dun02,0,0,0,0 monster Iceicle 1789,19,5000,0,0
-ice_dun02,0,0,0,0 monster Gazeti 1778,15,5000,0,0
-ice_dun02,0,0,0,0 monster Ice Titan 1777,7,5000,0,0
-
-//==================================================
-// ice_dun03 - Ice Cave
-//==================================================
-ice_dun03,0,0,0,0 monster Ice Titan 1777,70,5000,0,0
-ice_dun03,0,0,0,0 monster Gazeti 1778,42,5000,0,0
-ice_dun03,0,0,0,0 monster Iceicle 1789,32,5000,0,0
-ice_dun03,0,0,0,0 monster Snowier 1775,15,5000,0,0
diff --git a/npc/re/mobs/dungeons/in_sphinx.txt b/npc/re/mobs/dungeons/in_sphinx.txt
deleted file mode 100644
index 50db8fdf6..000000000
--- a/npc/re/mobs/dungeons/in_sphinx.txt
+++ /dev/null
@@ -1,54 +0,0 @@
-//===== Hercules Script ======================================
-//= Morocc Sphinx Dungeon Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.4
-//===== Additional Comments: =================================
-//= 1.1 Official kRO 10.1 spawns [Playtester]
-//= 1.2 Replaced Marduk with Anubis on F4 and F5 [Playtester]
-//= 1.3 More accurate spawns [Playtester]
-//= 1.4 Corrected MVP spawn variance. [L0ne_W0lf]
-//============================================================
-
-//==================================================
-// in_sphinx1 - Sphinx
-//==================================================
-in_sphinx1,0,0,0,0 monster Drainliar 1111,40,5000,0,0
-in_sphinx1,0,0,0,0 monster Requiem 1164,20,5000,0,0
-in_sphinx1,0,0,0,0 monster Zerom 1178,20,5000,0,0
-in_sphinx1,0,0,0,0 monster Matyr 1146,10,5000,0,0
-
-//==================================================
-// in_sphinx2 - Sphinx
-//==================================================
-in_sphinx2,0,0,0,0 monster Requiem 1164,50,5000,0,0
-in_sphinx2,0,0,0,0 monster Zerom 1178,50,5000,0,0
-in_sphinx2,0,0,0,0 monster Matyr 1146,20,5000,0,0
-in_sphinx2,0,0,0,0 monster Drainliar 1111,15,5000,0,0
-
-//==================================================
-// in_sphinx3 - Sphinx
-//==================================================
-in_sphinx3,0,0,0,0 monster Marduk 1140,65,5000,0,0
-in_sphinx3,0,0,0,0 monster Matyr 1146,15,5000,0,0
-in_sphinx3,0,0,0,0 monster Mimic 1191,5,5000,0,0
-in_sphinx3,0,0,0,0 monster Pasana 1154,5,5000,0,0
-
-//==================================================
-// in_sphinx4 - Sphinx
-//==================================================
-in_sphinx4,0,0,0,0 monster Minorous 1149,50,5000,0,0
-in_sphinx4,0,0,0,0 monster Pasana 1154,20,5000,0,0
-in_sphinx4,0,0,0,0 monster Anubis 1098,15,5000,0,0
-in_sphinx4,0,0,0,0 monster Mimic 1191,4,5000,0,0
-
-//==================================================
-// in_sphinx5 - Sphinx
-//==================================================
-in_sphinx5,0,0,0,0 monster Pasana 1154,70,5000,0,0
-in_sphinx5,0,0,0,0 monster Side Winder 1037,20,5000,0,0
-in_sphinx5,0,0,0,0 monster Matyr 1146,10,5000,0,0
-in_sphinx5,0,0,0,0 monster Anubis 1098,10,5000,0,0
-in_sphinx5,0,0,0,0 monster Mimic 1191,7,5000,0,0
-in_sphinx5,0,0,0,0 boss_monster Pharaoh 1157,1,3600000,600000,1
diff --git a/npc/re/mobs/dungeons/iz_dun.txt b/npc/re/mobs/dungeons/iz_dun.txt
deleted file mode 100644
index 849e424bd..000000000
--- a/npc/re/mobs/dungeons/iz_dun.txt
+++ /dev/null
@@ -1,118 +0,0 @@
-//===== Hercules Script ======================================
-//= Byalan Dungeon Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.4
-//===== Additional Comments: =================================
-//= 1.1 Official kRO 10.1 spawns for 1-4 [Playtester]
-//= 1.2 More accurate spawns [Playtester]
-//= 1.3 Added Izlude Dungeon F6 spawns [Chilly]
-//= 1.4 Official F6 spawns.
-//============================================================
-
-//==================================================
-// iz_dun00 - Undersea Tunnel
-//==================================================
-iz_dun00,0,0,0,0 monster Plankton 1161,65,5000,0,0
-iz_dun00,0,0,0,0 monster Marina 1141,45,5000,0,0
-iz_dun00,0,0,0,0 monster Vadon 1066,15,5000,0,0
-iz_dun00,0,0,0,0 monster Kukre 1070,15,5000,0,0
-iz_dun00,0,0,0,0 monster Hydra 1068,15,5000,0,0
-iz_dun00,0,0,0,0 monster Black Mushroom 1084,5,180000,90000,1
-
-//==================================================
-// iz_dun01 - Undersea Tunnel
-//==================================================
-iz_dun01,0,0,0,0 monster Vadon 1066,60,5000,0,0
-iz_dun01,0,0,0,0 monster Kukre 1070,50,5000,0,0
-iz_dun01,0,0,0,0 monster Hydra 1068,30,5000,0,0
-iz_dun01,0,0,0,0 monster Marina 1141,15,5000,0,0
-iz_dun01,0,0,0,0 monster Cornutus 1067,15,5000,0,0
-iz_dun01,0,0,0,0 monster Plankton 1161,10,5000,0,0
-iz_dun01,0,0,0,0 monster Black Mushroom 1084,10,180000,90000,1
-
-//==================================================
-// iz_dun02 - Undersea Tunnel
-//==================================================
-iz_dun02,0,0,0,0 monster Cornutus 1067,60,5000,0,0
-iz_dun02,0,0,0,0 monster Marse 1144,40,5000,0,0
-iz_dun02,0,0,0,0 monster Obeaune 1044,40,5000,0,0
-iz_dun02,0,0,0,0 monster Hydra 1068,40,5000,0,0
-iz_dun02,0,0,0,0 monster Merman 1264,1,5000,0,0
-iz_dun02,0,0,0,0 monster Black Mushroom 1084,15,180000,90000,1
-
-//==================================================
-// iz_dun03 - Undersea Tunnel
-//==================================================
-iz_dun03,0,0,0,0 monster Phen 1158,45,5000,0,0
-iz_dun03,0,0,0,0 monster Marc 1045,40,5000,0,0
-iz_dun03,0,0,0,0 monster Swordfish 1069,40,5000,0,0
-iz_dun03,0,0,0,0 monster Marine Sphere 1142,20,5000,0,0
-iz_dun03,0,0,0,0 monster Merman 1264,3,5000,0,0
-iz_dun03,200,144,0,0 monster Hydra 1068,1,282000,150000,0
-iz_dun03,178,253,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,193,143,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,196,143,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,199,143,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,202,143,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,205,143,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,208,143,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,211,143,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,108,249,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,180,251,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,176,260,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,80,163,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun03,204,57,0,0 monster Hydra 1068,1,302000,150000,0
-iz_dun03,204,60,0,0 monster Hydra 1068,1,304000,150000,0
-iz_dun03,203,47,0,0 monster Hydra 1068,1,305000,150000,0
-iz_dun03,206,144,0,0 monster Hydra 1068,1,305000,150000,0
-iz_dun03,209,144,0,0 monster Hydra 1068,1,308000,150000,0
-iz_dun03,204,51,0,0 monster Hydra 1068,1,309000,150000,0
-iz_dun03,203,144,0,0 monster Hydra 1068,1,310000,150000,0
-iz_dun03,204,54,0,0 monster Hydra 1068,1,310000,150000,0
-iz_dun03,203,59,0,0 monster Hydra 1068,1,312000,150000,0
-iz_dun03,204,48,0,0 monster Hydra 1068,1,313000,150000,0
-iz_dun03,194,144,0,0 monster Hydra 1068,1,316000,150000,0
-iz_dun03,203,53,0,0 monster Hydra 1068,1,317000,150000,0
-iz_dun03,191,144,0,0 monster Hydra 1068,1,321000,150000,0
-iz_dun03,212,144,0,0 monster Hydra 1068,1,321000,150000,0
-iz_dun03,203,50,0,0 monster Hydra 1068,1,323000,150000,0
-iz_dun03,203,56,0,0 monster Hydra 1068,1,323000,150000,0
-iz_dun03,197,144,0,0 monster Hydra 1068,1,2960000,150000,0
-
-//==================================================
-// iz_dun04 - Undersea Tunnel
-//==================================================
-iz_dun04,0,0,0,0 monster Merman 1264,52,5000,0,0
-iz_dun04,0,0,0,0 monster Strouf 1065,50,5000,0,0
-iz_dun04,0,0,0,0 monster Marine Sphere 1142,10,5000,0,0
-iz_dun04,0,0,0,0 monster Swordfish 1069,10,5000,0,0
-iz_dun04,0,0,0,0 monster Deviace 1108,3,5000,0,0
-iz_dun04,80,246,0,0 monster Hydra 1068,1,294000,150000,0
-iz_dun04,79,246,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun04,111,41,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun04,111,35,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun04,124,233,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun04,38,115,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun04,38,129,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun04,61,135,0,0 monster Hydra 1068,1,300000,150000,0
-iz_dun04,79,234,0,0 monster Hydra 1068,1,302000,150000,0
-iz_dun04,111,38,0,0 monster Hydra 1068,1,303000,150000,0
-iz_dun04,134,233,0,0 monster Hydra 1068,1,305000,150000,0
-iz_dun04,58,135,0,0 monster Hydra 1068,1,305000,150000,0
-iz_dun04,42,116,0,0 monster Hydra 1068,1,306000,150000,0
-iz_dun04,33,129,0,0 monster Hydra 1068,1,308000,150000,0
-iz_dun04,42,129,0,0 monster Hydra 1068,1,312000,150000,0
-iz_dun04,80,233,0,0 monster Hydra 1068,1,318000,150000,0
-iz_dun04,69,243,0,0 monster Hydra 1068,1,321000,150000,0
-iz_dun04,33,115,0,0 monster Hydra 1068,1,321000,150000,0
-
-//==================================================
-// iz_dun05 - Undersea Tunnel F6
-//==================================================
-iz_dun05,0,0,0,0 monster Sropho 2201,50,5000,0,0
-iz_dun05,0,0,0,0 monster Sedora 2204,60,5000,0,0
-iz_dun05,0,0,0,0 monster Pot Dofle 2203,30,5000,0,0
-iz_dun05,0,0,0,0 monster King Dramoh 2198,25,5000,0,0
-iz_dun05,0,0,0,0 boss_monster Kraken 2202,1,7200000,1800000,0
diff --git a/npc/re/mobs/dungeons/juperos.txt b/npc/re/mobs/dungeons/juperos.txt
deleted file mode 100644
index 28c53f174..000000000
--- a/npc/re/mobs/dungeons/juperos.txt
+++ /dev/null
@@ -1,50 +0,0 @@
-//===== Hercules Script ======================================
-//= Juperos Dungeon Monster Spawn Script
-//===== By: ==================================================
-// The Prometheus Project, Hercules Dev Team
-//===== Current Version: =====================================
-//= 1.4
-//===== Additional Comments: =================================
-//= 0.1 Added 1st version. [Muad_Dib]
-//= 0.2 Updated the spawns according to current info [MasterOfMuppets]
-//= 0.3 Updated the spawns according to own info from iRO [MasterOfMuppets]
-//= 1.0 More exact numbers thanks to Tharis [Playtester]
-//= 1.1 Official X.3 spawns [Playtester]
-//= 1.2 Some 11.1 spawn changes [Playtester]
-//= 1.3 More accurate spawns [Playtester]
-//= 1.4 Corrected MVP spawn variance. [L0ne_W0lf]
-//============================================================
-
-//==================================================
-// juperos_01 - Ruins of Juperos
-//==================================================
-juperos_01,0,0,0,0 monster Venatu 1676,70,5000,0,0
-juperos_01,0,0,0,0 monster Venatu 1677,70,5000,0,0
-juperos_01,0,0,0,0 monster Venatu 1678,70,5000,0,0
-juperos_01,0,0,0,0 monster Venatu 1679,50,5000,0,0
-juperos_01,0,0,0,0 monster Dimik 1670,10,5000,0,0
-juperos_01,0,0,0,0 monster Dimik 1671,5,5000,0,0
-juperos_01,0,0,0,0 monster Dimik 1672,5,5000,0,0
-juperos_01,0,0,0,0 monster Dimik 1673,5,5000,0,0
-
-//==================================================
-// juperos_02 - Ruins of Juperos
-//==================================================
-juperos_02,0,0,0,0 monster Apocalypse 1365,70,5000,0,0
-juperos_02,0,0,0,0 monster Venatu 1676,65,5000,0,0
-juperos_02,0,0,0,0 monster Venatu 1677,65,5000,0,0
-juperos_02,0,0,0,0 monster Venatu 1678,65,5000,0,0
-juperos_02,0,0,0,0 monster Venatu 1679,50,5000,0,0
-
-//==================================================
-// jupe_core - Center of Juperos
-//==================================================
-jupe_core,0,0,0,0 monster Dimik 1670,40,5000,0,0
-jupe_core,0,0,0,0 monster Dimik 1671,40,5000,0,0
-jupe_core,0,0,0,0 monster Dimik 1672,40,5000,0,0
-jupe_core,0,0,0,0 monster Dimik 1673,40,5000,0,0
-jupe_core,0,0,0,0 monster Archdam 1668,40,5000,0,0
-jupe_core,0,0,0,0 monster Venatu 1676,25,5000,0,0
-jupe_core,0,0,0,0 monster Venatu 1677,25,5000,0,0
-jupe_core,0,0,0,0 monster Venatu 1678,25,5000,0,0
-jupe_core,0,0,0,0 boss_monster Vesper 1685,1,7200000,600000,1
diff --git a/npc/re/mobs/dungeons/kh_dun.txt b/npc/re/mobs/dungeons/kh_dun.txt
deleted file mode 100644
index 4e9d1fbf7..000000000
--- a/npc/re/mobs/dungeons/kh_dun.txt
+++ /dev/null
@@ -1,57 +0,0 @@
-//===== Hercules Script ======================================
-//= Kiel Dungeon Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.3
-//===== Additional Comments: =================================
-//= 1.0 First version [MasterOfMuppets]
-//= 1.1 Added official mob types [Playtester]
-//= 1.2 Updated amounts [Playtester]
-//= 1.3 More accurate spawns [Playtester]
-//============================================================
-
-//==================================================
-// 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
-kh_dun01,0,0,0,0 monster Constant 1738,8,5000,0,0
-kh_dun01,0,0,0,0 monster Constant 1745,5,5000,0,0
-kh_dun01,0,0,0,0 monster Alicel 1735,3,5000,0,0
-kh_dun01,0,0,0,0 monster Aliot 1736,3,5000,0,0
-
-//==================================================
-// kh_dun02 - Robot Factory level 2
-//==================================================
-kh_dun02,0,0,0,0 monster Alicel 1735,30,5000,0,0
-kh_dun02,0,0,0,0 monster Aliot 1736,25,5000,0,0
-kh_dun02,0,0,0,0 monster Constant 1738,15,5000,0,0
-kh_dun02,0,0,0,0 monster Aliza 1737,10,5000,0,0
-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_kiehl01,0,0,0,0 monster Constant 1745,10,5000,0,0
-kh_kiehl01,67,171,5,5 monster Aliot 1740,1,180000,120000,0
-kh_kiehl01,67,171,5,5 monster Aliot 1736,1,180000,120000,0
-kh_kiehl01,85,154,3,3 monster Alicel 1739,1,180000,120000,0
-kh_kiehl01,85,154,3,3 monster Aliot 1740,1,180000,120000,0
-kh_kiehl01,106,154,3,3 monster Aliza 1746,1,180000,120000,0
-kh_kiehl01,122,155,3,3 monster Aliot 1740,1,180000,120000,0
-kh_kiehl01,122,155,3,3 monster Aliot 1736,1,180000,120000,0
-kh_kiehl01,122,155,3,3 monster Alicel 1739,1,180000,120000,0
-kh_kiehl01,32,124,3,3 monster Aliot 1740,1,180000,120000,0
-kh_kiehl01,37,110,3,3 monster Alicel 1735,1,180000,120000,0
-kh_kiehl01,37,110,3,3 monster Alicel 1739,1,180000,120000,0
-kh_kiehl01,80,22,3,3 monster Aliot 1740,1,180000,120000,0
-kh_kiehl01,105,40,3,3 monster Aliza 1746,1,180000,120000,0
-kh_kiehl01,105,40,3,3 monster Aliza 1737,1,180000,120000,0
-kh_kiehl01,135,24,3,3 monster Alicel 1739,1,180000,120000,0
-kh_kiehl01,173,90,3,3 monster Aliot 1740,1,180000,120000,0
-kh_kiehl01,156,101,3,3 monster Aliza 1746,1,180000,120000,0
-kh_kiehl01,128,102,3,3 monster Alicel 1739,1,180000,120000,0
-kh_kiehl01,128,102,3,3 monster Aliot 1740,1,180000,120000,0
-kh_kiehl01,122,155,3,3 monster Aliza 1746,1,180000,120000,0
diff --git a/npc/re/mobs/dungeons/lhz_dun.txt b/npc/re/mobs/dungeons/lhz_dun.txt
deleted file mode 100644
index 16296e20e..000000000
--- a/npc/re/mobs/dungeons/lhz_dun.txt
+++ /dev/null
@@ -1,161 +0,0 @@
-//===== Hercules Script ======================================
-//= Lighthalzen Dungeon(Biolabs) Monster Spawn Script
-//===== By: ==================================================
-// The Prometheus Project, Hercules Dev Team
-//===== Current Version: =====================================
-//= 1.9
-//===== Additional Comments: =================================
-//= 08/24/05 : Added 1st version. [Muad_Dib]
-//= 1.1 Some corrections to level 1, 2 as pointed out by
-//= MasterofMuppets. [Skotlex]
-//= 1.3 Some fixes based on kRO's "RO Map" [Poki#3]
-//= I also made the place more Moby ^^
-//= 1.4 Adjusted spawns according to own info from iRO [MasterOfMuppets]
-//= 1.5 More accurate spawn numbers and iRO names thanks to Tharis [Playtester]
-//= 1.6 Official X.3 spawns [Playtester]
-//= 1.7 Corrected MVP spawn function to be standard to iRO. [L0ne_W0lf]
-//= - A random 99 will now be spawned when the MVP spawns.
-//= - Spare spawn and MVP spawn now spawn in official locations.
-//= - Expandeded timer to allow for varying spawn times.
-//= 1.7a Added dummy event to keep from causnig warnings. [L0ne_W0lf]
-//= 1.8 Corrected MVP spawn variance (Labs2 MVP). [L0ne_W0lf]
-//= 1.9 Added Bio4 spawns. [Chilly]
-//============================================================
-
-//==================================================
-// lhz_dun01 - Somatology Laboratory
-//==================================================
-lhz_dun01,0,0,0,0 monster Remover 1682,100,5000,0,0
-lhz_dun01,0,0,0,0 monster Anopheles 1627,70,5000,0,0
-lhz_dun01,0,0,0,0 monster Metaling 1613,50,5000,0,0
-lhz_dun01,0,0,0,0 monster Kavach Icarus 1656,13,5000,0,0
-lhz_dun01,0,0,0,0 monster Errende Ebecee 1655,13,5000,0,0
-lhz_dun01,0,0,0,0 monster Laurell Weinder 1657,11,5000,0,0
-lhz_dun01,0,0,0,0 monster Wickebine Tres 1653,11,5000,0,0
-lhz_dun01,0,0,0,0 monster Armeyer Dinze 1654,8,5000,0,0
-lhz_dun01,0,0,0,0 monster Egnigem Cenia 1652,8,5000,0,0
-lhz_dun01,0,0,0,0 monster Gemini-S58 1681,1,5000,0,0
-
-//==================================================
-// lhz_dun02 - Somatology Laboratory
-//==================================================
-lhz_dun02,0,0,0,0 monster Laurell Weinder 1657,50,5000,0,0
-lhz_dun02,0,0,0,0 monster Wickebine Tres 1653,50,5000,0,0
-lhz_dun02,0,0,0,0 monster Kavach Icarus 1656,50,5000,0,0
-lhz_dun02,0,0,0,0 monster Errende Ebecee 1655,50,5000,0,0
-lhz_dun02,0,0,0,0 monster Egnigem Cenia 1652,50,5000,0,0
-lhz_dun02,0,0,0,0 monster Armeyer Dinze 1654,50,5000,0,0
-lhz_dun02,0,0,0,0 monster Remover 1682,20,5000,0,0
-lhz_dun02,0,0,0,0 monster Gemini-S58 1681,10,5000,0,0
-lhz_dun02,0,0,0,0 monster Eremes Guile 1635,1,5000,0,0
-lhz_dun02,0,0,0,0 boss_monster Egnigem Cenia 1658,1,7200000,600000,1
-
-//==================================================
-// lhz_dun03 - Somatology Laboratory
-//==================================================
-lhz_dun03,0,0,0,0 monster Cecil Damon 1638,81,5000,0,0
-lhz_dun03,0,0,0,0 monster Kathryne Keyron 1639,57,5000,0,0
-lhz_dun03,0,0,0,0 monster Margaretha Sorin 1637,42,5000,0,0
-lhz_dun03,0,0,0,0 monster Howard Alt-Eisen 1636,42,5000,0,0
-lhz_dun03,0,0,0,0 monster Eremes Guile 1635,42,5000,0,0
-lhz_dun03,0,0,0,0 monster Seyren Windsor 1634,42,5000,0,0
-lhz_dun03,139,158,20,11 monster Assassin Cross Eremes 1641,1,2580000,2340000,1
-lhz_dun03,138,138,36,34 monster High Wizard Kathryne 1645,1,2580000,2460000,1
-lhz_dun03,114,138,12,16 monster Lord Knight Seyren 1640,1,2700000,2400000,1
-lhz_dun03,139,117,20,11 monster Sniper Cecil 1644,1,2700000,2500000,1
-lhz_dun03,163,138,12,16 monster Whitesmith Howard 1642,1,3000000,2700000,1
-lhz_dun03,138,138,36,34 monster High Priest Margaretha 1643,1,3300000,3000000,1
-
-lhz_dun03,0,0,0 script mvp_lhz_dun03 -1,{
-OnTimer6000000: // delay1 = 6000000 ms (100 min)
- stopnpctimer;
- sleep rand(0,30)*60000; // 0 to 30 minutes
-OnInit:
- // Select Coordinates to summon a random MVP on
- switch(rand(1,6)) {
- case 1: .@x = 140; .@y = 232; break;
- case 2: .@x = 75; .@y = 138; break;
- case 3: .@x = 140; .@y = 87; break;
- case 4: .@x = 205; .@y = 140; break;
- case 5: .@x = 123; .@y = 137; break;
- case 6: .@x = 175; .@y = 137; break;
- }
- .@mob = rand(1646,1651);
- monster "lhz_dun03",.@x,.@y,strmobinfo(1,.@mob),.@mob,1,strnpcinfo(3)+"::OnMyMVPDead";
-
- // Select Coordinates to summon a random 99 on
- switch(rand(1,6)) {
- case 1: .@x2 = 183; .@y2 = 97; break;
- case 2: .@x2 = 97; .@y2 = 96; break;
- case 3: .@x2 = 47; .@y2 = 139; break;
- case 4: .@x2 = 231; .@y2 = 140; break;
- case 5: .@x2 = 139; .@y2 = 211; break;
- case 6: .@x2 = 139; .@y2 = 259; break;
- }
- .@mob2 = rand(1640,1645);
- monster "lhz_dun03",.@x2,.@y2,strmobinfo(1,.@mob2),.@mob2,1,strnpcinfo(3)+"::OnMy99Dead";
- end;
-
-OnMyMVPDead:
- killmonster "lhz_dun03",strnpcinfo(3)+"::OnMy99Dead";
- initnpctimer;
-OnMy99Dead:
- end;
-}
-
-//========================================================================================
-// lhz_dun04 - Bio-life Labs 4F
-//========================================================================================
-lhz_dun04,0,0,0,0 monster Randel 2221,42,5000,0,0
-lhz_dun04,0,0,0,0 monster Flamel 2222,42,5000,0,0
-lhz_dun04,0,0,0,0 monster Celia 2223,81,5000,0,0
-lhz_dun04,0,0,0,0 monster Chen 2224,42,5000,0,0
-lhz_dun04,0,0,0,0 monster Gertie 2225,57,5000,0,0
-lhz_dun04,0,0,0,0 monster Alphoccio 2226,42,5000,0,0
-lhz_dun04,0,0,0,0 monster Trentini 2227,42,5000,0,0
-lhz_dun04,0,0,0,0 monster Paladin Randel 2228,1,3300000,3000000,1
-lhz_dun04,0,0,0,0 monster Creator Flamel 2229,1,3300000,3000000,1
-lhz_dun04,0,0,0,0 monster Professor Celia 2230,1,3300000,3000000,1
-lhz_dun04,0,0,0,0 monster Champion Chen 2231,1,3300000,3000000,1
-lhz_dun04,0,0,0,0 monster Stalker Gertie 2232,1,3300000,3000000,1
-lhz_dun04,0,0,0,0 monster Clown Alphoccio 2233,1,3300000,3000000,1
-lhz_dun04,0,0,0,0 monster Gypsy Trentini 2234,1,3300000,3000000,1
-
-lhz_dun04,0,0,0 script mvp_lhz_dun04 -1,{
-OnTimer6000000: // delay1 = 6000000 ms (100 min)
- stopnpctimer;
- sleep rand(0,30)*60000; // 0 to 30 minutes
-OnInit:
- // Select Coordinates to summon a random MVP on
- switch(rand(1,7)) {
- case 1: .@x = 77; .@y = 251; break;
- case 2: .@x = 147; .@y = 224; break;
- case 3: .@x = 219; .@y = 219; break;
- case 4: .@x = 244; .@y = 120; break;
- case 5: .@x = 149; .@y = 41; break;
- case 6: .@x = 53; .@y = 109; break;
- case 7: .@x = 149; .@y = 151; break;
- }
- .@mob = rand(2235,2241);
- monster "lhz_dun04",.@x,.@y,strmobinfo(1,.@mob),.@mob,1,strnpcinfo(3)+"::OnMyMVPDead";
-
- // Select Coordinates to summon a random 99 on
- switch(rand(1,7)) {
- case 1: .@x2 = 77; .@y2 = 251; break;
- case 2: .@x2 = 147; .@y2 = 224; break;
- case 3: .@x2 = 219; .@y2 = 219; break;
- case 4: .@x2 = 244; .@y2 = 120; break;
- case 5: .@x2 = 149; .@y2 = 41; break;
- case 6: .@x2 = 53; .@y2 = 109; break;
- case 7: .@x2 = 149; .@y2 = 151; break;
- }
- .@mob2 = rand(2228,2234);
- monster "lhz_dun04",.@x2,.@y2,strmobinfo(1,.@mob2),.@mob2,1,strnpcinfo(3)+"::OnMy99Dead";
- end;
-
-OnMyMVPDead:
- killmonster "lhz_dun04",strnpcinfo(3)+"::OnMy99Dead";
- initnpctimer;
-OnMy99Dead:
- end;
-}
diff --git a/npc/re/mobs/dungeons/lou_dun.txt b/npc/re/mobs/dungeons/lou_dun.txt
deleted file mode 100644
index 6f50cebad..000000000
--- a/npc/re/mobs/dungeons/lou_dun.txt
+++ /dev/null
@@ -1,41 +0,0 @@
-//===== Hercules Script ======================================
-//= Louyang Dungeon Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.3
-//===== Additional Comments: =================================
-//= 1.1 Updated by MasterOfMuppets
-//= 1.2 Added Bacsojin and Chung E [MasterOfMuppets]
-//= 1.3 Corrected MVP spawn variance. [L0ne_W0lf]
-//============================================================
-
-//==================================================
-// 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
-lou_dun01,0,0,0,0 monster Mi Gao 1516,15,5000,0,0
-lou_dun01,0,0,0,0 monster Horong 1129,15,5000,0,0
-lou_dun01,0,0,0,0 monster Side Winder 1037,10,5000,0,0
-lou_dun01,0,0,0,0 monster Leib Olmai 1306,1,300000,120000,0
-lou_dun01,197,77,10,10 monster Black Mushroom 1084,5,5000,0,0
-lou_dun01,0,0,0,0 monster Shining Plant 1083,5,5000,0,0
-
-//==================================================
-// lou_dun02 - Inside the Royal Tomb
-//==================================================
-lou_dun02,0,0,0,0 monster Yao Jun 1512,40,5000,0,0
-lou_dun02,0,0,0,0 monster Munak 1026,25,5000,0,0
-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_dun03,0,0,0,0 monster Zhu Po Long 1514,25,5000,0,0
-lou_dun03,0,0,0,0 monster Yao Jun 1512,25,5000,0,0
-lou_dun03,0,0,0,0 monster Mao Guai 1513,15,5000,0,0
-lou_dun03,0,0,0,0 monster Green Maiden 1631,5,5000,0,0
-lou_dun03,0,0,0,0 monster Green Maiden 1631,5,3000000,1800000,1
-lou_dun03,0,0,0,0 boss_monster White Lady 1630,1,7000000,600000,1
diff --git a/npc/re/mobs/dungeons/ma_dun.txt b/npc/re/mobs/dungeons/ma_dun.txt
deleted file mode 100644
index 3e0a54b35..000000000
--- a/npc/re/mobs/dungeons/ma_dun.txt
+++ /dev/null
@@ -1,18 +0,0 @@
-//===== Hercules Script ======================================
-//= Malaya Port Dungeon Monster Spawn Script
-//===== By: ==================================================
-//= Chilly
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= Official kRO monster spawns
-//===== Additional Comments: =================================
-//= 1.0 First Release
-//============================================================
-
-//==================================================
-// ma_dun01 - Bangungot Hospital F1
-//==================================================
-ma_dun01,0,0,0,0 monster Manananggal 2311,40,5000,0,0
-ma_dun01,0,0,0,0 monster Wakwak 2315,30,5000,0,0
-ma_dun01,0,0,0,0 monster Tiyanak 2314,40,5000,0,0
diff --git a/npc/re/mobs/dungeons/mag_dun.txt b/npc/re/mobs/dungeons/mag_dun.txt
deleted file mode 100644
index d5321ea6c..000000000
--- a/npc/re/mobs/dungeons/mag_dun.txt
+++ /dev/null
@@ -1,30 +0,0 @@
-//===== Hercules Script ======================================
-//= Magma Dungeon Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.3
-//===== Additional Comments: =================================
-//= 1.1 fixed 2,3,4 tabs instead of 1... and wrong mob names [Lupus]
-//= 1.2 Official jRO 10.3 spawns [Playtester]
-//= 1.3 More accurate spawns [Playtester]
-//============================================================
-
-//==================================================
-// mag_dun01 - Nogg Road
-//==================================================
-mag_dun01,0,0,0,0 monster Explosion 1383,30,5000,0,0
-mag_dun01,0,0,0,0 monster Lava Golem 1366,20,5000,0,0
-mag_dun01,0,0,0,0 monster Blazer 1367,20,5000,0,0
-mag_dun01,0,0,0,0 monster Kaho 1072,20,5000,0,0
-mag_dun01,0,0,0,0 monster Grizzly 1381,10,5000,0,0
-
-//==================================================
-// mag_dun02 - Nogg Road
-//==================================================
-mag_dun02,0,0,0,0 monster Nightmare Terror 1379,46,5000,0,0
-mag_dun02,0,0,0,0 monster Deleter 1385,40,5000,0,0
-mag_dun02,0,0,0,0 monster Deleter 1384,38,5000,0,0
-mag_dun02,0,0,0,0 monster Blazer 1367,20,5000,0,0
-mag_dun02,0,0,0,0 monster Diabolic 1382,15,5000,0,0
-mag_dun02,0,0,0,0 monster Gig 1387,10,5000,0,0
diff --git a/npc/re/mobs/dungeons/mal_dun.txt b/npc/re/mobs/dungeons/mal_dun.txt
deleted file mode 100644
index 40a8255cf..000000000
--- a/npc/re/mobs/dungeons/mal_dun.txt
+++ /dev/null
@@ -1,23 +0,0 @@
-//===== Hercules Script ======================================
-//= Malangdo Dungeon Monster Spawn Script
-//===== By: ==================================================
-//= Chilly
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= Official kRO monster spawns
-//===== Additional Comments: =================================
-//= 1.0 First Release
-//= 1.1 Updated to official script. [Euphy]
-//= 1.2 Added Pouring spawn, source iRO. [Euphy]
-//============================================================
-
-//==================================================
-// mal_dun01 - Lagoon in the Stars
-//==================================================
-mal_dun01,0,0,0,0 monster Crab 1073,10,5000,0,0
-mal_dun01,0,0,0,0 monster Shellfish 1074,10,5000,0,0
-mal_dun01,0,0,0,0 monster Aster 1266,20,5000,0,0
-mal_dun01,0,0,0,0 monster Red Eruma 2197,60,5000,0,0
-mal_dun01,0,0,0,0 monster Siorava 2199,45,5000,0,0
-mal_dun01,0,0,0,0 monster Wild Rider 2208,1,5000,0,0
diff --git a/npc/re/mobs/dungeons/mjo_dun.txt b/npc/re/mobs/dungeons/mjo_dun.txt
deleted file mode 100644
index 0204a2da7..000000000
--- a/npc/re/mobs/dungeons/mjo_dun.txt
+++ /dev/null
@@ -1,33 +0,0 @@
-//===== Hercules Script ======================================
-//= Coal Mine(Dead pit) Dungeon Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.1
-//===== Additional Comments: =================================
-//= 1.1 Official kRO 10.1 spawns [Playtester]
-//============================================================
-
-//==================================================
-// mjo_dun01 - Mjolnir Dead Pit
-//==================================================
-mjo_dun01,0,0,0,0 monster Tarou 1175,60,5000,0,0
-mjo_dun01,0,0,0,0 monster Familiar 1005,30,5000,0,0
-mjo_dun01,0,0,0,0 monster Martin 1145,20,5000,0,0
-
-//==================================================
-// mjo_dun02 - Mjolnir Dead Pit
-//==================================================
-mjo_dun02,0,0,0,0 monster Martin 1145,60,5000,0,0
-mjo_dun02,0,0,0,0 monster Giearth 1121,35,5000,0,0
-mjo_dun02,0,0,0,0 monster Drainliar 1111,20,5000,0,0
-mjo_dun02,0,0,0,0 monster Skeleton Worker 1169,20,5000,0,0
-
-//==================================================
-// mjo_dun03 - Mjolnir Dead Pit
-//==================================================
-mjo_dun03,0,0,0,0 monster Skeleton Worker 1169,70,5000,0,0
-mjo_dun03,0,0,0,0 monster Myst 1151,35,5000,0,0
-mjo_dun03,0,0,0,0 monster Giearth 1121,5,5000,0,0
-mjo_dun03,0,0,0,0 monster Martin 1145,5,5000,0,0
-mjo_dun03,0,0,0,0 monster Cramp 1209,3,5000,0,0
diff --git a/npc/re/mobs/dungeons/moc_pryd.txt b/npc/re/mobs/dungeons/moc_pryd.txt
deleted file mode 100644
index 62085e8e1..000000000
--- a/npc/re/mobs/dungeons/moc_pryd.txt
+++ /dev/null
@@ -1,79 +0,0 @@
-//===== Hercules Script ======================================
-//= Morocc Pyramid Dungeon Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.4
-//===== Additional Comments: =================================
-//= 1.1 Official kRO 10.1 spawns [Playtester]
-//= 1.2 More accurate spawns [Playtester]
-//= 1.3 Corrected MVP spawn variance. [L0ne_W0lf]
-//= 1.4 Added Nightmare spawns. [Euphy]
-//============================================================
-
-//==================================================
-// moc_pryd01 - Inside Pyramid F1
-//==================================================
-moc_pryd01,0,0,0,0 monster Familiar 1005,50,5000,0,0
-moc_pryd01,0,0,0,0 monster Poporing 1031,20,5000,0,0
-
-//==================================================
-// moc_pryd02 - Inside Pyramid F2
-//==================================================
-moc_pryd02,0,0,0,0 monster Mummy 1041,30,5000,0,0
-moc_pryd02,0,0,0,0 monster Soldier Skeleton 1028,30,5000,0,0
-moc_pryd02,0,0,0,0 monster Archer Skeleton 1016,30,5000,0,0
-moc_pryd02,0,0,0,0 monster Drainliar 1111,20,5000,0,0
-moc_pryd02,0,0,0,0 monster Poporing 1031,20,5000,0,0
-moc_pryd02,0,0,0,0 monster Isis 1029,5,5000,0,0
-
-//==================================================
-// moc_pryd03 - Inside Pyramid F3
-//==================================================
-moc_pryd03,0,0,0,0 monster Mummy 1041,70,5000,0,0
-moc_pryd03,0,0,0,0 monster Verit 1032,20,5000,0,0
-moc_pryd03,0,0,0,0 monster Matyr 1146,10,5000,0,0
-moc_pryd03,0,0,0,0 monster Drainliar 1111,5,5000,0,0
-moc_pryd03,0,0,0,0 monster Mimic 1191,5,5000,0,0
-
-//==================================================
-// moc_pryd04 - Inside Pyramid F4
-//==================================================
-moc_pryd04,0,0,0,0 monster Isis 1029,50,5000,0,0
-moc_pryd04,0,0,0,0 monster Mummy 1041,25,5000,0,0
-moc_pryd04,0,0,0,0 monster Matyr 1146,20,5000,0,0
-moc_pryd04,0,0,0,0 monster Mimic 1191,15,5000,0,0
-moc_pryd04,0,0,0,0 monster Ancient Mummy 1297,3,5000,0,0
-moc_pryd04,0,0,0,0 boss_monster Osiris 1038,1,3600000,600000,0
-
-//==================================================
-// moc_pryd05 - Inside Pyramid B1
-//==================================================
-moc_pryd05,0,0,0,0 monster Minorous 1149,60,5000,0,0
-moc_pryd05,0,0,0,0 monster Verit 1032,50,5000,0,0
-moc_pryd05,0,0,0,0 monster Mummy 1041,10,5000,0,0
-
-//==================================================
-// moc_pryd06 - Inside Pyramid B2
-//==================================================
-moc_pryd06,0,0,0,0 monster Mimic 1191,30,5000,0,0
-moc_pryd06,0,0,0,0 monster Verit 1032,30,5000,0,0
-moc_pryd06,0,0,0,0 monster Arclouze 1194,20,5000,0,0
-moc_pryd06,0,0,0,0 monster Ancient Mummy 1297,20,5000,0,0
-moc_pryd06,102,85,1,1 boss_monster Amon Ra 1511,1,3600000,600000,0
-
-//==================================================
-// moc_prydn1 - Nightmare Mode B1
-//==================================================
-moc_prydn1,0,0,0,0 monster Nightmare Minorous 2353,60,5000,0,0
-moc_prydn1,0,0,0,0 monster Nightmare Mummy 2354,10,5000,0,0
-moc_prydn1,0,0,0,0 monster Nightmare Verit 2355,50,5000,0,0
-
-//==================================================
-// moc_prydn2 - Nightmare Mode B2
-//==================================================
-moc_prydn2,0,0,0,0 monster Nightmare Mimic 2356,30,5000,0,0
-moc_prydn2,0,0,0,0 monster Nightmare Verit 2355,30,5000,0,0
-moc_prydn2,0,0,0,0 monster Nightmare Arclouze 2358,20,5000,0,0
-moc_prydn2,0,0,0,0 monster Nightmare Ancient Mummy 2360,20,5000,0,0
-moc_prydn2,102,85,1,1 boss_monster Nightmare Amon Ra 2362,1,3600000,600000,0
diff --git a/npc/re/mobs/dungeons/mosk_dun.txt b/npc/re/mobs/dungeons/mosk_dun.txt
deleted file mode 100644
index 9049a88b8..000000000
--- a/npc/re/mobs/dungeons/mosk_dun.txt
+++ /dev/null
@@ -1,39 +0,0 @@
-//===== Hercules Script ======================================
-//= Moscovia Dungeon Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.3
-//===== Additional Comments: =================================
-//= 1.0 Added spawns [Playtester]
-//= 1.1 Swapped named according to mob db. [L0ne_W0lf]
-//= 1.2 Fixed the mob names (iRO names) [Playtester]
-//= 1.2 Updated spawns kinda. [Kisuka]
-//============================================================
-
-//==================================================
-// mosk_dun01 - Les Forest
-//==================================================
-mosk_dun01,0,0,0,0 monster Wood Goblin 1880,66,5000,0,0
-mosk_dun01,0,0,0,0 monster Les 1881,33,5000,0,0
-mosk_dun01,0,0,0,0 monster Poporing 1031,20,5000,0,0
-mosk_dun01,0,0,0,0 monster Mantis 1139,10,5000,0,0
-
-//==================================================
-// mosk_dun02 - Temny Forest
-//==================================================
-mosk_dun02,0,0,0,0 monster Les 1881,40,5000,0,0
-mosk_dun02,0,0,0,0 monster Wood Goblin 1880,30,5000,0,0
-mosk_dun02,0,0,0,0 monster Baba Yaga 1882,20,5000,0,0
-mosk_dun02,0,0,0,0 monster Uzhas 1883,5,5000,0,0
-
-//==================================================
-// mosk_dun03 - Dremuci Forest
-//==================================================
-mosk_dun03,0,0,0,0 monster Baba Yaga 1882,60,5000,0,0
-mosk_dun03,0,0,0,0 monster Uzhas 1883,35,5000,0,0
-mosk_dun03,0,0,0,0 monster Mavka 1884,15,5000,0,0
-mosk_dun03,207,221,5,5 boss_monster Gopinich 1885,1,7200000,600000,1
-mosk_dun03,0,0,0,0 monster Yellow Plant 1081,10,5000,0,0
-mosk_dun03,0,0,0,0 monster White Plant 1082,10,5000,0,0
-mosk_dun03,0,0,0,0 monster Shining Plant 1083,5,10000,0,0
diff --git a/npc/re/mobs/dungeons/nyd_dun.txt b/npc/re/mobs/dungeons/nyd_dun.txt
deleted file mode 100644
index 7244bc7bd..000000000
--- a/npc/re/mobs/dungeons/nyd_dun.txt
+++ /dev/null
@@ -1,28 +0,0 @@
-//===== Hercules Script ======================================
-//= Yggdrasil Root Dungeon
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.0
-//===== Additional Comments: =================================
-//= 1.0 First version
-//============================================================
-
-//==================================================
-// nyd_dun01 - Yggdrasil Root
-//==================================================
-nyd_dun01,0,0,0,0 monster Draco 2013,40,5000,0,0
-nyd_dun01,0,0,0,0 monster Aqua Elemental 2016,20,5000,0,0
-nyd_dun01,0,0,0,0 monster Dark Pinguicula 2015,10,5000,0,0
-nyd_dun01,0,0,0,0 monster Rata 2017,2,900000,0,0
-nyd_dun01,0,0,0,0 monster Duneyrr 2018,2,900000,0,0
-nyd_dun01,47,219,0,0 monster Draco Egg 2014,1,60000,30000,0
-nyd_dun01,57,220,0,0 monster Draco Egg 2014,1,60000,30000,0
-nyd_dun01,57,226,0,0 monster Draco Egg 2014,1,60000,30000,0
-nyd_dun01,56,226,0,0 monster Draco Egg 2014,1,60000,30000,0
-nyd_dun01,64,219,0,0 monster Draco Egg 2014,1,60000,30000,0
-nyd_dun01,53,221,0,0 monster Draco Egg 2014,1,60000,30000,0
-nyd_dun01,58,216,0,0 monster Draco Egg 2014,1,60000,30000,0
-nyd_dun01,60,226,0,0 monster Draco Egg 2014,1,60000,30000,0
-nyd_dun01,53,228,0,0 monster Draco Egg 2014,1,60000,30000,0
-nyd_dun01,47,218,0,0 monster Draco Egg 2014,1,60000,30000,0
diff --git a/npc/re/mobs/dungeons/odin.txt b/npc/re/mobs/dungeons/odin.txt
deleted file mode 100644
index 372ab2f57..000000000
--- a/npc/re/mobs/dungeons/odin.txt
+++ /dev/null
@@ -1,53 +0,0 @@
-//===== Hercules Script ======================================
-//= Odin Temple Monster Spawn Script
-//===== By: ==================================================
-//= Poki#3 (0.1)
-//===== Current Version: =====================================
-//= 1.2
-//===== Additional Comments: =================================
-//= 1.0 Updated by using Tharis' Homun AI, by Tharis [Vicious]
-//= 1.1 More accurate spawns [Playtester]
-//= 1.2 Corrected MVP spawn variance. [L0ne_W0lf]
-//============================================================
-
-//==================================================
-// odin_tem01 - Odin Shrine
-//==================================================
-odin_tem01,0,0,0,0 monster Plasma 1693,10,5000,0,0
-odin_tem01,0,0,0,0 monster Breeze 1692,10,5000,0,0
-odin_tem01,0,0,0,0 monster Frus 1753,5,5000,0,0
-odin_tem01,0,0,0,0 monster Skogul 1752,5,5000,0,0
-odin_tem01,0,0,0,0 monster Plasma 1697,3,5000,0,0
-odin_tem01,0,0,0,0 monster Plasma 1695,3,5000,0,0
-odin_tem01,0,0,0,0 monster Plasma 1696,3,5000,0,0
-odin_tem01,0,0,0,0 monster Plasma 1694,3,5000,0,0
-odin_tem01,0,0,0,0 monster Green Plant 1080,5,60000,30000,1
-odin_tem01,0,0,0,0 monster Yellow Plant 1081,5,60000,30000,1
-odin_tem01,0,0,0,0 monster Blue Plant 1079,5,600000,300000,1
-
-//==================================================
-// odin_tem02 - Odin Shrine
-//==================================================
-odin_tem02,0,0,0,0 monster Skogul 1752,30,5000,0,0
-odin_tem02,0,0,0,0 monster Frus 1753,30,5000,0,0
-odin_tem02,0,0,0,0 monster Plasma 1693,15,5000,0,0
-odin_tem02,0,0,0,0 monster Frus 1762,3,5000,0,0
-odin_tem02,0,0,0,0 monster Skogul 1761,2,5000,0,0
-odin_tem02,0,0,0,0 monster Skeggiold 1754,1,5000,0,0
-odin_tem02,0,0,0,0 monster Skeggiold 1755,1,5000,0,0
-odin_tem02,0,0,0,0 monster Blue Plant 1079,10,1800000,900000,1
-
-//==================================================
-// odin_tem03 - Odin Shrine
-//==================================================
-odin_tem03,0,0,0,0 monster Plasma 1693,20,5000,0,0
-odin_tem03,0,0,0,0 monster Skeggiold 1754,16,5000,0,0
-odin_tem03,0,0,0,0 monster Skeggiold 1755,16,5000,0,0
-odin_tem03,0,0,0,0 monster Skogul 1761,5,5000,0,0
-odin_tem03,0,0,0,0 monster Frus 1762,5,5000,0,0
-odin_tem03,0,0,0,0 monster Skogul 1752,4,5000,0,0
-odin_tem03,0,0,0,0 monster Frus 1753,4,5000,0,0
-odin_tem03,0,0,0,0 monster Valkyrie 1765,2,5400000,1800000,0
-odin_tem03,0,0,0,0 boss_monster Valkyrie Randgris 1751,1,28800000,600000,1
-odin_tem03,0,0,0,0 monster Blue Plant 1079,15,1800000,900000,1
-odin_tem03,0,0,0,0 monster Shining Plant 1083,15,1800000,900000,1
diff --git a/npc/re/mobs/dungeons/orcsdun.txt b/npc/re/mobs/dungeons/orcsdun.txt
deleted file mode 100644
index 6a368305e..000000000
--- a/npc/re/mobs/dungeons/orcsdun.txt
+++ /dev/null
@@ -1,34 +0,0 @@
-//===== Hercules Script ======================================
-//= Orc Dungeon Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.2
-//===== Additional Comments: =================================
-//= 1.2 Official kRO 10.1 spawns [Playtester]
-//============================================================
-
-//==================================================
-// orcsdun01 - Orc Dungeon
-//==================================================
-orcsdun01,0,0,0,0 monster Orc Zombie 1153,80,5000,0,0
-orcsdun01,0,0,0,0 monster Familiar 1005,15,5000,0,0
-orcsdun01,0,0,0,0 monster Steel Chonchon 1042,10,5000,0,0
-orcsdun01,0,0,0,0 monster Orc Skeleton 1152,10,5000,0,0
-orcsdun01,0,0,0,0 monster Drainliar 1111,5,5000,0,0
-orcsdun01,167,133,5,5 monster Black Mushroom 1084,5,900000,450000,1
-orcsdun01,67,34,5,5 monster Black Mushroom 1084,5,900000,450000,1
-orcsdun01,83,50,5,5 monster White Plant 1082,2,180000,90000,1
-orcsdun01,58,67,10,10 monster White Plant 1082,3,180000,90000,1
-
-//==================================================
-// orcsdun02 - Orc Dungeon
-//==================================================
-orcsdun02,0,0,0,0 monster Orc Skeleton 1152,50,5000,0,0
-orcsdun02,0,0,0,0 monster Zenorc 1177,50,5000,0,0
-orcsdun02,0,0,0,0 monster Drainliar 1111,20,5000,0,0
-orcsdun02,0,0,0,0 monster Steel Chonchon 1042,20,5000,0,0
-orcsdun02,0,0,0,0 monster Orc Archer 1189,5,5000,0,0
-orcsdun02,0,0,0,0 monster Black Mushroom 1084,5,180000,90000,1
-orcsdun02,105,37,10,10 monster White Plant 1082,2,180000,90000,1
-orcsdun02,37,44,10,10 monster White Plant 1082,3,180000,90000,1
diff --git a/npc/re/mobs/dungeons/pay_dun.txt b/npc/re/mobs/dungeons/pay_dun.txt
deleted file mode 100644
index a4c1efba8..000000000
--- a/npc/re/mobs/dungeons/pay_dun.txt
+++ /dev/null
@@ -1,148 +0,0 @@
-//===== Hercules Script ======================================
-//= Payon Cave Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.3
-//===== Additional Comments: =================================
-//= 1.1 Official kRO 10.1 spawns [Playtester]
-//= 1.2 Small spawn update [Playtester]
-//= 1.3 Corrected MVP spawn variance. [L0ne_W0lf]
-//============================================================
-
-//==================================================
-/// pay_dun00 - Payon Cave
-//==================================================
-pay_dun00,0,0,0,0 monster Zombie 1015,40,5000,0,0
-pay_dun00,0,0,0,0 monster Skeleton 1076,35,5000,0,0
-pay_dun00,0,0,0,0 monster Familiar 1005,15,5000,0,0
-pay_dun00,0,0,0,0 monster Poporing 1031,15,5000,0,0
-pay_dun00,0,0,0,0 monster Red Plant 1078,15,180000,90000,1
-pay_dun00,140,140,5,5 monster Black Mushroom 1084,3,360000,180000,1
-
-//==================================================
-// pay_dun01 - Payon Cave
-//==================================================
-pay_dun01,0,0,0,0 monster Soldier Skeleton 1028,50,5000,0,0
-pay_dun01,0,0,0,0 monster Archer Skeleton 1016,30,5000,0,0
-pay_dun01,0,0,0,0 monster Eggyra 1116,15,5000,0,0
-pay_dun01,0,0,0,0 monster Drainliar 1111,5,5000,0,0
-pay_dun01,235,54,10,10 monster Black Mushroom 1084,7,900000,450000,1
-pay_dun01,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
-
-//==================================================
-// pay_dun02 - Payon Cave
-//==================================================
-pay_dun02,0,0,0,0 monster Soldier Skeleton 1028,45,5000,0,0
-pay_dun02,0,0,0,0 monster Munak 1026,40,5000,0,0
-pay_dun02,0,0,0,0 monster Bongun 1188,30,5000,0,0
-pay_dun02,0,0,0,0 monster Archer Skeleton 1016,20,5000,0,0
-pay_dun02,0,0,0,0 monster Poporing 1031,10,5000,0,0
-pay_dun02,0,0,0,0 monster Nine Tail 1180,1,5000,0,0
-pay_dun02,117,200,0,0 monster Hydra 1068,1,275000,100000,1
-pay_dun02,118,192,0,0 monster Hydra 1068,1,285000,100000,1
-pay_dun02,119,199,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,120,194,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,122,200,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,110,190,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,110,194,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,117,191,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,109,193,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,118,201,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,113,193,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,116,196,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,112,192,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,111,191,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,229,183,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun02,227,184,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun02,227,185,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun02,120,203,0,0 monster Hydra 1068,1,300000,100000,1
-pay_dun02,117,206,0,0 monster Hydra 1068,1,302000,100000,1
-pay_dun02,120,200,0,0 monster Hydra 1068,1,303000,100000,1
-pay_dun02,116,199,0,0 monster Hydra 1068,1,306000,100000,1
-pay_dun02,118,198,0,0 monster Hydra 1068,1,312000,100000,1
-pay_dun02,117,197,0,0 monster Hydra 1068,1,314000,100000,1
-pay_dun02,119,196,0,0 monster Hydra 1068,1,315000,100000,1
-pay_dun02,113,194,0,0 monster Hydra 1068,1,319000,100000,1
-pay_dun02,107,190,0,0 monster Hydra 1068,1,320000,100000,1
-pay_dun02,122,197,0,0 monster Hydra 1068,1,321000,100000,1
-pay_dun02,119,205,0,0 monster Hydra 1068,1,324000,100000,1
-pay_dun02,116,190,0,0 monster Hydra 1068,1,326000,100000,1
-pay_dun02,108,191,0,0 monster Hydra 1068,1,332000,100000,1
-pay_dun02,118,207,0,0 monster Hydra 1068,1,332000,100000,1
-pay_dun02,121,200,0,0 monster Hydra 1068,1,333000,100000,1
-pay_dun02,116,205,0,0 monster Hydra 1068,1,345000,100000,1
-pay_dun02,109,192,0,0 monster Hydra 1068,1,374000,100000,1
-pay_dun02,37,243,0,0 monster Black Mushroom 1084,1,600000,300000,1
-pay_dun02,111,199,10,10 monster Black Mushroom 1084,7,900000,450000,1
-pay_dun02,110,216,20,10 monster White Plant 1082,3,180000,90000,1
-pay_dun02,132,84,10,10 monster White Plant 1082,3,180000,90000,1
-pay_dun02,197,113,10,10 monster Red Plant 1078,4,180000,90000,1
-pay_dun02,55,254,10,10 monster Red Plant 1078,4,180000,90000,1
-
-//==================================================
-// pay_dun03 - Payon Cave
-//==================================================
-pay_dun03,0,0,0,0 monster Sohee 1170,70,5000,0,0
-pay_dun03,0,0,0,0 monster Greatest General 1277,3,5000,0,0
-pay_dun03,0,0,0,0 monster Bongun 1188,3,5000,0,0
-pay_dun03,0,0,0,0 monster Munak 1026,3,5000,0,0
-pay_dun03,0,0,0,0 monster Nine Tail 1180,2,5000,0,0
-pay_dun03,126,135,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun03,126,134,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun03,126,133,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun03,126,132,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun03,126,131,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun03,179,133,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun03,179,132,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun03,179,134,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun03,179,131,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun03,179,130,0,0 monster Mandragora 1020,1,300000,100000,1
-pay_dun03,71,67,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,62,67,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,57,65,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,64,66,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,66,65,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,59,64,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,68,64,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,71,64,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,66,63,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,69,68,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,60,68,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,67,69,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,67,71,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,66,73,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,68,72,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,63,70,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,58,69,0,0 monster Hydra 1068,1,600000,300000,1
-pay_dun03,154,112,0,0 monster Whisper 1185,1,1800000,0,1
-pay_dun03,84,63,0,0 monster Whisper 1185,1,1800000,0,1
-pay_dun03,81,61,0,0 monster Whisper 1185,1,1800000,0,1
-pay_dun03,161,117,0,0 monster Whisper 1185,1,1800000,0,1
-pay_dun03,89,147,0,0 monster Giant Whisper 1186,1,14400000,0,1
-pay_dun03,228,61,0,0 monster Red Plant 1078,1,600000,300000,1
-pay_dun03,138,42,0,0 monster Blue Plant 1079,1,600000,300000,1
-pay_dun03,120,186,0,0 monster Green Plant 1080,1,600000,300000,1
-pay_dun03,88,35,0,0 monster Yellow Plant 1081,1,600000,300000,1
-pay_dun03,0,0,0,0 monster Red Plant 1078,15,180000,90000,1
-pay_dun03,246,56,20,20 monster White Plant 1082,3,180000,90000,1
-pay_dun03,52,262,10,4 monster White Plant 1082,2,180000,90000,1
-
-//==================================================
-// pay_dun04 - Payon Cave
-//==================================================
-pay_dun04,0,0,0,0 monster Dokebi 1110,40,5000,0,0
-pay_dun04,0,0,0,0 monster Nine Tail 1180,30,5000,0,0
-pay_dun04,0,0,0,0 monster Horong 1129,30,5000,0,0
-pay_dun04,0,0,0,0 monster Archer Skeleton 1016,15,5000,0,0
-pay_dun04,0,0,0,0 monster Greatest General 1277,15,5000,0,0
-pay_dun04,0,0,0,0 monster Am Mut 1301,1,5000,0,0
-pay_dun04,0,0,0,0 monster Skeleton General 1290,1,5000,0,0
-pay_dun04,120,115,0,0 boss_monster Moonlight Flower 1150,1,3600000,600000,1
-pay_dun04,120,115,0,0 monster Cat o' Nine Tails 1307,1,3600000,7200000,1
-pay_dun04,120,120,10,10 monster Shining Plant 1083,1,1800000,900000,1
-pay_dun04,28,110,5,5 monster Shining Plant 1083,1,1800000,900000,1
-pay_dun04,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
-pay_dun04,107,206,5,5 monster White Plant 1082,2,180000,90000,1
-pay_dun04,28,110,10,10 monster White Plant 1082,2,180000,90000,1
-pay_dun04,190,207,5,5 monster White Plant 1082,2,180000,90000,1
diff --git a/npc/re/mobs/dungeons/prt_maze.txt b/npc/re/mobs/dungeons/prt_maze.txt
deleted file mode 100644
index 0cfb71665..000000000
--- a/npc/re/mobs/dungeons/prt_maze.txt
+++ /dev/null
@@ -1,100 +0,0 @@
-//===== Hercules Script ======================================
-//= Prontera Maze(Hidden Temple) Dungeon Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.4
-//===== Additional Comments: =================================
-//= 1.2 Official kRO 10.1 spawns [Playtester]
-//= 1.3 Some small fixes [Playtester]
-//= 1.4 Corrected MVP spawn variance. [L0ne_W0lf]
-//============================================================
-
-//==================================================
-// prt_maze01 - Labyrinth Forest
-//==================================================
-prt_maze01,179,20,21,21 monster Poring 1002,5,120000,40000,1
-prt_maze01,179,180,21,21 monster Coco 1104,5,120000,40000,1
-prt_maze01,139,140,21,21 monster Stainer 1174,5,120000,40000,1
-prt_maze01,139,180,21,21 monster Caramel 1103,5,120000,40000,1
-prt_maze01,99,180,21,21 monster Dustiness 1114,5,120000,40000,1
-prt_maze01,59,100,21,21 monster Horn 1128,5,120000,40000,1
-prt_maze01,99,100,21,21 monster Chonchon 1011,5,120000,40000,1
-prt_maze01,59,180,21,21 monster Martin 1145,5,120000,40000,1
-prt_maze01,19,60,21,21 monster Wolf 1013,5,120000,40000,1
-prt_maze01,59,60,21,21 monster Boa 1025,5,120000,40000,1
-prt_maze01,99,60,21,21 monster Smokie 1056,5,120000,40000,1
-prt_maze01,139,20,21,21 monster Lunatic 1063,5,120000,40000,1
-prt_maze01,99,20,21,21 monster Fabre 1007,5,120000,40000,1
-prt_maze01,19,180,21,21 monster Savage 1166,5,120000,40000,1
-prt_maze01,59,20,21,21 monster Pupa 1008,5,120000,40000,1
-prt_maze01,19,20,21,21 monster Poporing 1031,5,120000,40000,1
-prt_maze01,179,60,21,21 monster Rocker 1052,5,120000,40000,1
-prt_maze01,139,60,21,21 monster Bigfoot 1060,5,120000,40000,1
-prt_maze01,19,140,21,21 monster Steel Chonchon 1042,5,120000,40000,1
-prt_maze01,59,140,21,21 monster Yoyo 1057,4,120000,40000,1
-prt_maze01,19,180,21,21 monster Savage 1166,3,120000,40000,1
-prt_maze01,179,100,21,21 monster Argiope 1099,3,120000,40000,1
-prt_maze01,99,140,21,21 monster Side Winder 1037,3,120000,40000,1
-prt_maze01,179,140,21,21 monster Mantis 1139,3,120000,40000,1
-prt_maze01,19,100,21,21 monster Hunter Fly 1035,3,120000,40000,1
-prt_maze01,139,100,21,21 monster Argos 1100,3,120000,40000,1
-prt_maze01,59,140,21,21 monster Choco 1214,2,120000,40000,1
-prt_maze01,0,0,0,0 monster Hunter Fly 1035,1,5000,0,0
-prt_maze01,99,20,21,21 monster Creamy 1018,1,120000,40000,1
-prt_maze01,0,0,0,0 monster Vagabond Wolf 1092,1,3600000,1800000,0
-prt_maze01,101,138,5,5 monster Shining Plant 1083,1,1800000,900000,1
-prt_maze01,101,138,5,5 monster White Plant 1082,1,1800000,900000,1
-prt_maze01,99,181,5,5 monster White Plant 1082,2,1800000,900000,1
-prt_maze01,60,140,10,15 monster Blue Plant 1079,1,1800000,900000,1
-prt_maze01,61,101,10,10 monster Yellow Plant 1081,1,1800000,900000,1
-prt_maze01,141,100,10,10 monster Shining Plant 1083,1,1800000,900000,1
-prt_maze01,141,100,10,10 monster Blue Plant 1079,1,1800000,900000,1
-prt_maze01,0,0,0,0 monster Red Plant 1078,5,180000,90000,1
-prt_maze01,100,100,10,10 monster Blue Plant 1079,1,1800000,900000,1
-prt_maze01,100,100,10,10 monster Yellow Plant 1081,1,1800000,900000,1
-prt_maze01,176,132,5,5 monster Black Mushroom 1084,3,180000,90000,1
-prt_maze01,181,149,3,3 monster Black Mushroom 1084,2,180000,90000,1
-prt_maze01,178,60,10,10 monster Red Mushroom 1085,3,180000,90000,1
-prt_maze01,168,60,3,3 monster Red Mushroom 1085,2,180000,90000,1
-
-//==================================================
-// prt_maze02 - Labyrinth Forest
-//==================================================
-prt_maze02,0,0,0,0 monster Poporing 1031,25,5000,0,0
-prt_maze02,0,0,0,0 monster Bigfoot 1060,5,5000,0,0
-prt_maze02,0,0,0,0 monster Sasquatch 1243,1,900000,40000,0
-prt_maze02,0,0,0,0 monster Leib Olmai 1306,1,1800000,900000,0
-
-//==================================================
-// prt_maze03 - Labyrinth Forest
-//==================================================
-prt_maze03,0,0,0,0 monster Poporing 1031,45,5000,0,0
-prt_maze03,0,0,0,0 monster Hunter Fly 1035,30,5000,0,0
-prt_maze03,170,170,70,70 monster Mantis 1139,30,60000,30000,0
-prt_maze03,100,100,80,80 monster Baphomet Jr. 1101,25,5000,0,0
-prt_maze03,150,50,70,70 monster Side Winder 1037,20,300000,150000,0
-prt_maze03,50,150,70,70 monster Stem Worm 1215,20,300000,150000,0
-prt_maze03,0,0,0,0 monster Side Winder 1037,10,5000,0,0
-prt_maze03,0,0,0,0 monster Killer Mantis 1294,1,5000,0,0
-prt_maze03,170,170,70,70 monster Eclipse 1093,1,1920000,150000,1
-prt_maze03,23,23,70,70 monster Mastering 1090,1,1920000,150000,1
-prt_maze03,50,150,70,70 monster Vagabond Wolf 1092,1,1920000,150000,1
-prt_maze03,150,50,70,70 monster Vocal 1088,1,1920000,1500000,1
-prt_maze03,0,0,0,0 monster Ghostring 1120,1,6800000,3400000,1
-prt_maze03,0,0,0,0 boss_monster Baphomet 1039,1,7200000,600000,1
-prt_maze03,61,98,10,10 monster Shining Plant 1083,1,1800000,900000,1
-prt_maze03,61,98,10,10 monster Blue Plant 1079,1,1800000,900000,1
-prt_maze03,61,98,10,10 monster Yellow Plant 1081,1,1800000,900000,1
-prt_maze03,57,56,10,10 monster Shining Plant 1083,1,1800000,900000,1
-prt_maze03,15,15,10,10 monster Shining Plant 1083,1,1800000,900000,1
-prt_maze03,137,140,3,3 monster Shining Plant 1083,1,1800000,900000,1
-prt_maze03,17,58,10,10 monster Shining Plant 1083,1,1800000,900000,1
-prt_maze03,17,58,10,10 monster Blue Plant 1079,1,1800000,900000,1
-prt_maze03,99,141,10,10 monster Blue Plant 1079,2,1800000,900000,1
-prt_maze03,99,21,10,10 monster Blue Plant 1079,1,1800000,900000,1
-prt_maze03,0,0,0,0 monster Red Plant 1078,5,180000,90000,1
-prt_maze03,99,21,10,10 monster Black Mushroom 1084,3,180000,90000,1
-prt_maze03,54,15,10,10 monster Black Mushroom 1084,3,180000,90000,1
-prt_maze03,171,180,3,3 monster Red Mushroom 1085,2,180000,90000,1
-prt_maze03,174,187,3,3 monster Red Mushroom 1085,3,180000,90000,1
diff --git a/npc/re/mobs/dungeons/prt_sew.txt b/npc/re/mobs/dungeons/prt_sew.txt
deleted file mode 100644
index 0ec2fe5dd..000000000
--- a/npc/re/mobs/dungeons/prt_sew.txt
+++ /dev/null
@@ -1,51 +0,0 @@
-//===== Hercules Script ======================================
-//= Prontera Sewers(Culvert) Dungeon Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.2
-//===== Additional Comments: =================================
-//= 1.1 Official kRO 10.1 spawns [Playtester]
-//= 1.2 Corrected MVP spawn variance. [L0ne_W0lf]
-//============================================================
-
-//==================================================
-// 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
-prt_sewb1,0,0,0,0 monster Tarou 1175,10,5000,0,0
-prt_sewb1,0,0,0,0 monster Familiar 1005,10,5000,0,0
-
-//==================================================
-// prt_sewb2 - Prontera Culvert
-//==================================================
-prt_sewb2,0,0,0,0 monster Thief Bug 1051,70,5000,0,0
-prt_sewb2,0,0,0,0 monster Tarou 1175,60,5000,0,0
-prt_sewb2,0,0,0,0 monster Plankton 1161,30,5000,0,0
-prt_sewb2,0,0,0,0 monster Thief Bug Egg 1048,20,5000,0,0
-prt_sewb2,0,0,0,0 monster Spore 1014,20,5000,0,0
-prt_sewb2,0,0,0,0 monster Thief Bug Female 1053,10,5000,0,0
-prt_sewb2,0,0,0,0 monster Familiar 1005,10,5000,0,0
-
-//==================================================
-// prt_sewb3 - Prontera Culvert
-//==================================================
-prt_sewb3,0,0,0,0 monster Thief Bug Female 1053,65,5000,0,0
-prt_sewb3,0,0,0,0 monster Thief Bug Male 1054,65,5000,0,0
-prt_sewb3,0,0,0,0 monster Thief Bug 1051,20,5000,0,0
-prt_sewb3,0,0,0,0 monster Familiar 1005,20,5000,0,0
-prt_sewb3,0,0,0,0 monster Tarou 1175,15,5000,0,0
-prt_sewb3,0,0,0,0 monster Poison Spore 1077,15,5000,0,0
-prt_sewb3,0,0,0,0 monster Thief Bug Egg 1048,10,5000,0,0
-
-//==================================================
-// prt_sewb4 - Prontera Culvert
-//==================================================
-prt_sewb4,0,0,0,0 monster Thief Bug Male 1054,70,5000,0,0
-prt_sewb4,0,0,0,0 monster Thief Bug 1051,20,5000,0,0
-prt_sewb4,0,0,0,0 monster Thief Bug Female 1053,20,5000,0,0
-prt_sewb4,0,0,0,0 monster Drainliar 1111,20,5000,0,0
-prt_sewb4,0,0,0,0 monster Thief Bug Egg 1048,10,5000,0,0
-prt_sewb4,0,0,0,0 monster Cramp 1209,5,5000,0,0
-prt_sewb4,0,0,0,0 boss_monster Golden Thief Bug 1086,1,3600000,600000,1
diff --git a/npc/re/mobs/dungeons/ra_san.txt b/npc/re/mobs/dungeons/ra_san.txt
deleted file mode 100644
index eea77aa0f..000000000
--- a/npc/re/mobs/dungeons/ra_san.txt
+++ /dev/null
@@ -1,56 +0,0 @@
-//===== Hercules Script ======================================
-//= Rachel Sanctuary Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.2
-//===== Additional Comments: =================================
-//= 1.0 First version with guessed amounts [Playtester]
-//= 1.1 More accurate spawns [Playtester]
-//= 1.2 Corrected MVP spawn variance. [L0ne_W0lf]
-//============================================================
-
-//==================================================
-// ra_san01 - Holy Ground
-//==================================================
-ra_san01,0,0,0,0 monster Vanberk 1771,82,5000,0,0
-ra_san01,0,0,0,0 monster Isilla 1772,36,5000,0,0
-ra_san01,0,0,0,0 monster Gremlin 1632,10,5000,0,0
-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_san02,0,0,0,0 monster Isilla 1772,85,5000,0,0
-ra_san02,0,0,0,0 monster Vanberk 1771,30,5000,0,0
-ra_san02,0,0,0,0 monster Gremlin 1632,10,5000,0,0
-ra_san02,0,0,0,0 monster Beholder 1633,10,5000,0,0
-ra_san02,0,0,0,0 monster Hodremlin 1773,3,5000,0,0
-ra_san02,0,0,0,0 monster Seeker 1774,2,5000,0,0
-
-//==================================================
-// ra_san03 - Holy Ground
-//==================================================
-ra_san03,0,0,0,0 monster Hodremlin 1773,60,5000,0,0
-ra_san03,0,0,0,0 monster Seeker 1774,40,5000,0,0
-ra_san03,0,0,0,0 monster Gremlin 1632,5,5000,0,0
-ra_san03,0,0,0,0 monster Beholder 1633,5,5000,0,0
-
-//==================================================
-// ra_san04 - Holy Ground
-//==================================================
-ra_san04,0,0,0,0 monster Echio 1770,60,5000,0,0
-ra_san04,0,0,0,0 monster Agav 1769,20,5000,0,0
-ra_san04,0,0,0,0 monster Seeker 1774,10,5000,0,0
-ra_san04,0,0,0,0 monster Hodremlin 1773,10,5000,0,0
-
-//==================================================
-// ra_san05 - Holy Ground
-//==================================================
-ra_san05,0,0,0,0 monster Agav 1769,80,5000,0,0
-ra_san05,0,0,0,0 monster Echio 1770,30,5000,0,0
-ra_san05,0,0,0,0 monster Seeker 1774,20,5000,0,0
-ra_san05,0,0,0,0 monster Hodremlin 1773,20,5000,0,0
-ra_san05,0,0,0,0 monster Isilla 1772,10,5000,0,0
-ra_san05,0,0,0,0 boss_monster Gloom Under Night 1768,1,18000000,600000,0
diff --git a/npc/re/mobs/dungeons/tha_t.txt b/npc/re/mobs/dungeons/tha_t.txt
deleted file mode 100644
index efa7cca38..000000000
--- a/npc/re/mobs/dungeons/tha_t.txt
+++ /dev/null
@@ -1,150 +0,0 @@
-//===== Hercules Script ======================================
-//= Thanatos Tower Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.3
-//===== Additional Comments: =================================
-//= 1.0 Real spawns by Poki#3 [Nexon]
-//= 1.1 More official spawns [Playtester]
-//= 1.2 Updated by using Tharis' Homun AI, by Tharis [Vicious]
-//= 1.3 Official Aegis X.3 spawns [Playtester]
-//============================================================
-
-//==================================================
-// tha_t01 - Thanatos Tower - Lower Level
-//==================================================
-tha_t01,0,0,0,0 monster Rideword 1195,20,5000,0,0
-tha_t01,0,0,0,0 monster Mimic 1191,20,5000,0,0
-tha_t01,0,0,0,0 monster Plasma 1695,20,5000,0,0
-tha_t01,0,0,0,0 monster Alice 1275,5,5000,0,0
-tha_t01,0,0,0,0 monster Lady Solace 1703,4,5000,0,0
-
-//==================================================
-// tha_t02 - Thanatos Tower - Lower Level
-//==================================================
-tha_t02,0,0,0,0 monster Ancient Mimic 1699,80,5000,0,0
-tha_t02,0,0,0,0 monster Mimic 1191,30,5000,0,0
-tha_t02,0,0,0,0 monster Plasma 1697,20,5000,0,0
-tha_t02,0,0,0,0 monster Death Word 1698,10,5000,0,0
-tha_t02,0,0,0,0 monster Rideword 1195,10,5000,0,0
-tha_t02,0,0,0,0 monster Elder 1377,10,5000,0,0
-tha_t02,0,0,0,0 monster Alice 1275,10,5000,0,0
-tha_t02,0,0,0,0 monster Baroness of Retribution 1702,4,5000,0,0
-
-//==================================================
-// tha_t03 - Thanatos Tower - Lower Level
-//==================================================
-tha_t03,0,0,0,0 monster Death Word 1698,80,5000,0,0
-tha_t03,0,0,0,0 monster Rideword 1195,30,5000,0,0
-tha_t03,0,0,0,0 monster Plasma 1696,20,5000,0,0
-tha_t03,0,0,0,0 monster Mimic 1191,10,5000,0,0
-tha_t03,0,0,0,0 monster Ancient Mimic 1699,10,5000,0,0
-tha_t03,0,0,0,0 monster Elder 1377,10,5000,0,0
-tha_t03,0,0,0,0 monster Mistress of Shelter 1701,4,5000,0,0
-
-//==================================================
-// tha_t04 - Thanatos Tower - Lower Level
-//==================================================
-tha_t04,0,0,0,0 monster Death Word 1698,20,5000,0,0
-tha_t04,0,0,0,0 monster Rideword 1195,20,5000,0,0
-tha_t04,0,0,0,0 monster Mimic 1191,20,5000,0,0
-tha_t04,0,0,0,0 monster Ancient Mimic 1699,20,5000,0,0
-tha_t04,0,0,0,0 monster Elder 1377,20,5000,0,0
-tha_t04,0,0,0,0 monster Plasma 1694,20,5000,0,0
-tha_t04,0,0,0,0 monster Owl Duke 1320,10,5000,0,0
-tha_t04,0,0,0,0 monster Owl Baron 1295,10,5000,0,0
-tha_t04,0,0,0,0 monster Dame of Sentinel 1700,4,5000,0,0
-
-//==================================================
-// tha_t05 - Thanatos Tower - Upper Level
-//==================================================
-tha_t05,0,0,0,0 monster Owl Duke 1320,80,5000,0,0
-tha_t05,0,0,0,0 monster Death Word 1698,40,5000,0,0
-tha_t05,0,0,0,0 monster Ancient Mimic 1699,40,5000,0,0
-tha_t05,0,0,0,0 monster Owl Baron 1295,20,5000,0,0
-tha_t05,0,0,0,0 monster Elder 1377,20,5000,0,0
-tha_t05,0,0,0,0 monster Plasma 1696,10,5000,0,0
-tha_t05,0,0,0,0 monster Plasma 1695,10,5000,0,0
-tha_t05,0,0,0,0 monster Plasma 1697,10,5000,0,0
-tha_t05,0,0,0,0 monster Plasma 1694,10,5000,0,0
-tha_t05,0,0,0,0 monster Dolor of Thanatos 1707,2,5000,0,0
-
-//==================================================
-// tha_t06 - Thanatos Tower - Upper Level
-//==================================================
-tha_t06,0,0,0,0 monster Death Word 1698,40,5000,0,0
-tha_t06,0,0,0,0 monster Owl Duke 1320,40,5000,0,0
-tha_t06,0,0,0,0 monster Owl Baron 1295,40,5000,0,0
-tha_t06,0,0,0,0 monster Ancient Mimic 1699,40,5000,0,0
-tha_t06,0,0,0,0 monster Elder 1377,20,5000,0,0
-tha_t06,0,0,0,0 monster Plasma 1696,10,5000,0,0
-tha_t06,0,0,0,0 monster Plasma 1695,10,5000,0,0
-tha_t06,0,0,0,0 monster Plasma 1697,10,5000,0,0
-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_t07,0,0,0,0 monster Baroness of Retribution 1702,15,5000,0,0
-tha_t07,0,0,0,0 monster Death Word 1698,10,5000,0,0
-tha_t07,0,0,0,0 monster Ancient Mimic 1699,10,5000,0,0
-tha_t07,0,0,0,0 monster Dame of Sentinel 1700,7,5000,0,0
-tha_t07,0,0,0,0 monster Mistress of Shelter 1701,7,5000,0,0
-tha_t07,0,0,0,0 monster Lady Solace 1703,7,5000,0,0
-tha_t07,0,0,0,0 monster Despero of Thanatos 1705,2,5000,0,0
-
-//==================================================
-// tha_t08 - Thanatos Tower - Upper Level
-//==================================================
-tha_t08,0,0,0,0 monster Baroness of Retribution 1702,20,5000,0,0
-tha_t08,0,0,0,0 monster Death Word 1698,10,5000,0,0
-tha_t08,0,0,0,0 monster Ancient Mimic 1699,10,5000,0,0
-tha_t08,0,0,0,0 monster Dame of Sentinel 1700,5,5000,0,0
-tha_t08,0,0,0,0 monster Mistress of Shelter 1701,5,5000,0,0
-tha_t08,0,0,0,0 monster Lady Solace 1703,5,5000,0,0
-tha_t08,0,0,0,0 monster Odium of Thanatos 1704,2,5000,0,0
-
-//==================================================
-// tha_t09 - Thanatos Tower - Upper Level
-//==================================================
-tha_t09,0,0,0,0 monster Lady Solace 1703,20,5000,0,0
-tha_t09,0,0,0,0 monster Dame of Sentinel 1700,5,5000,0,0
-tha_t09,0,0,0,0 monster Baroness of Retribution 1702,5,5000,0,0
-tha_t09,0,0,0,0 monster Mistress of Shelter 1701,5,5000,0,0
-tha_t09,0,0,0,0 monster Plasma 1694,5,5000,0,0
-tha_t09,0,0,0,0 monster Dolor of Thanatos 1712,3,5000,0,0
-tha_t09,0,0,0,0 monster Dolor of Thanatos 1707,1,5000,0,0
-
-//==================================================
-// tha_t10 - Thanatos Tower - Upper Level
-//==================================================
-tha_t10,0,0,0,0 monster Baroness of Retribution 1702,20,5000,0,0
-tha_t10,0,0,0,0 monster Dame of Sentinel 1700,5,5000,0,0
-tha_t10,0,0,0,0 monster Mistress of Shelter 1701,5,5000,0,0
-tha_t10,0,0,0,0 monster Lady Solace 1703,5,5000,0,0
-tha_t10,0,0,0,0 monster Plasma 1697,5,5000,0,0
-tha_t10,0,0,0,0 monster Maero of Thanatos 1711,3,5000,0,0
-tha_t10,0,0,0,0 monster Maero of Thanatos 1706,1,5000,0,0
-
-//==================================================
-// tha_t11 - Thanatos Tower - Upper Level
-//==================================================
-tha_t11,0,0,0,0 monster Mistress of Shelter 1701,20,5000,0,0
-tha_t11,0,0,0,0 monster Dame of Sentinel 1700,5,5000,0,0
-tha_t11,0,0,0,0 monster Baroness of Retribution 1702,5,5000,0,0
-tha_t11,0,0,0,0 monster Lady Solace 1703,5,5000,0,0
-tha_t11,0,0,0,0 monster Plasma 1695,5,5000,0,0
-tha_t11,0,0,0,0 monster Despero of Thanatos 1710,3,5000,0,0
-tha_t11,0,0,0,0 monster Despero of Thanatos 1705,1,5000,0,0
-
-//==================================================
-// tha_t12 - Thanatos Tower - Upper Level
-//==================================================
-tha_t12,0,0,0,0 monster Dame of Sentinel 1700,13,5000,0,0
-tha_t12,0,0,0,0 monster Baroness of Retribution 1702,5,5000,0,0
-tha_t12,0,0,0,0 monster Mistress of Shelter 1701,5,5000,0,0
-tha_t12,0,0,0,0 monster Lady Solace 1703,5,5000,0,0
-tha_t12,0,0,0,0 monster Plasma 1693,5,5000,0,0
-tha_t12,0,0,0,0 monster Odium of Thanatos 1709,4,5000,0,0
diff --git a/npc/re/mobs/dungeons/thor_v.txt b/npc/re/mobs/dungeons/thor_v.txt
deleted file mode 100644
index b882c1b0a..000000000
--- a/npc/re/mobs/dungeons/thor_v.txt
+++ /dev/null
@@ -1,53 +0,0 @@
-//===== Hercules Script ======================================
-//= Thor Volcano Monster Spawn Script
-//===== By: ==================================================
-//= Playtester
-//===== Current Version: =====================================
-//= 1.4
-//===== Description: =========================================
-//= Official monster spawn in Thor Volcano Dungeon.
-//===== Additional Comments: =================================
-//= 1.0 Spawns according to RO Monthly and Doddler [Playtester]
-//= 1.1 Added Byorgue and Ifrit [Playtester]
-//= 1.2 Updated spawns according to RODE [Playtester]
-//= 1.3 More official spawns [Playtester]
-//= 1.4 Corrected MVP spawn variance. [L0ne_W0lf]
-//============================================================
-
-//==================================================
-// thor_v01 - Thor Volcano Dungeon
-//==================================================
-thor_v01,0,0,0,0 monster Kasa 1833,45,5000,0,0
-thor_v01,0,0,0,0 monster Imp 1837,25,5000,0,0
-thor_v01,0,0,0,0 monster Magmaring 1836,10,5000,0,0
-thor_v01,0,0,0,0 monster Salamander 1831,7,5000,0,0
-thor_v01,0,0,0,0 monster Bow Guardian 1830,5,5000,0,0
-thor_v01,0,0,0,0 monster Sword Guardian 1829,5,5000,0,0
-thor_v01,0,0,0,0 monster Bow Guardian 1830,5,420000,0,0
-thor_v01,0,0,0,0 monster Sword Guardian 1829,5,420000,0,0
-thor_v01,0,0,0,0 monster Byrogue 1839,1,5000,0,0
-
-//==================================================
-// thor_v02 - Thor Volcano Dungeon
-//==================================================
-thor_v02,0,0,0,0 monster Knocker 1838,55,5000,0,0
-thor_v02,0,0,0,0 monster Magmaring 1836,10,5000,0,0
-thor_v02,0,0,0,0 monster Imp 1837,10,5000,0,0
-thor_v02,0,0,0,0 monster Kaho 1072,10,5000,0,0
-thor_v02,0,0,0,0 monster Salamander 1831,1,5000,0,0
-thor_v02,0,0,0,0 monster Bow Guardian 1830,1,7200000,0,0
-thor_v02,0,0,0,0 monster Sword Guardian 1829,1,7200000,0,0
-
-//==================================================
-// thor_v03 - Thor Volcano Dungeon
-//==================================================
-thor_v03,0,0,0,0 monster Salamander 1831,60,5000,0,0
-thor_v03,0,0,0,0 monster Kasa 1833,40,5000,0,0
-thor_v03,0,0,0,0 monster Bow Guardian 1830,10,5000,0,0
-thor_v03,0,0,0,0 monster Sword Guardian 1829,10,5000,0,0
-thor_v03,0,0,0,0 monster Byrogue 1839,5,5000,0,0
-thor_v03,0,0,0,0 monster Sword Guardian 1829,5,5000,0,0
-thor_v03,0,0,0,0 monster Bow Guardian 1830,5,5000,0,0
-thor_v03,0,0,0,0 monster Bow Guardian 1830,5,1800000,0,0
-thor_v03,0,0,0,0 monster Sword Guardian 1829,5,1800000,0,0
-thor_v03,0,0,0,0 boss_monster Ifrit 1832,1,39600000,600000,0
diff --git a/npc/re/mobs/dungeons/treasure.txt b/npc/re/mobs/dungeons/treasure.txt
deleted file mode 100644
index b18d5fd62..000000000
--- a/npc/re/mobs/dungeons/treasure.txt
+++ /dev/null
@@ -1,118 +0,0 @@
-//===== Hercules Script ======================================
-//= Sunken Ship Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.3
-//===== Additional Comments: =================================
-//= 1.1 Official kRO 10.1 spawns [Playtester]
-//= 1.2 More accurate spawns [Playtester]
-//= 1.3 Corrected MVP spawn variance. [L0ne_W0lf]
-//============================================================
-
-//==================================================
-// treasure01 - Sunken Ship
-//==================================================
-treasure01,0,0,0,0 monster Pirate Skeleton 1071,43,5000,0,0
-treasure01,0,0,0,0 monster Kukre 1070,20,5000,0,0
-treasure01,0,0,0,0 monster Whisper 1179,15,5000,0,0
-treasure01,0,0,0,0 monster Poison Spore 1077,12,5000,0,0
-treasure01,68,66,13,11 monster Hydra 1068,4,180000,90000,1
-treasure01,107,39,15,15 monster Hydra 1068,1,180000,90000,1
-treasure01,67,161,0,0 monster Hydra 1068,1,263000,100000,1
-treasure01,87,160,0,0 monster Hydra 1068,1,268000,100000,1
-treasure01,76,182,0,0 monster Hydra 1068,1,269000,100000,1
-treasure01,51,160,0,0 monster Hydra 1068,1,270000,100000,1
-treasure01,162,71,0,0 monster Hydra 1068,1,273000,100000,1
-treasure01,88,161,0,0 monster Hydra 1068,1,281000,100000,1
-treasure01,86,161,0,0 monster Hydra 1068,1,285000,100000,1
-treasure01,159,45,0,0 monster Hydra 1068,1,285000,100000,1
-treasure01,69,160,0,0 monster Hydra 1068,1,290000,100000,1
-treasure01,159,40,0,0 monster Hydra 1068,1,290000,100000,1
-treasure01,168,41,0,0 monster Hydra 1068,1,290000,100000,1
-treasure01,67,160,0,0 monster Hydra 1068,1,293000,100000,1
-treasure01,165,70,0,0 monster Hydra 1068,1,293000,100000,1
-treasure01,88,160,0,0 monster Hydra 1068,1,296000,100000,1
-treasure01,158,62,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,159,63,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,158,63,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,164,70,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,163,70,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,159,62,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,169,42,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,169,45,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,168,43,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,168,45,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,159,42,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,169,40,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,158,41,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,158,42,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,158,44,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,163,71,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,68,160,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,49,160,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,48,160,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,87,161,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,89,161,0,0 monster Hydra 1068,1,300000,100000,1
-treasure01,150,162,5,5 monster Hydra 1068,1,300000,100000,1
-treasure01,163,161,5,5 monster Hydra 1068,1,300000,100000,1
-treasure01,163,141,5,5 monster Hydra 1068,1,300000,100000,1
-treasure01,163,151,5,5 monster Hydra 1068,1,300000,100000,1
-treasure01,50,160,0,0 monster Hydra 1068,1,301000,100000,1
-treasure01,169,44,0,0 monster Hydra 1068,1,302000,100000,1
-treasure01,158,45,0,0 monster Hydra 1068,1,302000,100000,1
-treasure01,70,161,0,0 monster Hydra 1068,1,302000,100000,1
-treasure01,169,43,0,0 monster Hydra 1068,1,305000,100000,1
-treasure01,158,43,0,0 monster Hydra 1068,1,305000,100000,1
-treasure01,69,161,0,0 monster Hydra 1068,1,305000,100000,1
-treasure01,164,71,0,0 monster Hydra 1068,1,305000,100000,1
-treasure01,89,160,0,0 monster Hydra 1068,1,305000,100000,1
-treasure01,168,42,0,0 monster Hydra 1068,1,306000,100000,1
-treasure01,70,160,0,0 monster Hydra 1068,1,306000,100000,1
-treasure01,159,41,0,0 monster Hydra 1068,1,306000,100000,1
-treasure01,165,71,0,0 monster Hydra 1068,1,307000,100000,1
-treasure01,158,40,0,0 monster Hydra 1068,1,307000,100000,1
-treasure01,50,161,0,0 monster Hydra 1068,1,308000,100000,1
-treasure01,49,161,0,0 monster Hydra 1068,1,310000,100000,1
-treasure01,86,160,0,0 monster Hydra 1068,1,310000,100000,1
-treasure01,159,44,0,0 monster Hydra 1068,1,312000,100000,1
-treasure01,169,41,0,0 monster Hydra 1068,1,313000,100000,1
-treasure01,60,182,0,0 monster Hydra 1068,1,313000,100000,1
-treasure01,51,161,0,0 monster Hydra 1068,1,314000,100000,1
-treasure01,168,44,0,0 monster Hydra 1068,1,314000,100000,1
-treasure01,162,70,0,0 monster Hydra 1068,1,314000,100000,1
-treasure01,48,161,0,0 monster Hydra 1068,1,316000,100000,1
-treasure01,68,161,0,0 monster Hydra 1068,1,317000,100000,1
-treasure01,159,43,0,0 monster Hydra 1068,1,318000,100000,1
-treasure01,168,40,0,0 monster Hydra 1068,1,322000,100000,1
-
-//==================================================
-// treasure02 - Sunken Ship
-//==================================================
-treasure02,0,0,0,0 monster Penomena 1216,38,5000,0,0
-treasure02,0,0,0,0 monster Pirate Skeleton 1071,20,5000,0,0
-treasure02,0,0,0,0 monster Kukre 1070,20,5000,0,0
-treasure02,0,0,0,0 monster Whisper 1179,14,5000,0,0
-treasure02,0,0,0,0 monster Mimic 1191,8,5000,0,0
-treasure02,0,0,0,0 monster Marionette 1143,1,5000,0,0
-treasure02,0,0,0,0 monster Wanderer 1208,1,5000,0,0
-treasure02,100,136,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,101,136,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,102,136,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,103,136,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,100,143,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,101,143,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,102,143,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,103,143,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,103,85,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,102,85,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,95,57,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,96,57,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,101,57,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,102,57,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,107,57,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,108,57,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,100,85,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,101,85,0,0 monster Hydra 1068,1,300000,100000,1
-treasure02,0,0,0,0 monster Ghostring 1120,1,1980000,1200000,1
-treasure02,101,151,8,8 boss_monster Drake 1112,1,7200000,600000,1
diff --git a/npc/re/mobs/dungeons/tur_dun.txt b/npc/re/mobs/dungeons/tur_dun.txt
deleted file mode 100644
index 6acbee74d..000000000
--- a/npc/re/mobs/dungeons/tur_dun.txt
+++ /dev/null
@@ -1,50 +0,0 @@
-//===== Hercules Script ======================================
-//= Turtle Island Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.2
-//===== Additional Comments: =================================
-//= 1.2 Official kRO 10.1 spawns [Playtester]
-//============================================================
-
-//==================================================
-// tur_dun01 - Turtle Island
-//==================================================
-tur_dun01,0,0,0,0 monster Dragon Tail 1321,25,5000,0,0
-tur_dun01,0,0,0,0 monster Spring Rabbit 1322,25,5000,0,0
-tur_dun01,0,0,0,0 monster Pest 1256,15,5000,0,0
-tur_dun01,0,0,0,0 monster Thara Frog 1034,10,5000,0,0
-tur_dun01,0,0,0,0 monster Permeter 1314,10,5000,0,0
-
-//==================================================
-// tur_dun02 - Turtle Island Dungeon
-//==================================================
-tur_dun02,0,0,0,0 monster Solider 1316,40,5000,0,0
-tur_dun02,0,0,0,0 monster Permeter 1314,40,5000,0,0
-tur_dun02,0,0,0,0 monster Freezer 1319,20,5000,0,0
-tur_dun02,0,0,0,0 monster Pest 1256,15,5000,0,0
-
-//==================================================
-// tur_dun03 - Good Turtles Village
-//==================================================
-tur_dun03,0,0,0,0 monster Freezer 1319,40,5000,0,0
-tur_dun03,0,0,0,0 monster Assaulter 1315,35,5000,0,0
-tur_dun03,0,0,0,0 monster Permeter 1314,15,5000,0,0
-tur_dun03,0,0,0,0 monster Heater 1318,10,5000,0,0
-
-//==================================================
-// tur_dun04 - Turtle Palace
-//==================================================
-tur_dun04,0,0,0,0 monster Assaulter 1315,41,5000,0,0
-tur_dun04,0,0,0,0 monster Heater 1318,33,5000,0,0
-tur_dun04,0,0,0,0 monster Freezer 1319,15,5000,0,0
-tur_dun04,0,0,0,0 monster Permeter 1314,4,5000,0,0
-tur_dun04,99,93,20,20 boss_monster Turtle General 1312,1,3600000,600000,0
-
-//==================================================
-// tur_dun05 - Underground Swamp Zone
-//==================================================
-tur_dun05,0,0,0,0 monster Freezer 1319,5,5000,0,0
-tur_dun05,0,0,0,0 monster Permeter 1314,3,5000,0,0
-tur_dun05,0,0,0,0 monster Assaulter 1315,1,5000,0,0
diff --git a/npc/re/mobs/dungeons/xmas_dun.txt b/npc/re/mobs/dungeons/xmas_dun.txt
deleted file mode 100644
index 0d4374f8f..000000000
--- a/npc/re/mobs/dungeons/xmas_dun.txt
+++ /dev/null
@@ -1,35 +0,0 @@
-//===== Hercules Script ======================================
-//= Toy Factory Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.4
-//===== Additional Comments: =================================
-//= 1.1 added Garm Baby according to May 10 patch
-//= 1.2 Official kRO 10.1 spawns [Playtester]
-//= 1.3 Small spawn update [Playtester]
-//= 1.4 Corrected MVP spawn variance. [L0ne_W0lf]
-//============================================================
-
-//==================================================
-// xmas_dun01 - Toy Factory Warehouse
-//==================================================
-xmas_dun01,0,0,0,0 monster Cookie 1265,40,5000,0,0
-xmas_dun01,0,0,0,0 monster Christmas Cookie 1246,40,5000,0,0
-xmas_dun01,0,0,0,0 monster Marin 1242,20,5000,0,0
-xmas_dun01,0,0,0,0 monster Poporing 1031,20,5000,0,0
-xmas_dun01,0,0,0,0 monster Drops 1113,10,5000,0,0
-xmas_dun01,0,0,0,0 monster Poring 1002,10,5000,0,0
-xmas_dun01,0,0,0,0 monster Myst Case 1249,5,5000,0,0
-xmas_dun01,0,0,0,0 monster Chepet 1250,1,1200000,900000,0
-xmas_dun01,0,0,0,0 monster Mastering 1090,1,1800000,900000,0
-xmas_dun01,0,0,0,0 monster Angeling 1096,1,3600000,1800000,0
-
-//==================================================
-// xmas_dun02 - Toy Monitoring Room
-//==================================================
-xmas_dun02,0,0,0,0 monster Myst Case 1249,50,5000,0,0
-xmas_dun02,0,0,0,0 monster Cruiser 1248,35,5000,0,0
-xmas_dun02,0,0,0,0 monster Cookie 1265,20,5000,0,0
-xmas_dun02,0,0,0,0 monster Christmas Cookie 1246,20,5000,0,0
-xmas_dun02,0,0,0,0 boss_monster Stormy Knight 1251,1,3600000,600000,0
diff --git a/npc/re/mobs/dungeons/yggdrasil.txt b/npc/re/mobs/dungeons/yggdrasil.txt
deleted file mode 100644
index 939933aeb..000000000
--- a/npc/re/mobs/dungeons/yggdrasil.txt
+++ /dev/null
@@ -1,33 +0,0 @@
-//===== Hercules Script ======================================
-//= Yggdrasil Tree Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.1
-//===== Additional Comments: =================================
-//= 1.0 Splitted from Nifflheim fields [DracoRPG]
-//= 1.1 Official kRO 10.1 spawns [Playtester]
-//============================================================
-
-//==================================================
-// yggdrasil01 - Hvergelmir's Fountain (Trunk of Yggdrasil)
-//==================================================
-yggdrasil01,234,256,10,10 monster Blue Plant 1079,5,1800000,600000,0
-yggdrasil01,273,234,3,3 monster Shining Plant 1083,1,1800000,600000,0
-yggdrasil01,143,257,20,10 monster Shining Plant 1083,5,1200000,600000,0
-yggdrasil01,98,238,20,15 monster Yellow Plant 1081,5,1200000,600000,0
-yggdrasil01,98,238,20,15 monster White Plant 1082,5,1200000,600000,0
-yggdrasil01,47,207,20,20 monster Blue Plant 1079,5,1200000,600000,0
-yggdrasil01,61,258,3,3 monster Shining Plant 1083,1,1800000,600000,0
-yggdrasil01,132,199,20,5 monster Blue Plant 1079,5,1200000,600000,0
-yggdrasil01,209,218,2,2 monster Shining Plant 1083,1,1200000,600000,0
-yggdrasil01,192,186,2,2 monster Shining Plant 1083,1,1800000,1200000,0
-yggdrasil01,169,176,3,3 monster Shining Plant 1083,1,1200000,600000,0
-yggdrasil01,169,176,3,3 monster Green Plant 1080,1,60000,30000,0
-yggdrasil01,94,111,5,2 monster Shining Plant 1083,1,1200000,600000,0
-yggdrasil01,51,118,10,3 monster Shining Plant 1083,1,1200000,600000,0
-yggdrasil01,133,54,3,3 monster Shining Plant 1083,1,1200000,600000,0
-yggdrasil01,257,63,10,10 monster Shining Plant 1083,3,1800000,1200000,0
-yggdrasil01,0,0,0,0 monster Shining Plant 1083,10,3600000,2300000,0
-yggdrasil01,0,0,0,0 monster Green Plant 1080,25,60000,30000,0
-yggdrasil01,0,0,0,0 monster Red Plant 1078,15,60000,30000,0
diff --git a/npc/re/mobs/fields/amatsu.txt b/npc/re/mobs/fields/amatsu.txt
deleted file mode 100644
index e6285ff6f..000000000
--- a/npc/re/mobs/fields/amatsu.txt
+++ /dev/null
@@ -1,35 +0,0 @@
-//===== Hercules Script ======================================
-//= Amatsu Fields Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.4
-//===== Additional Comments: =================================
-//= 1.1 replaced Hydra -> G_Hydra (to fix drops exploit) [Lupus]
-//= 1.2 Official kRO 10.1 spawns [Playtester]
-//= 1.3 Small update [Playtester]
-//= 1.4 Updated to Renewal Spawns [Kisuka]
-//============================================================
-
-//==================================================
-// ama_fild01 - Amatsu Field
-//==================================================
-ama_fild01,0,0,0,0 monster Bigfoot 1060,10,5000,0,0
-ama_fild01,0,0,0,0 monster Karakasa 1400,50,5000,0,0
-ama_fild01,0,0,0,0 monster Kapha 1406,40,5000,0,0
-ama_fild01,0,0,0,0 monster Miyabi Doll 1404,2,5000,0,0
-ama_fild01,0,0,0,0 monster Poison Toad 1402,1,5000,0,0
-ama_fild01,173,313,0,0 monster Hydra 1068,1,60000,30000,0
-ama_fild01,173,314,0,0 monster Hydra 1068,1,60000,30000,0
-ama_fild01,173,310,0,0 monster Hydra 1068,1,60000,30000,0
-ama_fild01,177,315,0,0 monster Hydra 1068,1,60000,30000,0
-ama_fild01,175,315,0,0 monster Hydra 1068,1,63000,31500,0
-ama_fild01,169,314,0,0 monster Hydra 1068,1,63000,31500,0
-ama_fild01,177,314,0,0 monster Hydra 1068,1,66000,33000,0
-ama_fild01,175,313,0,0 monster Hydra 1068,1,66000,33000,0
-ama_fild01,173,315,0,0 monster Hydra 1068,1,66000,33000,0
-ama_fild01,171,313,0,0 monster Hydra 1068,1,66000,33000,0
-ama_fild01,171,314,0,0 monster Hydra 1068,1,69000,34500,0
-ama_fild01,171,315,0,0 monster Hydra 1068,1,69000,34500,0
-ama_fild01,175,314,0,0 monster Hydra 1068,1,72000,39000,0
-ama_fild01,169,315,0,0 monster Hydra 1068,1,72000,39000,0
diff --git a/npc/re/mobs/fields/ayothaya.txt b/npc/re/mobs/fields/ayothaya.txt
deleted file mode 100644
index cef980e7d..000000000
--- a/npc/re/mobs/fields/ayothaya.txt
+++ /dev/null
@@ -1,30 +0,0 @@
-//===== Hercules Script ======================================
-//= Ayothaya Fields Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.6
-//===== Additional Comments: =================================
-//= 1.1 Using EuRO data [Ishizu]
-//= 1.2 According the guide book, added a Choco [Lupus&VP]
-//= 1.3 Removed Choco [Lupus]
-//= 1.4 Official kRO 10.1 spawns [Playtester]
-//= 1.5 Updated to Renewal Spawns [Kisuka]
-//= 1.6 Updated Renewal Spawns [Streusel]
-//============================================================
-
-//==================================================
-// ayo_fild01 - Ayothaya Field
-//==================================================
-ayo_fild01,0,0,0,0 monster Smokie 1056,30,5000,0,0
-ayo_fild01,0,0,0,0 monster Coco 1104,30,5000,0,0
-ayo_fild01,0,0,0,0 monster Yoyo 1057,30,5000,0,0
-ayo_fild01,0,0,0,0 monster Green Plant 1080,10,10000,0,1
-
-//==================================================
-// ayo_fild02 - Ayothaya Field
-//==================================================
-ayo_fild02,0,0,0,0 monster Yoyo 1057,45,5000,0,0
-ayo_fild02,0,0,0,0 monster Leaf Cat 1586,35,5000,0,0
-ayo_fild02,0,0,0,0 monster Kraben 1587,5,5000,0,0
-ayo_fild02,0,0,0,0 monster Yellow Plant 1081,10,10000,0,1
diff --git a/npc/re/mobs/fields/bifrost.txt b/npc/re/mobs/fields/bifrost.txt
deleted file mode 100644
index 93f5a26e3..000000000
--- a/npc/re/mobs/fields/bifrost.txt
+++ /dev/null
@@ -1,32 +0,0 @@
-//===== Hercules Script ======================================
-//= Bifrost Field Monster Spawn Script
-//===== By: ==================================================
-//= Chilly
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= Official kRO monster spawns
-//===== Additional Comments: =================================
-//= 1.0 First Release
-//= 1.1 Renewal spawn update. [Euphy]
-//============================================================
-
-//==================================================
-// bif_fild01 - Bifrost South
-//==================================================
-bif_fild01,0,0,0,0 monster Luciola Vespa 1994,25,5000,0,0
-bif_fild01,0,0,0,0 monster Cornus 1992,15,5000,0,0
-bif_fild01,0,0,0,0 monster Miming 2137,50,5000,0,0
-bif_fild01,0,0,0,0 monster Little Fatum 2136,30,5000,0,0
-bif_fild01,0,0,0,0 monster Angra Mantis 2133,5,5000,0,0
-bif_fild01,0,0,0,0 monster Pom Spider 2132,5,5000,0,0
-
-//==================================================
-// bif_fild02 - Bifrost North
-//==================================================
-bif_fild02,0,0,0,0 monster Luciola Vespa 1994,25,5000,0,0
-bif_fild02,0,0,0,0 monster Cornus 1992,15,5000,0,0
-bif_fild02,0,0,0,0 monster Miming 2137,30,5000,0,0
-bif_fild02,0,0,0,0 monster Little Fatum 2136,50,5000,0,0
-bif_fild02,0,0,0,0 monster Angra Mantis 2133,5,5000,0,0
-bif_fild02,0,0,0,0 monster Pom Spider 2132,5,5000,0,0
diff --git a/npc/re/mobs/fields/brasilis.txt b/npc/re/mobs/fields/brasilis.txt
deleted file mode 100644
index 82dc93441..000000000
--- a/npc/re/mobs/fields/brasilis.txt
+++ /dev/null
@@ -1,20 +0,0 @@
-//===== Hercules Script ======================================
-//= Brasilis Fields Monster Spawn Script
-//===== By: ==================================================
-//= Kisuka
-//===== Current Version: =====================================
-//= 1.0
-//===== Additional Comments: =================================
-//= 1.0 Official spawns from Aegis [Kisuka]
-//============================================================
-
-//==================================================
-// bra_fild01 - Brasilis Field
-//==================================================
-bra_fild01,0,0,0,0 monster Curupira 2074,50,5000,0,0
-bra_fild01,0,0,0,0 monster Dokebi 1110,10,5000,0,0
-bra_fild01,0,0,0,0 monster Savage 1166,5,5000,0,0
-bra_fild01,0,0,0,0 monster Headless Mule 2071,40,5000,0,0
-bra_fild01,0,0,0,0 monster Red Mushroom 1085,5,5000,0,0
-bra_fild01,0,0,0,0 monster Jaguar 2072,55,5000,0,0
-bra_fild01,0,0,0,0 monster Toucan 2073,60,5000,0,0
diff --git a/npc/re/mobs/fields/comodo.txt b/npc/re/mobs/fields/comodo.txt
deleted file mode 100644
index d2d4ef236..000000000
--- a/npc/re/mobs/fields/comodo.txt
+++ /dev/null
@@ -1,93 +0,0 @@
-//===== Hercules Script ======================================
-//= Comodo Fields Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.4
-//===== Additional Comments: =================================
-//= 1.2 Official kRO 10.1 spawns [Playtester]
-//= 1.3 More accurate spawns [Playtester]
-//= 1.4 Updated to renewal spawns. [L0ne_W0lf]
-//============================================================
-
-//==================================================
-// cmd_fild01 - Papuchicha Forest
-//==================================================
-cmd_fild01,0,0,0,0 monster Grove 1687,150,5000,0,0
-cmd_fild01,0,0,0,0 monster Flora 1118,50,5000,0,0
-cmd_fild01,313,213,10,10 monster Shining Plant 1083,1,1800000,900000,1
-cmd_fild01,313,213,10,10 monster Blue Plant 1079,1,1800000,900000,1
-cmd_fild01,171,339,10,10 monster Blue Plant 1079,2,1800000,900000,1
-cmd_fild01,72,78,10,10 monster Blue Plant 1079,2,1800000,900000,1
-cmd_fild01,194,176,20,20 monster Blue Plant 1079,1,1800000,900000,1
-cmd_fild01,0,0,0,0 monster Green Plant 1080,5,1800000,900000,1
-
-//==================================================
-// cmd_fild02 - Kokomo beach
-//==================================================
-cmd_fild02,0,0,0,0 monster Seal 1317,120,5000,0,0
-cmd_fild02,0,0,0,0 monster Galapago 1391,30,5000,0,0
-cmd_fild02,0,0,0,0 monster Shellfish 1074,20,5000,0,0
-cmd_fild02,0,0,0,0 monster Crab 1073,20,5000,0,0
-cmd_fild02,0,0,0,0 monster Aster 1266,10,5000,0,0
-cmd_fild02,0,0,0,0 monster Mobster 1313,1,5000,0,0
-
-//==================================================
-// cmd_fild03 - Zenhai Marsh
-//==================================================
-cmd_fild03,0,0,0,0 monster Alligator 1271,150,5000,0,0
-cmd_fild03,0,0,0,0 monster Flora 1118,50,5000,0,0
-cmd_fild03,0,0,0,0 monster Mutant Dragonoid 1262,4,0,0,1
-cmd_fild03,0,0,0,0 monster Toad 1089,1,3600000,1800000,1
-cmd_fild03,356,232,3,3 monster Shining Plant 1083,1,1800000,900000,1
-cmd_fild03,262,289,3,3 monster Shining Plant 1083,1,1800000,900000,1
-cmd_fild03,145,191,3,3 monster Shining Plant 1083,1,1800000,900000,1
-
-//==================================================
-// cmd_fild04 - Kokomo beach
-//==================================================
-cmd_fild04,0,0,0,0 monster Sea Otter 1323,120,5000,0,0
-cmd_fild04,0,0,0,0 monster Galapago 1391,30,5000,0,0
-cmd_fild04,0,0,0,0 monster Shellfish 1074,20,5000,0,0
-cmd_fild04,0,0,0,0 monster Crab 1073,20,5000,0,0
-cmd_fild04,0,0,0,0 monster Aster 1266,10,5000,0,0
-
-//==================================================
-// cmd_fild05 - Disabled on Renewal
-//==================================================
-
-//==================================================
-// cmd_fild06 - Fortress Saint Darmain (West)
-//==================================================
-cmd_fild06,0,0,0,0 monster Golem 1040,150,5000,0,0
-cmd_fild06,0,0,0,0 monster Metaller 1058,50,5000,0,0
-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_fild07,0,0,0,0 monster Raggler 1254,100,5000,0,0
-cmd_fild07,0,0,0,0 monster Aster 1266,30,5000,0,0
-cmd_fild07,0,0,0,0 monster Shellfish 1074,30,5000,0,0
-cmd_fild07,0,0,0,0 monster Crab 1073,30,5000,0,0
-
-//==================================================
-// cmd_fild08 - Fortress Saint Darmain (East)
-//==================================================
-cmd_fild08,0,0,0,0 monster Deniro 1105,50,5000,0,0
-cmd_fild08,0,0,0,0 monster Piere 1160,50,5000,0,0
-cmd_fild08,0,0,0,0 monster Andre 1095,50,5000,0,0
-cmd_fild08,0,0,0,0 monster Ant Egg 1097,30,5000,0,0
-cmd_fild08,0,0,0,0 monster Golem 1040,2,5000,0,0
-cmd_fild08,60,143,10,10 monster Yellow Plant 1081,4,1800000,900000,1
-cmd_fild08,130,201,10,10 monster Yellow Plant 1081,4,1800000,900000,1
-
-//==================================================
-// cmd_fild09 - Fortress Saint Darmain (South)
-//==================================================
-cmd_fild09,0,0,0,0 monster Metaller 1058,145,5000,0,0
-cmd_fild09,0,0,0,0 monster Deniro 1105,15,5000,0,0
-cmd_fild09,0,0,0,0 monster Piere 1160,15,5000,0,0
-cmd_fild09,0,0,0,0 monster Andre 1095,15,5000,0,0
-cmd_fild09,0,0,0,0 monster Ant Egg 1097,10,5000,0,0
diff --git a/npc/re/mobs/fields/dewata.txt b/npc/re/mobs/fields/dewata.txt
deleted file mode 100644
index 9cb15466c..000000000
--- a/npc/re/mobs/fields/dewata.txt
+++ /dev/null
@@ -1,19 +0,0 @@
-//===== Hercules Script ======================================
-//= Dewata Field Monster Spawn Script
-//===== By: ==================================================
-//= Chilly
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= Official kRO monster spawns
-//===== Additional Comments: =================================
-//= 1.0 First Release
-//= 1.1 Updated spawn delays. [Euphy]
-//============================================================
-
-//==================================================
-// dew_fild01 - Dewata Field Tribal Village
-//==================================================
-dew_fild01,0,0,0,0 monster Alnoldi 2151,60,5000,0,0
-dew_fild01,0,0,0,0 monster Argiope 1099,45,5000,0,0
-dew_fild01,0,0,0,0 monster Cendrawasih 2153,10,5000,0,0
diff --git a/npc/re/mobs/fields/dicastes.txt b/npc/re/mobs/fields/dicastes.txt
deleted file mode 100644
index 9d778c891..000000000
--- a/npc/re/mobs/fields/dicastes.txt
+++ /dev/null
@@ -1,26 +0,0 @@
-//===== Hercules Script ======================================
-//= El Dicastes Fields Monster Spawn Script
-//===== By: ==================================================
-//= Kisuka
-//===== Current Version: =====================================
-//= 1.0
-//===== Additional Comments: =================================
-//= 1.0 Official spawns from Aegis [Kisuka]
-//============================================================
-
-//==================================================
-// dic_fild01 - At the Foot of the Kamidal Mountain
-//==================================================
-dic_fild01,0,0,0,0 monster Centipede 1987,60,5000,0,0
-dic_fild01,0,0,0,0 monster Centipede Larva 1999,30,5000,0,0
-dic_fild01,0,0,0,0 monster Tatacho 1986,25,5000,0,0
-dic_fild01,0,0,0,0 monster Dolomedes 2092,20,5000,0,0
-
-//==================================================
-// dic_fild02 - At the Foot of the Kamidal Mountain
-//==================================================
-dic_fild02,0,0,0,0 monster Bradium Golem 2024,3,5000,0,0
-dic_fild02,0,0,0,0 monster Centipede 1987,35,5000,0,0
-dic_fild02,0,0,0,0 monster Centipede Larva 1999,10,5000,0,0
-dic_fild02,0,0,0,0 monster Tatacho 1986,25,5000,0,0
-dic_fild02,0,0,0,0 monster Dolomedes 2092,80,5000,0,0
diff --git a/npc/re/mobs/fields/eclage.txt b/npc/re/mobs/fields/eclage.txt
deleted file mode 100644
index 76c53be2b..000000000
--- a/npc/re/mobs/fields/eclage.txt
+++ /dev/null
@@ -1,17 +0,0 @@
-//===== Hercules Script ======================================
-//= Eclage Field Monster Spawn Script
-//===== By: ==================================================
-//= refis
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= jRO monster spawns, taken from Auriga.
-//===== Additional Comments: =================================
-//= 1.0 First version. [Euphy]
-//============================================================
-
-//==================================================
-// ecl_fild01 - Blooming Flower Land
-//==================================================
-ecl_fild01.gat,0,0,0,0 monster Menblatt 2363,60,5000,0,0
-ecl_fild01.gat,0,0,0,0 monster Petal 2364,20,5000,0,0
diff --git a/npc/re/mobs/fields/einbroch.txt b/npc/re/mobs/fields/einbroch.txt
deleted file mode 100644
index b06c25f59..000000000
--- a/npc/re/mobs/fields/einbroch.txt
+++ /dev/null
@@ -1,107 +0,0 @@
-//===== Hercules Script ======================================
-//= Einbroch Fields Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.8
-//===== Additional Comments: =================================
-//= 1.1 correct spawn maps, but not yet exact amount of
-//= monsters [Lupus]
-//= maps, marked with * are correct
-//= 1.2 Updated to correct mobs. Many thanks to vicious_pucca
-//= again for providing the information [MasterOfMuppets]
-//= 1.2a Fixed missing tabs [Lupus]
-//= 1.3 Updated after Episode 10.4 - Hugel [Poki#3]
-//= Mob quantity is custom.
-//= 1.3b Changed the spawn numbers a bit. [Poki#3]
-//= Thanks to Playtester and Emperium.org
-//= 1.4 Updated by using Tharis' Homun AI, by Tharis [Vicious]
-//= 1.5 Adjusted some spawns according to official info [Playtester]
-//= 1.6 More accurate spawns [Playtester]
-//= 1.7 Updated to Renewal Spawns [Kisuka]
-//= 1.8 Updated Renewal Spawns [Streusel]
-//============================================================
-
-//==================================================
-// ein_fild01 - Spawns disabled on Renewal
-//==================================================
-
-//==================================================
-// ein_fild02 - Disabled on Renewal
-//==================================================
-
-//==================================================
-// ein_fild03 - Einbroch Field
-//==================================================
-ein_fild03,0,0,0,0 monster Teddy Bear 1622,100,5000,0,0
-ein_fild03,0,0,0,0 monster Venomous 1621,20,5000,0,0
-ein_fild03,0,0,0,0 monster Noxious 1620,20,5000,0,0
-ein_fild03,0,0,0,0 monster Pitman 1616,20,5000,0,0
-ein_fild03,0,0,0,0 monster Yellow Plant 1081,15,60000,30000,1
-ein_fild03,0,0,0,0 monster Green Plant 1080,15,60000,30000,1
-
-//==================================================
-// ein_fild04 - Einbroch Field
-//==================================================
-ein_fild04,0,0,0,0 monster Venomous 1621,100,5000,0,0
-ein_fild04,0,0,0,0 monster Noxious 1620,30,5000,0,0
-ein_fild04,0,0,0,0 monster Teddy Bear 1622,20,5000,0,0
-ein_fild04,0,0,0,0 monster Demon Pungus 1378,15,5000,0,0
-ein_fild04,0,0,0,0 monster Pitman 1616,10,5000,0,0
-ein_fild04,0,0,0,0 monster Red Plant 1078,10,60000,30000,1
-ein_fild04,0,0,0,0 monster Yellow Plant 1081,10,60000,30000,1
-ein_fild04,0,0,0,0 monster Green Plant 1080,10,60000,30000,1
-
-//==================================================
-// ein_fild05 - Einbroch Field
-//==================================================
-ein_fild05,0,0,0,0 monster Noxious 1620,100,5000,0,0
-ein_fild05,0,0,0,0 monster Venomous 1621,30,5000,0,0
-ein_fild05,0,0,0,0 monster Teddy Bear 1622,20,5000,0,0
-ein_fild05,0,0,0,0 monster Demon Pungus 1378,15,5000,0,0
-ein_fild05,0,0,0,0 monster Pitman 1616,10,5000,0,0
-
-//==================================================
-// ein_fild06 - Einbroch Field
-//==================================================
-ein_fild06,0,0,0,0 monster Holden 1628,100,5000,0,0
-ein_fild06,0,0,0,0 monster Metaling 1613,30,5000,0,0
-ein_fild06,0,0,0,0 monster Red Plant 1078,10,120000,60000,1
-ein_fild06,0,0,0,0 monster Yellow Plant 1081,10,120000,60000,1
-ein_fild06,0,0,0,0 monster Black Mushroom 1084,5,120000,60000,0
-
-//==================================================
-// ein_fild07 - Einbroch Field
-//==================================================
-ein_fild07,0,0,0,0 monster Metaling 1613,90,5000,0,0
-ein_fild07,0,0,0,0 monster Porcellio 1619,30,5000,0,0
-ein_fild07,0,0,0,0 monster Holden 1628,10,5000,0,0
-ein_fild07,0,0,0,0 monster Ungoliant 1618,1,86400000,86000000,0
-ein_fild07,0,0,0,0 monster Red Plant 1078,10,120000,60000,1
-ein_fild07,0,0,0,0 monster Yellow Plant 1081,10,120000,60000,1
-ein_fild07,0,0,0,0 monster Red Mushroom 1085,10,120000,60000,0
-
-//==================================================
-// ein_fild08 - Einbroch Field
-//==================================================
-ein_fild08,0,0,0,0 monster Metaling 1613,100,5000,0,0
-ein_fild08,0,0,0,0 monster Porcellio 1619,30,5000,0,0
-ein_fild08,0,0,0,0 monster Red Plant 1078,10,120000,60000,1
-ein_fild08,0,0,0,0 monster Yellow Plant 1081,10,120000,60000,1
-ein_fild08,0,0,0,0 monster Red Mushroom 1085,10,120000,60000,0
-
-//==================================================
-// ein_fild09 - Einbroch Field
-//==================================================
-ein_fild09,0,0,0,0 monster Porcellio 1619,70,5000,0,0
-ein_fild09,0,0,0,0 monster Metaling 1613,30,5000,0,0
-ein_fild09,0,0,0,0 monster Red Plant 1078,10,120000,60000,1
-ein_fild09,0,0,0,0 monster Yellow Plant 1081,10,120000,60000,1
-ein_fild09,0,0,0,0 monster Red Mushroom 1085,10,120000,60000,0
-
-//==================================================
-// ein_fild10 - Disabled on Renewal
-//==================================================
-//ein_fild10,0,0,0,0 monster Red Plant 1078,20,120000,60000,1
-//ein_fild10,0,0,0,0 monster Yellow Plant 1081,20,120000,60000,1
-//ein_fild10,0,0,0,0 monster Blue Plant 1079,20,600000,300000,1
diff --git a/npc/re/mobs/fields/geffen.txt b/npc/re/mobs/fields/geffen.txt
deleted file mode 100644
index 0b1c3b3c3..000000000
--- a/npc/re/mobs/fields/geffen.txt
+++ /dev/null
@@ -1,200 +0,0 @@
-//===== Hercules Script ======================================
-//= Geffen Fields Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.6
-//===== Additional Comments: =================================
-//= 1.2 Map names typos fix [Lupus]
-//= 1.3 Official kRO 10.1 spawns + future changes [Playtester]
-//= 1.4 More accurate spawns [Playtester]
-//= 1.5 Corrected MVP spawn variance. [L0ne_W0lf]
-//= 1.6 Updated to renewal spawns. [L0ne_W0lf]
-//============================================================
-
-//==================================================
-// gef_fild00 - Geffen Field
-//==================================================
-gef_fild00,0,0,0,0 monster Chonchon 1011,140,5000,0,0
-gef_fild00,0,0,0,0 monster Poring 1002,30,5000,0,0
-gef_fild00,0,0,0,0 monster Fabre 1007,30,5000,0,0
-gef_fild00,95,128,0,0 monster Blue Plant 1079,1,900000,450000,1
-gef_fild00,124,321,0,0 monster Blue Plant 1079,1,900000,450000,1
-gef_fild00,54,212,5,5 monster Green Plant 1080,3,360000,180000,1
-gef_fild00,54,186,5,5 monster Green Plant 1080,3,360000,180000,1
-
-//==================================================
-// gef_fild01 - Geffen Field
-//==================================================
-gef_fild01,0,0,0,0 monster Roda Frog 1012,80,5000,0,0
-gef_fild01,0,0,0,0 monster Ambernite 1094,20,5000,0,0
-gef_fild01,0,0,0,0 monster Toad 1089,1,3600000,1800000,1
-gef_fild01,215,225,10,10 monster Green Plant 1080,5,360000,180000,1
-
-//==================================================
-// gef_fild02 - Geffen Field
-//==================================================
-gef_fild02,0,0,0,0 monster Coco 1104,140,5000,0,0
-gef_fild02,0,0,0,0 monster Poporing 1031,20,5000,0,0
-gef_fild02,0,0,0,0 monster Horn 1128,20,5000,0,0
-gef_fild02,0,0,0,0 monster Elder Willow 1033,20,5000,0,0
-gef_fild02,227,316,6,6 monster Green Plant 1080,8,360000,180000,1
-gef_fild02,87,48,6,6 monster Red Mushroom 1085,5,360000,180000,1
-gef_fild02,215,209,2,1 monster Blue Plant 1079,2,360000,180000,1
-gef_fild02,207,214,1,1 monster Blue Plant 1079,1,360000,180000,1
-gef_fild02,220,214,1,1 monster Blue Plant 1079,1,360000,180000,1
-gef_fild02,164,194,1,1 monster Shining Plant 1083,1,1800000,900000,1
-
-//==================================================
-// gef_fild03 - Geffen Field
-//==================================================
-gef_fild03,0,0,0,0 monster Orc Lady 1273,130,5000,0,0
-gef_fild03,0,0,0,0 monster Orc Warrior 1023,60,5000,0,0
-gef_fild03,0,0,0,0 monster Orc Baby 1686,20,5000,0,0
-gef_fild03,0,0,0,0 boss_monster Orc Hero 1087,1,3600000,600000,1
-gef_fild03,45,350,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,66,300,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,80,252,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,118,281,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,135,344,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,210,363,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,215,345,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,359,316,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,350,247,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,304,202,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,285,223,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,282,192,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,316,143,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,337,104,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,348,42,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,326,79,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,280,92,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,216,135,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,169,92,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,45,93,3,3 monster Green Plant 1080,1,180000,90000,1
-gef_fild03,44,133,3,3 monster Green Plant 1080,1,180000,90000,1
-
-//==================================================
-// gef_fild04 - Geffen Field
-//==================================================
-gef_fild04,0,0,0,0 monster Mandragora 1020,125,5000,0,0
-gef_fild04,0,0,0,0 monster Lunatic 1063,25,5000,0,0
-gef_fild04,0,0,0,0 monster Fabre 1007,25,5000,0,0
-gef_fild04,0,0,0,0 monster Chonchon 1011,25,5000,0,0
-gef_fild04,224,82,5,2 monster Green Plant 1080,3,360000,180000,1
-gef_fild04,152,82,5,2 monster Green Plant 1080,3,360000,180000,1
-
-//==================================================
-// gef_fild05 - Geffen Field
-//==================================================
-gef_fild05,0,0,0,0 monster Creamy 1018,140,5000,0,0
-gef_fild05,0,0,0,0 monster Stainer 1174,20,5000,0,0
-gef_fild05,0,0,0,0 monster Smokie 1056,20,5000,0,0
-gef_fild05,0,0,0,0 monster Thief Bug Egg 1048,10,5000,0,0
-gef_fild05,0,0,0,0 monster Thief Bug 1051,10,5000,0,0
-gef_fild05,235,322,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,238,326,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,170,337,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,108,317,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,56,285,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,65,256,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,74,228,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,50,189,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,51,166,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,146,161,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,153,180,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,124,207,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,187,249,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,187,265,0,0 monster Red Plant 1078,1,180000,90000,1
-gef_fild05,130,293,0,0 monster Red Plant 1078,1,180000,90000,1
-
-//==================================================
-// gef_fild06 - Geffen Field
-//==================================================
-gef_fild06,0,0,0,0 monster Petite 1155,130,5000,0,0
-gef_fild06,0,0,0,0 monster Mantis 1139,30,5000,0,0
-gef_fild06,0,0,0,0 monster Side Winder 1037,30,5000,0,0
-gef_fild06,0,0,0,0 monster Shining Plant 1083,4,1800000,900000,1
-
-//==================================================
-// gef_fild07 - Geffen Field
-//==================================================
-gef_fild07,0,0,0,0 monster Pupa 1008,130,5000,0,0
-gef_fild07,0,0,0,0 monster Poring 1002,20,5000,0,0
-gef_fild07,0,0,0,0 monster Fabre 1007,20,5000,0,0
-gef_fild07,0,0,0,0 monster Chonchon 1011,20,5000,0,0
-gef_fild07,122,221,0,0 monster Green Plant 1080,3,360000,180000,1
-gef_fild07,185,247,0,0 monster Shining Plant 1083,1,1800000,900000,1
-gef_fild07,269,289,0,0 monster Blue Plant 1079,1,900000,450000,1
-gef_fild07,269,289,3,3 monster Green Plant 1080,3,360000,180000,1
-
-//==================================================
-// gef_fild08 - Geffen Field
-//==================================================
-gef_fild08,0,0,0,0 monster Petite 1156,130,5000,0,0
-gef_fild08,0,0,0,0 monster Mantis 1139,30,5000,0,0
-gef_fild08,0,0,0,0 monster Flora 1118,30,5000,0,0
-gef_fild08,65,341,0,0 monster Blue Plant 1079,1,900000,450000,1
-gef_fild08,111,319,0,0 monster Blue Plant 1079,1,900000,450000,1
-gef_fild08,59,91,0,0 monster Blue Plant 1079,1,900000,450000,1
-gef_fild08,70,80,0,0 monster Blue Plant 1079,1,900000,450000,1
-gef_fild08,144,140,0,0 monster Blue Plant 1079,1,900000,450000,1
-gef_fild08,344,78,0,0 monster Blue Plant 1079,1,900000,450000,1
-gef_fild08,325,311,0,0 monster Blue Plant 1079,1,900000,450000,1
-gef_fild08,162,247,0,0 monster Blue Plant 1079,1,900000,450000,1
-
-//==================================================
-// gef_fild09 - Geffen Field
-//==================================================
-gef_fild09,0,0,0,0 monster Ambernite 1094,80,5000,0,0
-gef_fild09,0,0,0,0 monster Roda Frog 1012,20,5000,0,0
-gef_fild09,51,43,0,0 monster Red Mushroom 1085,1,180000,90000,1
-gef_fild09,125,53,0,0 monster Red Mushroom 1085,1,180000,90000,1
-gef_fild09,148,74,0,0 monster Red Mushroom 1085,1,180000,90000,1
-gef_fild09,184,66,0,0 monster Red Mushroom 1085,1,180000,90000,1
-gef_fild09,207,54,0,0 monster Red Mushroom 1085,1,180000,90000,1
-gef_fild09,245,62,0,0 monster Red Mushroom 1085,1,180000,90000,1
-gef_fild09,268,45,0,0 monster Red Mushroom 1085,1,180000,90000,1
-gef_fild09,258,24,0,0 monster Red Mushroom 1085,1,180000,90000,1
-gef_fild09,325,36,0,0 monster Red Mushroom 1085,1,180000,90000,1
-gef_fild09,344,51,0,0 monster Red Mushroom 1085,1,180000,90000,1
-gef_fild09,277,201,5,5 monster Blue Plant 1079,3,900000,450000,1
-
-//==================================================
-// gef_fild10 - Geffen Field
-//==================================================
-gef_fild10,0,0,0,0 monster Orc Warrior 1023,130,5000,0,0
-gef_fild10,0,0,0,0 monster Orc Lady 1273,40,5000,0,0
-gef_fild10,0,0,0,0 monster Orc Baby 1686,20,5000,0,0
-gef_fild10,0,0,0,0 boss_monster Orc Lord 1190,1,7200000,600000,0
-gef_fild10,46,350,5,5 monster Blue Plant 1079,3,900000,450000,1
-gef_fild10,287,61,5,5 monster Blue Plant 1079,3,900000,450000,1
-gef_fild10,300,253,5,5 monster Green Plant 1080,3,360000,180000,1
-
-//==================================================
-// gef_fild11 - Geffen Field
-//==================================================
-gef_fild11,0,0,0,0 monster Goblin 1122,50,5000,0,0
-gef_fild11,0,0,0,0 monster Goblin 1123,50,5000,0,0
-gef_fild11,0,0,0,0 monster Goblin 1124,50,5000,0,0
-gef_fild11,0,0,0,0 monster Goblin 1125,50,5000,0,0
-gef_fild11,0,0,0,0 monster Goblin Leader 1299,1,1800000,1200000,0
-gef_fild11,101,277,4,1 monster Black Mushroom 1084,3,360000,180000,1
-gef_fild11,176,288,1,4 monster Black Mushroom 1084,3,360000,180000,1
-gef_fild11,253,357,1,4 monster Black Mushroom 1084,3,360000,180000,1
-gef_fild11,247,249,1,4 monster Black Mushroom 1084,3,360000,180000,1
-gef_fild11,257,209,1,4 monster Black Mushroom 1084,3,360000,180000,1
-gef_fild11,174,240,1,3 monster Black Mushroom 1084,3,360000,180000,1
-gef_fild11,283,100,4,1 monster Black Mushroom 1084,3,360000,180000,1
-
-//==================================================
-// gef_fild12 - Disabled on Renewal
-//==================================================
-
-//==================================================
-// gef_fild13 - No Spawns on Renewal
-//==================================================
-
-//==================================================
-// gef_fild14 - Disabled on Renewal
-//==================================================
diff --git a/npc/re/mobs/fields/gonryun.txt b/npc/re/mobs/fields/gonryun.txt
deleted file mode 100644
index 5ffd88921..000000000
--- a/npc/re/mobs/fields/gonryun.txt
+++ /dev/null
@@ -1,20 +0,0 @@
-//===== Hercules Script ======================================
-//= Gon Ryun Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.3
-//===== Additional Comments: =================================
-//= 1.1 Official kRO 10.1 spawns [Playtester]
-//= 1.2 Updated to Renewal Spawns [Kisuka]
-//= 1.3 Updated Renewal Spawns [Streusel]
-//============================================================
-
-//==================================================
-// gon_fild01 - Kunlun Field
-//==================================================
-gon_fild01,0,0,0,0 monster Dumpling Child 1409,55,5000,0,0
-gon_fild01,0,0,0,0 monster Baby Leopard 1415,40,5000,0,0
-gon_fild01,0,0,0,0 monster Side Winder 1037,10,5000,0,0
-gon_fild01,0,0,0,0 monster Green Plant 1080,5,10000,0,1
-gon_fild01,0,0,0,0 monster Shining Plant 1083,1,10000,0,1
diff --git a/npc/re/mobs/fields/hugel.txt b/npc/re/mobs/fields/hugel.txt
deleted file mode 100644
index 893de3d71..000000000
--- a/npc/re/mobs/fields/hugel.txt
+++ /dev/null
@@ -1,74 +0,0 @@
-//===== Hercules Script ======================================
-//= Hugel Fields Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.5
-//===== Additional Comments: =================================
-//= Spawns for hu_fild05 and hu_fild04, numbers may not be correct [MasterOfMuppets]
-//= 0.2 Fixed Petit ID
-//= 0.3 Updated the spawns using kRO's website as info, [MasterOfMuppets]
-//= thanks to battousai90
-//= 0.4 Updated after Episode 10.4 - Hugel [Poki#3]
-//= Mob quantity is custom.
-//= 1.0 Updated by using Tharis' Homun AI, by Tharis [Vicious]
-//= 1.1 Official X.3 spawns [Playtester]
-//= 1.2 Some 11.1 spawn updates [Playtester]
-//= 1.3 More accurate spawns [Playtester]
-//= 1.4 Updated to Renewal Spawns [Kisuka]
-//= 1.5 Updated Renewal Spawns [Streusel]
-//============================================================
-
-//==================================================
-// hu_fild01 - Thanatos Tower
-//==================================================
-hu_fild01,0,0,0,0 monster Novus 1715,100,5000,0,0
-hu_fild01,0,0,0,0 monster Novus 1718,35,5000,0,0
-hu_fild01,0,0,0,0 monster Geographer 1368,10,5000,0,0
-hu_fild01,0,0,0,0 monster Dragon Egg 1721,10,5000,0,0
-
-//==================================================
-// hu_fild02 - Hugel Field
-//==================================================
-hu_fild02,0,0,0,0 monster Novus 1715,100,5000,0,0
-hu_fild02,0,0,0,0 monster Novus 1718,30,5000,0,0
-hu_fild02,0,0,0,0 monster Geographer 1368,30,5000,0,0
-hu_fild02,0,0,0,0 monster Dragon Egg 1721,20,5000,0,0
-hu_fild02,0,0,0,0 monster Gryphon 1259,3,3600000,0,1
-
-//==================================================
-// hu_fild03 - Disabled on Renewal
-//==================================================
-
-//==================================================
-// hu_fild04 - Hugel Field
-//==================================================
-hu_fild04,0,0,0,0 monster Novus 1718,100,5000,0,0
-hu_fild04,0,0,0,0 monster Novus 1715,30,5000,0,0
-hu_fild04,0,0,0,0 monster Geographer 1368,30,5000,0,0
-hu_fild04,0,0,0,0 monster Dragon Egg 1721,20,5000,0,0
-hu_fild04,0,0,0,0 monster Green Plant 1080,10,10000,0,1
-hu_fild04,0,0,0,0 monster Yellow Plant 1081,10,10000,0,1
-hu_fild04,206,210,30,18 monster Blue Plant 1079,4,120000,600000,1
-hu_fild04,206,120,10,10 monster Blue Plant 1079,2,120000,600000,1
-
-//==================================================
-// hu_fild05 - The Abyss Lake
-//==================================================
-hu_fild05,0,0,0,0 monster Novus 1718,130,5000,0,0
-hu_fild05,0,0,0,0 monster Novus 1715,35,5000,0,0
-hu_fild05,0,0,0,0 monster Dragon Egg 1721,20,5000,0,0
-
-//==================================================
-// hu_fild06 - Hugel Field
-//==================================================
-hu_fild06,0,0,0,0 monster Shellfish 1074,50,5000,0,0
-hu_fild06,0,0,0,0 monster Crab 1073,20,5000,0,0
-hu_fild06,0,0,0,0 monster Aster 1266,20,5000,0,0
-hu_fild06,234,251,14,120 monster Green Plant 1080,10,600000,0,1
-hu_fild06,234,251,14,120 monster Yellow Plant 1081,10,600000,0,1
-
-//==================================================
-// hu_fild07 - Disabled on Renewal
-//==================================================
-//hu_fild07,0,0,0,0 monster Yellow Plant 1081,20,10000,0,1
diff --git a/npc/re/mobs/fields/lighthalzen.txt b/npc/re/mobs/fields/lighthalzen.txt
deleted file mode 100644
index fd083f1e4..000000000
--- a/npc/re/mobs/fields/lighthalzen.txt
+++ /dev/null
@@ -1,48 +0,0 @@
-//===== Hercules Script ======================================
-//= Lighthalzen Fields Monster Spawn Script
-//===== By: ==================================================
-//= Muad_Dib, Hercules Dev Team
-//===== Current Version: =====================================
-//= 1.6
-//===== Additional Comments: =================================
-//= 1.0 by Muad_Dib (Prometheus Project)
-//= 1.1 Added Porcellio by MasterOfMuppets
-//= 1.2 Corrected monsters. Many thanks to vicious_pucca for
-//= the information [MasterOfMuppets]
-//= 1.3 Updated acordingly to Episode 10.4 [Poki#3]
-//= 1.4 Fully updated X.4 spawns [Playtester]
-//= 1.5 More accurate spawns [Playtester]
-//= 1.6 Updated to Renewal Spawns [Kisuka]
-//============================================================
-
-//==================================================
-// lhz_fild01 - Lighthalzen Field
-//==================================================
-lhz_fild01,0,0,0,0 monster Rafflesia 1162,130,5000,0,0
-lhz_fild01,0,0,0,0 monster Stem Worm 1215,35,5000,0,0
-lhz_fild01,0,0,0,0 monster Metaling 1613,35,5000,0,0
-lhz_fild01,0,0,0,0 monster Red Plant 1078,10,60000,30000,1
-lhz_fild01,0,0,0,0 monster Yellow Plant 1081,10,60000,30000,1
-lhz_fild01,0,0,0,0 monster Green Plant 1080,10,60000,30000,1
-
-//==================================================
-// lhz_fild02 - Lighthalzen Field (Grim Reaper's Valley)
-//==================================================
-lhz_fild02,0,0,0,0 monster Stem Worm 1215,100,5000,0,0
-lhz_fild02,0,0,0,0 monster Breeze 1692,40,5000,0,0
-lhz_fild02,0,0,0,0 monster Rafflesia 1162,20,5000,0,0
-lhz_fild02,0,0,0,0 monster Metaling 1613,20,5000,0,0
-lhz_fild02,0,0,0,0 monster Demon Pungus 1378,15,5000,0,0
-lhz_fild02,0,0,0,0 monster Yellow Plant 1081,15,60000,30000,1
-lhz_fild02,0,0,0,0 monster Green Plant 1080,15,60000,30000,1
-
-//==================================================
-// lhz_fild03 - Lighthalzen Field
-//==================================================
-lhz_fild03,0,0,0,0 monster Breeze 1692,130,5000,0,0
-lhz_fild03,0,0,0,0 monster Stem Worm 1215,20,5000,0,0
-lhz_fild03,0,0,0,0 monster Rafflesia 1162,20,5000,0,0
-lhz_fild03,0,0,0,0 monster Metaling 1613,20,5000,0,0
-lhz_fild03,0,0,0,0 monster Demon Pungus 1378,15,5000,0,0
-lhz_fild03,0,0,0,0 monster Red Plant 1078,10,60000,30000,1
-lhz_fild03,0,0,0,0 monster Green Plant 1080,10,60000,30000,0
diff --git a/npc/re/mobs/fields/louyang.txt b/npc/re/mobs/fields/louyang.txt
deleted file mode 100644
index 6654d835a..000000000
--- a/npc/re/mobs/fields/louyang.txt
+++ /dev/null
@@ -1,21 +0,0 @@
-//===== Hercules Script ======================================
-//= Louyang Fields Monster Spawn Script
-//===== By: ==================================================
-//= Evera/Lorri
-//===== Current Version: =====================================
-//= 1.4
-//===== Additional Comments: =================================
-//= 1.1 updated by MasterOfMuppets
-//= 1.2 Official kRO 10.1 spawns [Playtester]
-//= 1.3 Updated to Renewal Spawns [Kisuka]
-//= 1.4 Updated Renewal Spawns [Streusel]
-//============================================================
-
-//==================================================
-// lou_fild01 - Louyang Field
-//==================================================
-lou_fild01,0,0,0,0 monster Mi Gao 1516,40,5000,0,0
-lou_fild01,0,0,0,0 monster Mantis 1139,19,5000,0,0
-lou_fild01,0,0,0,0 monster Geographer 1368,19,5000,0,0
-lou_fild01,0,0,0,0 monster Black Mushroom 1084,5,5000,0,0
-lou_fild01,0,0,0,0 monster Yellow Plant 1081,10,10000,0,1
diff --git a/npc/re/mobs/fields/lutie.txt b/npc/re/mobs/fields/lutie.txt
deleted file mode 100644
index 99db7de31..000000000
--- a/npc/re/mobs/fields/lutie.txt
+++ /dev/null
@@ -1,20 +0,0 @@
-//===== Hercules Script ======================================
-//= Lutie Fields Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.4
-//===== Additional Comments: =================================
-//= 1.1 added Garm Baby according to May 10 patch
-//= 1.2 Official kRO 10.1 spawns [Playtester]
-//= 1.3 Corrected MVP spawn variance. [L0ne_W0lf]
-//= 1.4 Updated to Renewal Spawns [Kisuka]
-//============================================================
-
-//==================================================
-// xmas_fild01 - Lutie Field
-//==================================================
-xmas_fild01,0,0,0,0 monster Marin 1242,35,5000,0,0
-xmas_fild01,0,0,0,0 monster Sasquatch 1243,5,5000,0,0
-xmas_fild01,0,0,0,0 monster Garm Baby 1515,1,5000,0,0
-xmas_fild01,0,0,0,0 boss_monster Garm 1252,1,7200000,600000,1
diff --git a/npc/re/mobs/fields/malaya.txt b/npc/re/mobs/fields/malaya.txt
deleted file mode 100644
index 6b6bcb46d..000000000
--- a/npc/re/mobs/fields/malaya.txt
+++ /dev/null
@@ -1,27 +0,0 @@
-//===== Hercules Script ======================================
-//= Malaya Port Field Monster Spawn Script
-//===== By: ==================================================
-//= Chilly
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= Official kRO monster spawns
-//===== Additional Comments: =================================
-//= 1.0 First Release
-//============================================================
-
-//==================================================
-// ma_fild01 - Barrio Maligawa
-//==================================================
-ma_fild01,0,0,0,0 monster Tikbalang 2313,50,5000,0,0
-ma_fild01,0,0,0,0 monster Tiyanak 2314,50,5000,0,0
-ma_fild01,0,0,0,0 monster Jejeling 2316,30,5000,0,0
-
-//==================================================
-// ma_fild02 - Malaya Forest
-//==================================================
-ma_fild02,0,0,0,0 monster Bungisngis 2309,40,5000,0,0
-ma_fild02,0,0,0,0 monster Engkanto 2310,25,5000,0,0
-ma_fild02,0,0,0,0 monster Mangkukulam 2312,30,5000,0,0
-ma_fild02,0,0,0,0 monster Jejeling 2316,20,5000,0,0
-ma_fild02,0,0,0,0 monster Wakwak 2315,25,5000,0,0
diff --git a/npc/re/mobs/fields/manuk.txt b/npc/re/mobs/fields/manuk.txt
deleted file mode 100644
index eddc7169b..000000000
--- a/npc/re/mobs/fields/manuk.txt
+++ /dev/null
@@ -1,34 +0,0 @@
-//===== Hercules Script ======================================
-//= Manuk Fields Monster Spawn Script
-//===== By: ==================================================
-//= alexx, MaC
-//===== Current Version: =====================================
-//= 1.1a
-//===== Additional Comments: =================================
-//= 1.0 Official spawn ammounts from Aegis script [alexx]
-//= 1.1 Added 13.2 mob spawn update [scriptor]
-//= 1.1a Corrected fild2 mobs spawning on fild1. (bugreport:4248)
-//============================================================
-
-//==================================================
-// man_fild01 - Manuk Field
-//==================================================
-man_fild01,0,0,0,0 monster Nepenthes 1988,105,5000,0,0
-man_fild01,0,0,0,0 monster Centipede Larva 1999,30,5000,0,0
-man_fild01,0,0,0,0 monster Hillslion 1989,10,5000,0,0
-man_fild01,0,0,0,0 monster Centipede 1987,2,5000,0,0
-
-//==================================================
-// man_fild02 - Manuk Field
-//==================================================
-man_fild02,0,0,0,0 monster Bradium Golem 2024,50,5000,0,0
-man_fild02,0,0,0,0 monster Centipede 1987,35,5000,0,0
-man_fild02,0,0,0,0 monster Tatacho 1986,25,5000,0,0
-
-//==================================================
-// man_fild03 - Manuk Field
-//==================================================
-man_fild03,0,0,0,0 monster Hillslion 1989,25,5000,0,0
-man_fild03,0,0,0,0 monster Tatacho 1986,25,5000,0,0
-man_fild03,0,0,0,0 monster Centipede 1987,25,5000,0,0
-man_fild03,0,0,0,0 monster Hardrock Mammoth 1990,1,14400000,0,0
diff --git a/npc/re/mobs/fields/mjolnir.txt b/npc/re/mobs/fields/mjolnir.txt
deleted file mode 100644
index fddd95c6b..000000000
--- a/npc/re/mobs/fields/mjolnir.txt
+++ /dev/null
@@ -1,227 +0,0 @@
-//===== Hercules Script ======================================
-//= Mt. Mjolnir Fields Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.3
-//===== Additional Comments: =================================
-//= 1.2 Official kRO 10.1 spawns [Playtester]
-//= 1.3 Updated to renewal spawns. [L0ne_W0lf]
-//============================================================
-
-//==================================================
-// mjolnir_01 - Mt.Mjolnir
-//==================================================
-mjolnir_01,0,0,0,0 monster Caramel 1103,140,5000,0,0
-mjolnir_01,0,0,0,0 monster Stainer 1174,20,5000,0,0
-mjolnir_01,0,0,0,0 monster Creamy 1018,20,5000,0,0
-mjolnir_01,0,0,0,0 monster Bigfoot 1060,20,5000,0,0
-mjolnir_01,75,85,25,25 monster Shining Plant 1083,1,1800000,900000,1
-mjolnir_01,78,219,25,25 monster Shining Plant 1083,1,1800000,900000,1
-mjolnir_01,75,85,25,25 monster Green Plant 1080,5,180000,90000,1
-mjolnir_01,78,219,25,25 monster Green Plant 1080,5,180000,90000,1
-mjolnir_01,311,271,25,25 monster Blue Plant 1079,5,360000,180000,1
-
-//==================================================
-// mjolnir_02 - Mt.Mjolnir
-//==================================================
-mjolnir_02,0,0,0,0 monster Horn 1128,140,5000,0,0
-mjolnir_02,0,0,0,0 monster Poporing 1031,20,5000,0,0
-mjolnir_02,0,0,0,0 monster Elder Willow 1033,20,5000,0,0
-mjolnir_02,0,0,0,0 monster Yoyo 1057,20,5000,0,0
-mjolnir_02,86,270,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,80,211,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,86,270,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,86,180,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,107,128,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,79,49,0,0 monster Blue Plant 1079,1,360000,180000,1
-mjolnir_02,133,80,0,0 monster Red Plant 1078,1,180000,90000,1
-mjolnir_02,191,71,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,237,55,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,292,49,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,349,45,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,282,101,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,325,146,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,318,205,0,0 monster Red Plant 1078,1,180000,90000,1
-mjolnir_02,275,199,0,0 monster Blue Plant 1079,1,360000,180000,1
-mjolnir_02,335,301,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,312,342,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,325,146,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,257,292,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,204,263,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,193,304,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,145,282,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,156,254,0,0 monster Red Plant 1078,1,180000,90000,1
-mjolnir_02,112,268,0,0 monster Blue Plant 1079,1,360000,180000,1
-mjolnir_02,122,195,0,0 monster Red Plant 1078,1,180000,90000,1
-mjolnir_02,167,160,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,325,146,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,223,110,0,0 monster Red Plant 1078,1,180000,90000,1
-mjolnir_02,273,74,0,0 monster Blue Plant 1079,1,360000,180000,1
-mjolnir_02,254,155,0,0 monster Red Plant 1078,1,180000,90000,1
-mjolnir_02,243,208,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,273,240,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,289,276,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_02,188,192,10,10 monster Blue Plant 1079,2,360000,180000,1
-
-//==================================================
-// mjolnir_03 - Mt.Mjolnir
-//==================================================
-mjolnir_03,0,0,0,0 monster Side Winder 1037,130,5000,0,0
-mjolnir_03,0,0,0,0 monster Driller 1380,35,5000,0,0
-mjolnir_03,0,0,0,0 monster Mantis 1139,35,5000,0,0
-mjolnir_03,211,216,10,10 monster Shining Plant 1083,1,1800000,900000,1
-mjolnir_03,280,252,10,10 monster Shining Plant 1083,1,1800000,900000,1
-mjolnir_03,135,94,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,199,97,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,262,98,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,322,144,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,356,213,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,352,288,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,324,355,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,255,349,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,168,341,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,128,319,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,77,271,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,66,219,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_03,91,161,0,0 monster Green Plant 1080,1,180000,90000,1
-
-//==================================================
-// mjolnir_04 - Mt.Mjolnir
-//==================================================
-mjolnir_04,0,0,0,0 monster Driller 1380,130,5000,0,0
-mjolnir_04,0,0,0,0 monster Mantis 1139,35,5000,0,0
-mjolnir_04,0,0,0,0 monster Side Winder 1037,35,5000,0,0
-mjolnir_04,0,0,0,0 boss_monster Mistress 1059,1,7200000,600000,1
-mjolnir_04,200,200,30,30 monster Shining Plant 1083,3,1800000,900000,1
-mjolnir_04,177,34,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,122,28,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,76,53,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,72,99,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,177,34,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,43,143,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,31,194,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,42,252,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,64,323,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,107,357,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,173,369,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,286,357,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,356,292,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,362,201,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,332,122,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,269,39,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_04,205,33,0,0 monster Green Plant 1080,1,180000,90000,1
-
-//==================================================
-// mjolnir_05 - Mt.Mjolnir
-//==================================================
-mjolnir_05,0,0,0,0 monster Argiope 1099,130,5000,0,0
-mjolnir_05,0,0,0,0 monster Mantis 1139,35,5000,0,0
-mjolnir_05,0,0,0,0 monster Driller 1380,35,5000,0,0
-mjolnir_05,200,240,40,40 monster Blue Plant 1079,3,360000,180000,1
-mjolnir_05,200,240,40,40 monster Shining Plant 1083,1,1800000,900000,1
-mjolnir_05,134,103,20,20 monster Blue Plant 1079,3,360000,180000,1
-mjolnir_05,261,100,20,10 monster Blue Plant 1079,3,360000,180000,1
-mjolnir_05,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
-
-//==================================================
-// mjolnir_06 - Mt.Mjolnir
-//==================================================
-mjolnir_06,0,0,0,0 monster Poison Spore 1077,140,5000,0,0
-mjolnir_06,0,0,0,0 monster Creamy 1018,30,5000,0,0
-mjolnir_06,0,0,0,0 monster Smokie 1056,30,5000,0,0
-mjolnir_06,162,285,0,0 monster Blue Plant 1079,1,360000,180000,1
-mjolnir_06,162,255,0,0 monster Blue Plant 1079,1,360000,180000,1
-mjolnir_06,304,98,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_06,279,174,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_06,339,168,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_06,296,317,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_06,45,345,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_06,73,339,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_06,69,225,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_06,55,276,0,0 monster Red Mushroom 1085,1,180000,90000,1
-
-//==================================================
-// mjolnir_07 - Mt.Mjolnir
-//==================================================
-mjolnir_07,0,0,0,0 monster Savage 1166,140,5000,0,0
-mjolnir_07,0,0,0,0 monster Beetle King 1494,30,5000,0,0
-mjolnir_07,0,0,0,0 monster Flora 1118,30,5000,0,0
-mjolnir_07,314,133,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_07,299,145,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_07,272,152,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_07,273,181,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_07,245,168,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_07,217,185,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_07,181,173,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_07,140,179,0,0 monster Green Plant 1080,1,180000,90000,1
-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_08,0,0,0,0 monster Beetle King 1494,140,5000,0,0
-mjolnir_08,0,0,0,0 monster Savage 1166,30,5000,0,0
-mjolnir_08,0,0,0,0 monster Flora 1118,30,5000,0,0
-mjolnir_08,280,280,20,40 monster Blue Plant 1079,2,360000,180000,1
-mjolnir_08,207,83,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_08,176,153,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_08,169,204,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_08,207,232,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_08,180,282,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_08,149,328,0,0 monster Green Plant 1080,1,180000,90000,1
-
-//==================================================
-// mjolnir_09 - Mt.Mjolnir
-//==================================================
-mjolnir_09,0,0,0,0 monster Savage Babe 1167,140,5000,0,0
-mjolnir_09,0,0,0,0 monster Willow 1010,30,5000,0,0
-mjolnir_09,0,0,0,0 monster Hornet 1004,30,5000,0,0
-mjolnir_09,205,352,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_09,199,344,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_09,210,331,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_09,204,321,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_09,212,312,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_09,198,297,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_09,73,122,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_09,89,141,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_09,120,126,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_09,139,84,0,0 monster Red Mushroom 1085,1,180000,90000,1
-mjolnir_09,125,82,0,0 monster Red Mushroom 1085,1,180000,90000,1
-
-//==================================================
-// mjolnir_10 - Mt.Mjolnir
-//==================================================
-mjolnir_10,0,0,0,0 monster Argos 1100,140,5000,0,0
-mjolnir_10,0,0,0,0 monster Beetle King 1494,30,5000,0,0
-mjolnir_10,0,0,0,0 monster Flora 1118,30,5000,0,0
-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_11,0,0,0,0 monster Argiope 1099,130,5000,0,0
-mjolnir_11,0,0,0,0 monster Argos 1100,35,5000,0,0
-mjolnir_11,0,0,0,0 monster Flora 1118,35,5000,0,0
-mjolnir_11,112,276,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_11,159,283,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_11,116,240,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_11,146,215,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_11,145,177,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_11,129,135,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_11,126,93,0,0 monster Blue Plant 1079,1,360000,180000,1
-mjolnir_11,197,123,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_11,198,210,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_11,231,277,0,0 monster Green Plant 1080,1,180000,90000,1
-mjolnir_11,332,327,0,0 monster Blue Plant 1079,1,360000,180000,1
-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_12,0,0,0,0 monster Dustiness 1114,130,5000,0,0
-mjolnir_12,0,0,0,0 monster Hunter Fly 1035,35,5000,0,0
-mjolnir_12,0,0,0,0 monster Mantis 1139,35,5000,0,0
diff --git a/npc/re/mobs/fields/morocc.txt b/npc/re/mobs/fields/morocc.txt
deleted file mode 100644
index 048dda6ba..000000000
--- a/npc/re/mobs/fields/morocc.txt
+++ /dev/null
@@ -1,217 +0,0 @@
-//===== Hercules Script ======================================
-//= Morocc Fields Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.8
-//===== Additional Comments: =================================
-//= 1.1 Official kRO 10.1 spawns [Playtester]
-//= 1.2 More accurate spawns [Playtester]
-//= 1.3 Added Morroc field 20, 21, and 22 spawns, as [L0ne_W0lf]
-//= 1.4 Updated spawns to reflect episode 12.1. [L0ne_W0lf]
-//= 1.5 Fixed Pheeroni spawn location. [Kisuka]
-//= 1.6 Added Satan MOrroc static spawn. [L0ne_W0lf]
-//= Added 30s spawn time for all Morroc Shadows.
-//= 1.7 Corrected MVP spawn variance. [L0ne_W0lf]
-//= 1.8 Updated to renewal spawns. [L0ne_W0lf]
-//============================================================
-
-//==================================================
-// 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
-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_fild02,0,0,0,0 monster Muka 1055,130,5000,0,0
-moc_fild02,0,0,0,0 monster Peco Peco 1019,60,5000,0,0
-moc_fild02,0,0,0,0 monster Peco Peco Egg 1047,10,5000,0,0
-moc_fild02,89,315,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild02,99,261,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild02,94,195,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild02,139,222,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild02,132,307,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild02,194,294,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild02,275,241,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild02,342,267,0,0 monster Green Plant 1080,1,180000,90000,1
-moc_fild02,359,215,0,0 monster Green Plant 1080,1,180000,90000,1
-moc_fild02,313,149,0,0 monster Green Plant 1080,1,180000,90000,1
-moc_fild02,230,62,0,0 monster Green Plant 1080,1,180000,90000,1
-moc_fild02,299,61,0,0 monster Green Plant 1080,1,180000,90000,1
-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_fild03,0,0,0,0 monster Wolf 1013,140,5000,0,0
-moc_fild03,0,0,0,0 monster Argos 1100,20,5000,0,0
-moc_fild03,0,0,0,0 monster Steel Chonchon 1042,20,5000,0,0
-moc_fild03,77,311,5,5 monster Green Plant 1080,2,180000,90000,1
-moc_fild03,108,199,5,5 monster Green Plant 1080,2,180000,90000,1
-moc_fild03,96,65,5,5 monster Green Plant 1080,2,180000,90000,1
-moc_fild03,216,69,5,5 monster Green Plant 1080,2,180000,90000,1
-moc_fild03,261,161,5,5 monster Green Plant 1080,2,180000,90000,1
-moc_fild03,213,201,5,5 monster Green Plant 1080,2,180000,90000,1
-moc_fild03,200,263,5,5 monster Green Plant 1080,2,180000,90000,1
-
-//==================================================
-// moc_fild04 - Disabled on Episode 12.1
-//==================================================
-
-//==================================================
-// moc_fild05 - Disabled on Episode 12.1
-//==================================================
-
-//==================================================
-// moc_fild06 - Disabled on Episode 12.1
-//==================================================
-
-//==================================================
-// 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
-moc_fild07,0,0,0,0 monster Picky 1050,15,5000,0,0
-moc_fild07,0,0,0,0 monster Peco Peco Egg 1047,10,5000,0,0
-moc_fild07,0,0,0,0 monster Picky 1049,10,5000,0,0
-moc_fild07,162,333,12,12 monster Yellow Plant 1081,5,360000,180000,1
-
-//==================================================
-// moc_fild08 - Disabled on Episode 12.1
-//==================================================
-
-//==================================================
-// moc_fild09 - Disabled on Episode 12.1
-//==================================================
-
-//==================================================
-// moc_fild10 - Disabled on Episode 12.1
-//==================================================
-
-//==================================================
-// moc_fild11 - Sograt Desert
-//==================================================
-moc_fild11,0,0,0,0 monster Baby Desert Wolf 1107,140,5000,0,0
-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_fild12,0,0,0,0 monster Picky 1049,50,5000,0,0
-moc_fild12,0,0,0,0 monster Picky 1050,50,5000,0,0
-moc_fild12,0,0,0,0 monster Peco Peco Egg 1047,35,5000,0,0
-moc_fild12,0,0,0,0 monster Drops 1113,30,5000,0,0
-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_fild13,0,0,0,0 monster Steel Chonchon 1042,140,5000,0,0
-moc_fild13,0,0,0,0 monster Wolf 1013,15,5000,0,0
-moc_fild13,0,0,0,0 monster Argos 1100,15,5000,0,0
-moc_fild13,0,0,0,0 monster Metaller 1058,15,5000,0,0
-moc_fild13,0,0,0,0 monster Magnolia 1138,15,5000,0,0
-moc_fild13,280,99,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,264,64,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,305,91,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,264,136,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,282,155,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,265,197,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,284,227,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,304,244,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,266,289,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,307,307,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,281,333,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,304,333,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,295,358,0,0 monster Red Mushroom 1085,1,180000,90000,1
-moc_fild13,84,329,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild13,93,301,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild13,101,297,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild13,89,92,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild13,108,150,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild13,109,168,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild13,101,185,5,5 monster Yellow Plant 1081,3,180000,90000,1
-moc_fild13,106,258,5,5 monster Yellow Plant 1081,3,180000,90000,1
-moc_fild13,161,273,5,5 monster Yellow Plant 1081,3,180000,90000,1
-
-//==================================================
-// moc_fild14 - Disabled on Episode 12.1
-//==================================================
-
-//==================================================
-// moc_fild15 - Disabled on Episode 12.1
-//==================================================
-
-//==================================================
-// moc_fild16 - Sograt Desert
-//==================================================
-moc_fild16,0,0,0,0 monster Sandman 1165,130,5000,0,0
-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_fild17,0,0,0,0 monster Hode 1127,130,5000,0,0
-moc_fild17,0,0,0,0 monster Sandman 1165,30,5000,0,0
-moc_fild17,0,0,0,0 monster Frilldora 1119,10,5000,0,0
-moc_fild17,0,0,0,0 boss_monster Phreeoni 1159,1,7200000,600000,1
-moc_fild17,40,258,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild17,144,151,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild17,243,138,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild17,270,106,0,0 monster Blue Plant 1079,1,180000,90000,1
-moc_fild17,335,191,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild17,347,224,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild17,359,258,0,0 monster Yellow Plant 1081,1,180000,90000,1
-
-//==================================================
-// moc_fild18 - Sograt Desert
-//==================================================
-moc_fild18,0,0,0,0 monster Scorpion 1001,140,5000,0,0
-moc_fild18,0,0,0,0 monster Condor 1009,30,5000,0,0
-moc_fild18,0,0,0,0 monster Baby Desert Wolf 1107,30,5000,0,0
-moc_fild18,0,0,0,0 monster Dragon Fly 1091,1,3600000,1800000,1
-moc_fild18,143,352,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild18,72,333,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild18,119,285,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild18,71,210,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild18,135,119,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild18,230,144,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild18,325,207,0,0 monster Yellow Plant 1081,1,180000,90000,1
-moc_fild18,325,272,0,0 monster Yellow Plant 1081,1,180000,90000,1
-
-//==================================================
-// moc_fild19 - Quest Map
-//==================================================
-
-//==================================================
-// 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
-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_fild21,0,0,0,0 monster Incarnation of Morroc 1918,46,30000,0,0
-moc_fild21,0,0,0,0 monster Incarnation of Morroc 1919,46,30000,0,0
-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_fild22,0,0,0,0 monster Incarnation of Morroc 1918,60,30000,0,0
-moc_fild22,0,0,0,0 monster Incarnation of Morroc 1919,60,30000,0,0
-moc_fild22,0,0,0,0 monster Incarnation of Morroc 1920,60,30000,0,0
-moc_fild22,0,0,0,0 monster Incarnation of Morroc 1921,25,10000,0,0
-moc_fild22,0,0,0,0 boss_monster Wounded Morroc 1917,1,43200000,600000,0
diff --git a/npc/re/mobs/fields/moscovia.txt b/npc/re/mobs/fields/moscovia.txt
deleted file mode 100644
index 158fb2d66..000000000
--- a/npc/re/mobs/fields/moscovia.txt
+++ /dev/null
@@ -1,21 +0,0 @@
-//===== Hercules Script ======================================
-//= Moscovia Fields Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.2
-//===== Additional Comments: =================================
-//= 1.0 Added spawns [Playtester]
-//= 1.1 Updated to Renewal Spawns [Kisuka]
-//= 1.2 Updated Renewal Spawns. [Streusel]
-//============================================================
-
-//==================================================
-// mosk_fild02 - Okrestnosti of Moscovia
-//==================================================
-mosk_fild02,0,0,0,0 monster Side Winder 1037,40,5000,0,0
-mosk_fild02,0,0,0,0 monster Argiope 1099,30,5000,0,0
-mosk_fild02,0,0,0,0 monster Mantis 1139,10,5000,0,0
-mosk_fild02,0,0,0,0 monster Geographer 1368,5,5000,0,0
-mosk_fild02,0,0,0,0 monster Yellow Plant 1081,5,10000,0,1
-mosk_fild02,0,0,0,0 monster White Plant 1082,5,10000,0,1
diff --git a/npc/re/mobs/fields/niflheim.txt b/npc/re/mobs/fields/niflheim.txt
deleted file mode 100644
index 2446ec0e0..000000000
--- a/npc/re/mobs/fields/niflheim.txt
+++ /dev/null
@@ -1,168 +0,0 @@
-//===== Hercules Script ======================================
-//= Niflheim Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.7
-//===== Additional Comments: =================================
-//= 1.2 updated [shadow],
-//= 1.3 many changes and wrong LOD ID 5373 -> 1373 [Lupus]
-//= 1.4 removed yggdrasil from this file [DracoRPG]
-//= 1.4a Readded Lord of Death, why was it removed anyway? [MasterOfMuppets]
-//= 1.5 Implemented the town invasion. [MasterOfMuppets]
-//= 1.6 Official kRO 10.1 spawns [Playtester]
-//= 1.7 Updated to Renewal Spawns [Kisuka]
-//============================================================
-
-//==================================================
-// niflheim - Nifflheim, Realm of the Dead
-//==================================================
-niflheim,0,0,0,0 monster Lude 1509,20,5000,0,0
-niflheim,0,0,0,0 monster Quve 1508,20,5000,0,0
-niflheim,0,0,0,0 monster Gibbet 1503,10,5000,0,0
-niflheim,0,0,0,0 monster Heirozoist 1510,10,5000,0,0
-niflheim,0,0,0,0 monster Dullahan 1504,5,5000,0,0
-
-//==================================================
-// nif_fild01 - Skellington, a Solitary Village in Nifflheim
-//==================================================
-nif_fild01,0,0,0,0 monster Disguise 1506,50,5000,0,0
-nif_fild01,0,0,0,0 monster Quve 1508,30,5000,0,0
-nif_fild01,0,0,0,0 monster Dullahan 1504,20,5000,0,0
-nif_fild01,0,0,0,0 monster Gibbet 1503,10,5000,0,0
-nif_fild01,0,0,0,0 monster Heirozoist 1510,10,5000,0,0
-
-//==================================================
-// nif_fild02 - Vally of Gyoll
-//==================================================
-nif_fild02,0,0,0,0 monster Loli Ruri 1505,21,5000,0,0
-nif_fild02,0,0,0,0 monster Gibbet 1503,20,5000,0,0
-nif_fild02,0,0,0,0 monster Bloody Murderer 1507,11,5000,0,0
-nif_fild02,0,0,0,0 monster Dullahan 1504,10,5000,0,0
-nif_fild02,0,0,0,0 monster Lude 1509,10,5000,0,0
-nif_fild02,0,0,0,0 monster Heirozoist 1510,10,5000,0,0
-
-niflheim,0,0,0 script mvp_niflheim -1,{
-OnTimer7980000: // delay1 = 7980000 ms (133 min)
- stopnpctimer;
-OnInit:
- switch(rand(6)) {
- case 0:
- monster "niflheim",327,193,"Lord Of Death",1373,1,strnpcinfo(3)+"::OnLoDDead";
- monster "niflheim",330,193,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",324,193,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",327,196,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",327,190,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",324,190,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",330,190,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",324,196,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",330,196,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
- break;
- case 1:
- monster "niflheim",337,252,"Lord Of Death",1373,1,strnpcinfo(3)+"::OnLoDDead";
- monster "niflheim",337,255,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",337,249,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",334,252,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",340,252,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",334,249,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",340,255,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",340,249,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",334,255,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
- break;
- case 2:
- monster "niflheim",190,185,"Lord Of Death",1373,1,strnpcinfo(3)+"::OnLoDDead";
- monster "niflheim",190,188,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",190,182,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",193,185,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",187,185,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",187,182,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",193,182,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",193,188,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",187,188,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
- break;
- case 3:
- monster "niflheim",131,138,"Lord Of Death",1373,1,strnpcinfo(3)+"::OnLoDDead";
- monster "niflheim",131,141,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",131,135,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",128,138,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",134,138,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",134,141,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",128,141,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",134,135,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",128,135,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
- break;
- case 4:
- monster "niflheim",311,64,"Lord Of Death",1373,1,strnpcinfo(3)+"::OnLoDDead";
- monster "niflheim",311,67,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",311,61,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",308,64,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",314,64,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",314,61,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",314,67,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",308,67,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",308,61,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
- break;
- case 5:
- monster "niflheim",238,131,"Lord Of Death",1373,1,strnpcinfo(3)+"::OnLoDDead";
- monster "niflheim",238,134,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",238,128,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",235,131,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",241,131,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",235,128,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",235,134,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",241,128,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",241,134,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
- break;
- case 6:
- monster "niflheim",86,219,"Lord Of Death",1373,1,strnpcinfo(3)+"::OnLoDDead";
- monster "niflheim",86,222,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",86,216,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",89,219,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",83,219,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",89,222,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",89,216,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",83,222,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",83,216,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters";
- break;
- }
-
- monster "niflheim",154,95,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",115,65,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",330,195,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",151,83,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",285,245,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",235,135,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",265,48,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",186,139,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",166,267,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",82,202,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",219,44,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",287,44,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",275,165,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",138,204,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",299,39,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",31,154,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",154,96,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",116,65,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",151,84,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",286,245,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",330,196,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",236,135,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",165,49,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",167,267,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",82,203,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",220,44,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",287,45,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",287,44,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",276,166,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",139,205,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",300,39,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters";
- monster "niflheim",31,155,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters";
- end;
-
-OnLoDDead:
- killmonster "niflheim",strnpcinfo(3)+"::OnInvasionMonsters";
- initnpctimer;
-OnInvasionMonsters:
- end;
-}
diff --git a/npc/re/mobs/fields/payon.txt b/npc/re/mobs/fields/payon.txt
deleted file mode 100644
index 473bd2bfd..000000000
--- a/npc/re/mobs/fields/payon.txt
+++ /dev/null
@@ -1,128 +0,0 @@
-//===== Hercules Script ======================================
-//= Payon Fields Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.5
-//===== Additional Comments: =================================
-//= 1.1 Official kRO 10.1 spawns [Playtester]
-//= 1.2 Some 11.1 spawn changes [Playtester]
-//= 1.3 More accurate spawns [Playtester]
-//= 1.4 Corrected MVP spawn variance. [L0ne_W0lf]
-//= 1.5 Updated to renewal spawns. [L0ne_W0lf]
-//============================================================
-
-//==================================================
-// pay_fild01 - Payon Forest
-//==================================================
-pay_fild01,0,0,0,0 monster Willow 1010,140,5000,0,0
-pay_fild01,0,0,0,0 monster Poring 1002,30,5000,0,0
-pay_fild01,0,0,0,0 monster Fabre 1007,30,5000,0,0
-pay_fild01,340,89,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,336,116,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,231,258,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,215,323,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,340,89,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,225,310,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,129,288,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,75,269,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,80,226,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,89,177,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,95,85,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,57,85,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,64,113,0,0 monster Black Mushroom 1084,1,180000,90000,1
-pay_fild01,64,190,0,0 monster Black Mushroom 1084,1,180000,90000,1
-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_fild02,0,0,0,0 monster Boa 1025,140,5000,0,0
-pay_fild02,0,0,0,0 monster Wormtail 1024,30,5000,0,0
-pay_fild02,0,0,0,0 monster Spore 1014,30,5000,0,0
-pay_fild02,105,256,10,10 monster Green Plant 1080,4,360000,180000,1
-pay_fild02,105,256,10,10 monster Red Mushroom 1085,4,360000,180000,1
-
-//==================================================
-// pay_fild03 - Payon Forest
-//==================================================
-pay_fild03,0,0,0,0 monster Fabre 1007,130,5000,0,0
-pay_fild03,0,0,0,0 monster Poring 1002,25,5000,0,0
-pay_fild03,0,0,0,0 monster Willow 1010,25,5000,0,0
-pay_fild03,0,0,0,0 monster Pupa 1008,20,5000,0,0
-pay_fild03,153,216,10,10 monster Red Mushroom 1085,6,900000,450000,1
-pay_fild03,372,64,15,15 monster Green Plant 1080,4,180000,90000,1
-
-//==================================================
-// pay_fild04 - Sograt Desert
-//==================================================
-pay_fild04,0,0,0,0 monster Poporing 1031,130,5000,0,0
-pay_fild04,0,0,0,0 monster Marin 1242,30,5000,0,0
-pay_fild04,0,0,0,0 monster Drops 1113,20,5000,0,0
-pay_fild04,0,0,0,0 monster Poring 1002,15,5000,0,0
-pay_fild04,0,0,0,0 monster Angeling 1096,1,3600000,1800000,1
-pay_fild04,0,0,0,0 monster Ghostring 1120,1,3600000,1800000,1
-pay_fild04,0,0,0,0 monster Mastering 1090,1,3600000,1800000,1
-pay_fild04,0,0,0,0 monster Deviling 1582,1,7200000,3600000,1
-pay_fild04,346,335,5,5 monster Shining Plant 1083,1,1800000,900000,1
-pay_fild04,254,193,10,10 monster Green Plant 1080,5,360000,180000,1
-
-//==================================================
-// pay_fild05 - Disabled on Renewal
-//==================================================
-
-//==================================================
-// pay_fild06 - Payon Forest
-//==================================================
-pay_fild06,0,0,0,0 monster Wormtail 1024,140,5000,0,0
-pay_fild06,0,0,0,0 monster Boa 1025,30,5000,0,0
-pay_fild06,0,0,0,0 monster Spore 1014,30,5000,0,0
-pay_fild06,211,191,2,10 monster Red Mushroom 1085,8,180000,90000,1
-pay_fild06,268,155,20,20 monster Green Plant 1080,10,360000,180000,1
-pay_fild06,268,155,20,20 monster Shining Plant 1083,1,1800000,900000,1
-
-//==================================================
-// pay_fild07 - Payon Forest
-//==================================================
-pay_fild07,0,0,0,0 monster Bigfoot 1060,130,5000,0,0
-pay_fild07,0,0,0,0 monster Caramel 1103,30,5000,0,0
-pay_fild07,0,0,0,0 monster Stainer 1174,20,5000,0,0
-pay_fild07,0,0,0,0 monster Creamy 1018,20,5000,0,0
-pay_fild07,171,331,20,20 monster Green Plant 1080,8,900000,450000,1
-
-//==================================================
-// pay_fild08 - Payon Forest
-//==================================================
-pay_fild08,0,0,0,0 monster Spore 1014,140,5000,0,0
-pay_fild08,0,0,0,0 monster Wormtail 1024,30,5000,0,0
-pay_fild08,0,0,0,0 monster Boa 1025,30,5000,0,0
-pay_fild08,0,0,0,0 monster Green Plant 1080,10,60000,30000,1
-pay_fild08,143,156,40,40 monster Shining Plant 1083,1,3600000,1800000,1
-
-//==================================================
-// pay_fild09 - Payon Forest
-//==================================================
-pay_fild09,0,0,0,0 monster Elder Willow 1033,140,5000,0,0
-pay_fild09,0,0,0,0 monster Horn 1128,30,5000,0,0
-pay_fild09,0,0,0,0 monster Coco 1104,30,5000,0,0
-pay_fild09,198,217,30,30 monster Green Plant 1080,10,360000,180000,1
-pay_fild09,198,217,30,30 monster Shining Plant 1083,1,1800000,900000,1
-
-//==================================================
-// pay_fild10 - Payon Forest
-//==================================================
-pay_fild10,0,0,0,0 monster Greatest General 1277,100,5000,0,0
-pay_fild10,0,0,0,0 monster Beetle King 1494,50,5000,0,0
-pay_fild10,0,0,0,0 monster Savage 1166,50,5000,0,0
-pay_fild10,0,0,0,0 boss_monster Eddga 1115,1,7200000,600000,1
-pay_fild10,213,157,10,10 monster Green Plant 1080,5,360000,180000,1
-pay_fild10,281,307,10,10 monster Green Plant 1080,5,360000,180000,1
-pay_fild10,66,332,10,10 monster Green Plant 1080,5,360000,180000,1
-pay_fild10,213,157,10,10 monster Blue Plant 1079,1,360000,180000,1
-pay_fild10,281,307,10,10 monster Blue Plant 1079,1,360000,180000,1
-pay_fild10,66,332,10,10 monster Blue Plant 1079,1,360000,180000,1
-
-//==================================================
-// pay_fild11 - Disabled on Renewal
-//==================================================
diff --git a/npc/re/mobs/fields/prontera.txt b/npc/re/mobs/fields/prontera.txt
deleted file mode 100644
index 7968cbdc0..000000000
--- a/npc/re/mobs/fields/prontera.txt
+++ /dev/null
@@ -1,141 +0,0 @@
-//===== Hercules Script ======================================
-//= Prontera Fields Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.6
-//===== Additional Comments: =================================
-//= 1.2 fixed some map name typos [Lupus]
-//= 1.3 Official kRO 10.1 spawns [Playtester]
-//= 1.4 More accurate spawns [Playtester]
-//= 1.5 Updated to Renewal spawns.
-//= 1.6 Updated Renewal Spawns [Streusel]
-//============================================================
-
-//==================================================
-// 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
-prt_fild00,0,0,0,0 monster Savage Babe 1167,20,5000,0,0
-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_fild01,0,0,0,0 monster Lunatic 1063,140,5000,0,0
-prt_fild01,0,0,0,0 monster Poring 1002,30,5000,0,0
-prt_fild01,0,0,0,0 monster Fabre 1007,30,5000,0,0
-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_fild02,0,0,0,0 monster Stainer 1174,140,5000,0,0
-prt_fild02,0,0,0,0 monster Creamy 1018,30,5000,0,0
-prt_fild02,0,0,0,0 monster Poporing 1031,30,5000,0,0
-prt_fild02,0,0,0,0 monster Eclipse 1093,1,1800000,1200000,0
-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_fild03,0,0,0,0 monster Yoyo 1057,100,5000,0,0
-prt_fild03,0,0,0,0 monster Poporing 1031,30,5000,0,0
-prt_fild03,0,0,0,0 monster Horn 1128,30,5000,0,0
-prt_fild03,0,0,0,0 monster Choco 1214,1,5000,0,0
-prt_fild03,296,58,15,15 monster Green Plant 1080,5,180000,90000,1
-prt_fild03,296,58,15,15 monster Blue Plant 1079,2,900000,450000,1
-prt_fild03,307,75,5,5 monster Green Plant 1080,5,360000,180000,1
-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_fild04,0,0,0,0 monster Ambernite 1094,80,5000,0,0
-prt_fild04,0,0,0,0 monster Roda Frog 1012,20,5000,0,0
-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_fild05,0,0,0,0 monster Hornet 1004,140,5000,0,0
-prt_fild05,0,0,0,0 monster Thief Bug Egg 1048,30,5000,0,0
-prt_fild05,0,0,0,0 monster Thief Bug 1051,30,5000,0,0
-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_fild06,0,0,0,0 monster Fabre 1007,140,5000,0,0
-prt_fild06,0,0,0,0 monster Poring 1002,30,5000,0,0
-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_fild07,0,0,0,0 monster Rocker 1052,150,5000,0,0
-prt_fild07,0,0,0,0 monster Savage Babe 1167,50,5000,0,0
-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_fild08,0,0,0,0 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_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
-prt_fild08c,0,0,0,0 monster Poring 1002,140,5000,0,0
-prt_fild08d,0,0,0,0 monster Poring 1002,140,5000,0,0
-prt_fild08a,0,0,0,0 monster Lunatic 1063,40,5000,0,0
-prt_fild08b,0,0,0,0 monster Lunatic 1063,40,5000,0,0
-prt_fild08c,0,0,0,0 monster Lunatic 1063,40,5000,0,0
-prt_fild08d,0,0,0,0 monster Lunatic 1063,40,5000,0,0
-prt_fild08a,0,0,0,0 monster Fabre 1007,40,5000,0,0
-prt_fild08b,0,0,0,0 monster Fabre 1007,40,5000,0,0
-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_fild09,0,0,0,0 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_fild10,0,0,0,0 monster Elder Willow 1033,140,5000,0,0
-prt_fild10,0,0,0,0 monster Poporing 1031,20,5000,0,0
-prt_fild10,0,0,0,0 monster Horn 1128,20,5000,0,0
-prt_fild10,0,0,0,0 monster Coco 1104,20,5000,0,0
-prt_fild10,99,114,20,5 monster Red Mushroom 1085,15,360000,180000,1
-prt_fild10,155,179,10,10 monster Shining Plant 1083,1,1800000,900000,1
-
-//==================================================
-// prt_fild11 - Prontera Field
-//==================================================
-prt_fild11,0,0,0,0 monster Goblin 1126,60,5000,0,0
-prt_fild11,0,0,0,0 monster Rotar Zairo 1392,50,5000,0,0
-prt_fild11,0,0,0,0 monster Goblin Archer 1258,50,5000,0,0
-prt_fild11,0,0,0,0 monster Goblin Steamrider 1280,30,5000,0,0
-prt_fild11,0,0,0,0 monster Goblin 1124,10,5000,0,0
-prt_fild11,0,0,0,0 monster Goblin 1125,10,5000,0,0
-prt_fild11,0,0,0,0 monster Goblin 1123,10,5000,0,0
-prt_fild11,0,0,0,0 monster Goblin 1122,10,5000,0,0
-prt_fild11,0,0,0,0 monster Panzer Goblin 1308,1,1800000,1200000,0
-prt_fild11,0,0,0,0 monster Red Mushroom 1085,10,180000,90000,1
diff --git a/npc/re/mobs/fields/rachel.txt b/npc/re/mobs/fields/rachel.txt
deleted file mode 100644
index d8dd26f42..000000000
--- a/npc/re/mobs/fields/rachel.txt
+++ /dev/null
@@ -1,102 +0,0 @@
-//===== Hercules Script ======================================
-//= Rachel Fields Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 1.5
-//===== Additional Comments: =================================
-//= 1.0 Created this [Sepheus]
-//= 1.1 Updated [Playtester]
-//= 1.2 More accurate spawns [Playtester]
-//= 1.3 Corrected MVP spawn variance. [L0ne_W0lf]
-//= 1.4 Updated to Renewal Spawns [Kisuka]
-//= 1.5 Updated Renewal Spawns [Streusel]
-//============================================================
-
-//==================================================
-// ra_fild01 - Audhumbla Grassland
-//==================================================
-ra_fild01,0,0,0,0 monster Desert Wolf 1106,130,5000,0,0
-ra_fild01,0,0,0,0 monster Roween 1782,30,5000,0,0
-ra_fild01,0,0,0,0 monster Baby Desert Wolf 1107,20,5000,0,0
-ra_fild01,0,0,0,0 monster Anopheles 1627,10,5000,0,0
-
-//==================================================
-// ra_fild02 - Disabled on Renewal
-//==================================================
-
-//==================================================
-// ra_fild03 - The Plain of Ida
-//==================================================
-ra_fild03,0,0,0,0 monster Hill Wind 1680,130,5000,0,0
-ra_fild03,0,0,0,0 monster Roween 1782,30,5000,0,0
-ra_fild03,0,0,0,0 monster Anacondaq 1030,20,5000,0,0
-ra_fild03,0,0,0,0 monster Anopheles 1627,20,5000,0,0
-ra_fild03,0,0,0,0 boss_monster Atroce 1785,1,10800000,600000,1
-
-//==================================================
-// ra_fild04 - Audhumbla Grassland
-//==================================================
-ra_fild04,0,0,0,0 monster Hill Wind 1680,130,5000,0,0
-ra_fild04,0,0,0,0 monster Roween 1782,30,5000,0,0
-ra_fild04,0,0,0,0 monster Desert Wolf 1106,20,5000,0,0
-ra_fild04,0,0,0,0 monster Anopheles 1627,20,5000,0,0
-ra_fild04,0,0,0,0 boss_monster Atroce 1785,1,18000000,600000,1
-
-//==================================================
-// ra_fild05 - Audhumbla Grassland
-//==================================================
-ra_fild05,0,0,0,0 monster Kobold 1133,70,5000,0,0
-ra_fild05,0,0,0,0 monster Kobold 1134,70,5000,0,0
-ra_fild05,0,0,0,0 monster Kobold 1135,70,5000,0,0
-ra_fild05,0,0,0,0 monster Anopheles 1627,10,5000,0,0
-
-//==================================================
-// ra_fild06 - Portus Luna
-//==================================================
-ra_fild06,0,0,0,0 monster Kobold Archer 1282,70,5000,0,0
-ra_fild06,0,0,0,0 monster Kobold 1133,40,5000,0,0
-ra_fild06,0,0,0,0 monster Kobold 1134,40,5000,0,0
-ra_fild06,0,0,0,0 monster Kobold 1135,40,5000,0,0
-ra_fild06,0,0,0,0 monster Anopheles 1627,10,5000,0,0
-ra_fild06,0,0,0,0 monster Kobold Leader 1296,1,1800000,1200000,0
-
-//==================================================
-// ra_fild07 - Disabled on Renewal
-//==================================================
-
-//==================================================
-// ra_fild08 - The Plain of Ida
-//==================================================
-ra_fild08,0,0,0,0 monster Anacondaq 1030,100,5000,0,0
-ra_fild08,0,0,0,0 monster Roween 1782,50,5000,0,0
-ra_fild08,0,0,0,0 monster Hill Wind 1680,20,5000,0,0
-ra_fild08,0,0,0,0 monster Baby Desert Wolf 1107,10,5000,0,0
-ra_fild08,0,0,0,0 monster Anopheles 1627,10,5000,0,0
-
-//==================================================
-// ra_fild09 - Disabled on Renewal
-//==================================================
-
-//==================================================
-// ra_fild10 - Disabled on Renewal
-//==================================================
-
-//==================================================
-// ra_fild11 - Disabled on Renewal
-//==================================================
-//ra_fild11,0,0,0,0 monster Yellow Plant 1081,15,10000,0,1
-//ra_fild11,0,0,0,0 monster Red Plant 1078,5,10000,0,1
-
-//==================================================
-// ra_fild12 - The Plain of Ida
-//==================================================
-ra_fild12,0,0,0,0 monster Roween 1782,130,5000,0,0
-ra_fild12,0,0,0,0 monster Anopheles 1627,30,5000,0,0
-ra_fild12,0,0,0,0 monster Baby Desert Wolf 1107,15,5000,0,0
-ra_fild12,0,0,0,0 monster Yellow Plant 1081,15,10000,0,1
-ra_fild12,0,0,0,0 monster Red Plant 1078,5,10000,0,1
-
-//==================================================
-// ra_fild13 - Disabled on Renewal
-//==================================================
diff --git a/npc/re/mobs/fields/splendide.txt b/npc/re/mobs/fields/splendide.txt
deleted file mode 100644
index d7e3aa3aa..000000000
--- a/npc/re/mobs/fields/splendide.txt
+++ /dev/null
@@ -1,31 +0,0 @@
-//===== Hercules Script ======================================
-//= Splendide Fields Monster Spawn Script
-//===== By: ==================================================
-//= alexx, MaC
-//===== Current Version: =====================================
-//= 1.1
-//===== Additional Comments: =================================
-//= 1.0 Official spawn ammounts from Aegis script [alexx]
-//= 1.1 Added 13.2 mob spawn update [scriptor]
-//============================================================
-
-//==================================================
-// spl_fild01 - Splendide Field
-//==================================================
-spl_fild01,0,0,0,0 monster Dark Pinguicula 2015,50,5000,0,0
-spl_fild01,0,0,0,0 monster Naga 1993,35,5000,0,0
-spl_fild01,0,0,0,0 monster Cornus 1992,25,5000,0,0
-
-//==================================================
-// spl_fild02 - Splendide Field
-//==================================================
-spl_fild02,0,0,0,0 monster Pinguicula 1995,75,5000,0,0
-spl_fild02,0,0,0,0 monster Luciola Vespa 1994,15,5000,0,0
-
-//==================================================
-// spl_fild03 - Splendide Field
-//==================================================
-spl_fild03,0,0,0,0 monster Luciola Vespa 1994,35,5000,0,0
-spl_fild03,0,0,0,0 monster Cornus 1992,25,5000,0,0
-spl_fild03,0,0,0,0 monster Naga 1993,20,5000,0,0
-spl_fild03,0,0,0,0 monster Tendrilion 1991,1,5000,0,0
diff --git a/npc/re/mobs/fields/umbala.txt b/npc/re/mobs/fields/umbala.txt
deleted file mode 100644
index f33c07db8..000000000
--- a/npc/re/mobs/fields/umbala.txt
+++ /dev/null
@@ -1,56 +0,0 @@
-//===== Hercules Script ======================================
-//= Umbala Fields Monster Spawn Script
-//===== By: ==================================================
-//= Darkchild (1.0)
-//===== Current Version: =====================================
-//= 1.5
-//===== Additional Comments: =================================
-//= 1.3 Official kRO 10.1 spawns [Playtester]
-//= 1.4 More accurate spawns [Playtester]
-//= 1.5 Updated spawns to renewal. [L0ne_W0lf]
-//============================================================
-
-//==================================================
-// um_fild01 - Luluka Forest
-//==================================================
-um_fild01,0,0,0,0 monster Dryad 1493,60,5000,0,0
-um_fild01,0,0,0,0 monster Stone Shooter 1495,25,5000,0,0
-um_fild01,0,0,0,0 monster Wootan Shooter 1498,10,5000,0,0
-um_fild01,0,0,0,0 monster Wootan Fighter 1499,10,5000,0,0
-um_fild01,0,0,0,0 monster Wooden Golem 1497,10,5000,0,0
-um_fild01,0,0,0,0 monster Green Plant 1080,10,180000,90000,1
-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_fild02,0,0,0,0 monster Wootan Fighter 1499,40,5000,0,0
-um_fild02,0,0,0,0 monster Stone Shooter 1495,15,5000,0,0
-um_fild02,0,0,0,0 monster Wootan Shooter 1498,10,5000,0,0
-um_fild02,0,0,0,0 monster Choco 1214,5,5000,0,0
-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_fild03,0,0,0,0 monster Parasite 1500,60,5000,0,0
-um_fild03,0,0,0,0 monster Stone Shooter 1495,15,5000,0,0
-um_fild03,0,0,0,0 monster Wootan Shooter 1498,10,5000,0,0
-um_fild03,0,0,0,0 monster Wootan Fighter 1499,10,5000,0,0
-um_fild03,0,0,0,0 monster Blue Plant 1079,5,180000,90000,1
-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_fild04,0,0,0,0 monster Wild Rose 1261,30,5000,0,0
-um_fild04,0,0,0,0 monster Stone Shooter 1495,15,5000,0,0
-um_fild04,0,0,0,0 monster Wootan Shooter 1498,5,5000,0,0
-um_fild04,0,0,0,0 monster Wootan Fighter 1499,5,5000,0,0
-um_fild04,0,0,0,0 monster Wooden Golem 1497,10,5000,0,0
-um_fild04,0,0,0,0 monster Choco 1214,2,5000,0,0
-um_fild04,0,0,0,0 monster Red Plant 1078,5,180000,90000,1
-um_fild04,0,0,0,0 monster Yellow Plant 1081,5,180000,90000,1
diff --git a/npc/re/mobs/fields/veins.txt b/npc/re/mobs/fields/veins.txt
deleted file mode 100644
index 54261c8d6..000000000
--- a/npc/re/mobs/fields/veins.txt
+++ /dev/null
@@ -1,78 +0,0 @@
-//===== Hercules Script ======================================
-//= Veins Fields Monster Spawn Script
-//===== By: ==================================================
-//= $ephiroth
-//===== Current Version: =====================================
-//= 1.9
-//===== Additional Comments: =================================
-//= 1.0 Temp. monster spawn in Veins Field. [$ephiroth]
-//= 1.1 Updated monster spawn based on kRO website. [$ephiroth]
-//= 1.2 Updated mobs based on info jAthena. [$ephiroth]
-//= 1.3 Fixed some typos and Atros spawn [Playtester]
-//= 1.4 Updated spawns with info from RO Monthly [Playtester]
-//= 1.5 Updated spawn amounts to official [Playtester]
-//= 1.6 Even more accurate spawns [Playtester]
-//= 1.7 Corrected MVP spawn variance. [Gepard]
-//= 1.8 Updated to Renewal Spawns. [Kisuka]
-//= 1.9 Updated Renewal Spawns. [Streusel]
-//============================================================
-
-//==================================================
-// ve_fild01 - Veins Field
-//==================================================
-ve_fild01,0,0,0,0 monster Galion 1783,35,5000,0,0
-ve_fild01,0,0,0,0 monster Stapo 1784,20,5000,0,0
-ve_fild01,0,0,0,0 monster Drosera 1781,20,5000,0,0
-ve_fild01,0,0,0,0 monster Muscipular 1780,20,5000,0,0
-ve_fild01,0,0,0,0 boss_monster Atroce 1785,1,10800000,600000,0
-ve_fild01,0,0,0,0 monster Red Plant 1078,10,10000,0,1
-ve_fild01,0,0,0,0 monster Yellow Plant 1081,10,10000,0,1
-ve_fild01,270,80,20,7 monster Blue Plant 1079,4,840000,0,1
-ve_fild01,270,80,20,7 monster Shining Plant 1083,1,960000,0,1
-
-//==================================================
-// ve_fild02 - Veins Field
-//==================================================
-ve_fild02,0,0,0,0 monster Drosera 1781,130,5000,0,0
-ve_fild02,0,0,0,0 monster Muscipular 1780,20,5000,0,0
-ve_fild02,0,0,0,0 monster Galion 1783,10,5000,0,0
-ve_fild02,120,55,50,50 boss_monster Atroce 1785,1,21600000,600000,0
-ve_fild02,0,0,0,0 monster Red Plant 1078,10,10000,0,1
-ve_fild02,0,0,0,0 monster Yellow Plant 1081,10,10000,0,1
-
-//==================================================
-// ve_fild03 - Veins Field
-//==================================================
-ve_fild03,0,0,0,0 monster Magmaring 1836,130,5000,0,0
-ve_fild03,0,0,0,0 monster Muscipular 1780,35,5000,0,0
-ve_fild03,0,0,0,0 monster Drosera 1781,35,5000,0,0
-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_fild04,0,0,0,0 monster Muscipular 1780,100,5000,0,0
-ve_fild04,0,0,0,0 monster Drosera 1781,50,5000,0,0
-ve_fild04,0,0,0,0 monster Galion 1783,20,5000,0,0
-ve_fild04,0,0,0,0 monster Yellow Plant 1081,10,10000,0,1
-ve_fild04,288,273,4,4 monster Blue Plant 1079,3,660000,0,1
-
-//==================================================
-// ve_fild05 - Disabled on Renewal
-//==================================================
-//ve_fild05,152,139,15,17 monster White Plant 1082,5,1800000,0,1
-//ve_fild05,152,139,5,5 monster Shining Plant 1083,1,2400000,0,1
-
-//==================================================
-// ve_fild06 - Veins Field - No spawns on Renewal
-//==================================================
-//ve_fild06,0,0,0,0 monster Shining Plant 1083,1,1020000,0,1
-
-//==================================================
-// ve_fild07 - Veins Field
-//==================================================
-ve_fild07,0,0,0,0 monster Stapo 1784,100,5000,0,0
-ve_fild07,0,0,0,0 monster Drosera 1781,50,5000,0,0
-ve_fild07,0,0,0,0 monster Muscipular 1780,30,5000,0,0
-ve_fild07,0,0,0,0 monster White Plant 1082,10,600000,0,1
diff --git a/npc/re/mobs/fields/yuno.txt b/npc/re/mobs/fields/yuno.txt
deleted file mode 100644
index 3916884ca..000000000
--- a/npc/re/mobs/fields/yuno.txt
+++ /dev/null
@@ -1,141 +0,0 @@
-//===== Hercules Script ======================================
-//= Yuno Fields Monster Spawn Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 2.1
-//===== Additional Comments: =================================
-//= 1.1 fixed tabs, names [Lupus]
-//= 1.2 New/Better Spawn [Muad_Dib]
-//= 1.3 Fix Up [Darkchild]
-//= 1.4 Updated monster spawns. Many thanks to vicious_pucca for
-//= providing the information [MasterOfMuppets]
-//= 1.5 Updated after Episode 10.4 - Hugel [Poki#3]
-//= Mob quantity is custom.
-//= 1.5b Changed the spawn numbers a bit. [Poki#3]
-//= Thanks to Playtester and Emperium.org
-//= 1.6 Fixed Yuno Field 10. Mob amount sugested by Playtester [Poki#3]
-//= 1.7 Updated by using Tharis' Homun AI, by Tharis [Vicious]
-//= 1.8 Added kRO 10.1 spawns where they fit [Playtester]
-//= 1.9 More accurate spawns [Playtester]
-//= 2.0 Updated spawns to renewal. [L0ne_W0lf]
-//= 2.1 Updated Renewal Spawns. [Streusel]
-//============================================================
-
-//==================================================
-// 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
-yuno_fild01,0,0,0,0 monster Mantis 1139,35,5000,0,0
-yuno_fild01,0,0,0,0 monster Red Plant 1078,15,1800000,900000,1
-yuno_fild01,70,370,10,10 monster Blue Plant 1079,2,1800000,900000,1
-yuno_fild01,70,370,10,10 monster Shining Plant 1083,1,1800000,900000,1
-yuno_fild01,66,267,10,10 monster Yellow Plant 1081,2,1800000,900000,1
-yuno_fild01,238,326,40,40 monster Yellow Plant 1081,6,1800000,900000,1
-yuno_fild01,238,326,40,40 monster Shining Plant 1083,2,1800000,900000,1
-yuno_fild01,0,0,0,0 monster Yellow Plant 1081,15,1800000,900000,1
-yuno_fild01,0,0,0,0 monster Green Plant 1080,20,1800000,900000,1
-
-//==================================================
-// yuno_fild02 - Kiel Hyre's Cottage
-//==================================================
-yuno_fild02,0,0,0,0 monster Sleeper 1386,130,5000,0,0
-yuno_fild02,0,0,0,0 monster Grand Peco 1369,35,5000,0,0
-yuno_fild02,0,0,0,0 monster Harpy 1376,35,5000,0,0
-yuno_fild02,0,0,0,0 monster Red Plant 1078,10,1800000,900000,1
-yuno_fild02,0,0,0,0 monster Yellow Plant 1081,10,1800000,900000,1
-yuno_fild02,0,0,0,0 monster Green Plant 1080,10,1800000,900000,1
-
-//==================================================
-// yuno_fild03 - El Mes Plateau
-//==================================================
-yuno_fild03,0,0,0,0 monster Harpy 1376,130,5000,0,0
-yuno_fild03,0,0,0,0 monster Goat 1372,35,5000,0,0
-yuno_fild03,0,0,0,0 monster Sleeper 1386,35,5000,0,0
-yuno_fild03,0,0,0,0 monster Deviling 1582,1,3600000,1800000,1
-yuno_fild03,0,0,0,0 monster Angeling 1096,1,3600000,1800000,1
-yuno_fild03,0,0,0,0 monster Red Plant 1078,15,1800000,900000,1
-yuno_fild03,0,0,0,0 monster Yellow Plant 1081,15,1800000,900000,1
-yuno_fild03,0,0,0,0 monster Green Plant 1080,15,1800000,900000,1
-yuno_fild03,358,215,10,10 monster Shining Plant 1083,1,1800000,900000,1
-yuno_fild03,358,215,10,10 monster Blue Plant 1079,4,1800000,900000,1
-
-//==================================================
-// yuno_fild04 - El Mes Plateau
-//==================================================
-yuno_fild04,0,0,0,0 monster Harpy 1376,130,5000,0,0
-yuno_fild04,0,0,0,0 monster Goat 1372,35,5000,0,0
-yuno_fild04,0,0,0,0 monster Geographer 1368,35,5000,0,0
-yuno_fild04,0,0,0,0 monster Arc Angeling 1388,1,3600000,180000,0
-yuno_fild04,0,0,0,0 monster Mastering 1090,1,3600000,1800000,1
-yuno_fild04,0,0,0,0 monster Red Plant 1078,10,1800000,900000,1
-yuno_fild04,0,0,0,0 monster Yellow Plant 1081,10,1800000,900000,1
-yuno_fild04,0,0,0,0 monster Green Plant 1080,10,1800000,900000,1
-
-//==================================================
-// yuno_fild05 - Disabled on Renewal
-//==================================================
-//yuno_fild05,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
-//yuno_fild05,0,0,0,0 monster Green Plant 1080,10,180000,90000,1
-//yuno_fild05,0,0,0,0 monster Yellow Plant 1081,10,180000,90000,1
-//yuno_fild05,176,202,8,8 monster Blue Plant 1079,2,180000,90000,1
-//yuno_fild05,300,280,5,5 monster Blue Plant 1079,2,180000,90000,1
-
-//==================================================
-// yuno_fild06 - El Mes Plateau
-//==================================================
-yuno_fild06,0,0,0,0 monster Sleeper 1386,80,5000,0,0
-yuno_fild06,0,0,0,0 monster Geographer 1368,20,5000,0,0
-yuno_fild06,0,0,0,0 monster Red Plant 1078,10,10000,0,1
-yuno_fild06,0,0,0,0 monster Yellow Plant 1081,10,10000,0,1
-yuno_fild06,0,0,0,0 monster Green Plant 1080,10,10000,0,1
-
-//==================================================
-// yuno_fild07 - El Mes Gorge (Valley of Abyss)
-//==================================================
-yuno_fild07,0,0,0,0 monster Goat 1372,90,5000,0,0
-yuno_fild07,0,0,0,0 monster Harpy 1376,50,5000,0,0
-yuno_fild07,0,0,0,0 monster Grand Peco 1369,30,5000,0,0
-yuno_fild07,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
-yuno_fild07,0,0,0,0 monster Green Plant 1080,10,180000,90000,1
-yuno_fild07,0,0,0,0 monster Yellow Plant 1081,10,180000,90000,1
-
-//==================================================
-// yuno_fild08 - Kiel Hyre's Academy
-//==================================================
-yuno_fild08,0,0,0,0 monster Grand Peco 1369,130,5000,0,0
-yuno_fild08,0,0,0,0 monster Goat 1372,30,5000,0,0
-yuno_fild08,0,0,0,0 monster Geographer 1368,30,5000,0,0
-yuno_fild08,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
-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_fild09,0,0,0,0 monster Grand Peco 1369,130,5000,0,0
-yuno_fild09,0,0,0,0 monster Sleeper 1386,30,5000,0,0
-yuno_fild09,0,0,0,0 monster Geographer 1368,30,5000,0,0
-yuno_fild09,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
-yuno_fild09,0,0,0,0 monster Green Plant 1080,10,180000,90000,1
-yuno_fild09,0,0,0,0 monster Yellow Plant 1081,10,180000,90000,1
-
-//==================================================
-// yuno_fild10 - Disabled on Renewal
-//==================================================
-
-//==================================================
-// yuno_fild11 - Juno Field
-//==================================================
-yuno_fild11,0,0,0,0 monster Goat 1372,100,5000,0,0
-yuno_fild11,0,0,0,0 monster Geographer 1368,40,5000,0,0
-yuno_fild11,0,0,0,0 monster Red Plant 1078,10,180000,90000,1
-yuno_fild11,0,0,0,0 monster Green Plant 1080,10,180000,90000,1
-yuno_fild11,0,0,0,0 monster Yellow Plant 1081,10,180000,90000,1
-
-//==================================================
-// yuno_fild12 - Border Checkpoint
-//==================================================
-yuno_fild12,0,0,0,0 monster Geographer 1368,60,5000,0,0
-yuno_fild12,0,0,0,0 monster Mantis 1139,30,5000,0,0
diff --git a/npc/re/mobs/towns.txt b/npc/re/mobs/towns.txt
deleted file mode 100644
index a6367d35e..000000000
--- a/npc/re/mobs/towns.txt
+++ /dev/null
@@ -1,34 +0,0 @@
-//===== Hercules Script ======================================
-//= Town Monster Spawn Script
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= Spawns monsters in towns.
-//===== Additional Comments: =================================
-//= 1.0 First version, Renewal spawns.
-//============================================================
-
-//==================================================
-// Brasilis, Strange Hydras
-//==================================================
-brasilis,283,88,6,6 monster Strange Hydra 2081,5,5000,0,0
-brasilis,284,104,6,6 monster Strange Hydra 2081,4,5000,0,0
-brasilis,215,80,6,6 monster Strange Hydra 2081,4,5000,0,0
-brasilis,96,50,8,8 monster Strange Hydra 2081,5,5000,0,0
-
-//==================================================
-// Alberta Ship, Swapping the Deck
-//==================================================
-alb_ship,0,0,0,0 monster Strange Mouse 2057,25,0,0,0
-
-//==================================================
-// Prontera, Training Dummy Area
-//==================================================
-prontera,251,77,0,0 monster Dummy Lv50 2409,1,5000,0,0
-prontera,259,77,0,0 monster Dummy Lv50 2409,1,5000,0,0
-prontera,251,66,0,0 monster Dummy Lv100 2410,1,5000,0,0
-prontera,259,66,0,0 monster Dummy Lv100 2410,1,5000,0,0
-prontera,251,55,0,0 monster Dummy Lv150 2411,1,5000,0,0
-prontera,259,55,0,0 monster Dummy Lv150 2411,1,5000,0,0
diff --git a/npc/re/other/bulletin_boards.txt b/npc/re/other/bulletin_boards.txt
deleted file mode 100644
index 1d0dbb904..000000000
--- a/npc/re/other/bulletin_boards.txt
+++ /dev/null
@@ -1,37 +0,0 @@
-//===== Hercules Script ======================================
-//= Bulletin Boards
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= Bulletin Boards for beginners.
-//===== Additional Comments: =================================
-//= 1.0 Moved Izlude NPCs to Pre-RE/RE paths.
-//= Disabled until proper coordinates are found.
-//============================================================
-
-/*
-- script ::BulletinBoard_iz -1,{
- mes "[Izlude: The Satellite City]";
- mes "Welcome to Izlude, the satellite of Prontera. Izlude was built to support Prontera's defense and to accomodate its burgeoning population.";
- next;
- mes "[Izlude: The Satellite City]";
- mes "The main buildings here are to accomodate the growth of the Cryptura Academy.";
- next;
- mes "[Izlude: The Satellite City]";
- mes "Points of interest include the Swordman Association building which allows adventurers to change their job to Swordman, and the Battle Area that is East of Izlude.";
- next;
- mes "[Izlude: The Satellite City]";
- mes "At the docks, you may take a ship and travel to ^003399Alberta^000000 or ^660000Byalan Island^000000.";
- next;
- mes "[Izlude: The Satellite City]";
- mes "From Izlude, ^3355FFProntera^000000 is located to the Northwest, and ^006600Payon^000000 is located to the South. Enjoy your travels in the Rune-Midgarts Kingdom.";
- close;
-}
-izlude,25,103,0 duplicate(BulletinBoard_iz) Bulletin Board#5 2_BULLETIN_BOARD
-izlude_a,25,103,0 duplicate(BulletinBoard_iz) Bulletin Board#5_a 2_BULLETIN_BOARD
-izlude_b,25,103,0 duplicate(BulletinBoard_iz) Bulletin Board#5_b 2_BULLETIN_BOARD
-izlude_c,25,103,0 duplicate(BulletinBoard_iz) Bulletin Board#5_c 2_BULLETIN_BOARD
-izlude_d,25,103,0 duplicate(BulletinBoard_iz) Bulletin Board#5_d 2_BULLETIN_BOARD
-*/
diff --git a/npc/re/other/item_merge.txt b/npc/re/other/item_merge.txt
deleted file mode 100644
index f823f5c3c..000000000
--- a/npc/re/other/item_merge.txt
+++ /dev/null
@@ -1,69 +0,0 @@
-//===== Hercules Script ======================================
-//= Mergician
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= [Official Conversion]
-//= Merges items taking up multiple slots in a player's
-//= inventory.
-//===== Additional Comments: =================================
-//= 1.0 First version, currently useless/disabled.
-//============================================================
-
-prontera,146,95,3 script Mergician#pron 1_M_WIZARD,{
- if (checkweight(1301,1) == 0) {
- mes "- Wait a second !! -";
- mes "- You are carrying too many items -";
- mes "- or too much weight to proceed. -";
- mes "- Come back after -";
- mes "- arranging your inventory. -";
- close;
- }
- mes "[Mergician]";
- mes "Do you believe in the miracle of Merge god?? If so, repeat my spell loudly as I pronunce it!!!";
- mes "Merge Merge, Merrrrge!!!";
- next;
- switch(select("What is the miracle of Merge?:Merrrrge!!!!:Abandon...")) {
- case 1:
- mes "[Mergician]";
- mes "There is an order which rules the world and keeps the world to go well.";
- next;
- mes "[Mergician]";
- mes "But there has been a bad factor which totally jeopardised this rule!!";
- next;
- mes "[Mergician]";
- mes "Those things which are separated even if they are composed by the same material!!";
- next;
- mes "[Mergician]";
- mes "Have you never experienced this bad incident??";
- mes "The fact that I had ^3131FFthe same potion, but appearing more than twice in your inventory!!^000000 So unpleasant!!!";
- next;
- mes "[Mergician]";
- mes "Believe in Mergism. That is the truth.";
- mes "Then I can help you be happy and content.";
- close;
- case 2:
- mes "[Mergician]";
- mes "This is the total holy ritual to pray to the Great God, Merge! and I am borrowing the power for a while!!";
- next;
- mes "[Mergician]";
- mes "And if you eagerly want to be blessed by Merge, be humble and shout out loud! Merge Merge, Merrrrge!!!";
- next;
- switch(select("Merrrrge!:Don't follow what he says.")) {
- case 1:
-// MergeItem
- mes "[Mergician]";
- mes "Merge just heard your wish and let it be realised!";
- mes "Open your inventory to check the miracle!";
- close;
- case 2:
- mes "[Mergician]";
- mes "You jerk!!! You just broke the whole rhythm! Why can't you get my flow and follow me?! Idiot!";
- close;
- }
- case 3:
- close;
- }
-}
diff --git a/npc/re/other/mail.txt b/npc/re/other/mail.txt
deleted file mode 100644
index 42c26db6f..000000000
--- a/npc/re/other/mail.txt
+++ /dev/null
@@ -1,19 +0,0 @@
-//===== Hercules Script ======================================
-//= Mail Boxes
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= [Official Conversion]
-//= Pickup and write mail from/to players in game.
-//===== Additional Comments: =================================
-//= 1.0 First version, Renewal duplicates.
-//============================================================
-
-// Izlude
-//============================================================
-izlude_a,136,94,0 duplicate(MailBox) Mailbox#iz_a 2_POSTBOX
-izlude_b,136,94,0 duplicate(MailBox) Mailbox#iz_b 2_POSTBOX
-izlude_c,136,94,0 duplicate(MailBox) Mailbox#iz_c 2_POSTBOX
-izlude_d,136,94,0 duplicate(MailBox) Mailbox#iz_d 2_POSTBOX
diff --git a/npc/re/other/mercenary_rent.txt b/npc/re/other/mercenary_rent.txt
deleted file mode 100644
index 21f54b46f..000000000
--- a/npc/re/other/mercenary_rent.txt
+++ /dev/null
@@ -1,25 +0,0 @@
-//===== Hercules Script ======================================
-//= Mercenary related NPCs
-//===== By: ==================================================
-//= Daegaladh
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= Sells Lancer, Sword, and Archer mercenaries,
-//= along with related mercenary items.
-//===== Additional Comments: =================================
-//= 1.0 First version. [L0ne_W0lf]
-//= 1.1 Added Izlude duplicates. [Euphy]
-//============================================================
-
-izlude,47,170,4 duplicate(Mercenary Manager#main) Mercenary Manager#Sword 4_M_JOB_KNIGHT2
-izlude_a,47,170,4 duplicate(Mercenary Manager#main) Mercenary Manager#Swo_a 4_M_JOB_KNIGHT2
-izlude_b,47,170,4 duplicate(Mercenary Manager#main) Mercenary Manager#Swo_b 4_M_JOB_KNIGHT2
-izlude_c,47,170,4 duplicate(Mercenary Manager#main) Mercenary Manager#Swo_c 4_M_JOB_KNIGHT2
-izlude_d,47,170,4 duplicate(Mercenary Manager#main) Mercenary Manager#Swo_d 4_M_JOB_KNIGHT2
-
-izlude,55,170,4 duplicate(MercMerchant) Mercenary Merchant#Sword 4_F_HUWOMAN
-izlude_a,55,170,4 duplicate(MercMerchant) Mercenary Merchant#Swo_a 4_F_HUWOMAN
-izlude_b,55,170,4 duplicate(MercMerchant) Mercenary Merchant#Swo_b 4_F_HUWOMAN
-izlude_c,55,170,4 duplicate(MercMerchant) Mercenary Merchant#Swo_c 4_F_HUWOMAN
-izlude_d,55,170,4 duplicate(MercMerchant) Mercenary Merchant#Swo_d 4_F_HUWOMAN
diff --git a/npc/re/other/pvp.txt b/npc/re/other/pvp.txt
deleted file mode 100644
index 61e0817fa..000000000
--- a/npc/re/other/pvp.txt
+++ /dev/null
@@ -1,91 +0,0 @@
-//===== Hercules Script ======================================
-//= PvP NPCs
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= PvP NPCs that are found in the Inns in major cities.
-//= Includes Yoyo Mode, Nightmare Mode, and Event Mode.
-//===== Additional Comments: =================================
-//= 1.0 First version, Renewal.
-//============================================================
-
-// PVP Warpers
-//============================================================
-pvp_y_room,30,85,4 script Fight Square Reception#1 8W_SOLDIER,{ //5,5
- callfunc "F_PVP_FSRS",50,69;
- end;
-
-OnInit:
- waitingroom "LV 50 ~ LV 69",0;
- end;
-}
-
-pvp_y_room,38,85,4 script Fight Square Reception#2 8W_SOLDIER,{ //5,5
- callfunc "F_PVP_FSRS",70,89;
- end;
-
-OnInit:
- waitingroom "LV 70 ~ LV 89",0;
- end;
-}
-
-pvp_y_room,46,85,4 script Fight Square Reception#3 8W_SOLDIER,{ //5,5
- callfunc "F_PVP_FSRS",90,99;
- end;
-
-OnInit:
- waitingroom "LV 90 ~ LV 99",0;
- end;
-}
-
-pvp_y_room,54,85,4 script Fight Square Reception#8 8W_SOLDIER,{
- callfunc "F_PVP_FSRS";
- end;
-
-OnInit:
- waitingroom "Free for all",0;
- end;
-}
-
-pvp_y_room,62,85,4 script Fight Square Reception#4 8W_SOLDIER,{
- //if (ADVJOB > 0) {
- if (Upper == 1) {
- mes "[PVP Fight Square Reception Staff]";
- mes "You have been transcended.";
- mes "You are not allowed to enter.";
- close;
- }
- callfunc "F_PVP_FSRS";
- end;
-
-OnInit:
- waitingroom "Normal Jobs Only",0;
- end;
-}
-
-pvp_y_room,70,85,4 script Fight Square Reception#5 8W_SOLDIER,{
- //if (ADVJOB == 0) {
- if (Upper != 1) {
- mes "[PVP Fight Square Reception Staff]";
- mes "You have not transcended.";
- mes "You are not allowed to enter.";
- close;
- }
- callfunc "F_PVP_FSRS";
- end;
-
-OnInit:
- waitingroom "Trans Jobs Only",0;
- end;
-}
-
-pvp_n_room,86,85,4 script Fight Square Reception#n 8W_SOLDIER,{
- callfunc "F_PVP_FSRS";
- end;
-
-OnInit:
- waitingroom "Free for all",0;
- end;
-}
diff --git a/npc/re/other/resetskill.txt b/npc/re/other/resetskill.txt
deleted file mode 100644
index a237fcf24..000000000
--- a/npc/re/other/resetskill.txt
+++ /dev/null
@@ -1,147 +0,0 @@
-//===== Hercules Script ======================================
-//= Hypnotist
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= [Official Conversion]
-//= Stat and skill resetter for expanded first class under
-//= base level 50 and normal first class.
-//===== Additional Comments: =================================
-//= 1.0 First version, Renewal script.
-//= 1.1 Added Izlude duplicates. [Euphy]
-//============================================================
-
-izlude,127,175,3 script Hypnotist#novice 4_F_TELEPORTER,{
- mes "[Hypnotist]";
- mes "Greetings, adventurer.";
- mes "I'm a member of the Hypnotist";
- mes "Academy sent here to Izlude";
- mes "to provide Skill Reset services";
- mes "to certain First Class characters for a really good price: free!";
- next;
- mes "[Hypnotist]";
- mes "Although I offer unlimited";
- mes "stat/skill resets for now, I have";
- mes "two conditions that must be";
- mes "fulfilled. First, you must be";
- mes "lower than ^FF0000Base Level 50^000000.";
- next;
- mes "[Hypnotist]";
- mes "Second, you must be a";
- mes "^FF0000Swordman, Acolyte, Mage,";
- mes "Thief, Archer, Merchant,";
- mes "Taekwon Boy, or Taekwon Girl,";
- mes "Gunslinger and Ninja^000000";
- mes "Job character to qualify.";
- mes "Now, do you have any questions?";
- next;
- switch(select("^FF0000Stat/Skill Reset?:Reset stats:Reset skills^000000:Cancel")) {
- case 1:
- mes "[Hypnotist]";
- mes "Stat/Skill Resets allow adventuers";
- mes "to redistribute their Skill";
- mes "Points if they are unhappy";
- mes "with their current skills.";
- next;
- mes "[Hypnotist]";
- mes "Before proceeding with";
- mes "a Stat/Skill Reset, you must";
- mes "reduce all of the weight";
- mes "of all carried items on your";
- mes "character to 0. You can put";
- mes "extra items in Kafra Storage.";
- next;
- mes "[Hypnotist]";
- mes "Ah, it's also important";
- mes "to remove your ^FF0000Pushcart^000000";
- mes "if you have one equipped.";
- mes "Otherwise, hypnosis won't";
- mes "work, or will backfire...";
- close;
- case 2:
- .@str$ = "Stat";
- case 3:
- if (.@str$ == "")
- .@str$ = "Skill";
- mes "[Hypnotist]";
- mes "Are you sure that you";
- mes "want to proceed with";
- mes "my ^FF0000"+.@str$+" Reset^000000 service?";
- next;
- if(select("Yes:Cancel") == 1)
- break;
- case 4:
- mes "[Hypnotist]";
- mes "Thank you, and good";
- mes "luck on your adventures.";
- mes "Please travel in safety~";
- close;
- }
- if ((Class >= Job_Swordman && Class <= Job_Thief) || Class == Job_Taekwon || Class == Job_Gunslinger || Class == Job_Ninja) {
- if (checkcart()) {
- mes "[Hypnotist]";
- mes "Oh! Please remove your";
- mes "Pushcart before proceeding";
- mes "with the "+.@str$+" Reset service.";
- mes "Thanks for cooperating~";
- close;
- }
- if (Weight != 0) {
- mes "[Hypnotist]";
- mes "If you're here for my "+.@str$;
- mes "Reset service, please";
- mes "remember that you can't";
- mes "reset your "+.@str$+"s until the";
- mes "^FF0000weight of your carried items in";
- mes "your Inventory is reduced to 0^000000.";
- next;
- mes "[Hypnotist]";
- mes "Why don't you place your";
- mes "things into the Kafra Storage";
- mes "for now? That way, you can";
- mes "safely keep all of your goods.";
- close;
- }
- if (BaseLevel >= 50 && (Class == Job_Taekwon || Class == Job_Gunslinger || Class == Job_Ninja)) {
- mes "[Hypnotist]";
- mes "I'm sorry, but characters";
- mes "with Base Levels higher";
- mes "than 50 are ineligible for the";
- mes .@str$+" Reset service I provide.";
- close;
- }
- mes "[Hypnotist]";
- mes "Thank you for using";
- mes "my "+.@str$+" Redistribution";
- mes "services. Oh, and best";
- mes "of luck to you on your";
- mes "travels, adventurer.";
- if (.@str$ == "Stat")
- resetstatus;
- else
- resetskill;
- close;
- } else {
- mes "[Hypnotist]";
- mes "I'm sorry, but your";
- mes "Job Class doesn't qualify";
- mes "for the "+.@str$+" Reset service";
- mes "that I provide. I can only";
- mes "offer "+.@str$+" Resets to the";
- mes "following Jobs...";
- next;
- mes "[Hypnotist]";
- mes "^FF0000Swordman, Acolyte,";
- mes "Mage, Thief, Archer,";
- mes "Merchant, Taekwon";
- mes "Boy, Taekwon Girl,";
- mes "Gunslinder and Ninja^000000.";
- close;
- }
-}
-izlude_a,127,175,3 duplicate(Hypnotist#novice) Hypnotist#novice_a 4_F_TELEPORTER
-izlude_b,127,175,3 duplicate(Hypnotist#novice) Hypnotist#novice_b 4_F_TELEPORTER
-izlude_c,127,175,3 duplicate(Hypnotist#novice) Hypnotist#novice_c 4_F_TELEPORTER
-izlude_d,127,175,3 duplicate(Hypnotist#novice) Hypnotist#novice_d 4_F_TELEPORTER
diff --git a/npc/re/other/stone_change.txt b/npc/re/other/stone_change.txt
deleted file mode 100644
index f99ae28c5..000000000
--- a/npc/re/other/stone_change.txt
+++ /dev/null
@@ -1,59 +0,0 @@
-//===== Hercules Script ======================================
-//= Stone Changer
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= [Official Conversion]
-//= Organizes ores in a player's inventory.
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//============================================================
-
-geffen_in,99,174,5 script Ore Tester#sorty 8_F_GIRL,{
- mes "[Ore Tester Sorty]";
- mes "Do you have ^3131FFany same type of ores in your inventories^000000 which take many spaces?";
- mes "I can distinguish your ores and organize them right away~!";
- next;
- switch(select("Refine my Ore.:Cancel.")) {
- case 1:
- mes "[Ore Tester Sorty]";
- mes "At the moment I can only distinguish ^FF0000Steel^000000, ^FF0000Iron^000000, ^FF0000Iron Ore^000000, and ^FF0000Rough Oridecon^000000 and organize them.";
- mes "Please note that ^3131FFother items are unable^000000!";
- next;
- mes "[Ore Tester Sorty]";
- mes "So, would you like me to organize your ores?";
- next;
- .@i = select("Steel, please.:Iron, please.:Iron Ore, please.:Rough Oridecon, please.:No, thanks.");
- if (.@i == 5) {
- mes "[Ore Tester Sorty]";
- mes "Huh, I really hate messy people!";
- close;
- }
- setarray .@ores[0],999,998,1002,756;
- .@item = .@ores[.@i-1];
- if (countitem(.@item) == 0) {
- mes "[Ore Tester Sorty]";
- mes "You don't have any "+getitemname(.@item)+"...";
- close;
- }
- while(1) {
- if (countitem(.@item)) {
- .@count = countitem(.@item);
- .@total += .@count;
- delitem .@item, .@count;
- } else {
- getitem .@item, .@total;
- break;
- }
- }
- mes "[Ore Tester Sorty]";
- mes "It's done. Looks great! Don't you think so?";
- close;
- case 2:
- mes "[Ore Tester Sorty]";
- mes "It seems that your bag is clean? Huhu! You might be the master of cleaning!";
- close;
- }
-}
diff --git a/npc/re/other/turbo_track.txt b/npc/re/other/turbo_track.txt
deleted file mode 100644
index b975093a8..000000000
--- a/npc/re/other/turbo_track.txt
+++ /dev/null
@@ -1,14 +0,0 @@
-//===== Hercules Script ======================================
-//= Turbo Track
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= [Official Conversion]
-//= Renewal duplicates.
-//===== Additional Comments: =================================
-//= 1.0 Split Mount Manager NPC.
-//============================================================
-
-alde_gld,181,199,5 duplicate(MountManager_turbo) Mount Manager 4_F_RACING
diff --git a/npc/re/quests/cupet.txt b/npc/re/quests/cupet.txt
deleted file mode 100644
index 3e339e168..000000000
--- a/npc/re/quests/cupet.txt
+++ /dev/null
@@ -1,240 +0,0 @@
-//===== Hercules Script ======================================
-//= Cute Pet Manager
-//===== By: ==================================================
-//= Z3R0
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= [Official Conversion]
-//= Exchanges Hunted Items for Tames
-//===== Additional Comments: =================================
-//= 1.0 First / Optimized Version
-//============================================================
-
-// 1st NPC
-- script CPM1 4_M_ALCHE_C,{
-
- .@npc$ = "[Cute Pet Manager]";
-
- setarray .@tame_id[0],619,620,622,623,624,627,628,629,630;
- setarray .@tame_amount[0],3,3,3,3,3,3,3,3,3;
- setarray .@hunt_id[0],909,909,705,916,935,919,919,940,921;
- setarray .@hunt_amount[0],500,600,500,500,500,500,600,500,500;
- setarray .@mob_id[0],1002,1113,1063,1049,1011,1167,1107,1052,1014;
- .@tame_gets = 3;
-
- if (cpm_one == .@tame_gets) {
- mes "[Cute Pet Manager]";
- mes "You have already exchanged";
- mes .@tame_amount + " times for a taming item.";
- mes "You can't exchange anymore.";
- next;
-
- mes "[Cute Pet Manager]";
- mes "Besides me, there are other";
- mes "Cute Pet Managers. If you want";
- mes "to tame other pets, I suggest";
- mes "you go and see them.";
- close;
- }
-
- callfunc "cute_pet_manager",.@tame_id,.@tame_amount,.@hunt_id,.@hunt_amount,.@mob_id,cpm_one,.@tame_gets,.@hunt_id2,.@hunt_amount2;
-
-}
-
-// 2nd NPC
-- script CPM2 4_M_ALCHE_C,{
-
- .@npc$ = "[Cute Pet Manager]";
-
- setarray .@tame_id[0],621,625,632,631,633,634,635,636,659,637,639,640;
- setarray .@tame_amount[0],2,2,2,2,2,2,2,2,2,2,2,2;
- setarray .@hunt_id[0],938,935,925,7033,945,942,931,901,1094,1021,936,1035;
- setarray .@hunt_amount[0],500,600,500,300,500,500,500,500,500,500,500,500;
- setarray .@hunt_item_count[0],1,1,1,1,1,1,1,1,1;
- setarray .@mob_id[0],1031,1042,1019,1077,1056,1057,1023,1026,1188,1110,1029;
- .@tame_gets = 2;
-
- if (cpm_two == .@tame_gets) {
- mes "[Cute Pet Manager]";
- mes "You have already exchanged";
- mes .@tame_amount + " times for a taming item.";
- mes "You can't exchange anymore.";
- next;
-
- mes "[Cute Pet Manager]";
- mes "Besides me, there are other";
- mes "Cute Pet Managers. If you want";
- mes "to tame other pets, I suggest";
- mes "you go and see them.";
- close;
- }
-
- callfunc "cute_pet_manager",.@tame_id,.@tame_amount,.@hunt_id,.@hunt_amount,.@mob_id,cpm_two,.@tame_gets,.@hunt_id2,.@hunt_amount2;
-
-}
-
-// 3rd NPC
-- script CPM3 4_M_ALCHE_C,{
-
- .@npc$ = "[Cute Pet Manager]";
-
- setarray .@tame_id[0],638,626,641,661,660,642;
- setarray .@tame_amount[0],1,1,1,1,1,1;
- setarray .@hunt_id[0],1020,943,1038,7047,1970,923;
- setarray .@hunt_amount[0],600,600,600,500,1,100;
- setarray .@hunt_id2[0],0,0,0,0,7017,0;
- setarray .@hunt_amount2[0],0,0,0,0,20,0;
- setarray .@mob_id[0],1170,1035,1109,1275,1200,1101;
- .@tame_gets = 1;
-
- if (cpm_three == .@tame_gets) {
- mes "[Cute Pet Manager]";
- mes "You have already exchanged";
- mes .@tame_amount + " times for a taming item.";
- mes "You can't exchange anymore.";
- next;
-
- mes "[Cute Pet Manager]";
- mes "Besides me, there are other";
- mes "Cute Pet Managers. If you want";
- mes "to tame other pets, I suggest";
- mes "you go and see them.";
- close;
- }
-
- callfunc "cute_pet_manager",.@tame_id,.@tame_amount,.@hunt_id,.@hunt_amount,.@mob_id,cpm_three,.@tame_gets,.@hunt_id2,.@hunt_amount2;
-
-}
-
-function script cute_pet_manager {
- // getarg(0) -> .@tame_id Array
- // getarg(1) -> .@tame_amount Array
- // getarg(2) -> .@hunt_id Array
- // getarg(3) -> .@hunt_amount Array
- // getarg(4) -> .@mob_id Array
- // getarg(5) -> Attempt Variable
- // getarg(6) -> .@tame_gets Variable
- // getarg(7) -> .@hunt_id2 Array
- // getarg(8) -> .@hunt_amount2 Array
-
- mes "[Cute Pet Manager]";
- mes "Hello~! I am a Cute Pet Manager";
- mes "who is in charge of public relations";
- mes "for the New Upgraded Cute Pet system.";
- next;
-
- mes "[Cute Pet Manager]";
- mes "If you have any concerns regarding";
- mes "the Cute Pet system I am here to guide you.";
- mes "Let me know which taming";
- mes "item you want,";
- mes "then I will tell you the monster";
- mes "that you can tame with the item.";
- next;
-
- mes "Also I will explain what materials";
- mes "you need to bring in order to";
- mes "get the taming item.";
- next;
-
- mes "[Cute Pet Manager]";
- mes "If you already brought materials";
- mes "to exchange for the taming item,";
- mes "I can exchange it for taming items immediately.";
- next;
-
- mes "[Cute Pet Manager]";
- mes "However, there is a limit";
- mes "for exchanging taming items.";
- mes "You can only get taming items";
- mes getarg(6) + " times. So please make sure";
- mes "how many times you have exchanged.";
- next;
-
- mes "[Cute Pet Manager]";
- mes "So, which taming item do you want?";
- mes "Please choose one from the list.";
- next;
-
- // Create Menu System
- for (.@a = 0; .@a < getarraysize(getarg(0)); ++.@a) {
- .@menu$ += (.@menu$ == "" ? "" : ":") + getitemname(getelementofarray(getarg(0), .@a));
- }
-
- // Query Player Choice
- .@choice = select(.@menu$) - 1;
-
- // Store Variables (Less Lookup)
- .@tame_id = getelementofarray(getarg(0), .@choice);
- .@tame_amount = getelementofarray(getarg(1), .@choice);
- .@hunt_id = getelementofarray(getarg(2), .@choice);
- .@hunt_amount = getelementofarray(getarg(3), .@choice);
- .@mob_id = getelementofarray(getarg(4), .@choice);
- .@hunt_id2 = getelementofarray(getarg(7), .@choice);
- .@hunt_amount2 = getelementofarray(getarg(8), .@choice);
-
- dispbottom "Tame ID: " + .@tame_id;
- dispbottom "Tame Amount: " + .@tame_amount;
- dispbottom "Hunt ID: " + .@hunt_id;
- dispbottom "Hunt Name: " + getitemname(.@hunt_id);
- dispbottom "Hunt Amount: " + .@hunt_amount;
- dispbottom "Mob ID: " + .@mob_id;
- dispbottom "Hunt ID2: " + .@hunt_id2;
- dispbottom "Hunt Amount2: " + .@hunt_amount2;
-
- if (.@hunt_id2) { .@hunt2_count = countitem(.@hunt_id2); }
- if (countitem(.@hunt_id) >= .@hunt_amount && countitem(6083) > 0 && .@hunt2_count >= .@hunt_amount2) {
-
- mes "[Cute Pet Manager]";
- mes "Ah, you have gathered all items";
- mes "with your friends. You can now";
- mes "exchange for an " + getitemname(.@tame_id) + ".";
- mes "Do you want to exchange with me?";
- next;
-
- if (select("Exchange:Don't Exchange") == 2) {
- mes "[Cute Pet Manager]";
- mes "You don't? You will come back again.";
- close;
- }
-
- delitem .@hunt_id, .@hunt_amount;
- delitem 6083, 1;
- set getarg(5), getarg(5) + 1;
- getitem .@tame_id, .@tame_amount;
-
- mes "[Cute Pet Manager]";
- mes "Wise choice.";
- mes "I hope you and your pet get along.";
- close;
- } else {
- mes "[Cute Pet Manager]";
- mes "You have chosen " + getitemname(.@tame_id) + ".";
- mes "You can use it for taming";
- mes "^FF0000" + strmobinfo(1,.@mob_id) + "^000000 monsters.";
- next;
- mes "[Cute Pet Manager]";
- mes "Bring ^FF0000" + .@hunt_amount + " " + getitemname(.@hunt_id) + "^000000s " + (.@hunt_id2 ? ", ^FF0000" + .@hunt_amount2 + " " + getitemname(.@hunt_id2) : "") + " ^000000 and ^FF00001 Dolly Capsule^000000";
- mes "then you can exchange them";
- mes "for an " + getitemname(.@tame_id) + ".";
- close;
- }
-}
-
-// NPC Duplicates
-prontera,67,212,5 duplicate(CPM1) Cute Pet Manager#1 4_M_ALCHE_C
-prontera,242,92,3 duplicate(CPM2) Cute Pet Manager#2 4_M_ALCHE_C
-prontera,179,92,3 duplicate(CPM3) Cute Pet Manager#3 4_M_ALCHE_C
-
-geffen,180,125,5 duplicate(CPM1) Cute Pet Manager#4 4_M_ALCHE_C
-geffen,152,66,3 duplicate(CPM2) Cute Pet Manager#5 4_M_ALCHE_C
-geffen,197,95,3 duplicate(CPM3) Cute Pet Manager#6 4_M_ALCHE_C
-
-morocc,115,83,5 duplicate(CPM1) Cute Pet Manager#7 4_M_ALCHE_C
-morocc,218,130,3 duplicate(CPM2) Cute Pet Manager#8 4_M_ALCHE_C
-morocc,236,225,3 duplicate(CPM3) Cute Pet Manager#9 4_M_ALCHE_C
-
-payon,109,278,5 duplicate(CPM1) Cute Pet Manager#10 4_M_ALCHE_C
-payon,157,124,3 duplicate(CPM2) Cute Pet Manager#11 4_M_ALCHE_C
-payon,85,237,3 duplicate(CPM3) Cute Pet Manager#12 4_M_ALCHE_C
diff --git a/npc/re/quests/eden/11-25.txt b/npc/re/quests/eden/11-25.txt
deleted file mode 100644
index b9c9f85ce..000000000
--- a/npc/re/quests/eden/11-25.txt
+++ /dev/null
@@ -1,152 +0,0 @@
-//===== Hercules Script ======================================
-//= Eden Group Quests - Mission [11 - 25]
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= Repetable Quests for Players between Baselevel 11 - 25.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Some little optimization here and there. [Masao]
-//= 1.2 Optimized. [Euphy]
-//============================================================
-
-moc_para01,36,38,3 script Mission [11 - 25]#Tuto 4_BOARD3,{
- if (countitem(6219) < 1) {
- mes "- You need to have an -";
- mes "- ^4d4dff'Eden Group Mark'^000000 -";
- mes "- to receive these missions. -";
- close;
- }
- for(.@i = 11124; .@i<11134; ++.@i)
- if (questprogress(.@i,PLAYTIME) == 2) erasequest .@i;
- for(.@i = 11114; .@i<11123; ++.@i) {
- .@state = questprogress(.@i,HUNTING);
- if (.@state == 2) {
- mes " - You must collect your - ";
- mes " - reward before starting - ";
- mes " - a new mission. - ";
- mes " ";
- mes " - Manager : Spike - ";
- close;
- }
- else if (.@state) {
- mes " - You can only request - ";
- mes " - one mission at a time. - ";
- mes " ";
- mes " - Manager : Spike - ";
- close;
- }
- }
- if (BaseLevel < 11) {
- mes " - There are no tasks - ";
- mes " - open for you right now. - ";
- close;
- }
- if (BaseLevel > 25) {
- mes " - These missions are too - ";
- mes " - easy for your caliber - ";
- mes " - search for a more level - ";
- mes " - appropriate mission. - ";
- close;
- }
- mes " - Mission bulletin board -";
- mes " - for beginners. -";
- mes " ";
- mes " - Manager : Spike -";
- next;
- switch(select("Hornet Hunting:Condor Hunting:Grasshopper's Leg:Worm Tail Hunting:Spore Hunting:Pest Control:Muka Hunting:Familiar Hunting:Collect Feathers:Collect Poison Spores:Cancel")) {
- case 1: callsub L_Quest,11114,"Hornet Hunting"," - Hunt 10 ^4d4dff'Hornets'^000000 - "," - northwest of Prontera. - ";
- case 2: callsub L_Quest,11115,"Condor Hunting"," - Hunt 20 ^4d4dff'Condors'^000000 - "," - south of Morroc. - ";
- case 3: callsub L_Quest,11116,"Grasshopper's Leg"," - Hunt 10 ^4d4dff'Rockers'^000000 - "," - southwest of Prontera and - "," - bring 10 ^4d4dffGrasshopper's Legs^000000. - ";
- case 4: callsub L_Quest,11117,"Worm Tail Hunting"," - Hunt 20 ^4d4dff'Worm Tails'^000000 - "," - southeast of Payon.- ";
- case 5: callsub L_Quest,11118,"Spore Hunting"," - Hunt 30 ^4d4dff'Spores'^000000 - "," - around Payon. - ";
- case 6: callsub L_Quest,11119,"Pest Control"," - Hunt 20 ^4d4dffThief Bug Eggs^000000 - "," - in the Prontera Culvert - "," - and bring 10 ^4d4dffChrysalis^000000. - ";
- case 7: callsub L_Quest,11120,"Muka Hunting"," - Hunt 20 ^4d4dff'Muka'^000000 - "," - south of Prontera. - ";
- case 8: callsub L_Quest,11121,"Familiar Hunting"," - Hunt 20 ^4d4dffFamiliar^000000 - "," - in the Culvert Sewers - "," - west of Prontera. - ";
- case 9: callsub L_Quest,11122,"Collect Feathers"," - Hunt 30 ^4d4dff'Peco Pecos'^000000 - "," - south of Prontera. - ";
- case 10: callsub L_Quest,11123,"Collect Poison Spores"," - Hunt 30 ^4d4dffPoison Spores^000000 - "," - inside the Geffen Tower and - "," - bring 5 ^4d4dffPoison Spores^000000. - ";
- case 11: mes " - Stop reading the bulletin board. - "; close;
- }
- end;
-L_Quest:
- if (questprogress(getarg(0),PLAYTIME) == 1) {
- mes " - Mission ^4d4dff"+getarg(1)+"^000000 - ";
- mes " - is already finished for today. - ";
- mes " ";
- mes " - Manager : Spike - ";
- close;
- }
- mes " - Mission '"+getarg(1)+"' - ";
- for(.@i = 2; .@i<getargcount(); ++.@i)
- mes getarg(.@i);
- mes " ";
- mes " - Manager : Spike - ";
- next;
- if(select("I will do this mission.:Look for other missions.") == 2) {
- mes " - Let's search for -";
- mes " - other missions. - ";
- close;
- }
- for(.@i = 2; .@i<getargcount(); ++.@i)
- mes getarg(.@i);
- if (getarg(0) == 11123 && questprogress(11123,PLAYTIME) == 2)
- erasequest 11133; // Special case for "Collect Poison Spores"
- setquest getarg(0);
- close;
-}
-
-moc_para01,32,30,6 script Spike 4_F_CHILD,{
- for(.@i = 11114; .@i<11124; ++.@i) {
- .@state = questprogress(.@i,HUNTING);
- if (.@state == 2) switch(.@i) {
- case 11114: callsub L_Quest,.@i,"Hornet Hunting",900;
- case 11115: callsub L_Quest,.@i,"Condor Hunting",1800;
- case 11116: callsub L_Quest,.@i,"Grasshopper's Leg",1400,940,10;
- case 11117: callsub L_Quest,.@i,"Worm Tail Hunting",2600;
- case 11118: callsub L_Quest,.@i,"Spore Hunting",3900;
- case 11119: callsub L_Quest,.@i,"Extirpate Insects",2900,915,10;
- case 11120: callsub L_Quest,.@i,"Muka Hunting",3200;
- case 11121: callsub L_Quest,.@i,"Familiar Hunting",3200;
- case 11122: callsub L_Quest,.@i,"Collect Feathers",5400;
- case 11123: callsub L_Quest,.@i,"Collect Poison Spores",6000,7033,5;
- }
- else if (.@state) {
- mes "[Spike]";
- mes "You haven't finished your mission yet.";
- mes "Keep up the good work. You are almost done.";
- close;
- }
- }
- mes "[Spike]";
- mes "Are you looking for a job?";
- mes "We always have lots of work to do.";
- next;
- mes "[Spike]";
- mes "Why don't you look around and find some interesting tasks?";
- close;
-L_Quest:
- if (questprogress(getarg(0),HUNTING) == 2) {
- if (getarg(3,0))
- if (countitem(getarg(3)) < getarg(4)) {
- mes "[Spike]";
- mes "You don't have enough "+getitemname(getarg(3))+".";
- mes "You need to bring "+getarg(4)+" "+getitemname(getarg(3))+".";
- close;
- }
- mes "[Spike]";
- mes "Hmm... let me see~";
- mes "You have completed the '"+getarg(1)+"' mission.";
- next;
- mes "[Spike]";
- mes "Good work~!!";
- mes "Our client is so happy with your work. He will appreciate what you have done.";
- mes "Please help us again. Thanks!";
- if (getarg(3,0)) delitem getarg(3),getarg(4);
- erasequest getarg(0);
- setquest getarg(0)+10;
- getexp getarg(2),0;
- close;
- }
-}
diff --git a/npc/re/quests/eden/26-40.txt b/npc/re/quests/eden/26-40.txt
deleted file mode 100644
index 3ff9f5213..000000000
--- a/npc/re/quests/eden/26-40.txt
+++ /dev/null
@@ -1,670 +0,0 @@
-//===== Hercules Script ======================================
-//= Eden Group Quests - Mission [26 - 40]
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= Repetable Quests for Players between Baselevel 26 - 40.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Some little optimization here and there. [Masao]
-//= 1.2 Optimized. [Euphy]
-//============================================================
-
-moc_para01,38,38,3 script Mission [26 - 40] 4_BOARD3,{
- if (countitem(6219) < 1) {
- mes "You are not a qualified member. You can not use the bulletin board.";
- close;
- }
- mes "[26 ~ 40 Lv. Mission Board]";
- mes "- Many missions are -";
- mes "- on the bulletin board. -";
- next;
- if ((BaseLevel < 26) || (BaseLevel > 40)) {
- mes "Your level is not qualified. You can not use the bulletin board.";
- close;
- }
- switch(select("Hunting Mission:Delivery Mission:Gathering Mission:Escort Mission")) {
- case 1:
- mes "[Hunting Mission Board]";
- mes "- Hunting Mission details -";
- mes "- are on the board. -";
- next;
- switch(select("Hunting Poison Spore:Hunting Smokie:Hunting Elder Willow(Above Lv.30):Hunting Coco(Above Lv.35):Hunting Thara Frog(Above Lv.38)")) {
- case 1: callsub L_Quest,8266,0,"Hunting Poison Spore","Sponiac","Geffen","Hunt 10 Poison Spores";
- case 2: callsub L_Quest,8267,0,"Hunting Smokie","Sponiac","Geffen","Hunt 10 Smokies";
- case 3: callsub L_Quest,8268,30,"Hunting Elder Willow","Sponiac","Geffen","Hunt 10 Elder Willows";
- case 4: callsub L_Quest,8269,35,"Hunting Coco","Sponiac","Geffen","Hunt 10 Cocos";
- case 5: callsub L_Quest,8270,38,"Hunting Thara Frog","Sponiac","Geffen","Hunt 10 Thara Frogs";
- }
- case 2:
- mes "[Delivery Mission Board]";
- mes "- Delivery Mission details -";
- mes "- are on the board. -";
- next;
- switch(select("Deliver an Insecticide:Deliver Honey:Deliver Blanket(Above Lv.35)")) {
- case 1: callsub L_Quest,8271,0,"Deliver an Insecticide","Dieshin Man","Morroc Ruins","Get an 'Insecticide' from Dieshin Man and deliver it south east of Payon";
- case 2: callsub L_Quest,8272,0,"Deliver Honey","Dieshin Man","Morroc Ruins","Get 'Honey' from Dieshin Man and deliver it west of St. Capitolina Abbey";
- case 3: callsub L_Quest,8273,35,"Deliver Blanket","Dieshin Man","Morroc Ruins","Get Blankets from Dieshin Man and deliver to the field south of Lutie";
- }
- case 3:
- mes "[Gathering Mission Board]";
- mes "- Gathering Mission details -";
- mes "- are on the board. -";
- next;
- switch(select("Gather Bones:Gather Animal Skins:Gather Peelings(Above Lv.30):Gather Tails(Above Lv.32):Gather Cookies(Above Lv.35):Gather Mustaches(Above Lv.35)")) {
- case 1: callsub L_Quest,8274,0,"Gather Bones","Dashia","Payon","Gather '10 Skel-Bones' and give them to Dashia";
- case 2: callsub L_Quest,8275,0,"Gather Animal Skins","Dashia","Payon","Gather '10 Bear's Footskins' and '5 Animal Skins' and give them to Dashia";
- case 3: callsub L_Quest,8276,30,"Gather Peelings","Dashia","Payon","Gather '20 Worm Peelings' and '20 Garlets' and give them to Dashia";
- case 4: callsub L_Quest,8277,32,"Gather Tails","Dashia","Payon","Gather '10 Yoyo Tails', '10 Acorns' and '10 Raccon Leafs' and give them to Dashia";
- case 5: callsub L_Quest,8278,35,"Gather Cookies","Dashia","Payon","Gather '5 Well-baked Cookies' and '1 Piece of Cake' and give them to Dashia";
- case 6: callsub L_Quest,8279,35,"Gather Mustaches","Dashia","Payon","Gather '5 Mole Whiskers' and '3 Mole Claws' and give them to Dashia";
- }
- case 4:
- mes "[Escort Mission Board]";
- mes "There are currently no Escort Missions registered on the board.";
- close;
- }
- end;
-L_Quest:
- //QuestID,ReqLvl,Quest,Client,Loc,Desc
- if (BaseLevel < getarg(1,26)) {
- mes "Your level doesn't meet the requirements. You can't take the '"+getarg(2)+"' mission.";
- close;
- }
- mes "["+getarg(2)+" !!]";
- mes "Client : "+getarg(3);
- mes "Client Location : "+getarg(4);
- mes "Requested Mission : "+getarg(5);
- mes " ";
- mes "Will you accept this mission?";
- next;
- if(select("No, I won't accept it.:Yes, I will accept it.") == 1) {
- mes "You have declined the "+getarg(2)+" mission.";
- close;
- }
- if (questprogress(getarg(0))) mes "You are already doing this mission.";
- else {
- setquest getarg(0);
- mes "You have accepted the "+getarg(2)+" mission.";
- }
- mes "You can get a reward from the client after you finish the mission.";
- next;
- mes "For more details, please press 'Alt + U', to get more information from the Quest Window.";
- close;
-}
-
-geffen,103,42,5 script Sponiac 4W_M_03,{
- if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) {
- mes "[Sponiac]";
- mes "Why are you carrying so many items?";
- mes "Are you in a training course or something?";
- close;
- }
- mes "[Sponiac]";
- mes "Lu~lu~lu~lu~";
- mes "Lu~ Huh?";
- next;
- mes "[Sponiac]";
- mes "Wow, you must be a beginner, right?";
- mes "What an innocent face! Ha~ hahaha.";
- emotion e_gg;
- next;
- mes "[Sponiac]";
- mes "Why don't you do some hunting outside instead of walking around and wasting your time?";
- next;
- if(select("I am about to leave now.:I've got a Hunting Mission.") == 1) {
- mes "[Sponiac]";
- mes "Oh, well. Then, go figure.";
- mes "Bye~ bye.";
- close;
- }
- mes "[Sponiac]";
- mes "Oh, you are from the Eden Group?";
- mes "What mission do you have?";
- next;
- switch(select("Hunting Poison Spore:Hunting Smokie:Hunting Elder Willow:Hunting Coco:Hunting Thara Frog")) {
- case 1: callsub L_Quest,8266,"Hunting Poison Spore",1000,0,100,"You can find Poison Spores on the Geffen Dungeon 1F or northeast of Prontera. There are other spots but I'll leave it up to you to find out.";
- case 2: callsub L_Quest,8267,"Hunting Smokie",1000,0,100,"You can find Smokies northeast and northwest of Geffen. Oh, also the field east of Ayotaya is good spot to find them.";
- case 3: callsub L_Quest,8268,"Hunting Elder Willow",1000,100,110,"You can find Elder Willows northeast of Geffen, east of payon and southwest of Prontera.";
- case 4: callsub L_Quest,8269,"Hunting Coco",1000,200,150,"You can find Cocos around the east of Payon, southwest of Prontera and the field east of Ayotaya.";
- case 5: callsub L_Quest,8270,"Hunting Thara Frog",1500,300,200,"You can find Thara Frogs in the Cave east of Comodo or on Turtle Island.";
- }
- end;
-L_Quest:
- //QuestID,Quest,BExp,JExp,PotionAmt,Desc
- if (questprogress(getarg(0)) == 1) {
- if (questprogress(getarg(0),HUNTING) == 2) {
- mes "[Sponiac]";
- mes getarg(1)+"!";
- mes "Wow, I didn't expect you would do that mission. I was just about to give up. But you did good job. I appreciate it!";
- next;
- mes "[Sponiac]";
- mes "Well, I requested the mission and you did an excellent job.";
- mes "I will give you a reward as I promised.";
- next;
- mes "[Sponiac]";
- mes "Here it is. Thank you very much. God bless you!";
- getitem 569,getarg(4); //Novice_Potion
- getexp getarg(2),getarg(3);
- erasequest getarg(0);
- close;
- }
- mes "[Sponiac]";
- mes "Oh, you are right.";
- next;
- mes "[Sponiac]";
- mes "But, you haven't done the mission yet. Why did you come to me now? You haven't completed the mission!";
- mes "I will give you a reward if you complete the mission. Ok? Are we good?";
- next;
- mes "[Sponiac]";
- mes getarg(5);
- mes "You can check the world map by pressing 'ctrl + ~' key.";
- next;
- mes "[Sponiac]";
- mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!";
- close;
- }
- mes "[Sponiac]";
- mes "Huh? Are you sure? Something is wrong...";
- next;
- mes "[Sponiac]";
- mes "It is weird.";
- mes "Please check your Quest Window by pressing 'alt + u'.";
- close;
-}
-
-moc_ruins,173,55,3 script Dieshin Man 4_M_ORIENT02,{
- if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) {
- mes "[Dieshin Man]";
- mes "Why are you carrying so many items?";
- mes "Are you in a training course or something?";
- close;
- }
- mes "[Dieshin Man]";
- mes "Hu hu~~ we are delivery men~";
- mes "We are faster than any flight~!";
- next;
- mes "[Dieshin Man]";
- mes "Welcome~ welcome!";
- mes "We are the fastest delivery company, Dieshin Corperation.";
- next;
- mes "[Dieshin Man]";
- mes "How can I help you?";
- next;
- if(select("I don't need help.:I've got a Delivery Mission.") == 1) {
- mes "[Dieshin Man]";
- mes "Oh, well. Then, go figure. Bye~!";
- close;
- }
- mes "[Dieshin Man]";
- mes "Oh, you are from the Eden Group?";
- mes "What mission do you have?";
- next;
- switch(select("Deliver an Insecticide.:Deliver Honey.:Deliver Blankets.")) {
- case 1: callsub L_Quest,8271;
- case 2: callsub L_Quest,8272;
- case 3: callsub L_Quest,8273;
- }
- end;
-L_Quest:
- if (questprogress(getarg(0)) != 1) {
- mes "[Dieshin Man]";
- mes "Huh? Are you sure? Something is wrong...";
- next;
- mes "[Dieshin Man]";
- mes "It is weird.";
- mes "Please check your Quest Window by pressing 'alt + u'.";
- close;
- }
- if (countitem(6218) > 0) {
- mes "[Dieshin Man]";
- mes "Wait, but you already have a delivery box.";
- next;
- mes "[Dieshin Man]";
- mes "We can't allow you to deliver two boxes at once. So, please finish your delivery first.";
- next;
- mes "[Dieshin Man]";
- mes "If you forgot where to deliver, then please check Quest Window by pressing 'alt + u'.";
- close;
- }
- switch(getarg(0)) {
- case 8271:
- mes "[Dieshin Man]";
- mes "Ah ha! I got it!";
- mes "The insecticide? It must be the Zoologist on the southeast of Payon who ordered the Insecticide.";
- break;
- case 8272:
- mes "[Dieshin Man]";
- mes "Ah ha! I got it!";
- mes "Honey? It must be the Entomologist at the west of St. Capitolina Abbey, wich is northeast of Prontera who ordered the Honey.";
- break;
- case 8273:
- mes "[Dieshin Man]";
- mes "Oh, Right!";
- mes "The blankets! It must be the biologist in the south of Lutie field who ordered the blankets.";
- next;
- mes "[Dieshin Man]";
- mes "You can can go to Lutie by asking Mr. Claus in the northeastern part of Al De Baran.";
- break;
- }
- next;
- mes "[Dieshin Man]";
- mes "Dieshin's cooperation motive is to give the fastest and credited delivery. So please deliver it now without any delay.";
- next;
- mes "[Dieshin Man]";
- mes "If you forgot where to make the delivery, then please check the Quest Window by pressing 'alt + u'.";
- getitem 6218,1; //Disin_Delivery_Box
- close;
-}
-
-pay_fild07,83,89,7 script Zoologist 4_M_ORIENT02,{
- if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) {
- mes "[Zoologist]";
- mes "Why are you carrying so many items?";
- mes "Are you in a training course or something?";
- close;
- }
- mes "[Zoologist]";
- mes "Have you heard of a monster named Bigfoot?";
- mes "It looks like a bear with red fur and has a 'X' shape scar on his shoulder.";
- next;
- mes "[Zoologist]";
- mes "According to the recent research, flies and Bigfoot monsters have a symbiotic relationship.";
- next;
- mes "[Zoologist]";
- mes "I am currently studying about it and try to prove the theory. So I plan to kill the flies around Bigfoot and observe his reaction.";
- next;
- if(select("...I am not interested.:Here is the Insecticide.") == 1) {
- mes "[Zoologist]";
- mes "Oh, I need an Insecticide to continue the study.";
- close;
- }
- if (questprogress(8271) != 1) {
- mes "[Zoologist]";
- mes "Huh?";
- mes "You are not Dieshin's delivery man?";
- next;
- mes "[Zoologist]";
- mes "I am waiting for a special delivery.";
- close;
- }
- if (countitem(6218) > 0) {
- mes "[Zoologist]";
- mes "Oh ho! Yes! That one!";
- next;
- mes "[Zoologist]";
- mes "That is the Insecticide that I ordered! You were sent by Dieshin right?";
- next;
- mes "[Zoologist]";
- mes "I have been waiting for this!";
- mes "Give it to me!";
- next;
- mes "[Zoologist]";
- mes "It arrived much faster than I thought. I want to test it right away!";
- next;
- mes "[Zoologist]";
- mes "Well done. Good Job! Thank you so much! Here is a little gift for you.";
- delitem 6218,1; //Disin_Delivery_Box
- erasequest 8271;
- getitem 569,100; //Novice_Potion
- getexp 1000,0;
- close;
- }
- mes "[Zoologist]";
- mes "I appreciate your kindness.";
- mes "But, what did you bring?";
- next;
- mes "[Zoologist]";
- mes "Hmm, I thought that Dieshin was fast and accurate, but you brought me an empty box. How disappointing.";
- next;
- mes "[Zoologist]";
- mes "Please bring my order. Dieshin will give you my product.";
- close;
-}
-
-prt_fild03,30,254,3 script Entomologist 4_M_01,{
- if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) {
- mes "[Entomologist]";
- mes "Why are you carrying so many items?";
- mes "Are you in a training course or something?";
- close;
- }
- mes "[Entomologist]";
- mes "Have you heard about the Horn monster?";
- mes "It's shaped like an insect with black sleek skin and it has a giant horn it's head.";
- next;
- mes "[Entomologist]";
- mes "Recent research came out and showed that this monster can be tamed and trained by Honey.";
- next;
- mes "[Entomologist]";
- mes "I am currently studying about it and trying to prove the theory. So I plan to set a Honey trap on the places he usually passes and observe his reaction.";
- next;
- if(select("...I am not interested.:Here is the Honey.") == 1) {
- mes "[Entomologist]";
- mes "Oh, I need Honey to continue the study.";
- close;
- }
- if (questprogress(8272) != 1) {
- mes "[Entomologist]";
- mes "Huh?";
- mes "You are not Dieshin's delivery man?";
- next;
- mes "[Entomologist]";
- mes "I am waiting for a special delivery.";
- close;
- }
- if (countitem(6218) > 0) {
- mes "[Entomologist]";
- mes "Oh ho! Yes! That one!";
- next;
- mes "[Entomologist]";
- mes "That is the Honey that I ordered! You were sent by Dieshin right?";
- next;
- mes "[Entomologist]";
- mes "I have been waiting for this!";
- mes "Give it to me!";
- next;
- mes "[Entomologist]";
- mes "It arrived much faster than I thought. I want to test it right away!";
- next;
- mes "[Entomologist]";
- mes "Well done. Good Job! Thank you so much! Here is a little gift for you.";
- delitem 6218,1; //Disin_Delivery_Box
- erasequest 8272;
- getitem 569,100; //Novice_Potion
- getexp 1000,0;
- close;
- }
- mes "[Entomologist]";
- mes "I appreciate your kindness.";
- mes "But, what did you bring?";
- next;
- mes "[Entomologist]";
- mes "Hmm, I thought that Dieshin was fast and accurate, but you brought me an empty box. How disappointing.";
- next;
- mes "[Entomologist]";
- mes "Please bring my order. Dieshin will give you my product.";
- close;
-}
-
-xmas_fild01,92,57,3 script Biologist 4W_M_01,{
- if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) {
- mes "[Biologist]";
- mes "Why are you carrying so many items?";
- mes "Are you in a training course or something?";
- close;
- }
- mes "[Biologist]";
- mes "Have you heard about the Marin monster?";
- mes "It does look like the usual poring, but it has unique characteristic.";
- next;
- mes "[Biologist]";
- mes "Porings steal items if they see them on the ground. However, Marin has no interest in dropped items. So I was wondering, how come Marin doesn't pay attention to gathering items even though they are the same kind of monster as Porings.";
- next;
- mes "[Biologist]";
- mes "But, this place is freaking cold.";
- next;
- if(select("...I am not interested.:Here are the blankets.") == 1) {
- mes "[Biologist]";
- mes "Huh, whatever. But be careful! It's very slippery here.";
- close;
- }
- if (questprogress(8273) != 1) {
- mes "[Biologist]";
- mes "Huh?";
- mes "You are not Dieshin's delivery man?";
- next;
- mes "[Biologist]";
- mes "I am waiting for a special delivery.";
- close;
- }
- if (countitem(6218) > 0) {
- mes "[Biologist]";
- mes "Oh ho! Yes! That one!";
- next;
- mes "[Biologist]";
- mes "Those are the Blankets that I ordered! You were sent by Dieshin right?";
- next;
- mes "[Biologist]";
- mes "I have been waiting for this!";
- mes "Give it to me!";
- next;
- mes "[Biologist]";
- mes "It arrived much faster than I thought. I want to test them right away!";
- next;
- mes "[Biologist]";
- mes "Well done. Good Job! Thank you so much! Here is a little gift for you.";
- delitem 6218,1; //Disin_Delivery_Box
- erasequest 8273;
- getitem 569,100; //Novice_Potion
- getexp 1000,0;
- close;
- }
- mes "[Biologist]";
- mes "I appreciate your kindness.";
- mes "But, what did you bring?";
- next;
- mes "[Biologist]";
- mes "Hmm, I thought that Dieshin was fast and accurate, but you brought me an empty box. How disappointing.";
- next;
- mes "[Biologist]";
- mes "Please bring my order. Dieshin will give you my product.";
- close;
-}
-
-payon,179,66,3 script Dashia 4_M_RACHMAN1,{
- if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 3500) {
- mes "[Dashia]";
- mes "Why are you carrying so many items?";
- mes "Are you in a training course or something?";
- close;
- }
- mes "[Dashia]";
- mes "Here is some hair~ a broken clock~!";
- next;
- mes "[Dashia]";
- mes "Broken clock..? Hu hu..";
- next;
- mes "[Dashia]";
- mes "Hey~! Dude! You look like a very rich adventurer.";
- next;
- if(select("I am a poor adventurer.:I have a gathering mission.") == 1) {
- mes "[Dashia]";
- mes "Really? Hmm, oh right. You don't look sophisticated.";
- next;
- mes "[Dashia]";
- mes "You are a poor adventurer~! Good luck!";
- close;
- }
- mes "[Dashia]";
- mes "Oh, you are from the Eden Group?";
- mes "What mission do you have?";
- next;
- switch(select("Gather Bones:Gather Animal Skin:Gather Peelings:Gather Tails:Gather Cookies:Gather Mustaches")) {
- case 1:
- callsub L_Quest,8274;
- if (countitem(932) > 9) {
- callsub L_Reward;
- delitem 932,10; //Skel_Bone
- getitem 569,100; //Novice_Potion
- getexp 1000,100;
- erasequest 8274;
- close;
- }
- mes "[Dashia]";
- mes "I can see that you have a gathering mission.";
- mes "But, where are the Skel-Bones?";
- next;
- mes "[Dashia]";
- mes "You haven't done the mission yet. Why did you come back here?";
- next;
- mes "[Dashia]";
- mes "You don't have enough 'Skel-Bones'... You can find it when you hunt Skeletons.";
- next;
- mes "[Dashia]";
- mes "To find Skeletons, you better check Payon Dungeon 1F, which is located in Archer Village, north of Payon.";
- break;
- case 2:
- callsub L_Quest,8275;
- if ((countitem(948) > 9) && (countitem(919) > 4)) {
- callsub L_Reward;
- getitem 569,100; //Novice_Potion
- delitem 948,10; //Bear's_Foot
- delitem 919,5; //Animal's_Skin
- getexp 1000,100;
- erasequest 8275;
- close;
- }
- mes "[Dashia]";
- mes "I can see that you have a gathering mission.";
- mes "But, where is the Bear's Footskins and Animal Skins?";
- next;
- mes "[Dashia]";
- mes "You haven't done the mission yet. Why did you come back here?";
- next;
- mes "[Dashia]";
- mes "You have to bring 10 Bear's Footskins' and '5 Animal Skins!";
- mes "You can find Bear's Footskin from Bigfoot and Animal Skin from Animals.";
- next;
- mes "[Dashia]";
- mes "Bigfoot is around the north of Geffen field or the southeast of Payon field.";
- break;
- case 3:
- callsub L_Quest,8276;
- if ((countitem(955) > 19) && (countitem(910) > 19)) {
- callsub L_Reward;
- delitem 955,20; //Worm_Peelings
- delitem 910,20; //Garlet
- getitem 569,100; //Novice_Potion
- getexp 1000,100;
- erasequest 8276;
- close;
- }
- mes "[Dashia]";
- mes "I can see that you have a gathering mission.";
- mes "But, where are the Worm Peelings and Garlets?";
- next;
- mes "[Dashia]";
- mes "You have to bring '20 Worm Peelings' and '20 Garlets' to complete the mission.";
- next;
- mes "[Dashia]";
- mes "You can get those items from 'Piere', 'Andre', 'Deniro', 'Vitata', 'Thief Bug', 'Female Thief Bug' and 'Male Thief Bug'.";
- next;
- mes "[Dashia]";
- mes "'Piere', 'Andre', 'Deniro' and 'Vitata' are in Ant Hell which is located near the Saint Darmain Fortress soutwest of Morroc.";
- next;
- mes "[Dashia]";
- mes "'Thief Bug', 'Female Thief Bug' and 'Male Thief Bug' are int he Prontere Culvert. To get there, you need to be a volunteer of the Prontera Culvert's punitive force.";
- break;
- case 4:
- callsub L_Quest,8277;
- if ((countitem(942) > 9) && (countitem(1026) > 9) && (countitem(945) > 9)) {
- callsub L_Reward;
- delitem 942,10; //Yoyo_Tail
- delitem 1026,10; //Acorn
- delitem 945,10; //Raccoon_Leaf
- getitem 569,150; //Novice_Potion
- getexp 1000,200;
- erasequest 8277;
- close;
- }
- mes "[Dashia]";
- mes "I can see that you have a gathering mission.";
- mes "But, where are the Yoyo Tails, Acorns and Raccoon Leafs?";
- next;
- mes "[Dashia]";
- mes "You haven't done the mission yet. Why did you come back here?";
- mes "You have to bring '10 Yoyo Tails,' '10 Acorns' and '10 Raccoon Leafs' to complete the mission.";
- next;
- mes "[Dashia]";
- mes "You can get Yoyo Tails from 'Yoyo's', Acorn from 'Coco's' and Raccoon Leaf from 'Smokies'.";
- next;
- mes "[Dashia]";
- mes "You can find them easily around fields, but the field east of Ayothya is the best spot for hunting all 3 monsters.";
- next;
- mes "[Dashia]";
- mes "To get to Ayotaya, you better go to 'Aibakthing' in Alberta and pay his fare.";
- break;
- case 5:
- callsub L_Quest,8278;
- if ((countitem(538) > 4) && (countitem(539) > 0)) {
- callsub L_Reward;
- delitem 538,5; //Well_Baked_Cookie
- delitem 539,1; //Piece_Of_Cake
- getitem 569,150; //Novice_Potion
- getexp 1000,200;
- erasequest 8278;
- close;
- }
- mes "[Dashia]";
- mes "I can see that you have a gathering mission.";
- mes "But, where are the Well-baked Cookies and the Piece of Cake?";
- next;
- mes "[Dashia]";
- mes "You haven't done the mission yet. Why did you come back here?";
- mes "You have to bring '5 Well-baked Cookies' and '1 Piece of Cake' to complete the mission.";
- next;
- mes "[Dashia]";
- mes "You can get Well-baked Cookie from 'Cookies' who wears red or green shirts.";
- mes "For getting Piece of Cake, you should look for 'Mystcases'.";
- next;
- mes "[Dashia]";
- mes "Both monsters canbe found in the Toy Factory Warehouse or Toy Monitoring Room. To get there, ask Mr. Claus in the northeastern part of Al De Baran.";
- break;
- case 6:
- callsub L_Quest,8279;
- if ((countitem(1017) > 4) && (countitem(1018) > 2)) {
- callsub L_Reward;
- delitem 1017,5; //Moustache_Of_Mole
- delitem 1018,3; //Nail_Of_Mole
- getitem 569,150; //Novice_Potion
- getexp 1000,200;
- erasequest 8279;
- close;
- }
- mes "[Dashia]";
- mes "I can see that you have a gathering mission.";
- mes "But, where are the Mole Whiskerss and Mole Claws??";
- next;
- mes "[Dashia]";
- mes "You haven't done the mission yet. Why did you come back here?";
- mes "You have to bring '5 Mole Whiskers' and '3 Mole Claws' to complete the mission.";
- next;
- mes "[Dashia]";
- mes "You can get those items from 'Martins'.";
- mes "Martins can be found in the Mjolnir Dead Pit, but the second floor is dangerous, so be careful!";
- next;
- mes "[Dashia]";
- mes "To get there, ask a Kafra Employee in Geffen, they can warp you there.";
- break;
- }
- next;
- mes "[Dashia]";
- mes "Anyway, I will be here waiting for you. Please come back when you finish the mission!";
- close;
-L_Quest:
- if (questprogress(getarg(0)) != 1) {
- mes "[Dashia]";
- mes "Huh? Are you sure? Something is wrong...";
- next;
- mes "[Dashia]";
- mes "It is weird.";
- mes "Please check your Quest Window by pressing 'alt + u'.";
- close;
- }
- return;
-L_Reward:
- mes "[Dashia]";
- mes "Wow~ you did an excellent job!";
- next;
- mes "[Dashia]";
- mes "Thank you very much. God bless you!";
- emotion e_heh;
- next;
- mes "[Dashia]";
- mes "Ha~! Ha~!";
- mes "I will give you a reward as promised.";
- return;
-}
diff --git a/npc/re/quests/eden/41-55.txt b/npc/re/quests/eden/41-55.txt
deleted file mode 100644
index f67497c47..000000000
--- a/npc/re/quests/eden/41-55.txt
+++ /dev/null
@@ -1,90 +0,0 @@
-//===== Hercules Script ======================================
-//= Eden Group Quests - Mission [41 - 55]
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= Repetable Quests for Players between Baselevel 41 - 55.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Some little optimization here and there. [Masao]
-//= 1.2 Optimized. [Euphy]
-//============================================================
-
-moc_para01,40,38,3 script Mission [41 - 55] 4_BOARD3,{
- if (countitem(6219) < 1) {
- mes "You are not an Eden group member. You are not qualified to access the bulletin board.";
- close;
- }
- if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 1000) {
- mes "^008800Wait a sec!!";
- mes "You cannot receive any more items because you're carrying too many items. Please try again after you lighten up.^000000";
- close;
- }
- if (!questprogress(12088)) {
- if (BaseLevel < 41 || BaseLevel > 55) {
- mes "Mission bulletin board for Lv41~55 adventurers.";
- close;
- }
- mes "[Mission Board]";
- mes "Mission bulletin board.";
- next;
- if(select("Check the Missions.:Cancel.") == 2) {
- mes "^000077Ok. Let's check the missions next time.^000000.";
- close;
- }
- switch(select("Thara Frog Hunting:Cruiser Hunting:Kukre Hunting:Orc Baby Hunting:Orc Warrior Hunting:Vadon Hunting:Megalodon Hunting:Marse Hunting:Cornutus Hunting:Myst Hunting:Shellfish Hunting:Marine Sphere Hunting")) {
- case 1: callsub L_Quest,12072,"Have you seen a red frog? It is called Thara Frog and it's very rare. We are trying to verify where it inhabits. So please hunt 20 Thara Frogs.";
- case 2: callsub L_Quest,12073,"I heard of some toys attacking people. It is ridiculous! Let's show them our power! We have to hunt 15 Cruisers!";
- case 3: callsub L_Quest,12074,"Someone got robbed near the beach! The possible suspect is a criminal monster called Kukre. Please hunt 30 Kukre.";
- case 4: callsub L_Quest,12075,"Orc Babies are getting more violent these days. Please hunt 15 Orc Babies.";
- case 5: callsub L_Quest,12076,"Orc Warriors are increasing their aggression. Please hunt 20 Orc Warriors.";
- case 6: callsub L_Quest,12077,"Have you seen crabs with thick shells? They are Vadons. Please hunt 15 Vadons.";
- case 7: callsub L_Quest,12078,"Dead fish are all around the beach and it is getting worse. Please hunt 30 Megalodon.";
- case 8: callsub L_Quest,12079,"Can you hunt Marse? I need 15 Marse for my study. Please help me.";
- case 9: callsub L_Quest,12080,"An idiot Cornutus bit the Mayor's foot. The Mayor is upset so we need to hunt 20 Cornutus to make him happy!";
- case 10: callsub L_Quest,12081,"People are freaking out because of Myst. It looks like a ghost so, it scares people. Please hunt 15 Myst.";
- case 11: callsub L_Quest,12082,"Don't ask why, but please hunt 30 Shellfish. It is a secret mission!";
- case 12: callsub L_Quest,12083,"Marine Sphere? Do you know what a Marine Sphere is? I got a mission for you to hunt 15 Marine Sphere, so please do so.";
- case 13: callsub L_Quest,12084,"The mayor wants to eat a delicious fish dish. Phen will be the perfect ingredient for it. Please hunt 20 Phen!";
- case 14: callsub L_Quest,12085,"Dead Orc monsters got back to our town and they've revived as Orc Skeletons. We are in chaos! Please hunt 15 Orc Skeleton.";
- case 15: callsub L_Quest,12086,"Some weird monsters called Zenorc are attacking us. Please hunt 30 Zenorc.";
- case 16: callsub L_Quest,12087,"Be prepared! It is a cruel mission! Hunt 15 Mummies!! I tried once, but I couldn't succeed. It is too scary!";
- }
- end;
- }
- setarray .@exp[0],9600,7200,15750,7875,11100,8550,17100,9000,12300,9900,20250,10350,13800,11025,22500,11250;
- for(.@i = 0; .@i<16; ++.@i)
- if (questprogress(12072+.@i,HUNTING) == 2) {
- mes "[Mission Board]";
- mes "You have completed the mission.";
- mes "Here is your reward.";
- erasequest 12088;
- erasequest 12072+.@i;
- specialeffect2 EF_STEAL;
- getexp .@exp[.@i],0;
- close;
- }
- if (!questprogress(12072,HUNTING) && !questprogress(12073,HUNTING) && !questprogress(12074,HUNTING) && !questprogress(12075,HUNTING)
- && !questprogress(12076,HUNTING) && !questprogress(12077,HUNTING) && !questprogress(12078,HUNTING) && !questprogress(12079,HUNTING)
- && !questprogress(12080,HUNTING) && !questprogress(12081,HUNTING) && !questprogress(12082,HUNTING) && !questprogress(12083,HUNTING)
- && !questprogress(12084,HUNTING) && !questprogress(12085,HUNTING) && !questprogress(12086,HUNTING) && !questprogress(12087,HUNTING)) {
- mes "You may now view the bulletin board.";
- erasequest 12088;
- close;
- }
- mes "There is nothing special to do.";
- close;
-L_Quest:
- mes "[Mission Board Memo]";
- mes getarg(1);
- next;
- if(select("Accept the mission.:Cancel.") == 1) {
- mes "[Mission Board]";
- mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window.";
- setquest 12088;
- setquest getarg(0);
- }
- close;
-}
diff --git a/npc/re/quests/eden/56-70.txt b/npc/re/quests/eden/56-70.txt
deleted file mode 100644
index 0178a56ce..000000000
--- a/npc/re/quests/eden/56-70.txt
+++ /dev/null
@@ -1,359 +0,0 @@
-//===== Hercules Script ======================================
-//= Eden Group Quests - Mission [56 - 70]
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.5
-//===== Description: =========================================
-//= Repetable Quests for Players between Baselevel 56 - 70.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Some little optimization here and there. [Masao]
-//= 1.2 Added checkquest confirmation for -1. [Euphy]
-//= 1.3 Fixed Puppet Master's Agony Quest (12217 -> 3259). [Joseph]
-//= 1.4 Fixed invalid check (Magic Wand Quest). [Joseph]
-//= 1.5 Optimized, based on code by Zopokx. [Euphy]
-//============================================================
-
-moc_para01,42,38,3 script Mission [56 - 70] 4_BOARD3,{
- if (countitem(6219) < 1) {
- mes "To get these missions, I need to Join the Eden Group first. I must find Secretary Lime Evenor and become a member.";
- close;
- }
- mes "Here is the list of various adventures for level 56~70 adventurers.";
- next;
- mes "Lots of missions such as a Monster Hunting, Delivery Goods, Finding People.";
- next;
- switch(select("Mission Numbers 1~5:Mission Numbers 6~10:Mission Numbers 11~15")) {
- case 1:
- switch(select("What is this Bandage?:Dangerous Alligators.:That wasn't a mermaid...:My country is calling me!")) {
- case 1: callsub L_HuntingQuest,3250,15000,5000,930,30;
- case 2: callsub L_HuntingQuest,3251,16000,6000;
- case 3: callsub L_HuntingQuest,3252,17000,8000;
- case 4: callsub L_Quest,3254,18000,8000,7043,10,1056,30;
- }
- case 2:
- switch(select("Hunt Wild Boar:Preparing the Summer:A Woman's Grudge:Special ingredients:Puppet Master's Agony")) {
- case 1: callsub L_HuntingQuest,3255,16000,7000;
- case 2: callsub L_Quest,3256,15000,5000,918,30;
- case 3: callsub L_HuntingQuest,3257,17000,8000;
- case 4: callsub L_Quest,3258,16000,7000,7198,40;
- case 5: callsub L_HuntingQuest,3259,17000,7000,1060,30;
- }
- case 3:
- switch(select("Tiresome Flies:Dangerous Munak:Make the World green:Magic Wand")) {
- case 1: callsub L_HuntingQuest,3260,16000,6000;
- case 2: callsub L_HuntingQuest,3261,16000,7000;
- case 3: callsub L_Quest,3262,17000,7000,1032,40;
- case 4: callsub L_Quest,3263,18000,8000,1021,30,7150,30;
- }
- }
- end;
-
-L_Quest:
- if (!questprogress(getarg(0))) {
- callsub L_Details, getarg(0);
- next;
- mes "Would you like to accept this mission?";
- next;
- if(select("Accept the mission.:Do not accept the mission.") == 1) {
- if (BaseLevel < 55 || BaseLevel > 70) {
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- }
- setquest getarg(0);
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- }
- close;
- }
- if (getargcount() > 5) {
- if (countitem(getarg(5)) < getarg(6))
- .@items = 1; //incomplete
- else
- .@items = 2; //complete
- }
- if (questprogress(getarg(0)) != 2 && (countitem(getarg(3)) < getarg(4) || .@items == 1)) {
- mes "You have an on-going mission. Would you like to check the details?";
- next;
- if(select("Check the details.:Cancel.") == 1)
- callsub L_Details, getarg(0);
- close;
- } else {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- if(select("Report the mission.:Do not report it yet.") == 1) {
- delitem getarg(3),getarg(4);
- if (.@items)
- delitem getarg(5),getarg(6);
- getexp getarg(1),getarg(2);
- erasequest getarg(0);
- mes "You have completed the mission. Get rewards.";
- }
- close;
- }
- end;
-
-L_HuntingQuest:
- if (!questprogress(getarg(0))) {
- callsub L_Details, getarg(0);
- next;
- mes "Would you like to accept this mission?";
- next;
- if(select("Accept the mission.:Do not accept the mission.") == 1) {
- if (BaseLevel < 55 || BaseLevel > 70) {
- mes "These missions are not fit for my level. I should look for other missions.";
- close;
- }
- setquest getarg(0);
- mes "I have successfully accepted the mission. I have to come back and confirm my work after I complete the mission.";
- next;
- mes "This mission doesn't have time limits.";
- }
- close;
- }
- if (getargcount() > 3) {
- if (countitem(getarg(3)) < getarg(4))
- .@items = 1; //incomplete
- else
- .@items = 2; //complete
- }
- if (questprogress(getarg(0),HUNTING) != 2 || .@items == 1) {
- mes "You have an on-going mission. Would you like to check the details?";
- next;
- if(select("Check the details.:Cancel.") == 1)
- callsub L_Details, getarg(0);
- close;
- } else if (questprogress(getarg(0),HUNTING) == 2) {
- mes "I have done pretty well for the mission. Should I report it now?";
- next;
- if(select("Report the mission.:Do not report it yet.") == 1) {
- if (.@items)
- delitem getarg(3),getarg(4);
- getexp getarg(1),getarg(2);
- erasequest getarg(0);
- mes "You have completed the mission. Get rewards.";
- }
- close;
- }
- end;
-
-L_Details:
- switch(getarg(0)) {
- case 3250:
- mes "This mission is assigned by the Rekenber corporation from Lighthalzen. Below are the details.";
- next;
- mes "Rekenber corporation is about to launch a new project called 'Green Medical Center'. For the first product of the project, we are preparing well-being Bandages.";
- next;
- mes "Regarding the project, we need to research monster's reactions when they are wrapped with Rotten Bandages.";
- next;
- mes "If you are interested, please hunt 30 Mummies and bring 30 Rotten Bandages. You can find them in the Pyramid West of Morroc.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "- Rekenber corporation chief director 'Julie E Delph' -";
- break;
- case 3251:
- mes "This mission is assigned by the Comodo cooperative society. Below are the details.";
- next;
- mes "Alligators have gone wild these days, they attack women and drunken people who hang out near the beach.";
- next;
- mes "This is a very shameful situation for us, the most wonderful vacation spot in Rune-Midgard.";
- next;
- mes "So, it would be very helpful if you hunt 30 Alligators to clean out this situation.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- break;
- case 3252:
- mes "This mission is assigned by an unknown client from Izlude.";
- next;
- mes "I have admired the beach of Izlude, ever since I was born.";
- next;
- mes "When I was young, I found a mysterious creature in the Izlude dungeon, I had never seen something like that before...";
- next;
- mes "I instantly thought it was a mermaid. I was so supprised, I have studied about mermaids in whole my life.";
- next;
- mes "But, as I studied harder, I found that the creature was not a mermaid... yes, It wasn't beautiful at all like other mermaids...";
- next;
- mes "I finally tracked down the fact that it was a Merman, not a Mermaid!";
- next;
- mes "Merman... I have wasted my life studying this monster! So please hunt 30 Mermans to make me feel better.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Izlude 'The Lost dream mermaid' --";
- break;
- case 3254:
- mes "This mission is assigned by the government officer of the Rune-Midgarts Kingdom.";
- next;
- mes "To prevent a flood in Prontera, we decided to build a huge dam to regulate the water supply.";
- next;
- mes "But, we are shorthanded on supplies and we need to collect Fine Sand and Grit.";
- next;
- mes "So, we would like to ask for help. People, please bring us 10 Fine Sand and 30 Grit each so we can build the dam.";
- next;
- mes "You can get those materials from Sand Man, I wish you good luck!";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Government officer of the Rune-Midgarts Kingdom, Dufre Kent --";
- break;
- case 3255:
- mes "This mission is assigned by the Payon town hall.";
- next;
- mes "Wild animals are always annoyances to farmers.";
- next;
- mes "They attack our farm and ruin whole crops!! We can't stand it anymore!";
- next;
- mes "So, we would like to ask for the help from brave adventurers.";
- next;
- mes "Please, hunt 30 Savages to save our crops!";
- next;
- mes "You can easily find those monsters around our town and field.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Payon town hall members --";
- break;
- case 3256:
- mes "This mission is assigned by the Morroc blacksmith Aragham.";
- next;
- mes "Hello~~~~, Adventurers! This is Aragham, the hottest blacksmith in Morroc!";
- next;
- mes "Anyway, I have a son named Aragam Junior, the cute one. Haha.";
- next;
- mes "He will be attending summer camp this summer, but he doesn't know how to swim.";
- next;
- mes "I want to teach him, but as you know I am a blacksmith, a far cry from swimming! Hehe.";
- next;
- mes "But, I figured that if I make swim fins, it will be great for his confidence~!";
- next;
- mes "To make it, I need 30 Sticky Webfoots from a Roda Frog. Can you bring them to me?";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "PS. Do not compare me with Hollgrehenn or Antonio!!!!";
- next;
- mes "-- The hottest blacksmith, Morroc blacksmith Aragham --";
- break;
- case 3257:
- mes "This mission is assigned by an inventor Dorian from Izlude.";
- next;
- mes "Have you heard the story that if women have a grudge on their mind, it will bring natural disasters.";
- next;
- mes "Wow, so guys must watch out for those sensitive women! Make sure they don't have any grudges on you.";
- next;
- mes "Women can bring strange phenomenons with them!";
- next;
- mes "I am so intrigued with that story that I'm trying to prove that it can be true.";
- next;
- mes "So I need to make women upset! Haha, I know what a mean idea, right?";
- next;
- mes "But this is seriously just for studying... So please hunt 30 Sohee's who seems to be revived from victimized souls.";
- next;
- mes "So I can keep observing the case.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Elegance inventor Dorian --";
- break;
- case 3258:
- mes "This mission is assigned by Wallah from Payon.";
- next;
- mes "Hello, adventurer. How are you? How is your health?";
- next;
- mes "I am a pharmacist and I am having a hard time getting special ingredients lately.";
- next;
- mes "Because I am a little sensitive girl, how can I possibly get those things by myself.";
- next;
- mes "So, please help me. Just bring 40 Huge Leafs to me, that will be enough to complete my special medicine!";
- next;
- mes "Please bring it as soon as possible, people need my medicine.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Wallah --";
- break;
- case 3259:
- mes "This mission is assigned by puppet master Woonute from Geffen.";
- next;
- mes "You know being a puppet master is kind of a hard job to satisfy people.";
- next;
- mes "People can search and see so many different things on their own thesedays.";
- next;
- mes "Their expectations are getting high, I can't satisfy them anymore.";
- next;
- mes "But if I can make new toy concepts, like living toys, it will be ground breaking.";
- next;
- mes "I heard that there are live dolls called Marionettes. Can you hunt 30 Marionettes for me? And also bring 30 Golden Hair, those will be great materials for the new toys.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Puppet Master Woonute --";
- break;
- case 3260:
- mes "This mission is assigned by an exterminator from Prontera.";
- next;
- mes "As the weather gets warmer, insects multiply more and more. It is already out of control.";
- next;
- mes "People in Prontera cannot sleep because of all the bugs in their house.";
- next;
- mes "So, please help us, hunt 30 Hunter Flies. Then the flies can be reduced slowly.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- The Prontera exterminator --";
- break;
- case 3261:
- mes "This mission is assigned by Cheese Dongja from Payon.";
- next;
- mes "Have you heard about Munak?";
- next;
- mes "The ugly monster Munak is threatening people in Payon.";
- next;
- mes "So we need brave adventurers like you!";
- next;
- mes "Please hunt 30 Munaks then Payon will be in peace.";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "- Payon Cheese Dongja -";
- break;
- case 3262:
- mes "This mission is assigned by a gem dealer, Ibraham from Morroc.";
- next;
- mes "A small beautiful flower in the barren desert... What an incredible scene it would be!";
- next;
- mes "Planting flowers can make the world green and it will be so pretty everywhere.";
- next;
- mes "I plan to plant strong flowers in the Morroc desert so the soil gets better.";
- next;
- mes "I need 40 Maneater Blossom from Flora, I know Maneater Blossom is an ugly flower, but still it is a plant.";
- next;
- mes "I hope you can hunt Flora and get me 40 Maneater Blossoms. You are making the world green! Be proud!";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Morroc Ibraham --";
- break;
- case 3263:
- mes "This mission is assigned by the Payon blacksmith Antonio.";
- next;
- mes "Magic wand! Have you heard about it? It is an incredible wand!";
- next;
- mes "If you say the magic words and swing the wand, it will make your wishes come true.";
- next;
- mes "So, I decided to make it by myself. Then I will be rich and powerful~! Haha!!";
- next;
- mes "To make the wand, I need some special materials.";
- next;
- mes "Please bring me 30 Dokebi Horns and 30 Bamboo Cut. If you do so, I will lend you my magic wand once. Haha, good deal?";
- next;
- mes "Please confirm it to us after you complete the mission, then we will give you proper rewards.";
- next;
- mes "-- Payon blacksmith Antonio --";
- break;
- }
- return;
-}
diff --git a/npc/re/quests/eden/71-85.txt b/npc/re/quests/eden/71-85.txt
deleted file mode 100644
index e88e388cb..000000000
--- a/npc/re/quests/eden/71-85.txt
+++ /dev/null
@@ -1,225 +0,0 @@
-//===== Hercules Script ======================================
-//= Eden Group Quests - Mission [71 - 85]
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.3
-//===== Description: =========================================
-//= Repetable Quests for Players between Baselevel 71 - 85.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Some little optimization here and there. [Masao]
-//= 1.2 Optimized. [Euphy]
-//= 1.3 Updated to match the official scripts. [Euphy]
-//============================================================
-
-moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{
- if (countitem(6219) < 1) {
- mes "- Only members of the -";
- mes "- Eden Group can read -";
- mes "- this bulletin board. -";
- close;
- }
-
- // Clear the original quest data (no longer used).
- if (slv_quest) slv_quest = 0;
- if (questprogress(10102) || questprogress(10103) || questprogress(10104) || questprogress(10105) || questprogress(10106)) {
- for(.@quest = 10102; .@quest<=10106; ++.@quest) {
- if (questprogress(.@quest))
- erasequest .@quest;
- }
- mes "- Since the client has moved -";
- mes "- to another place, -";
- mes "- the application form has been removed. -";
- next;
- }
-
- if (BaseLevel < 71) {
- mes "- Only members of the -";
- mes "- right level can read -";
- mes "- this bulletin board. -";
- mes "- Try to find a board -";
- mes "- that suits your level. -";
- close;
- } else if (BaseLevel > 85) {
- // Quest IDs: 10107-10123, 5055-5057
- setarray .@quests[0],
- 10107,10108,10109,
- 10110,10111,10112,10113,
- 10114,10115,10116,10117,
- 10118,10119,10120,
- 10121,10122,10123,5055,5056;
- for(.@i = 0; .@i<getarraysize(.@quests); ++.@i) {
- if (questprogress(.@quests[.@i],HUNTING) == 2)
- .@complete[getarraysize(.@complete)] = .@quests[.@i];
- }
- if (questprogress(5057) && countitem(7187) >= 30)
- .@complete[getarraysize(.@complete)] = 5057;
- if (getarraysize(.@complete)) {
- mes "You have quests in progress.";
- mes "Do you want to turn them in?";
- next;
- if(select("Of course.:No.") == 2)
- close;
- for(.@i = 0; .@i<getarraysize(.@complete); ++.@i)
- callsub L_Quest,.@complete[.@i];
- close;
- }
- mes "- Only members of the -";
- mes "- right level can read -";
- mes "- this bulletin board. -";
- mes "- Try to find a board -";
- mes "- that suits your level. -";
- close;
- }
- mes "- Choose where you -";
- mes "- would like to hunt. -";
- next;
- switch(select("Sphinx Dungeon:Glast Heim:Juno Area:Clock Tower:Localized Islands")) {
- case 1:
- mes "- There are several requests -";
- mes "- related to the Sphinx Dungeon -";
- mes "- on this mission Board. -";
- next;
- .@str1$ = "The villagers of Morroc are worried by the increasing number of monsters in the Sphinx Dungeon. ";
- .@str2$ = "- Meidi from Morroc -";
- switch(select("Hunt Requiem:Hunt Marduk:Hunt Pasana")) {
- case 1: callsub L_Quest,10107,.@str1$+"Hunt 10 Requiems.",.@str2$;
- case 2: callsub L_Quest,10108,.@str1$+"Hunt 10 Marduks.",.@str2$;
- case 3: callsub L_Quest,10109,.@str1$+"Hunt 10 Pasanas.",.@str2$;
- }
- case 2:
- mes "- There are several requests -";
- mes "- related to Glast Heim -";
- mes "- on this mission Board. -";
- next;
- .@str1$ = "I am very afraid that the monsters from Glast Heim will attack us. ";
- .@str2$ = "- Ancellia from Geffen -";
- switch(select("Hunt Dark Frame:Hunt Evil Druid:Hunt Wraith:Hunt Raydric Archer")) {
- case 1: callsub L_Quest,10110,.@str1$+"Hunt 10 Dark Frames.",.@str2$;
- case 2: callsub L_Quest,10111,.@str1$+"Hunt 10 Evil Druids.",.@str2$;
- case 3: callsub L_Quest,10112,.@str1$+"Hunt 10 Wraiths.",.@str2$;
- case 4: callsub L_Quest,10113,.@str1$+"Hunt 10 Raydric Archers.",.@str2$;
- }
- case 3:
- mes "- There are several requests -";
- mes "- related to the area -";
- mes "- around Juno. -";
- next;
- .@str1$ = "Those who can't fight, like me, find it much more difficult to travel due to the large number of monsters. ";
- .@str2$ = "- Jeanbai, traveler -";
- switch(select("Hunt Grand Peco:Hunt Sleeper:Hunt Goat:Hunt Harpy")) {
- case 1: callsub L_Quest,10114,.@str1$+"Hunt 20 Grand Pecos.",.@str2$;
- case 2: callsub L_Quest,10115,.@str1$+"Hunt 20 Sleepers.",.@str2$;
- case 3: callsub L_Quest,10116,.@str1$+"Hunt 20 Goats.",.@str2$;
- case 4: callsub L_Quest,10117,.@str1$+"Hunt 20 Harpies.",.@str2$;
- }
- case 4:
- mes "- There are several requests -";
- mes "- related to the Clock Tower -";
- mes "- on this mission Board. -";
- next;
- .@str1$ = "I used to love listening to the sweet melody of the Al De Baran Clock Tower but I can't hear anything anymore because of all the noises the monsters are making. ";
- .@str2$ = "- Rizingsetter, President of the Love Clock community -";
- switch(select("Hunt Clock:Hunt Punk:Hunt Rideword")) {
- case 1: callsub L_Quest,10118,.@str1$+"Hunt 15 Clocks before it breaks.",.@str2$;
- case 2: callsub L_Quest,10119,.@str1$+"Hunt 15 Punks before it breaks.",.@str2$;
- case 3: callsub L_Quest,10120,.@str1$+"Hunt 15 Ridewords before it breaks.",.@str2$;
- }
- case 5:
- mes "- There are several requests -";
- mes "- related to the Localized Islands -";
- mes "- on this mission Board. -";
- next;
- .@str1$ = "I want to go on an adventure but there are so many things I have to deal with. If I can't, then others can't either! ";
- .@str2$ = "- Funfy, who wants to go on an adventure -";
- switch(select("Hunt Kikimora:Hunt Miyabi Doll:Hunt Mi Gao:Hunt Headless Mule:Hunt Tamruan:Gather Festival Masks for the Festival")) {
- case 1: callsub L_Quest,10121,.@str1$+"Hunt 15 Kikimoras in Moscovia!",.@str2$;
- case 2: callsub L_Quest,10122,.@str1$+"Hunt 15 Miyabi Dolls in Amatsu!",.@str2$;
- case 3: callsub L_Quest,10123,.@str1$+"Hunt 15 Mi Gaos in Louyang!",.@str2$;
- case 4: callsub L_Quest,5055,"I know there are many terrifying monsters outside the city, but what terrifies me are these Headless Mules lurking around. I hope they will never venture into town. Hunt 15 Headless Mules!","- Mariana from Brasilis -";
- case 5: callsub L_Quest,5056,"Tamruans make a lot of noise. I don't mind in the morning but they keep me from falling asleep at night. I want to sleep. Hunt 15 Tamruans!","- Shaman Pumo from Ayotaya -";
- case 6: callsub L_Quest,5057,"The Dumpling Childs stole all the masks that I had prepared for the festival. Try to get a hold of 30 masks! I'll owe you~","- SaYumMoon Chief of Kunlun -";
- }
- }
- end;
-
-//callsub L_Quest,<quest ID>{,"<description1>","<description2>"};
-L_Quest:
- .@quest = getarg(0);
- switch(.@quest) {
- case 10107: .@name$ = "Hunt Requiem"; .@exp = 15000; break;
- case 10108: .@name$ = "Hunt Marduk"; .@exp = 15000; break;
- case 10109: .@name$ = "Hunt Pasana"; .@exp = 15000; break;
- case 10110: .@name$ = "Hunt Dark Frame"; .@exp = 20000; break;
- case 10111: .@name$ = "Hunt Evil Druid"; .@exp = 20000; break;
- case 10112: .@name$ = "Hunt Wraith"; .@exp = 20000; break;
- case 10113: .@name$ = "Hunt Raydric Archer"; .@exp = 20000; break;
- case 10114: .@name$ = "Hunt Grand Peco"; .@exp = 30000; break;
- case 10115: .@name$ = "Hunt Sleeper"; .@exp = 30000; break;
- case 10116: .@name$ = "Hunt Goat"; .@exp = 30000; break;
- case 10117: .@name$ = "Hunt Harpy"; .@exp = 30000; break;
- case 10118: .@name$ = "Hunt Clock"; .@exp = 25000; break;
- case 10119: .@name$ = "Hunt Punk"; .@exp = 25000; break;
- case 10120: .@name$ = "Hunt Rideword"; .@exp = 25000; break;
- case 10121: .@name$ = "Hunt Kikimora"; .@exp = 30000; break;
- case 10122: .@name$ = "Hunt Miyabi Doll"; .@exp = 30000; break;
- case 10123: .@name$ = "Hunt Mi Gao"; .@exp = 30000; break;
- case 5055: .@name$ = "Hunt Headless Mule"; .@exp = 30000; break;
- case 5056: .@name$ = "Hunt Tamruan"; .@exp = 30000; break;
- case 5057: .@name$ = "Gather Festival Masks for the Festival"; .@exp = 30000; break;
- }
- if (getargcount() == 1) {
- mes "'"+.@name$+"' completed. Do you want to turn it in and receive your reward?";
- next;
- if(select("Turn in quest.:Cancel.") == 1) {
- if (.@quest == 5057) delitem 7187,30; //Festival_Mask
- erasequest .@quest;
- getexp .@exp,0;
- mes "You've received EXP for finishing the quest.";
- next;
- return;
- }
- close;
- } else {
- if (.@quest == 5057) {
- // Quest 5057 is the only collection quest, so separate conditions are unnecessary.
- if (!questprogress(5057))
- .@hunting = 0;
- else if (countitem(7187) >= 30)
- .@hunting = 2;
- } else {
- .@hunting = questprogress(.@quest,HUNTING);
- }
- if (.@hunting == 1) {
- mes getarg(1);
- mes getarg(2);
- next;
- mes "Return here when you've finished the quest.";
- } else if (.@hunting == 2) {
- mes "You have completed the quest.";
- next;
- if(select("Turn in quest.:Cancel.") == 1) {
- if (.@quest == 5057) delitem 7187,30; //Festival_Mask
- erasequest .@quest;
- getexp .@exp,0;
- mes "You've received EXP for finishing the quest.";
- }
- }/* else if (.@hunting == 3) {
-// recall_completequest .@quest
- erasequest .@quest;
- mes "You have re-accepted the quest '"+.@name$+"'.";
- }*/ else {
- mes getarg(1);
- mes getarg(2);
- next;
- mes "Do you want to accept the quest?";
- next;
- if(select("Yes.:No.") == 1) {
- mes "You've received the quest '"+.@name$+"'. View your quest info for more details.";
- setquest .@quest;
- }
- }
- close;
- }
-}
diff --git a/npc/re/quests/eden/86-90.txt b/npc/re/quests/eden/86-90.txt
deleted file mode 100644
index de6d7f122..000000000
--- a/npc/re/quests/eden/86-90.txt
+++ /dev/null
@@ -1,198 +0,0 @@
-//===== Hercules Script ======================================
-//= Eden Group Quests - Mission [86 - 90]
-//===== By: ==================================================
-//= 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: =================================
-//= 1.0 First Version. [Chilly]
-//= 1.1 Some little improvements here and there. [Masao]
-//= 1.2 Optimized. [Euphy]
-//= 1.3 Updated to match the official script. [Euphy]
-//============================================================
-
-moc_para01,48,175,3 script 86-90 Mission Board 4_BOARD3,{
- if (countitem(6219) < 1) {
- mes "Wait a minute!";
- mes "-You need to have an-";
- mes "-^4d4dff'Eden Group Mark'^000000-";
- mes "-to receive these missions.-";
- next;
- switch(select("Just walk away.:^0000FFEden Group^000000 missions?:How can I be a member of the ^0000FFEden Group^000000?")) {
- case 1:
- close;
- case 2:
- mes "::The Eden Group Missions";
- mes "::are basically missions";
- mes "::requested by";
- mes "::people from all around the kingdom.";
- mes "::We just categorize them.";
- next;
- mes "::In the Eden Group,";
- mes "::we sorted out the missions";
- mes "::according to the level of difficulty.";
- mes "::According to this level,";
- mes "::you can find";
- mes "::missions that";
- mes "::suit you.";
- next;
- mes "::When you are done,";
- mes "::you can come back";
- mes "::to the mission board.";
- next;
- mes "::Then you will be";
- mes "::rewarded!!";
- mes "::Simple, isn't it!!";
- mes "::No commission required!!";
- close;
- case 3:
- mes "::You can become a member";
- mes "::of the Eden Group";
- mes "::to ^0000FFLaime Evenor^000000,";
- mes "::who is waiting on the 1st floor.";
- next;
- mes "::If you become a member,";
- mes "::you will get an";
- mes "::\"^006400Eden Group Mark^000000\".";
- mes "::Then you will be able";
- mes "::to see the mission board.";
- close;
- }
- }
- if (BaseLevel < 86 || BaseLevel > 90) {
- // Quest IDs: 4167-4180
- // Quest cooldown IDs: 4198-4211
- setarray .@names$[0],
- "Dragon Tail","Spring Rabbit","Pest",
- "Bathory","Alarm",
- "Baba Yaga","Yao Jun","Firelock Soldier","Zipper Bear",
- "Ground Petite","Rafflesia","Venomous","Pitman","Yellow Novus";
- setarray .@exp[0],
- 76000,82000,82000,
- 72000,76000,
- 72000,78000,82000,80000,
- 72000,72000,72000,86000,80000;
- mes "You must be within level 86-90 to accept these missions.";
- for(.@quest = 4167; .@quest<=4180; ++.@quest) {
- .@hunting = questprogress(.@quest,HUNTING);
- if (.@hunting == 1) {
- next;
- mes ":: You cannot proceed in";
- mes ":: ^0000FF"+.@names$[.@quest-4167]+" Hunting^000000.";
- mes ":: The registration to the mission";
- mes ":: is cancelled.";
- erasequest .@quest;
- close;
- } else if (.@hunting == 2) {
- next;
- mes ":: You added information";
- mes ":: about the mission";
- mes ":: ^0000FF"+.@names$[.@quest-4167]+" Hunting^000000";
- mes ":: on the mission board.";
- mes ":: You've got a";
- mes ":: salutary experience.";
- erasequest .@quest;
- getexp .@exp[.@quest-4167],0;
- close;
- }
- }
- close;
- }
- mes "[86-90 Mission Board]";
- mes "There are several requests on this board.";
- next;
- switch(select("^8B4513Turtle Island^000000:^8B4513Clock Tower Dungeon^000000:^8B4513Expansion Towns^000000:^8B4513Other Regions^000000")) {
- case 1:
- mes "^8B4513Turtle Island^000000.";
- mes "Which monster will you hunt or have you finished hunting?";
- next;
- switch(select("^0000FFDragon Tail^000000:^0000FFSpring Rabbit^000000:^0000FFPest^000000")) {
- case 1: callsub L_Quest,4167,"Dragon Tail",76000,"µå·¡°ïÅ×ÀÏÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000.","s";
- case 2: callsub L_Quest,4168,"Spring Rabbit",82000,"½ºÇÁ¸µ·¡ºøÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000.","s";
- case 3: callsub L_Quest,4169,"Pest",82000,"Æ佺Ʈīµå","There is a monster that only can be found on ^8B4513Turtle Island^000000.","s";
- }
- case 2:
- mes "^8B4513Clock Tower Dungeon^000000.";
- mes "Which monster will you hunt or have you finished hunting?";
- next;
- switch(select("^0000FFBathory^000000:^0000FFAlarm^000000")) {
- case 1: callsub L_Quest,4170,"Bathory",72000,"¹Ù¼Ò¸®Ä«µå","The Clock Tower Dungeon is full of dangerous monsters.";
- case 2: callsub L_Quest,4171,"Alarm",76000,"¾Ë¶÷Ä«µå","The Clock Tower Dungeon is full of dangerous monsters.";
- }
- case 3:
- mes "^8B4513Expansion Cities^000000";
- mes "Which monster will you hunt or have you finished hunting?";
- next;
- switch(select("^0000FFBaba Yaga^000000:^0000FFYao Jun^000000:^0000FFFirelock Soldier^000000:^0000FFZipper Bear^000000")) {
- case 1: callsub L_Quest,4172,"Baba Yaga",72000,"","The witch Baba Yaga can be found in the outskirts of Moscovia.";
- case 2: callsub L_Quest,4173,"Yao Jun",117000,"Çý±ºÄ«µå","There are human-like monsters that roam around the dungeon in Louyang.";
- case 3: callsub L_Quest,4174,"Firelock Soldier",82000,"±¸½ÄÁ¶ÃѺ´Ä«µå","There are human-like monsters that roam around the dungeon in Amatsu.","s";
- case 4: callsub L_Quest,4175,"Zipper Bear",120000,"ÁöÆÛº£¾îÄ«µå","There are bear monsters swarming in the Kunlun dungeon.";
- }
- case 4:
- mes "[86-90 Mission Board]";
- mes "Here is a list of random requests to hunt monsters in other regions of Rune Midgard.";
- mes "Which monster will you hunt or have you finished hunting?";
- next;
- switch(select("^0000FFGround Petite^000000:^0000FFRafflesia^000000:^0000FFVenomous^000000:^0000FFPitman^000000:^0000FFYellow Novus^000000")) {
- case 1: callsub L_Quest,4176,"Ground Petite",72000,"Áö»ó»Ú¶ìÄ«µå","There are dragon type monsters swarming the western region of Geffen.";
- case 2: callsub L_Quest,4177,"Rafflesia",72000,"¶óÇ÷¹½Ã¾ÆÄ«µå","There are plant type monsters infesting the fields of Lighthalzen.";
- case 3: callsub L_Quest,4178,"Venomous",72000,"º£³ë¸Ó½º","There are formless monsters floating around the fields of Einbroch.";
- case 4: callsub L_Quest,4179,"Pitman",86000,"Ç͸Ç","There are undead monsters pushing a cart around the fields and dungeons of Einbroch.";
- case 5: callsub L_Quest,4180,"Yellow Novus",80000,"¿»·Î¿ì³ë¹ö½º","There are yellow dragon type monsters terrorizing the fields of Hugel.";
- }
- }
- end;
-
-//callsub L_Quest,<quest ID>,"<monster name>",<reward EXP>,"<cutin image>","<description>"{,"s"};
-L_Quest:
- .@quest1 = getarg(0);
- .@quest2 = .@quest1+31;
- .@playtime = questprogress(.@quest2,PLAYTIME);
- if (.@playtime == 1) {
- mes "[86-90 Mission Board]";
- mes "You need to wait 3 hours before you can take this mission again.";
- close;
- }
- .@hunting = questprogress(.@quest1,HUNTING);
- if (.@hunting == 1) {
- mes "[86-90 Mission Board]";
- mes "Have you finished hunting all 30 "+getarg(1)+getarg(5,"")+" yet?";
- close;
- } else if (.@hunting == 2) {
- mes "[86-90 Mission Board]";
- mes "You have completed the hunting.";
- mes "Please accept this reward as a compensation.";
- erasequest .@quest1;
- if (.@playtime) erasequest .@quest2;
- setquest .@quest2;
- getexp getarg(2),0;
- close;
- }/* else if (.@hunting == 3) {
-// recall_completequest .@quest1
- erasequest .@quest1;
- mes "[86-90 Mission Board]";
- mes "You have re-accepted the "+getarg(1)+" Hunting mission.";
- close;
- }*/ else {
- mes "[86-90 Mission Board]";
- mes getarg(4);
- next;
- if (getarg(3) != "") cutin getarg(3),3;
- mes "[86-90 Mission Board]";
- mes "Hunt 30 "+getarg(1)+" monsters there and post your success on this board.";
- next;
- if (getarg(3) != "") cutin getarg(3),255;
- if(select("I'll hunt them.:No thanks.") == 1) {
- mes "[86-90 Mission Board]";
- mes "When you have completed the mission, post it on this board and collect your reward.";
- if (.@playtime) erasequest .@quest2;
- setquest .@quest1;
- }
- close;
- }
-}
diff --git a/npc/re/quests/eden/91-99.txt b/npc/re/quests/eden/91-99.txt
deleted file mode 100644
index ba3e8c479..000000000
--- a/npc/re/quests/eden/91-99.txt
+++ /dev/null
@@ -1,215 +0,0 @@
-//===== Hercules Script ======================================
-//= Eden Group Quests - Mission [91 - 99]
-//===== By: ==================================================
-//= 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: =================================
-//= 1.0 First Version. [Chilly]
-//= 1.1 Some little improvements here and there. [Masao]
-//= 1.2 Optimized. [Euphy]
-//= 1.3 Updated to match the official script. [Euphy]
-//============================================================
-
-moc_para01,48,177,3 script 91-99 Mission Board 4_BOARD3,{
- if (countitem(6219) < 1) {
- mes "Wait a minute!";
- mes "-You need to have an-";
- mes "-^4d4dff'Eden Group Mark'^000000-";
- mes "-to receive these missions.-";
- next;
- switch(select("Just walk away.:^0000FFEden Group^000000 missions?:How can I be a member of the ^0000FFEden Group^000000?")) {
- case 1:
- close;
- case 2:
- mes "::The Eden Group Missions";
- mes "::are basically missions";
- mes "::requested by";
- mes "::people from all around the kingdom.";
- mes "::We just categorize them.";
- next;
- mes "::In the Eden Group,";
- mes "::we sorted out the missions";
- mes "::according to the level of difficulty.";
- mes "::According to this level,";
- mes "::you can find";
- mes "::missions that";
- mes "::suit you.";
- next;
- mes "::When you are done,";
- mes "::you can come back";
- mes "::to the mission board.";
- next;
- mes "::Then you will be";
- mes "::rewarded!!";
- mes "::Simple, isn't it!!";
- mes "::No commission required!!";
- close;
- case 3:
- mes "::You can become a member";
- mes "::of the Eden Group";
- mes "::to ^0000FFLaime Evenor^000000,";
- mes "::who is waiting on the 1st floor.";
- next;
- mes "::If you become a member,";
- mes "::you will get an";
- mes "::\"^006400Eden Group Mark^000000\".";
- mes "::Then you will be able";
- mes "::to see the mission board.";
- close;
- }
- }
- if (BaseLevel < 91 || BaseLevel > 99) {
- // Quest IDs: 4181-4196
- // Quest cooldown IDs: 4212-4227
- setarray .@names$[0],
- "Solider","Freezer","Heater",
- "Injustice","Rybio","Dark Priest",
- "Stapo","Roween","Siroma",
- "Shinobi","Evil Nymph",
- "Deviruchi","Mineral","Kaho","Neraid","Disguise";
- setarray .@exp[0],
- 90000,94000,114000,
- 96000,96000,146000,
- 96000,102000,110000,
- 102000,108000,
- 110000,138000,118000,96000,134000;
- mes "You must be within level 91-99 to accept these missions.";
- for(.@quest = 4181; .@quest<=4196; ++.@quest) {
- .@hunting = questprogress(.@quest,HUNTING);
- if (.@hunting == 1) {
- next;
- mes ":: You cannot proceed in";
- mes ":: ^0000FF"+.@names$[.@quest-4181]+" Hunting^000000.";
- mes ":: The registration to the mission";
- mes ":: is cancelled.";
- erasequest .@quest;
- close;
- } else if (.@hunting == 2) {
- next;
- mes ":: You added information";
- mes ":: about the mission";
- mes ":: ^0000FF"+.@names$[.@quest-4181]+" Hunting^000000";
- mes ":: on the mission board.";
- mes ":: You've got a";
- mes ":: salutary experience.";
- erasequest .@quest;
- getexp .@exp[.@quest-4181],0;
- close;
- }
- }
- close;
- }
- mes "[91-99 Mission Board]";
- mes "There are several requests on this board.";
- next;
- switch(select("^8B4513Turtle Island^000000:^8B4513Glast Heim^000000:^8B4513Rachel / Veins^000000:^8B4513Expansion Cities^000000:^8B4513Other regions^000000")) {
- case 1:
- mes "^8B4513Turtle Island^000000.";
- mes "Which monster will you hunt or have you finished hunting?";
- next;
- switch(select("^0000FFSolider^000000:^0000FFFreezer^000000:^0000FFHeater^000000")) {
- case 1: callsub L_Quest,4181,"Solider",90000,"¼Ö¸®´õÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000.";
- case 2: callsub L_Quest,4182,"Freezer",94000,"ÇÁ¸®ÀúÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000.";
- case 3: callsub L_Quest,4183,"Heater",114000,"È÷ÅÍÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000.";
- }
- case 2:
- mes "^8B4513Glast Heim^000000.";
- mes "Which monster will you hunt or have you finished hunting?";
- next;
- switch(select("^0000FFInjustice^000000:^0000FFRybio^000000:^0000FFDark Priest^000000")) {
- case 1: callsub L_Quest,4184,"Injustice",96000,"ÀÎÀú½ºÆ¼½ºÄ«µå","There is a monster only found in ^8B4513Glast Heim prison^000000.";
- case 2: callsub L_Quest,4185,"Rybio",96000,"¸®ºñ¿ÀÄ«µå","There is a monster only found in ^8B4513Glast Heim prison^000000.";
- case 3: callsub L_Quest,4186,"Dark Priest",146000,"´ÙÅ©ÇÁ¸®½ºÆ®Ä«µå","There is a monster only found in ^8B4513Glast Heim prison^000000.";
- }
- case 3:
- mes "^8B4513Rachel / Veins^000000.";
- mes "Which monster will you hunt or have you finished hunting?";
- next;
- switch(select("^0000FFStapo^000000:^0000FFRoween^000000:^0000FFSiroma^000000")) {
- case 1: callsub L_Quest,4187,"Stapo",96000,"½ºÅÂÆ÷Ä«µå","There is a monster only found in ^8B4513Veins^000000.";
- case 2: callsub L_Quest,4188,"Roween",102000,"·Î¿ìÀ©Ä«µå","There is a monster only found in ^8B4513Rachel^000000.";
- case 3: callsub L_Quest,4189,"Siroma",110000,"½Ã·Î¸¶Ä«µå","There is a monster only found in ^8B4513Ice Dungeon^000000.";
- }
- case 4:
- mes "^8B4513Expansion Cities^000000.";
- mes "Which monster will you hunt or have you finished hunting?";
- next;
- switch(select("^0000FFShinobi^000000:^0000FFEvil Nymph^000000")) {
- case 1: callsub L_Quest,4190,"Shinobi",102000,"½Ã³ëºñÄ«µå","There is a monster only found in ^8B4513Amatsu Dungeon^000000.";
- case 2: callsub L_Quest,4191,"Evil Nymph",108000,"¿ä¼±³àÄ«µå","There is a monster only found in ^8B4513Kunlun Dungeon^000000.";
- }
- case 5:
- mes "Other Regions.";
- mes "Which monster will you hunt or have you finished hunting?";
- next;
- switch(select("^0000FFDeviruchi^000000:^0000FFMineral^000000:^0000FFKaho^000000:^0000FFNeraid^000000:^0000FFDisguise^000000")) {
- case 1: callsub L_Quest,4192,"Deviruchi",110000,"µ¥ºñ·çÄ¡Ä«µå","There is a monster only found in ^8B4513Geffen Dungeon^000000.";
- case 2: callsub L_Quest,4193,"Mineral",138000,"¹Ì³×¶ö","There is a monster only found in ^8B4513Einbech Dungeon^000000.";
- case 3: callsub L_Quest,4194,"Kaho",118000,"īȣīµå","There is a monster found in ^8B4513Nogg Road Magma 1^000000.";
- case 4: callsub L_Quest,4195,"Neraid",96000,"³×·¹À̵åÄ«µå","There is a monster only found in ^8B4513Comodo Dungeon^000000.";
- case 5: callsub L_Quest,4196,"Disguise",134000,"µð½º°¡ÀÌÁîÄ«µå","There is a monster only found in ^8B4513Nifflheim^000000.";
- }
- }
- end;
-
-//callsub L_Quest,<quest ID>,"<monster name>",<reward EXP>,"<cutin image>","<description>"{,"s"};
-L_Quest:
- .@quest1 = getarg(0);
- .@quest2 = .@quest1+31;
- .@playtime = questprogress(.@quest2,PLAYTIME);
- if (.@playtime == 1) {
- mes "[91-99 Mission Board]";
- mes "You need to wait 3 hours before you can take this mission again.";
- close;
- }
- .@hunting = questprogress(.@quest1,HUNTING);
- if (.@hunting == 1) {
- mes "[91-99 Mission Board]";
- mes "Have you finished hunting all 30 "+getarg(1)+getarg(5,"")+" yet?";
- close;
- } else if (.@hunting == 2) {
- mes "[91-99 Mission Board]";
- mes "You have completed the hunting.";
- mes "Please accept this reward as a compensation.";
- erasequest .@quest1;
- if (.@playtime) erasequest .@quest2;
- setquest .@quest2;
-
- // Job Experience calculation.
- if (JobLevel > 50 && JobLevel < 56) .@jexp = 67000;
- else if (JobLevel > 55 && JobLevel < 61) .@jexp = 94000;
- else if (JobLevel > 60 && JobLevel < 66) .@jexp = 141000;
- else if (JobLevel > 65 && JobLevel < 69) .@jexp = 212000;
- else if (JobLevel == 69) .@jexp = 311000;
-
- getexp getarg(2),.@jexp;
- close;
- }/* else if (.@hunting == 3) {
-// recall_completequest .@quest1
- erasequest .@quest1;
- mes "[91-99 Mission Board]";
- mes "You have re-accepted the "+getarg(1)+" Hunting mission.";
- close;
- }*/ else {
- mes "[91-99 Mission Board]";
- mes getarg(4);
- next;
- if (getarg(3) != "") cutin getarg(3),3;
- mes "[91-99 Mission Board]";
- mes "Hunt 30 "+getarg(1)+" monsters there and post your success on this board.";
- next;
- if (getarg(3) != "") cutin getarg(3),255;
- if(select("I'll hunt them.:No thanks.") == 1) {
- mes "[91-99 Mission Board]";
- mes "When you have completed the mission, post it on this board and collect your reward.";
- if (.@playtime) erasequest .@quest2;
- setquest .@quest1;
- }
- close;
- }
-}
diff --git a/npc/re/quests/eden/eden_common.txt b/npc/re/quests/eden/eden_common.txt
deleted file mode 100644
index b814c7ba1..000000000
--- a/npc/re/quests/eden/eden_common.txt
+++ /dev/null
@@ -1,406 +0,0 @@
-//===== Hercules Script ======================================
-//= Eden Group Quests - Common NPCs
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.8
-//===== Description: =========================================
-//= Eden Group Headquarter NPC's.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Removed showevent use, and use of duplicates.
-//= Commented out warps that should not be active.
-//= 1.2 Reduced 300+ copy-paste lines to 1 duplicated NPC. [Brian]
-//= 1.3 Some little optimization here and there. [Masao]
-//= 1.4 Updated to match the new Izlude Map. [Masao]
-//= 1.5 Added some missing Eden Group Teleport Officers. [Masao]
-//= 1.6 Added Izlude RE coordinates. [Euphy]
-//= 1.7 Added Malaya teleporter. [Euphy]
-//= 1.8 Updated to match the latest official script. [Euphy]
-//============================================================
-
-moc_para01,27,35,5 script Secretary Lime Evenor 4_F_EDEN_OFFICER,{
- if (checkweight(1201,1) == 0 || (MaxWeight - Weight) < 2000) {
- mes "- Wait a minute !! -";
- mes "- Currently you're carrying -";
- mes "- too many items with you. -";
- mes "- Please try again -";
- mes "- after you loose some weight. -";
- close;
- }
- mes "[Lime Evenor]";
- mes "People who follow their dreams and romances listen to me. We are representatives of the paradise called 'The garden of Eden' called the Eden group . There is no place like this anywhere.";
- mes "Hello. Can I help you?";
- next;
- while (1) {
- switch (select("What is Eden group?:Join the Eden Group.:Register new mission.:Search for missions.:Cancel.")) {
- case 1:
- mes "[Lime Evenor]";
- mes "Eden Group is a group that helps people who are suffering from distresses in Rune-Midgard.";
- next;
- mes "[Lime Evenor]";
- mes "If people need help, we put up the case on the bulletin board and introduce it to our members who are eager to help those in need.";
- next;
- mes "[Lime Evenor]";
- mes "Eden members will review the missions and help those who post them up.";
- mes "Members do these missions for rewards.";
- next;
- mes "[Lime Evenor]";
- mes "If you are not too familiar with Rune-Midgard, this is a great way to explore the world.";
- mes "Or, if you are mature enough, you can travel the world and make new friends while doing missions. Your honorable name will be spread out among lands.";
- next;
- break;
- case 2:
- if (countitem(6219) < 1) {
- mes "[Lime Evenor]";
- mes "You can be a Eden's member by simply registering with me.";
- mes "Would you like to join Eden Group?";
- next;
- switch (select("Yes, I want to join.:No, I don't want to join.")) {
- case 1:
- mes "[Lime Evenor]";
- mes "Aright. Excellent! Please write down your name here.";
- input .@input$;
- next;
- mes "[Lime Evenor]";
- mes "Are you done?";
- mes "Let me see.";
- next;
- mes "[Lime Evenor]";
- mes "Your name is ^3131FFBo"+.@input$+"Ba^000000...? Is that right?";
- mes "Huh? Isn't it??";
- next;
- emotion e_swt;
- mes "[Lime Evenor]";
- mes "Hmm, that isn't what you wrote?";
- mes "Ok, hmm, it seems a bit hard to read.";
- next;
- mes "[Lime Evenor]";
- mes "Would you please write your name again? Please write it ^3131FFClearly^000000.";
- input .@input$;
- next;
- mes "[Lime Evenor]";
- mes "Ah~ ha. You are ^3131FF"+strcharinfo(0)+"^000000.";
- mes "I got it right this time.";
- next;
- emotion e_no1;
- mes "[Lime Evenor]";
- mes "We already put your name on the list.";
- mes "Welcome to Eden's group new member!";
- next;
- mes "[Lime Evenor]";
- mes "Hopefully you can do great work as an Eden's member.";
- getitem 6219,1; //Para_Team_Mark
- next;
- break;
- case 2:
- mes "[Lime Evenor]";
- mes "Do you still have questions about Eden Group?";
- next;
- break;
- }
- } else {
- mes "[Lime Evenor]";
- mes "You are already a member of Eden Group.";
- next;
- }
- break;
- case 3:
- mes "[Lime Evenor]";
- mes "Do you want to register some missions that you want us to do?";
- next;
- if(select("Yes, I want to register.:No, I don't.") == 1) {
- mes "[Lime Evenor]";
- mes "Alrigh. Please write down your name on it.";
- input .@input$;
- next;
- mes "[Lime Evenor]";
- mes "^3131FF"+strcharinfo(0)+"^000000.. Is that your name?";
- mes "Hmm, your handwriting is not clear. I can't read. it";
- next;
- mes "[Lime Evenor]";
- mes "^3131FF"+strcharinfo(0)+"^000000, tell me what you want to register. for";
- mes "Which map should we go to?";
- input .@input$;
- next;
- mes "[Lime Evenor]";
- mes "^3131FFMission Map: "+.@inputstr$+"^000000";
- mes "hum, I will note that.";
- next;
- mes "[Lime Evenor]";
- mes "Please let me know what kind of missions your are lookng for.";
- mes "It should be briefly like 'Hunt 10 Porings.'";
- input .@input$;
- next;
- mes "[Lime Evenor]";
- mes "Are you done?";
- mes "Let me check.";
- next;
- mes "[Lime Evenor]";
- mes "Huh...........";
- next;
- mes "[Lime Evenor]";
- mes "Hum.. huh??..................";
- next;
- emotion e_dots;
- mes "[Lime Evenor]";
- mes "I think you should complete one of our missions first before you take up a new mission.";
- next;
- emotion e_pif;
- mes "[Lime Evenor]";
- mes "^3131FFClient: Lime Evenor^000000";
- mes "^3131FFMission: Practice your handwriting for one month.^000000";
- mes "You've got really bad penmanship!";
- next;
- mes "[Lime Evenor]";
- mes "^3131FFMission:"+.@input$+"^000000";
- mes "Anyway, you are done registering for a new mission.";
- next;
- mes "[Lime Evenor]";
- mes "Missions are fully booked. You have to wait for an spot to clear up.";
- mes "Please kindly wait until your turn.";
- next;
- }
- break;
- case 4:
- if (countitem(6219) > 0) {
- mes "[Lime Evenor]";
- mes "Would like to try some missions as an Eden member?";
- next;
- mes "[Lime Evenor]";
- mes "Check the right side of the bulletin board, there are various kinds of missions waiting for you.";
- mes "Please carefully read the mission list and the qualifications and choose one of them.";
- next;
- }
- else {
- mes "[Lime Evenor]";
- mes "You need to join Eden Group first if you want to do some missions.";
- close;
- }
- break;
- case 5:
- mes "[Lime Evenor]";
- mes "If you have any questions please come back again.";
- close;
- }
- }
- close;
-}
-
-- script Eden Teleport Officer#0::eto -1,{
- mes "[Eden Teleport Officer]";
- mes "Those who are wandering around this strange world with aimless eyes listen up and come to me!";
- mes "Eden group is here to help you and will show you the great future.";
- next;
- mes "[Eden Teleport Officer]";
- mes "You have nothing to do but waste your time?";
- mes "You are eager to do something good but no one offers you work?";
- mes "Would you like to be a problem solver?";
- mes "Eden group is here to solve your problem.";
- next;
- switch (select("Move to Eden Group.:Don't want to talk anymore.")) {
- case 1:
- mes "[Eden Teleport Officer]";
- mes "Let's go to our secret base!";
- nak_warp = strnpcinfo(2);
- close2;
- warp "moc_para01",31,14;
- end;
- case 2:
- mes "[Eden Teleport Officer]";
- mes "If you don't know what to do for your future, don't hesitate to tell me. Just drop by and talk to me! Ok?";
- close;
- }
-}
-prontera,124,76,3 duplicate(eto) Eden Teleport Officer#1 4_F_NOVICE
-moc_ruins,68,164,3 duplicate(eto) Eden Teleport Officer#2 4_F_NOVICE
-geffen,132,66,3 duplicate(eto) Eden Teleport Officer#3 4_F_NOVICE
-alberta,124,67,3 duplicate(eto) Eden Teleport Officer#4 4_F_NOVICE
-aldebaran,133,119,5 duplicate(eto) Eden Teleport Officer#5 4_F_NOVICE
-izlude_in,68,162,1 duplicate(eto) Eden Teleport Officer#6 4_F_NOVICE
-prt_church,103,78,3 duplicate(eto) Eden Teleport Officer#7 4_F_NOVICE
-geffen_in,160,104,5 duplicate(eto) Eden Teleport Officer#8 4_F_NOVICE
-moc_prydb1,53,126,3 duplicate(eto) Eden Teleport Officer#9 4_F_NOVICE
-alberta_in,75,39,3 duplicate(eto) Eden Teleport Officer#10 4_F_NOVICE
-payon_in02,58,58,1 duplicate(eto) Eden Teleport Officer#11 4_F_NOVICE
-payon,177,111,3 duplicate(eto) Eden Teleport Officer#12 4_F_NOVICE
-que_ng,33,73,3 duplicate(eto) Eden Teleport Officer#13 4_F_NOVICE
-que_ng,144,161,5 duplicate(eto) Eden Teleport Officer#14 4_F_NOVICE
-yuno,144,189,5 duplicate(eto) Eden Teleport Officer#15 4_F_NOVICE
-rachel,125,144,3 duplicate(eto) Eden Teleport Officer#16 4_F_NOVICE
-comodo,202,151,4 duplicate(eto) Eden Teleport Officer#17 4_F_NOVICE
-hugel,93,153,4 duplicate(eto) Eden Teleport Officer#18 4_F_NOVICE
-veins,220,109,4 duplicate(eto) Eden Teleport Officer#19 4_F_NOVICE
-einbroch,250,211,4 duplicate(eto) Eden Teleport Officer#20 4_F_NOVICE
-lighthalzen,164,86,4 duplicate(eto) Eden Teleport Officer#21 4_F_NOVICE
-amatsu,100,145,5 duplicate(eto) Eden Teleport Officer#22 4_F_NOVICE
-ayothaya,221,191,3 duplicate(eto) Eden Teleport Officer#23 4_F_NOVICE
-louyang,224,107,3 duplicate(eto) Eden Teleport Officer#24 4_F_NOVICE
-gonryun,162,122,5 duplicate(eto) Eden Teleport Officer#25 4_F_NOVICE
-moscovia,209,197,5 duplicate(eto) Eden Teleport Officer#26 4_F_NOVICE
-brasilis,191,224,3 duplicate(eto) Eden Teleport Officer#27 4_F_NOVICE
-dewata,192,193,5 duplicate(eto) Eden Teleport Officer#28 4_F_NOVICE
-morocc,161,97,5 duplicate(eto) Eden Teleport Officer#29 4_F_NOVICE
-izlude,131,148,4 duplicate(eto) Eden Teleport Officer#30 4_F_NOVICE
-izlude_a,131,148,4 duplicate(eto) Eden Teleport Officer#30::eto_iz_a 4_F_NOVICE
-izlude_b,131,148,4 duplicate(eto) Eden Teleport Officer#30::eto_iz_b 4_F_NOVICE
-izlude_c,131,148,4 duplicate(eto) Eden Teleport Officer#30::eto_iz_c 4_F_NOVICE
-izlude_d,131,148,4 duplicate(eto) Eden Teleport Officer#30::eto_iz_d 4_F_NOVICE
-umbala,105,158,3 duplicate(eto) Eden Teleport Officer#31 4_F_NOVICE
-malaya,238,206,6 duplicate(eto) Eden Teleport Officer#32 4_F_NOVICE
-
-moc_para01,30,10,0 script #eden_out WARPNPC,1,1,{
-OnTouch:
- switch (nak_warp) {
- case 1: warp "prontera",116,72; end;
- case 2: warp "moc_ruins",64,161; end;
- case 3: warp "geffen",120,39; end;
- case 4: warp "alberta",117,56; end;
- case 5: warp "aldebaran",168,112; end;
- case 6: warp "izlude_in",73,165; end;
- case 7: warp "prt_church",99,78; end;
- case 8: warp "geffen_in",162,99; end;
- case 9: warp "moc_prydb1",51,118; end;
- case 10: warp "alberta_in",73,43; end;
- case 11: warp "payon_in02",64,60; end;
- case 12: warp "payon",161,58; end;
- case 13: warp "que_ng",33,63; end;
- case 14: warp "que_ng",144,166; end;
- case 15: warp "yuno",158,125; end;
- case 16: warp "rachel",115,125; end;
- case 17: warp "comodo",192,145; end;
- case 18: warp "hugel",88,148; end;
- case 19: warp "veins",216,104; end;
- case 20: warp "einbroch",246,204; end;
- case 21: warp "lighthalzen",159,95; end;
- case 22: warp "amatsu",110,150; end;
- case 23: warp "ayothaya",217,178; end;
- case 24: warp "louyang",217,103; end;
- case 25: warp "gonryun",155,120; end;
- case 26: warp "moscovia",218,198; end;
- case 27: warp "brasilis",190,220; end;
- case 28: warp "dewata",192,182; end;
- case 29: warp "morocc",161,97; end;
- case 30: warp "izlude",134,118; end; // Old coordinates: (127,142)
- case 31: warp "umbala",94,154; end;
- case 32: warp "malaya",234,199; end;
- default: warp "prontera",116,72; end;
- }
- end;
-}
-
-moc_para01,47,39,3 script #warp_2_pass HIDDEN_NPC,{
- if (countitem(6219) > 0) {
- mes "[Lime Evenor]";
- mes "Oh, it is an exclusive place only for Eden's members.";
- mes "If you are a member, you can come whenever you want!";
- next;
- switch (select("Enter.:Don't Enter.")) {
- case 1:
- mes "This door is beautifully decorated but seems a little bit too heavy.";
- close2;
- warp "moc_para01",106,14;
- end;
- case 2:
- mes "[Lime Evenor]";
- mes "Well, if you are not interested.";
- close;
- }
- }
- mes "[Lime Evenor]";
- mes "Oh, this is an exclusive place for Eden's members only.";
- mes "If you want to go inside, you have to join the Eden Group.";
- close;
-}
-
-moc_para01,16,22,7 script Old Adventurer#eden 4_M_HUMERCHANT,{
- mes "[Old Adventurer]";
- mes "Harsh, I am strong enough even if I look old! What is his name? Lime Evenor? He just ignores me like I am a some kind of old senile bastard.";
- next;
- mes "[Old Adventurer]";
- mes "I came here to join the Eden group! I don't deserve this!";
- mes "Do you also think I look like I'm senile?";
- close;
-}
-
-moc_para01,182,48,3 script Eden's Chief#eden 4_COOK,{
- .@eggf = rand(1,118);
- .@eggf_1 = .@eggf + 1;
- .@eggf_2 = .@eggf + 2;
- .@eggf_6 = .@eggf + 6;
- mes "[Eden's Chief]";
- mes ""+.@eggf+".. "+.@eggf_1+"... "+.@eggf_2+".... "+.@eggf_6+"..?";
- next;
- emotion e_sob;
- mes "[Eden's Chief]";
- mes "Oh, Shoot! How many eggs have I done?";
- mes "Aww!!! I totally forgot! I have to count again!";
- next;
- emotion e_sob;
- mes "[Eden's Chief]";
- mes "Why have you asked me to do this? What kind of mission is that?";
- next;
- emotion e_sob;
- mes "[Eden's Chief]";
- mes "What are you going to with all of those fried eggs? I am sure you can't eat all of them. You just want to bother me, right?";
- close;
-}
-
-moc_para01,172,28,5 script Eden's Intern#eden 4_M_ALCHE_D,{
- mes "[Eden's Intern]";
- mes "Actually, I realized that.";
- next;
- mes "[Eden's Intern]";
- mes "We have to work really hard unless you want to fail.";
- next;
- mes "[Eden's Intern]";
- mes "But, I have never learned about pharmaceuticals yet.";
- next;
- mes "[Eden's Intern]";
- mes "I'm going to fail. I can't do this.";
- close;
-}
-
-moc_para01,20,35,5 script Office Assistant Neede 4_F_CHNDOCTOR,{
- mes "[Neede]";
- mes "I became a Eden's member several years ago, but it feels like it was yesterday.";
- mes "I have been doing lots of work, so I didn't even notice how many years I spent here.";
- next;
- mes "[Neede]";
- mes "It reminds me that it was like a war everyday.";
- next;
- mes "[Neede]";
- mes "The chief of ^3131FFthe restaurant on the right side^000000";
- mes "uses too much seasoning every time he cooks, the smell is all over the lobby. We have to open the window regularly because we can't stand the smell!";
- next;
- mes "[Neede]";
- mes "And, do you see the ^3131FFgymnasium^000000 on the cross of ^3131FFthe north side of the lobby^000000? They always shout when they exercise, I can even hear them from here!";
- next;
- emotion e_ag;
- mes "[Neede]";
- mes "Besides, the weird girl from ^3131FFthe second floor^000000 is crying all the time. Her cries drive me crazy.";
- next;
- mes "[Neede]";
- mes "Ah, that weird girl is actually our boss...";
- next;
- mes "[Neede]";
- mes "I don't know what she has been up to. But she cries and shouts all the time. Oh, sometimes I hear 'Bang!', loud booming sounds... I don't know where it came from.";
- next;
- emotion e_omg;
- mes "[Neede]";
- mes "Wait!";
- mes "Shh! It is a secret, you can't tell anybody!";
- next;
- mes "[Neede]";
- emotion e_sigh;
- mes "I don't trust Evenor. She never shows her feelings... she's going to snitch on me to my boss.";
- next;
- emotion e_pif,0,"Secretary Lime Evenor";
- mes "[Lime Evenor]";
- mes "I am not that kind of guy.";
- next;
- emotion e_wah;
- mes "[Neede]";
- mes "Huh? Did you hear that? Gosh~!";
- close;
-}
diff --git a/npc/re/quests/eden/eden_iro.txt b/npc/re/quests/eden/eden_iro.txt
deleted file mode 100644
index e60f0aedd..000000000
--- a/npc/re/quests/eden/eden_iro.txt
+++ /dev/null
@@ -1,598 +0,0 @@
-//===== Hercules Script ======================================
-//= Eden iRO NPCs
-//===== By: ==================================================
-//= -SkittleNugget-
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= Eden scripts custom to iRO (disabled by default).
-//= You may need iRO's data.grf to view some of the items.
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//= 1.1 Edited and added more NPCs, lots of placeholders. [Euphy]
-//============================================================
-
-// Acolyte Warper (part of other/acolyte_warp.txt)
-//============================================================
-moc_para01,14,32,5 script Aperture#acolytewarp 4_F_01,{
- mes "[Aperture]";
- mes "Hello there, adventurer.";
- mes "I've been studying magic from all over Rune-Midgard to upgrade what I believe to be one of the greatest skills available to the acolyte class.";
- next;
- mes "[Aperture]";
- mes "I am the one and only Acolyte that has attained the Level 10 Warp Portal skill!";
- emotion e_dots,1;
- next;
- mes "[Aperture]";
- mes "That's right! And...";
- mes "I promise you that I don't forget locations that I have already memorized.";
- mes "One day I will level up my skills to warp to wherever I please~";
- next;
- mes "[Aperture]";
- mes "I am willing to warp you to the many locations that I have memorized for a small fee.";
- mes "Would you like to use this service?";
- next;
- switch(select("Yes:No")) {
- case 1:
- mes "[Aperture]";
- mes "Where would you like to go to?";
- mes "I wish you goodluck on your journey.";
- next;
-
- setarray .@towns$[0], "Prontera", "Izlude", "Geffen", "Payon", "Morroc", "Alberta", "Al De Baran", "Comodo", "Umbala", "Juno", "Einbroch", "Lighthalzen", "Hugel", "Rachel";
- setarray .@cost[0], 600, 600, 1200, 1200, 1200, 1800, 2200, 2200, 2200, 1800, 2200, 2200, 2200, 2200;
-
- .@size = getarraysize(.@towns$);
- for(.@i = 0; .@i<.@size; ++.@i)
- .@menu$ += .@towns$[.@i]+" -> "+.@cost[.@i]+"z:";
- .@i = select(.@menu$+"Cancel")-1;
- if (.@i == .@size) {
- mes "[Aperture]";
- mes "Come back when you need a warp.";
- close;
- }
- if (Zeny < .@cost[.@i]) {
- mes "[Aperture]";
- mes "I'm sorry, but you don't have";
- mes "enough zeny for the Teleport";
- mes "Service. The fee to teleport";
- mes "to "+.@towns$[.@i]+" is "+.@cost[.@i]+" zeny.";
- close;
- }
- specialeffect2 EF_READYPORTAL;
- specialeffect2 EF_TELEPORTATION;
- specialeffect2 EF_PORTAL;
- next;
- Zeny -= .@cost[.@i];
- switch(.@i) {
- case 0: warp "prontera",116,72; break;
- case 1: warp "izlude",128,98; break;
- case 2: warp "geffen",120,39; break;
- case 3: warp "payon",161,58; break;
- case 4: warp "morocc",156,46; break;
- case 5: warp "alberta",117,56; break;
- case 6: warp "aldebaran",168,112; break;
- case 7: warp "comodo",209,143; break;
- case 8: warp "umbala",100,154; break;
- case 9: warp "yuno",158,125; break;
- case 10: warp "einbroch",67,195; break;
- case 11: warp "lighthalzen",159,90; break;
- case 12: warp "hugel",98,150; break;
- case 13: warp "rachel",119,135; break;
- }
- close;
- case 2:
- mes "[Aperture]";
- mes "Come back when you need a warp.";
- close;
- }
-}
-
-// Carrot & Red Potion Traders
-//============================================================
-moc_para01,166,51,3 script Phelix#edco 4_M_03,{
- mes "[Phelix]";
- mes "Oh... I see from that look that you want me to work and give you Meat and Carrots...";
- mes "Well my friend Izaac here has some Red Potions with him, but I only have some Carrots.";
- mes "So I can trade you ^0000CC1 Carrot for 3 Jellopy^000000.";
- next;
- mes "[Phelix]";
- mes "If you're interested in my offer, get me the Jellopies I mentioned.";
- next;
- select("Carrots please.");
- mes "[Phelix]";
- mes "Alright, let's see what ya got...";
- next;
- if (countitem(909) < 3) {
- mes "[Phelix]";
- mes "Hmm, look dude, I said 3 Jellopies for 1 Carrot... got it?";
- close;
- }
- mes "[Phelix]";
- mes "Not too bad...";
- mes "How many do you want?";
- next;
- switch(select("As many as I can get, please.:I want to choose.:Never mind, I like my Jellopy.")) {
- case 1:
- .@amount = countitem(909) / 3;
- break;
- case 2:
- .@available = countitem(909) / 3;
- mes "[Phelix]";
- mes "How many do you want?";
- mes "^ff0000You have enough for up to " + .@available + " Carrots.^000000";
- input .@input;
- next;
- if (.@input < 1 || .@input > 10000) {
- mes "[Phelix]";
- mes "Don't want to deal? Fair enough...";
- close;
- }
- if (.@input > .@available) {
- mes "[Phelix]";
- mes "Dude, I said for every 3 Jellopy I'll give you 1 Carrot.";
- close;
- }
- .@amount = .@input;
- break;
- case 3:
- mes "[Phelix]";
- mes "Don't bother me if you don't want to trade.";
- close;
- }
- if (checkweight(515,.@amount) == 0) {
- mes "[Phelix]";
- mes "You are overweight.";
- close;
- }
- mes "[Phelix]";
- mes "There you go~! As I promised.";
- mes "Try not to stuff yer face.";
- delitem 909,.@amount*3; //Jellopy
- getitem 515,.@amount; //Carrot
- end;
-}
-
-moc_para01,163,51,7 script Izaac#edco 4_M_04,{
- mes "[Izaac]";
- mes "Good day!";
- mes "Have you collected any weird stuff from monsters?";
- mes "I want things like Jellopy, Fluff, Shell, Feather of Birds, Tree Root, Worm Peelings, and Chrysalis.";
- mes "I need those for something.";
- next;
- mes "[Izaac]";
- mes "Of course, I won't ask you to give me that stuff for free. What if I traded the following for ^CC00001 Red Potion^000000:";
- mes "^00CC005 Shell^000000";
- mes "^0000CC10 Fluff^000000";
- mes "^00CC0010 Jellopy^000000";
- mes "^0000CC6 Tree Root^000000";
- mes "^00CC001 Worm Peeling^000000";
- mes "^0000CC7 Feather of Birds^000000";
- mes "^00CC006 Chrysalis^000000";
- next;
- switch(select("Sure!:I think it's a rip-off!:No, thanks.")) {
- case 1:
- mes "[Izaac]";
- mes "So which items do";
- mes "you want to bring me?";
- next;
-
- setarray .@items[0], 935, 914, 909, 902, 955, 916, 915;
- setarray .@count[0], 5, 10, 10, 6, 1, 7, 6;
-
- .@size = getarraysize(.@items);
- for(.@i = 0; .@i<.@size; ++.@i)
- .@menu$ += getitemname(.@items[.@i])+":";
- .@select = select(.@menu$+"Cancel")-1;
- if (.@select == .@size) {
- mes "[Izaac]";
- mes "Sure~";
- mes "No problem.";
- close;
- }
- .@item = .@items[.@select];
- .@item$ = getitemname(.@item);
- .@price = .@count[.@select];
-
- if (countitem(.@item) < .@price) {
- mes "[Izaac]";
- mes "Hey, where's all";
- mes "that "+.@item$+" that";
- mes "you promised me?";
- mes "Give me "+.@item$+"!";
- close;
- }
- mes "[Izaac]";
- mes "Okay, let me check";
- mes "how much "+.@item$;
- mes "you have on you.";
- mes "Hmm...";
- next;
- .@amount = countitem(.@item) / .@price;
- .@trade_amount = .@amount * .@price;
- mes "[Izaac]";
- mes "You have";
- mes "a total of "+countitem(.@item)+" "+.@item$+"...";
- mes "For all those, I can give you";
- mes "a total of "+.@amount+" Red Potion(s).";
- next;
- mes "[Izaac]";
- mes "What do you say?";
- mes "Do we have a deal?";
- next;
- if(select("Deal.:No deal.") == 2) {
- mes "[Izaac]";
- mes "Huh~";
- mes "Alright.";
- mes "Though are";
- mes .@item$ + " more useful";
- mes "to an adventurer like you?";
- close;
- }
- if (checkweight(501,.@amount) == 0) { //custom check
- mes "[Izaac]";
- mes "You are overweight.";
- close;
- }
- delitem .@item,.@trade_amount;
- getitem 501,.@amount; //Red_Potion
- mes "[Izaac]";
- mes "There you go!";
- mes "Check how many "+.@item$;
- mes "I've given you, it should be good.";
- mes "Thanks, that was a good deal~";
- close;
- case 2:
- mes "[Izaac]";
- mes "A rip-off...?";
- mes "If you check the market value";
- mes "of the items being traded, I'm actually the one getting";
- mes "ripped off here.";
- close;
- case 3:
- mes "[Izaac]";
- mes "Alright, No problem.";
- mes "But come back to me if you change your mind.";
- close;
- }
-}
-
-// Safe to 7 Certificate Exchanger
-//============================================================
-moc_para01,50,39,4 script Eve Natalia 4_F_SITDOWN,{
- mes "[Eve Natalia]";
- mes "So I'm in town for a while to see if I can strike up some commerce with MVP hunters!";
- mes "I'm willing to take some MVP gear and give you these upgrade Certificates I have in exchange;";
- mes "if things go well enough I'll open up further business opportunities!";
- next;
- mes "[Eve Natalia]";
- mes "So do you have any of the gears I'm looking for to get some random Safe to 7 Certificates?";
- next;
- switch(select("What gear?:Yes I am!:Never mind.")) {
- case 1:
- mes "[Eve Natalia]";
- mes "Nidhoggur's Shadow Garb 4 Random Safe to 7 Certificates";
- mes "Valkyrja's Shield 4 Random Safe to 7 Certificates";
- mes "Valkyrian Armor 5 Random Safe to 7 Certificates";
- mes "Diabolus Robe 5 Random Safe to 7 Certificates";
- mes "Diabolus Armor 2 Random Safe to 7 Certificates";
- mes "Diabolus Boots 2 Random Safe to 7 Certificates";
- mes "Diabolus Manteau 4 Random Safe to 7 Certificates";
- mes "Twin Edge of Naght Sieger Blue 2 Random Safe to 7 Certificates";
- mes "Twin Edge of Naght Sieger Red 2 Random Safe to 7 Certificates";
- close;
- case 2:
- mes "[Eve Natalia]";
- mes "I'm going to ask you which piece of gear you want to trade in, please verify that the 1st one in your inventory is one you want to give up.";
- mes "^CC0000So if it is carded, upgraded, enchanted etc, you should put it in storage before we continue.^000000";
- next;
- .@i = select("Wait a minute:Nidhoggur's Shadow Garb 4:Valkyrja's Shield 4:Valkyrian Armor 5:Diabolus Robe 5:Diabolus Armor 2:Diabolus Boots 2:Diabolus Manteau 4:Twin Edge of Naght Sieger Blue 2:Twin Edge of Naght Sieger Red 2")-2;
- if (.@i == -1)
- break;
-
- setarray .@items[0], 2554, 2115, 2357, 2374, 2375, 2433, 2537, 13412, 13413;
- setarray .@tickets[0], 4, 4, 5, 5, 2, 2, 4, 2, 2;
-
- .@item = .@items[.@i];
- .@amount = .@tickets[.@i];
-
- mes "[Eve Natalia]";
- mes "I see you have "+countitem(.@item)+" "+getitemname(.@item)+".";
- mes "So do you want to trade the 1st one in your inventory for ^00CC00"+.@amount+" Random Safe to 7 Certificates^000000?";
- mes "Tell me '1' if you do, or '0' to cancel.";
- next;
- input .@input;
- if (.@input < 0 || .@input > 1) {
- mes "[Eve Natalia]";
- mes "It is a 0 or 1, it can't be that difficult.";
- close;
- } else if (.@input == 0) {
- mes "[Eve Natalia]";
- mes "It's best to be sure before trading, have a good day.";
- close;
- }
- if (countitem(.@item) == 0) {
- mes "[Eve Natalia]";
- mes "You don't even have 1... stop wasting my time.";
- close;
- }
- mes "[Eve Natalia]";
- mes "Oh perfect, you get ^CC0000" + .@amount + "^000000 Safe to 7 Certificates!";
- delitem .@item,1;
- for(.@i = 0; .@i<.@amount; ++.@i) {
- // Note: iRO lists item 6235 as "Safe to 7 Headgear Certificate", but it's Guarantee_Armor_6Up in our database.
- if (rand(2))
- getitem 6230,1; //Guarantee_Weapon_7Up
- else
- getitem 6234,1; //Guarantee_Armor_7Up
- }
- close;
- case 3:
- break;
- }
- mes "[Eve Natalia]";
- mes "Fair enough, if you have business with me in the future don't be shy!";
- close;
-}
-
-// Bubble Gum & Battle Manual Exchanger
-//============================================================
-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;
- }
- mes "[Trader Machine]";
- mes "Insert Bubble Gums and/or Battle Manuals to trade for higher efficiency Gums and Manuals.";
- next;
- mes "[Trader Machine]";
- mes "Exchange rate:";
- mes "2 Bubble Gum -> 1 HE Bubble Gum";
- mes "2 Battle Manual -> 1 HE Battle Manual";
- mes "4 HE Battle Manual -> 1 Battle Manual X3";
- mes "3 Thick Battle Manual -> 2 Battle Manual X3";
- mes "What would you like to exchange for?";
- next;
- switch(select("HE Bubble Gum:HE Battle Manual:1 Battle Manual X3:2 Battle Manual X3:1 Costume Corsair:Nothing")) {
- case 1:
- callsub L_Exchange,12210,2,12412,1;
- break;
- case 2:
- callsub L_Exchange,12208,2,12411,1;
- break;
- case 3:
- callsub L_Exchange,12411,4,14545,1;
- break;
- case 4:
- callsub L_Exchange,12312,3,14545,2;
- break;
- case 5:
- mes "[Trader Machine]";
- mes "I can give you 1 Battle Manual X3 for 1 Costume Corsair.";
- next;
- if (countitem(19619) == 0) {
- mes "[Trader Machine]";
- mes "You don't have a Costume Corsair hat to make that trade.";
- close;
- }
- next;
- if(select("Yes, give it to me!:No, wait not yet.") == 2)
- close;
- // Unofficial dialogue.
- mes "[Trader Machine]";
- mes "You place the required items into the machine...";
- next;
- mes "[Trader Machine]";
- mes "The Machine has given you an item in return!";
- delitem 19619,1; //C_Corsair
- getitem 14545,1; //Battle_Manual_X3
- close;
- case 6:
- close;
- }
-
-//callsub L_Exchange,<Insert Item>,<Amount>,<Return Item>,<Amount>
-L_Exchange:
- mes "[Trader Machine]";
- mes "How many "+getitemname(getarg(2))+" do you want?";
- mes "I can give you up to 60.";
- mes "Type 0 to cancel.";
- next;
- input .@amount;
- if (.@amount == 0) {
- mes "[Trader Machine]";
- mes "Cancelled.";
- close;
- } else if (.@amount < 0 || .@amount > 60) {
- mes "[Trader Machine]";
- mes "I said only 60 max.";
- close;
- }
- mes "[Trader Machine]";
- mes "That's a total of "+.@amount;
- mes getitemname(getarg(2))+".";
- mes "Is this correct?";
- next;
- if(select("Yes, give them to me!:No, wait not yet.") == 2)
- close;
- .@cost = getarg(1) * .@amount;
- .@total_amount = getarg(3) * .@amount;
- if (countitem(getarg(0)) < .@cost) {
- mes "[Trader Machine]";
- mes "You don't have enough "+getitemname(getarg(0))+" to make that trade.";
- close;
- }
- delitem getarg(0),.@cost;
- getitem getarg(2),.@total_amount;
- close;
-}
-
-// Kafra Stacker
-//============================================================
-moc_para01,41,169,2 script Kafra Stacker#eden 4_M_ALCHE_B,{
- mes "[Toma]";
- mes "I can take your non-stacking Kafra Consumables";
- mes "and make them fit neatly into stacks!";
- next;
- mes "[Toma]";
- mes "Please understand that I can";
- mes "only stack 10 groups at a time";
- mes "so keep talking to me until";
- mes "you have 1 stack of each!";
- next;
- while(1) {
- if(select("Do it!:Never mind.") == 2)
- break;
- // Something strange goes on here, haven't quite figured it out...
- mes "[Toma]";
- mes "Ten stack down!";
- mes "Want to do another?";
- next;
- }
- mes "[Toma]";
- mes "Ok then, laterz.";
- close;
-}
-
-// Code Redeemer
-//============================================================
-moc_para01,38,162,2 script Code the Redeemer#Give1 4_M_YOUNGKNIGHT,{
- mes "[Code the Redeemer]";
- mes "Welcome, "+strcharinfo(0)+"!";
- mes "I've been expecting you.";
- next;
- mes "[Code the Redeemer]";
- mes "I am a distributor of all the";
- mes "items that adventurers like";
- mes "yourself purchase on websites";
- mes "or receive as promotions.";
- next;
- mes "[Code the Redeemer]";
- mes "^0000FFIf the list is empty,";
- mes "that means that you have";
- mes "not purchased, or inputted";
- mes "your serial code from the purchasing website.^000000";
- next;
-
- // If you have a code redemption system, write your SQL queries here.
- select("");
-
- close;
-}
-
-// Cash Shops
-//============================================================
-/* Due to the irregularity of iRO's databases, some of these sprites may not display properly. */
-
-moc_para01,32,171,4 cashshop Kafra Headgears#eden1 4_F_KAFRA3,14024:500,14098:150,17081:300,14097:500,14094:1000,14017:400,14099:300
-moc_para01,35,174,2 cashshop Kafra Dye Shop#dyes2 4_F_KAFRA4,6287:150
-moc_para01,36,170,2 cashshop Kafra Consumables#eden3 4_F_KAFRA6,13810:5,14167:400,16556:100,14111:75,14075:25,16419:30,14107:70,14104:50,14112:25,14082:30,14091:60,14088:30,14085:60,14169:40,14170:40,14172:40,14173:40,14171:40,14174:40,14159:100,14160:100,14161:100,14162:100,14163:100:14164:100,16420:1500
-moc_para01,32,174,2 cashshop Kafra Rental Items#eden 4_F_KAFRA7,16683:150,16682:50,14126:250,14125:250,16430:250,14137:250,14127:250,14118:250,14119:250,14132:250,16425:250,14124:250,14133:250,14130:250,16424:250,14136:250,14122:250,16426:250,14135:250,14134:250,14138:250,16428:250,16431:250,14139:250,14131:250,16429:250,16427:250
-moc_para01,36,172,2 cashshop Kafra Costume#eden5 4_F_KAFRA8,16974:300,16972:600,16973:150,16975:150,16977:150,17014:150,17015:150
-moc_para01,35,168,1 cashshop Kafra Utility Shop#eden 4_F_KAFRA5,16677:25,13990:400,16396:100,16394:100,17106:500,6241:10,6240:10,6225:15,6226:15,14002:5,6294:500,7776:50,7619:30,7620:30,12208:40,14156:400,12210:40,14158:400,14042:50,14044:50,14046:50,14048:50,14114:50,14166:40,16418:500,16381:400,14165:100,14157:100,14178:100
-
-// Duplicate NPCs
-//============================================================
-/* Technically these NPC names are different, but it's not worth editing the original scripts. */
-
-// Weapon/Armor Refiner "Normalson" (merchants/refine.txt)
-moc_para01,14,185,4 script Normalson#ed 4_M_DWARF,{
- callfunc "refinemain","Normalson",0;
- end;
-}
-
-// Advanced Refiner "Suhnmi" (merchants/advanced_refiner.txt)
-moc_para01,26,185,4 duplicate(Suhnbi#cash) Suhnmi#eden 4_M_03
-
-// HD Refiner "Blacksmith Mighty Hammer" (re/merchants/hd_refiner.txt)
-// A combination of the +7~9 and +10 and up refiner, currently a placeholder.
-moc_para01,38,185,4 duplicate(MightyHammer) Mighty Hammer#ed 4_M_DWARF
-
-// Refiner Effect
-- script #eden_refine_effect -1,{
-OnInit:
- initnpctimer;
- end;
-OnTimer5000:
- specialeffect EF_REFINEOK,AREA,"Suhnmi#eden";
- specialeffect EF_REFINEOK,AREA,"Mighty Hammer#ed";
- initnpctimer;
- end;
-}
-
-// Gym Pass Trainer "Ripped Cabus" (other/gympass)
-moc_para01,33,162,4 duplicate(Ripped Cabus#GymPass) Ripped Callus#ed 4_M_HUMAN_02
-
-// RWC 2012 Enchanter "Goldenthiefberg" (events/RWC_2012.txt)
-// A combination of the slotter and enchanter, currently a placeholder.
-moc_para01,27,179,4 script RWC Enchanter#new10 4_M_BARBER,{ end; }
-
-// Cash Headgear Dyer "Alora" (merchants/cashheadgear_dye.txt)
-// Also converts some +8 and up headgears into costumes, currently a placeholder.
-moc_para01,21,185,4 duplicate(Alora) Alora#headgear_dye2 4_F_LGTGIRL
-
-// Stylist "Dinorah Lacostt" (?)
-// Dyes clothing for an Omni Clothing Dye, currently a placeholder.
-moc_para01,33,185,4 script Dinorah Lacostt#ed 4_F_LGTGIRL,{ end; }
-
-// Commonly Updated NPCs
-//============================================================
-/* These scripts change on a regular basis, so they're mostly just placeholders for now. */
-
-moc_para01,29,35,4 script Gramps#huntquests 4_M_LGTGRAND,{
- mes "[Gramps]";
- mes "When you get to being my";
- mes "age, you become bitter.";
- mes "Too long I've done nothing about the monsters that roam around";
- mes "Rune Midgard.";
- next;
- mes "[Gramps]";
- mes "That's why I'm asking you wippersnappers to help";
- mes "me hunt some monsters.";
- mes "Will you help me, young adventurer?";
- close;
- //next;
- //switch(select("Yes, I'll help.:Reward Me!:^ff0000I want to quit hunting^000000:^0000ffCan you warp me?^000000:Can you erase the timer?:What missions are you giving?:Give me Limited 3 day VIP:Tell me more about the VIP Access:No thanks, pops.")) {
-}
-
-moc_para01,13,22,4 script Merry Badger#xch 4_F_SITDOWN,{
- mes "[Merry Badger]";
- mes "Hello there! I'm Merry Badger and I was hired to exchange the ^00CC00Eden Merit Badges^000000!";
- next;
- mes "[Merry Badger]";
- mes "I can take your Merit Badges and give you some useful stuff, or I can take some of your stuff and give you some Eden Merit Badges.";
- mes "As I get more authorization I can offer more things to trade with you, so definitely keep me in mind when visiting the Eden Group.";
- close;
- //next;
- //switch(select("Redeem Badges:Trade in FOR badges:Exchange Rates:15 Job Manuals - 1 JM Box")) {
-}
-
-moc_para01,174,33,3 script Bathory#2012spirits BATHORY,{
- mes "[Bathory]";
- mes "Eheeheeheehee! The spotlight is on Glast Heim this week, so I'm ferrying people there for a mere 1,000z!";
- next;
- mes "[Bathory]";
- mes "How about it? Want to take a ride on a beautiful Bathory's broom?";
- next;
- switch(select("Prepare for Takeoff!:No thanks.")) {
- case 1:
- if (Zeny < 1000) {
- mes "[Bathory]";
- mes "Come on dearie...";
- mes "You don't even have 1,000 zeny?";
- close;
- }
- mes "[Bathory]";
- mes "Alright, hold on tight!";
- close2;
- Zeny -= 1000;
- warp "niflheim",194,185;
- end;
- case 2:
- mes "["+strcharinfo(0)+"]";
- mes "No thanks, maybe later.";
- close;
- }
-}
-
-moc_para01,26,174,4 script Grandma Boxter#boxx 4_F_THAISHAMAN,{ end; }
diff --git a/npc/re/quests/eden/eden_quests.txt b/npc/re/quests/eden/eden_quests.txt
deleted file mode 100644
index 7ad15eca6..000000000
--- a/npc/re/quests/eden/eden_quests.txt
+++ /dev/null
@@ -1,5141 +0,0 @@
-//===== Hercules Script ======================================
-//= Eden Group Quest - Quests NPCs
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.5
-//===== Description: =========================================
-//= Eden Group Headquarter NPCs.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Removed unencoded comments (Korean -> Gibberish)
-//= Readded the GM helper NPC, commented out.
-//= 1.2 Some little optimization here and there. [Masao]
-//= 1.3 Added Instructor Ur and the new Quests which come
-//= alongside him. Special thanks to Chilly for the base. [Masao]
-//= 1.4 Partial cleaning and bug fixing. [Euphy]
-//= 1.4a Added 'npcskill' command. [Euphy]
-//= 1.4b Added 'disable_items' command. [Euphy]
-//= 1.5 Added GM management function. [Euphy]
-//============================================================
-
-moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{
- if (countitem(6219) > 0) {
- if (para_suv01 == 0) {
- mes "[Boya]";
- mes "What's up?";
- mes "If you have any normal missions use the bulletin board.";
- next;
- switch (select("What is your responsiblily?:Don't you have equipment?:Ignore.")) {
- case 1:
- mes "[Boya]";
- mes "I give training missions to members.";
- mes "That's why they participate in it.";
- mes "If they don't want to get in trouble, it's essential.";
- next;
- mes "[Boya]";
- mes "Through battle training they can improve their real experience.";
- mes "The members that prove themselves will even get a reward.";
- next;
- mes "[Boya]";
- mes "We gave them special equipmant that we have made.";
- mes "These gifts are for people who are really doing their best.";
- next;
- mes "[Boya]";
- mes "If you are curious, you can join.";
- mes "The training battle course is not very difficult.";
- mes "There's nothing to worry about.";
- next;
- mes "[Boya]";
- mes "If you want to join, don't hesitate.";
- next;
- switch (select("Participate in the training.:Ignore.")) {
- case 1:
- mes "[Boya]";
- mes "Really? You already seem ready.";
- mes "We have a total of 3 steps for the training.";
- mes "Let me see...";
- next;
- if (BaseLevel < 12) {
- mes "[Boya]";
- mes "Umm. You should raise your level more!";
- mes "You need to be at least level 12!";
- mes "I'm sorry but those are the rules.";
- close;
- }
- if ((BaseLevel > 11) && (BaseLevel < 20)) {
- mes "[Boya]";
- mes "Really? You already seem ready.";
- mes "We have a total of 3 steps for the training.";
- mes "Let me see...";
- next;
- mes "[Boya]";
- mes "The first step is course A.";
- mes "Course A is called 'Conquer the Desert!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "^4d4dffThere is a desert town called Morroc.";
- mes "From there go south and then east. There is small oasis in the center of that field.^000000";
- next;
- mes "[Boya]";
- mes "If you go there, you will find a dog around the oasis.";
- mes "He is really mysterious and he can speak so don't be suprised.";
- next;
- mes "[Boya]";
- mes "Tell the dog ^4d4dffBoya is really great.^000000";
- mes "If you have any questions ask that dog.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "I had to come up with a password right?";
- mes "What's wrong with that password?";
- next;
- mes "[Boya]";
- mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you.";
- mes "Ok, may Freya bless you~!";
- para_suv01 = 1;
- setquest 7128;
- close;
- }
- if ((BaseLevel > 19) && (BaseLevel < 26)) {
- mes "[Boya]";
- mes "I'll send you to the first step of course B.";
- mes "Course B is called 'Conquer the Culvert!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "You need to register to explore the culvert in Prontera at the Knight Guild.";
- mes "After registering there go to the western gate of Prontera. The manager of the culvert is near the entrance.";
- next;
- mes "[Boya]";
- mes "Once you enter the culvert you can find a dispatched cat. Don't be surprised if he talks to you.";
- next;
- mes "[Boya]";
- mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000.";
- mes "He is really mysterious and he can speak so don't be suprised.";
- mes "He will give you a battle target when you tell him that.";
- mes "If you have any questions ask the cat.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me like that?";
- mes "It's just a password that I made up.";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is nor far from here so, it is a reasonable place for a beginner like you.";
- mes "Ok, may Freya bless you~!";
- para_suv01 = 6;
- setquest 7133;
- close;
- }
- if ((BaseLevel > 25) && (BaseLevel < 33)) {
- mes "[Boya]";
- mes "Cool.";
- mes "Let me choose a proper place for you.";
- next;
- mes "[Boya]";
- mes "I'll send you to the second step of course A.";
- mes "This course is called 'Conquer the Ghost Cave!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "There is a small archer village north of Payon.";
- mes "There is a cave on the western hill of the archer village.";
- next;
- mes "[Boya]";
- mes "We have dispatched someone in front of the cave.";
- mes "His name is... um...";
- mes "...";
- next;
- mes "[Boya]";
- mes "Anyway he is one of us so he will know me.";
- mes "He will give you a mission.";
- mes "If you have questions ask him.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "We haven't met for a long time that's why I can't remember his name!";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is not far from here so, come back quickly.";
- mes "Ok, may Freya bless you~!";
- para_suv01 = 13;
- setquest 7138;
- close;
- }
- if ((BaseLevel > 32) && (BaseLevel < 40)) {
- mes "[Boya]";
- mes "I'll send you to the 2nd step of course B.";
- mes "This course is called 'Conquer Anthell!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "Travel just southwest of Morroc City.";
- mes "There you will find a hole in the ground to a cave called Anthell.";
- next;
- mes "[Boya]";
- mes "There are lots of ants in there. kk?";
- mes "It is also covered in sand so be careful in there ok.";
- next;
- mes "[Boya]";
- mes "That's why it's called ant hell.";
- mes "One of our members will be waiting there.";
- mes "His name is... K? M? Hmm? Anyway I can't remember.";
- next;
- mes "[Boya]";
- mes "He is one of us so he will know me.";
- mes "He will give you a mission.";
- mes "If you have any questions ask him.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "We haven't met for a long time that's why I can't remember his name!";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is not far from here so, come back quickly.";
- mes "Ok, blessing you~!!";
- para_suv01 = 17;
- setquest 7142;
- close;
- }
- if ((BaseLevel > 39) && (BaseLevel < 50)) {
- mes "[Boya]";
- mes "You are on the third step of course A.";
- mes "This course is called 'Conquer Orc village!'.";
- mes "Let me see...";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- para_suv01 = 24;
- setquest 7147;
- close;
- }
- if ((BaseLevel > 49) && (BaseLevel < 60)) {
- mes "[Boya]";
- mes "You are on the third step of course B.";
- mes "This course is called 'Conquer Orc dungeon!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- para_suv01 = 29;
- setquest 7152;
- close;
- }
- if (BaseLevel > 59) {
- mes "[Boya]";
- mes "You are on the last step.";
- mes "This course is called 'Conquer the Ocean City!'.";
- mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
- next;
- mes "[Boya]";
- mes "First take a ship to to Byalan Island from Izlude!";
- mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
- next;
- mes "[Boya]";
- mes "Although it's underwater, you can breath so don't worry.";
- mes "There is a dispatched trainee around the entrance of the Ocean City.";
- next;
- mes "[Boya]";
- mes "Tell him that I sent you and follow his directions.";
- mes "Ok, may Freya bless you!";
- para_suv01 = 33;
- setquest 7156;
- close;
- }
- case 2:
- mes "[Boya]";
- mes "It's all your decision.";
- mes "It's not my business but you should probably reconsider.";
- close;
- }
- case 2:
- mes "[Boya]";
- mes "Huh?";
- mes "You are so honest!";
- mes "Gosh. You wanted to know something about equipment?";
- next;
- mes "[Boya]";
- mes "I have a uniform set which is free for our group members.";
- mes "But, I can't give it for free.";
- next;
- mes "[Boya]";
- mes "We give it to great participants who do their best in the training.";
- next;
- mes "-Boya eyes you from top to bottom.";
- mes "Hmm... he seems to think something is wrong.-";
- next;
- mes "[Boya]";
- mes "Due to emotion.";
- next;
- select("What?!");
- mes "[Boya]";
- mes "So, will you join the training or not?";
- mes "I look a little bit funny, actually I am really busy I was called shining Rune Knight.";
- mes "Make a decision, hurry.";
- next;
- switch (select("Participate in the training.:Refuse!!")) {
- case 1:
- mes "[Boya]";
- mes "Really? You already seem ready.";
- mes "We have a total of 3 steps for the training.";
- mes "Let me see...";
- next;
- if (BaseLevel < 12) {
- mes "[Boya]";
- mes "Umm. You should raise your level more!";
- mes "You need to be at least level 12!";
- mes "I'm sorry but those are the rules.";
- close;
- }
- if ((BaseLevel > 11) && (BaseLevel < 20)) {
- mes "[Boya]";
- mes "Really? You already seem ready.";
- mes "We have a total of 3 steps for the training.";
- mes "Let me see...";
- next;
- mes "[Boya]";
- mes "The first step is course A.";
- mes "Course A is called 'Conquer the Desert!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "^4d4dffThere is a desert town called Morroc.";
- mes "From there go south and then east. There is small oasis in the center of that field.^000000";
- next;
- mes "[Boya]";
- mes "If you go there, you will find a dog around the oasis.";
- mes "He is really mysterious and he can speak so don't be suprised.";
- next;
- mes "[Boya]";
- mes "Tell the dog ^4d4dffBoya is really great.^000000";
- mes "If you have any questions ask that dog.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "I had to come up with a password right?";
- mes "What's wrong with that password?";
- next;
- mes "[Boya]";
- mes "Anyway, that place is not far from here so, it is a reasonable place for a beginner like you.";
- mes "Ok, may Freya bless you~!";
- para_suv01 = 1;
- setquest 7128;
- close;
- }
- if ((BaseLevel > 19) && (BaseLevel < 26)) {
- mes "[Boya]";
- mes "I'll send you to the first step of course B.";
- mes "Course B is called 'Conquer the Culvert!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "You need to register to explore the culvert in Prontera at the Knight Guild.";
- mes "After registering there go to the western gate of Prontera. The manager of the culvert is near the entrance.";
- next;
- mes "[Boya]";
- mes "Once you enter the culvert you can find a dispatched cat. Don't be surprised if he talks to you.";
- next;
- mes "[Boya]";
- mes "Tell the cat ^4d4dffBoya's help is like a giant and beautiful tuna^000000.";
- mes "He is really mysterious and he can speak so don't be suprised.";
- mes "He will give you a battle target when you tell him that.";
- mes "If you have any questions ask the cat.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me like that?";
- mes "It's just a password that I made up.";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is nor far from here so, it is a reasonable place for a beginner like you.";
- mes "Ok, may Freya bless you~!";
- para_suv01 = 6;
- setquest 7133;
- close;
- }
- if ((BaseLevel > 25) && (BaseLevel < 33)) {
- mes "[Boya]";
- mes "Cool.";
- mes "Let me choose a proper place for you.";
- next;
- mes "[Boya]";
- mes "I'll send you to the second step of course A.";
- mes "This course is called 'Conquer the Ghost Cave!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "There is a small archer village north of Payon.";
- mes "There is a cave on the western hill of the archer village.";
- next;
- mes "[Boya]";
- mes "We have dispatched someone in front of the cave.";
- mes "His name is... um...";
- mes "...";
- next;
- mes "[Boya]";
- mes "Anyway he is one of us so he will know me.";
- mes "He will give you a mission.";
- mes "If you have questions ask him.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "We haven't met for a long time that's why I can't remember his name!";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is not far from here so, come back quickly.";
- mes "Ok, may Freya bless you~!";
- para_suv01 = 13;
- setquest 7138;
- close;
- }
- if ((BaseLevel > 32) && (BaseLevel < 40)) {
- mes "[Boya]";
- mes "I'll send you to the 2nd step of course B.";
- mes "This course is called 'Conquer Anthell!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "Travel just southwest of Morroc City.";
- mes "There you will find a hole in the ground to a cave called Anthell.";
- next;
- mes "[Boya]";
- mes "There are lots of ants in there. kk?";
- mes "It is also covered in sand so be careful in there ok.";
- next;
- mes "[Boya]";
- mes "That's why it's called ant hell.";
- mes "One of our members will be waiting there.";
- mes "His name is... K? M? Hmm? Anyway I can't remember.";
- next;
- mes "[Boya]";
- mes "He is one of us so he will know me.";
- mes "He will give you a mission.";
- mes "If you have any questions ask him.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "We haven't met for a long time that's why I can't remember his name!";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is not far from here so, come back quickly.";
- mes "Ok, blessing you~!!";
- para_suv01 = 17;
- setquest 7142;
- close;
- }
- if ((BaseLevel > 39) && (BaseLevel < 50)) {
- mes "[Boya]";
- mes "You are on the third step of course A.";
- mes "This course is called 'Conquer Orc village!'.";
- mes "Let me see...";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- para_suv01 = 24;
- setquest 7147;
- close;
- }
- if ((BaseLevel > 49) && (BaseLevel < 60)) {
- mes "[Boya]";
- mes "You are on the third step of course B.";
- mes "This course is called 'Conquer Orc dungeon!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- para_suv01 = 29;
- setquest 7152;
- close;
- }
- if (BaseLevel > 59) {
- mes "[Boya]";
- mes "You are on the last step.";
- mes "This course is called 'Conquer the Ocean City!'.";
- mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
- next;
- mes "[Boya]";
- mes "First take a ship to to Byalan Island from Izlude!";
- mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
- next;
- mes "[Boya]";
- mes "Although it's underwater, you can breath so don't worry.";
- mes "There is a dispatched trainee around the entrance of the Ocean City.";
- next;
- mes "[Boya]";
- mes "Tell him that I sent you and follow his directions.";
- mes "Ok, may Freya bless you!";
- para_suv01 = 33;
- setquest 7156;
- close;
- }
- case 2:
- mes "[Boya]";
- mes "You are so rude!";
- specialeffect2 EF_HIT1;
- percentheal -50,0;
- next;
- mes "-Beats quickly and this shining Rune Knight turns invisible.";
- mes "It hurts too much-";
- close;
- }
- case 3:
- mes "[Boya]";
- mes "Don't bother me.";
- close;
- }
- }
- if ((para_suv01 > 0) && (para_suv01 < 5)) {
- mes "[Boya]";
- mes "Hey, I already talked all about the training areas.";
- mes "I will explain again please concentrate.";
- next;
- mes "[Boya]";
- mes "An oasis souteast of Morroc.";
- mes "There is a big dog in the center.";
- mes "The detailed story is written in the log, see?";
- close;
- }
- if (para_suv01 == 5) {
- mes "[Boya]";
- mes "Oh you've come back.";
- mes "Good job.";
- mes "Now you are adapting.";
- next;
- mes "[Boya]";
- mes "Completed step 1.";
- mes "Congratulations.";
- mes "We will give you a uniform and some equipment.";
- next;
- mes "[Boya]";
- mes "Can you see a large blue gate next to the board?";
- mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there.";
- next;
- mes "[Boya]";
- mes "Inform the manager that I sent you. He will give you some stuff.";
- mes "Go go go!";
- para_suv01 = 11;
- completequest 7132;
- close;
- }
- if ((para_suv01 > 5) && (para_suv01 < 10)) {
- mes "[Boya]";
- mes "The training name was 'Conquer the Culvert!.";
- mes "Did you explore the culvert fully?";
- next;
- mes "[Boya]";
- mes "Come back when you've completed all the courses from the local trainer.";
- close;
- }
- if (para_suv01 == 10) {
- mes "[Boya]";
- mes "Oh you're back.";
- mes "Good job.";
- mes "Now you are adapting.";
- next;
- mes "[Boya]";
- mes "Completed step 1.";
- mes "Congratulations.";
- mes "My team will give you a uniform and some equipment.";
- next;
- mes "[Boya]";
- mes "Can you see a large blue gate next to the board?";
- mes "Go inside then keep walking until the end of the right passage. There is an equipment storage there.";
- next;
- mes "[Boya]";
- mes "Inform the manager that I sent you. He will give you some stuff.";
- mes "Go go go!";
- para_suv01 = 11;
- completequest 7137;
- close;
- }
- if (para_suv01 == 11) {
- mes "[Boya]";
- mes "What are you doing?";
- mes "Get the equipment from the storage manager.";
- mes "Our uniform is pretty awesome haha.";
- close;
- }
- if (para_suv01 == 12) {
- mes "[Boya]";
- mes "Um, did you like the supplies?";
- mes "I like the red hat.";
- mes "The red ribbon is really cute.";
- next;
- if (BaseLevel > 25) {
- mes "[Boya]";
- mes "And you seem to.";
- mes "Able to take upper class, now.";
- mes "What about it, do you want?";
- next;
- switch (select("No, way.:Absolutely, I will.")) {
- case 1:
- mes "[Boya]";
- mes "Really?";
- mes "Actually I don't care but the uniform will be changed as upper class.";
- close;
- case 2:
- mes "[Boya]";
- mes "Cool.";
- mes "Let me choose a proper place for you.";
- next;
- if ((BaseLevel > 25) && (BaseLevel < 33)) {
- mes "[Boya]";
- mes "Cool.";
- mes "Let me choose a proper place for you.";
- next;
- mes "[Boya]";
- mes "I'll send you to the second step of course A.";
- mes "This course is called 'Conquer the Ghost Cave!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "There is a small archer village north of Payon.";
- mes "There is a cave on the western hill of the archer village.";
- next;
- mes "[Boya]";
- mes "We have dispatched someone in front of the cave.";
- mes "His name is... um...";
- mes "...";
- next;
- mes "[Boya]";
- mes "Anyway he is one of us so he will know me.";
- mes "He will give you a mission.";
- mes "If you have questions ask him.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "We haven't met for a long time that's why I can't remember his name!";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is not far from here so, come back quickly.";
- mes "Ok, may Freya bless you~!";
- para_suv01 = 13;
- setquest 7138;
- close;
- }
- if ((BaseLevel > 32) && (BaseLevel < 40)) {
- mes "[Boya]";
- mes "I'll send you to the 2nd step of course B.";
- mes "This course is called 'Conquer Anthell!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "Travel just southwest of Morroc City.";
- mes "There you will find a hole in the ground to a cave called Anthell.";
- next;
- mes "[Boya]";
- mes "There are lots of ants in there. kk?";
- mes "It is also covered in sand so be careful in there ok.";
- next;
- mes "[Boya]";
- mes "That's why it's called ant hell.";
- mes "One of our members will be waiting there.";
- mes "His name is... K? M? Hmm? Anyway I can't remember.";
- next;
- mes "[Boya]";
- mes "He is one of us so he will know me.";
- mes "He will give you a mission.";
- mes "If you have any questions ask him.";
- next;
- mes "[Boya]";
- mes "Why are you staring at me?";
- mes "We haven't met for a long time that's why I can't remember his name!";
- next;
- mes "[Boya]";
- mes "Anyway...";
- mes "That place is not far from here so, come back quickly.";
- mes "Ok, blessing you~!!";
- para_suv01 = 17;
- setquest 7142;
- close;
- }
- if ((BaseLevel > 39) && (BaseLevel < 50)) {
- mes "[Boya]";
- mes "You are on the third step of course A.";
- mes "This course is called 'Conquer Orc village!'.";
- mes "Let me see...";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- para_suv01 = 24;
- setquest 7147;
- close;
- }
- if ((BaseLevel > 49) && (BaseLevel < 60)) {
- mes "[Boya]";
- mes "You are on the third step of course B.";
- mes "This course is called 'Conquer Orc dungeon!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- para_suv01 = 29;
- setquest 7152;
- close;
- }
- if (BaseLevel > 59) {
- mes "[Boya]";
- mes "You are on the last step.";
- mes "This course is called 'Conquer the Ocean City!'.";
- mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
- next;
- mes "[Boya]";
- mes "First take a ship to to Byalan Island from Izlude!";
- mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
- next;
- mes "[Boya]";
- mes "Although it's underwater, you can breath so don't worry.";
- mes "There is a dispatched trainee around the entrance of the Ocean City.";
- next;
- mes "[Boya]";
- mes "Tell him that I sent you and follow his directions.";
- mes "Ok, may Freya bless you!";
- para_suv01 = 33;
- setquest 7156;
- close;
- }
- }
- }
- mes "[Boya]";
- mes "The battle training is organized into steps.";
- mes "When you able to join next step come back again after leveling more.";
- next;
- mes "[Boya]";
- mes "The next training step is available for those over Level 26.";
- mes "When you reach that level, come by again. get it?";
- close;
- }
- if ((para_suv01 > 12) && (para_suv01 < 16)) {
- mes "[Boya]";
- mes "The training area is at the north cave of Payon.";
- mes "A staff member is already dispatched there.";
- mes "Find him and follow his directions.";
- close;
- }
- if (para_suv01 == 16) {
- mes "[Boya]";
- mes "You finished the second step of training.";
- mes "Now do you understand how this world is organized?";
- next;
- mes "[Boya]";
- mes "I will certify that you completed the training.";
- mes "The person in charge of equipment storage will supply you with what you need.";
- next;
- mes "[Boya]";
- mes "Choose an equipment that fits your particular set of skills.";
- para_suv01 = 22;
- completequest 7141;
- close;
- }
- if ((para_suv01 > 16) && (para_suv01 < 21)) {
- mes "[Boya]";
- mes "The training area is southwest of Morroc.";
- mes "Enter the Saint Darmain Fortress to reach it directly.";
- next;
- mes "[Boya]";
- mes "There's someone there named... Uh... he is waiting for you to follow his direction.";
- close;
- }
- if (para_suv01 == 21) {
- mes "[Boya]";
- mes "You finished the second step of training.";
- mes "Now do you understand how this world is organized?";
- next;
- mes "[Boya]";
- mes "I will certify that you completed the training.";
- mes "The person in charge of equipment storage will supply you with what you need.";
- next;
- mes "[Boya]";
- mes "The person in charge of equipment storage will supply you with what you need.";
- para_suv01 = 22;
- completequest 7146;
- close;
- }
- if (para_suv01 == 22) {
- mes "[Boya]";
- mes "We serve trainees with equipment and armor after passing the second step of training.";
- mes "Go to the storage and meet the person in charge there.";
- next;
- mes "[Boya]";
- mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
- close;
- }
- if (para_suv01 == 23) {
- mes "[Boya]";
- mes "Hey long time no see.";
- mes "So what's up?";
- next;
- switch (select("I want to join training.:Nothing.")) {
- case 1:
- mes "[Boya]";
- mes "Hmm... really?";
- mes "Let me see... which step is good for you...";
- next;
- if ((BaseLevel > 39) && (BaseLevel < 50)) {
- mes "[Boya]";
- mes "You are on the third step of course A.";
- mes "This course is called 'Conquer Orc village!'.";
- mes "Let me see...";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- para_suv01 = 24;
- setquest 7147;
- close;
- }
- if ((BaseLevel > 49) && (BaseLevel < 60)) {
- mes "[Boya]";
- mes "You are on the third step of course B.";
- mes "This course is called 'Conquer Orc dungeon!'.";
- mes "It's the most proper mission for your level.";
- next;
- mes "[Boya]";
- mes "Go through the gate of Prontera and keep walking to the west. Orc Village is in that direction.";
- mes "Or you can go out through the western gate of Geffen and keep heading southeast..";
- next;
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee dispatched there so you could use the Kafra services..";
- mes "It's up to you.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- next;
- mes "[Boya]";
- mes "She will explain what needs to be done there.";
- mes "If you have any questions ask her.";
- next;
- mes "[Boya]";
- mes "Ok, may Freya bless you!";
- para_suv01 = 29;
- setquest 7152;
- close;
- }
- if (BaseLevel > 59) {
- mes "[Boya]";
- mes "You are on the last step.";
- mes "This course is called 'Conquer the Ocean City!'.";
- mes "I don't know if it is the proper course or not, but anyway it's the last course of our training.";
- next;
- mes "[Boya]";
- mes "First take a ship to to Byalan Island from Izlude!";
- mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
- next;
- mes "[Boya]";
- mes "Although it's underwater, you can breath so don't worry.";
- mes "There is a dispatched trainee around the entrance of the Ocean City.";
- next;
- mes "[Boya]";
- mes "Tell him that I sent you and follow his directions.";
- mes "Ok, may Freya bless you!";
- para_suv01 = 33;
- setquest 7156;
- close;
- }
- mes "[Boya]";
- mes "Sooo sorry but to join this training You need to be at least level 40.";
- mes "Concentrate to become higher level then come back.";
- close;
- case 2:
- mes "[Boya]";
- mes "Did you come to see me?";
- mes "Just that? Without anything?";
- mes "At could have least brought some chocolate...";
- next;
- mes "[Boya]";
- mes "Banana roll or stripe straw... anything.";
- mes "Oh, I don't eat snacks with cinnamon...";
- close;
- }
- }
- if ((para_suv01 > 23) && (para_suv01 < 28)) {
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- close;
- }
- if (para_suv01 == 28) {
- mes "[Boya]";
- mes "Cool! You passed the third step of training.";
- mes "I will certify that you completed the training.";
- mes "The person in charge of equipment storage will supply you with some equipment.";
- next;
- mes "[Boya]";
- mes "We serve trainees with equipment and armor after passing the second step of training.";
- mes "Go to the storage and meet the person in charge there.";
- next;
- mes "[Boya]";
- mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
- para_suv01 = 37;
- completequest 7151;
- close;
- }
- if ((para_suv01 > 28) && (para_suv01 < 32)) {
- mes "[Boya]";
- mes "Umm. Orc village has a Kafra Employee there so you can use the Kafra services there.";
- next;
- mes "[Boya]";
- mes "One of our dispatched members is waiting in the building near the Kafra Employee.";
- close;
- }
- if (para_suv01 == 32) {
- mes "[Boya]";
- mes "Cool! You passed the third step of training.";
- mes "I will certify that you completed the training.";
- mes "The person in charge of equipment storage will supply you with some equipment.";
- next;
- mes "[Boya]";
- mes "We serve trainees with equipment and armor after passing the second step of training.";
- mes "Go to the storage and meet the person in charge there.";
- next;
- mes "[Boya]";
- mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
- para_suv01 = 37;
- completequest 7155;
- close;
- }
- if ((para_suv01 > 32) && (para_suv01 < 36)) {
- mes "[Boya]";
- mes "First take a ship toward to Bayalan from Izlude!";
- mes "There is an underground cave. Go in and get to the bottom floor where you will find a historic underwater city..";
- next;
- mes "[Boya]";
- mes "There is a dispatched trainee around the entrance of the Ocean City.";
- close;
- }
- if (para_suv01 == 36) {
- mes "[Boya]";
- mes "Cool! You passed the third step of training.";
- mes "I will certify that you completed the training.";
- mes "The person in charge of equipment storage will supply you with some equipment.";
- next;
- mes "[Boya]";
- mes "We serve trainees with equipment and armor after passing the second step of training.";
- mes "Go to the storage and meet the person in charge there.";
- next;
- mes "[Boya]";
- mes "To find the storage pass the blue gate next to the mission board then at the end of the hallway to the right side.";
- para_suv01 = 37;
- completequest 7159;
- close;
- }
- if (para_suv01 == 37) {
- mes "[Boya]";
- mes "If you finish all of the steps go and get your supplies.";
- mes "We offer equipment to those who complete the training.";
- next;
- mes "[Boya]";
- mes "We might serve you other things.";
- mes "If you have any questions, ask the person in charge of the arsenal.";
- next;
- mes "[Boya]";
- mes "The arsenal is past the blue gate and at the end of the right side of the passage.";
- close;
- }
- if (para_suv01 >= 38) {
- mes "[Boya]";
- mes "My boss created all the courses for the training.";
- mes "After he manufactured the uniform and supplies he changed his mind and said that he can't give them for free.";
- next;
- mes "[Boya]";
- mes "People who show their effort for my team and the world can get some supplies.";
- mes "That's why these courses were made.";
- next;
- mes "[Boya]";
- mes "Basically we are supposed to offer these supplies for beginners";
- mes "but if experts want to participate this training, we accept them.";
- next;
- mes "[Boya]";
- mes "Although the uniform and equipment might be useless.";
- mes "participating in this training means they want to become a member of our group.";
- next;
- mes "[Boya]";
- mes "Yes that's all.";
- mes "That's why when we decided a hat design it was really difficult.";
- next;
- mes "[Boya]";
- mes "Remember this when you use the equipment.";
- mes "But if you decide to sell or trade them off, it is none of our concern.";
- close;
- }
- mes "[Boya]";
- mes "What do you want?";
- mes "I doubt that you need more training.";
- next;
- mes "[Boya]";
- mes "There is nothing more I can teach a battle master such as yourself.";
- close;
- }
- mes "[Boya]";
- mes "You are not in my group are you?";
- mes "I don't have anything to say to outsiders.";
- mes "If you want something register with my group.";
- next;
- mes "[Boya]";
- mes "To register with the Eden Group ask Laime Evenor next to me.";
- close;
-}
-
-moc_fild11,180,253,5 script Talking Dog#para03 4_RUS_DWOLF,{
- if (para_suv01 == 1) {
- mes "[Talking Dog]";
- mes "kkkkuuuuahhh.";
- mes "rrrrrruuuuhh.";
- mes "bowwow..";
- next;
- mes "[Talking Dog]";
- mes "What's up?";
- mes "You are!";
- mes "A member of the Eden Group.";
- mes "Have you come to give me a meal? I don't like drinks.";
- next;
- switch (select("Boya is really perfect.:Boya is really great.:Boya is really soft.")) {
- case 1:
- mes "[Talking Dog]";
- mes "Uhh...";
- mes "What are you saying.";
- close;
- case 2:
- mes "[Talking Dog]";
- mes "Ahh... um...";
- mes "Gosh, did you come here to participate in the training?";
- mes "If Boya sent you then you know that it's battle training.";
- mes "Bow wow...";
- next;
- mes "[Talking Dog]";
- mes "If so, should I start securing this oasis more clearly?";
- mes "Can you see a Condor flying?";
- next;
- mes "[Talking Dog]";
- mes "Can you scare them away for me?";
- mes "So people can use this oasis safer and more comfortably.";
- next;
- mes "[Talking Dog]";
- mes "We should hunt at least 10 Condors, ok?";
- mes "I will sleep for a while.";
- mes "Krrrr woo bow...";
- para_suv01 = 2;
- changequest 7128,7129;
- close;
- case 3:
- mes "[Talking Dog]";
- mes "Are you ok?";
- mes "Haven't you seen a talking dog before?";
- mes "What are you talking about?";
- close;
- }
- }
- if (para_suv01 == 2) {
- if (questprogress(7129,HUNTING) == 2) {
- mes "[Talking Dog]";
- mes "Woooohh...";
- mes "Great!";
- mes "I can feel my youth from you.";
- next;
- mes "[Talking Dog]";
- mes "Nevermind.";
- mes "Let's find the next target kk!";
- mes "Ok. Let's drive the Desert Wolves out of here.";
- next;
- mes "[Talking Dog]";
- mes "If they grow up they will become dangerous.";
- mes "......";
- next;
- mes "[Talking Dog]";
- mes "Why, why are you looking at me like that?";
- mes "They are wolves and I am a nice dog.";
- mes "But I haven't always been a dog my entire life.";
- next;
- mes "[Talking Dog]";
- mes "I will show you that don't have to pity me at all.";
- next;
- mes "[Talking Dog]";
- mes "They pee wherever and have no shame.";
- mes "Just waving their tails when they grow up and biting people without any care!";
- next;
- mes "[Talking Dog]";
- mes "You must hunt at least 10!";
- mes "Exactly 10!";
- mes "Go go go!";
- para_suv01 = 3;
- changequest 7129,7130;
- close;
- }
- mes "[Talking Dog]";
- mes "First lets follow the bald and noisy bird.";
- mes "Yes Condors.";
- mes "Kill 10 Condors. It seems to easy, right?";
- mes "Oh, if you are tired I will help you.";
- next;
- mes "-When the dog barked, your HP and SP recovered.-";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100,100;
- close;
- }
- if (para_suv01 == 3) {
- if (questprogress(7130,HUNTING) == 2) {
- mes "[Talking Dog]";
- mes "You are so perfect.";
- next;
- mes "[Talking Dog]";
- mes "Or not. Hehe, anyway thanks for your help.";
- mes "The oasis has almost been secured now.";
- mes "Ok, it's the last step!";
- next;
- mes "[Talking Dog]";
- mes "There's an annoying monster that hides in the sand and poisons people out of nowhere.";
- next;
- mes "[Talking Dog]";
- mes "All beautiful things have some poison inside but these actually kill.";
- mes "Kill Scorpions which are called the poison of the desert!";
- next;
- mes "[Talking Dog]";
- mes "It's the last step so let's make it simple";
- mes "Just hunt 5!";
- mes "Bow wow!";
- para_suv01 = 4;
- changequest 7130,7131;
- close;
- }
- mes "[Talking Dog]";
- mes "I don't want you to show any pity.";
- mes "I am dog with a golden heart.";
- next;
- mes "[Talking Dog]";
- mes "After hunting the 10 Desert Wolves come back again.";
- mes "Oh, if you are tired I will help you.";
- next;
- mes "-When the dog barked, your HP and SP recovered.-";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100,100;
- close;
- }
- if (para_suv01 == 4) {
- if (questprogress(7131,HUNTING) == 2) {
- mes "[Talking Dog]";
- mes "Um. Excellent.";
- mes "You are awesome!";
- next;
- mes "[Talking Dog]";
- mes "Thanks to your effort the oasis is secure.";
- mes "Don't look around!";
- mes "If I say it's secure!";
- mes "Uhuhuhuh aaaang!";
- next;
- mes "[Talking Dog]";
- mes "Here here here.";
- mes "If I dig more and more, I can find Scorpions but";
- mes "this oasis will be safer for sure.";
- next;
- mes "[Talking Dog]";
- mes "You can be proud and confident by yourself and do your best.";
- mes "You've helped a lot to make my rest comfortable.";
- next;
- mes "[Talking Dog]";
- mes "You've helped to conquer the desert,";
- mes "and passed the beginner training steps so I will stamp my feet.";
- mes "krrrrreuung. hup.";
- next;
- mes "[Talking Dog]";
- mes "Go back to the Eden Group headquarters and show it to the flashy Rune Knight.";
- mes "Let me say again that you are great!";
- mes "Hooooohooo~";
- para_suv01 = 5;
- changequest 7131,7132;
- close;
- }
- mes "[Talking Dog]";
- mes "Let's hunt only 5 Scorpions.";
- mes "So we can make peace in this oasis.";
- next;
- mes "[Talking Dog]";
- mes "When I take a nap they won't chew my tail any more.";
- mes "Due to his mistake my feet won't be hurt at all.";
- next;
- mes "[Talking Dog]";
- mes "You can fight.";
- mes "I can rest more comfortably.";
- mes "Other people are going to be safer too.";
- next;
- mes "[Talking Dog]";
- mes "Everyone will think fondly of the Eden Group.";
- mes "Oh, if you are tired I will help you.";
- next;
- mes "-When the dog barked, your HP and SP recovered.-";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100,100;
- close;
- }
- if (para_suv01 == 5) {
- mes "[Talking Dog]";
- mes "kkkkkaaaaauuuunnng.";
- mes "oopssss kup.";
- next;
- mes "[Talking Dog]";
- mes "Why are you still here?";
- mes "You are done here.";
- mes "Hooooo bow wow.";
- close;
- }
- if (para_suv01 > 5) {
- mes "[Talking Dog]";
- mes "Hey man~ What's going on?";
- mes "What about the Rune Knight?";
- mes "Krrrrr...";
- mes "Hyuk huk...";
- next;
- mes "[Talking Dog]";
- mes "The Eden Group is cool.";
- mes "They're a really good group.";
- mes "They accepted a wandering talking dog.";
- mes "Take care and good luck.";
- close;
- }
- mes "Hey look.";
- mes "I'm a talking dog.";
- mes "Not a wolf.";
- mes "I wasn't a dog originally...";
- next;
- if (countitem(6219) > 0) {
- mes "[Talking Dog]";
- mes "Anyway are you a Eden Group member?";
- mes "Oh good to see you.";
- mes "I am also a member of Eden Group.";
- mes "Take care and good luck.";
- close;
- }
- mes "[Talking Dog]";
- mes "Why are you looking at me like that?";
- mes "......";
- close;
-}
-
-prt_sewb1,131,262,3 script Timid Cat#para04 4_M_BABYCAT,{
- if (para_suv01 < 6) {
- mes "[Timid Cat]";
- mes "Meow...";
- mes "Who are you meow?";
- mes "Why are you here meow?";
- close;
- }
- if (para_suv01 == 6) {
- mes "[Timid Cat]";
- mes "Come on meow...";
- mes "I may be standing here and talking to you like this meow but I am a still a cat meow...";
- next;
- mes "[Timid Cat]";
- mes "Dear human you are";
- mes "a member of my group?";
- mes "Re... really...!";
- mes "Dear Boya's help is like a giant and...";
- next;
- switch (select("Beautiful Saury:Fresh Mackerel:Beautiful Tuna")) {
- case 1:
- mes "[Timid Cat]";
- mes "Big and beautiful Saury...";
- mes "I am shy.";
- close;
- case 2:
- mes "[Timid Cat]";
- mes "I want to eat mackerel.";
- mes "Where are the big and fresh mackerel meow?";
- close;
- case 3:
- mes "[Timid Cat]";
- mes "Do you know the big and beautiful tuna?";
- mes "Dear Boya sent you here for sure.";
- mes "How do I explain this...?";
- next;
- mes "[Timid Cat]";
- mes "Did something pass under my feet just now meow?";
- mes "Do you want to kill a cat.";
- mes "The environment here is terrible.";
- next;
- mes "[Timid Cat]";
- mes "Anyway I'm doing what I was assigned to do.";
- mes "So hi, hello and welcome.";
- next;
- mes "[Timid Cat]";
- mes "Did you come here to have a battle?";
- mes "Hunt those Thief Bugs, hurry up!";
- mes "Hunt at least 10!";
- mes "Meooow!";
- next;
- mes "[Timid Cat]";
- mes "I really don't like those nasty crawlers...";
- mes "Meow~!";
- next;
- mes "^4d4dffThe cat was suprised by";
- mes "a thief bug and froze in";
- mes "place. Hunt those";
- mes "Thief Bugs around here.^000000";
- para_suv01 = 7;
- changequest 7133,7134;
- close;
- }
- }
- if (para_suv01 == 7) {
- if (questprogress(7134,HUNTING) == 2) {
- mes "[Timid Cat]";
- mes "Now do you understand the dirty and humid underground sewers?";
- mes "Eeeh look what's next meow.";
- next;
- mes "[Timid Cat]";
- mes "It's a symbol of dirt next to those Thief Bugs.";
- mes "Hunt some Tarou to make the sewers cleaner.";
- next;
- mes "[Timid Cat]";
- mes "For our members joining this mission.";
- mes "Hunt 10 Tarou.";
- mes "Easy, ain't it?";
- next;
- mes "[Timid Cat]";
- mes "Why didn't I ask you at once? kkk..??";
- mes "Umm........";
- mes "Because it's just a training mission.";
- next;
- mes "[Timid Cat]";
- mes "Training missions are hard and anoying.";
- mes "So go hurry and hunt 10 Tarou.";
- para_suv01 = 8;
- changequest 7134,7135;
- close;
- }
- mes "[Timid Cat]";
- mes "Clean the sewers. Now the first step is hunting Thief Bugs.";
- mes "Isn't that simple, meow?";
- next;
- mes "[Timid Cat]";
- mes "Take care to check your map so you don't get lost.";
- mes "It's a service meeow.";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100,100;
- close;
- }
- if (para_suv01 == 8) {
- if (questprogress(7135,HUNTING) == 2) {
- mes "[Timid Cat]";
- mes "Great job~!";
- mes "How'd you get rid of those dirty bugs and Tarou. You are brave.";
- next;
- mes "[Timid Cat]";
- mes "Now have courage because I'm sending you to a stronger opponent.";
- mes "But first in order to test your courage, hunt Familiars.";
- next;
- mes "[Timid Cat]";
- mes "Familiars will bite you so be careful.";
- mes "They are mean.";
- mes "They scare me so just hunt 5 and that should be enough.";
- next;
- mes "[Timid Cat]";
- mes "That will show me that you are brave.";
- mes "Meow~!";
- next;
- mes "[Timid Cat]";
- mes "I don't have anything...";
- mes "......";
- mes "What do you want meow? Familiars are waiting to fight with you, hurry up, move~!";
- para_suv01 = 9;
- changequest 7135,7136;
- close;
- }
- mes "[Timid Cat]";
- mes "If you can't kill the Tarou you might get all kinds of dirty diseases.";
- mes "So be proud of yourself and do your best to kill them.";
- next;
- mes "[Timid Cat]";
- mes "I will help you a little.";
- mes "Here, I have recovered your strengh meow..";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100,100;
- close;
- }
- if (para_suv01 == 9) {
- if (questprogress(7136,HUNTING) == 2) {
- mes "[Timid Cat]";
- mes "You are great meow~";
- mes "You killed them so quickly!";
- mes "Meow...";
- next;
- mes "[Timid Cat]";
- mes "Now you are not scared of bugs and tarou at all.";
- mes "Thanks for participating in the Conquer the Culvert training mission.";
- next;
- mes "[Timid Cat]";
- mes "Now go back to the headquarters and ask Instructor Boya to make sure he has the beautiful tuna...";
- mes "I will be waiting here.";
- next;
- mes "[Timid Cat]";
- mes "Do you know how to get to the Eden Group Headquarters?";
- mes "Prontera is the closest city from here.";
- mes "Go to Prontera and find an Eden Group Teleporter.";
- para_suv01 = 10;
- changequest 7136,7137;
- close;
- }
- mes "[Timid Cat]";
- mes "Familiars are really scary.";
- mes "They're always flying.";
- next;
- mes "[Timid Cat]";
- mes "It's the last course so cheer up.";
- mes "I will help you a little.";
- mes "Here, I have recovered your strengh meow..";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100,100;
- close;
- }
- if (para_suv01 >= 10) {
- mes "[Timid Cat]";
- mes "You've completed 'Conquer the Culvert'.";
- mes "Go back to the Eden Group headquarters to report to Boya.";
- next;
- mes "[Timid Cat]";
- mes "Boya might eat my tuna while he is waiting for you.";
- close;
- }
- mes "[Timid Cat]";
- mes "How are you meeow?";
- mes "Did you volunteer to conquer the Culvert?";
- mes "You are a member of the Edgen Group for sure.";
- mes "You are helping to make the world a better place.";
- close;
-}
-
-pay_arche,41,136,3 script Eden Member Karl#para05 4_M_KHMAN,{
- if (para_suv01 < 13) {
- if (countitem(6219) > 0) {
- mes "[Karl]";
- mes "Hey, how are you?";
- mes "Good to see you~";
- mes "Are you going inside?";
- close;
- }
- mes "[Karl]";
- mes "Umm...?";
- mes "You are not the one I am waiting for.";
- close;
- }
- if (para_suv01 == 13) {
- mes "[Karl]";
- mes "Hello?";
- mes "Since I got a report, I was waiting for you.";
- mes "You came here to join the training mission, right?";
- next;
- mes "[Karl]";
- mes "Have you ever entered this cave before?";
- mes "I don't know if you already heard some stories in this village.";
- next;
- mes "[Karl]";
- mes "There are many of dead souls that change their appearance as if they are real people and make threatening remarks.";
- mes "It's too bad, isn't it?";
- next;
- mes "[Karl]";
- mes "That's why we chose this place as step 2 of the battle training mission.";
- mes "This step is called 'Conquer Ghost Cave~'.";
- mes "Help people to enjoy their nights comfortably.";
- next;
- mes "[Karl]";
- mes "There are many dangerous things there. Hmm...";
- mes "To you the 1st floor is enough.";
- next;
- mes "[Karl]";
- mes "Lets conquer the dangerous ghost cave...";
- mes "Kill the bone Skeletons in there.";
- next;
- mes "[Karl]";
- mes "The bones are from Skeletons.";
- mes "Actually Skeletons or just normal bones are all the same but...";
- next;
- mes "[Karl]";
- mes "Skeletons are one of the basic undead classes.";
- mes "Undead never ever. Hunt 15 undead Skeletons.";
- next;
- mes "[Karl]";
- mes "If you feel like you're in danger don't hesitate to just leave.";
- mes "You're not worried about getting hurt are you?";
- para_suv01 = 14;
- changequest 7138,7139;
- close;
- }
- if (para_suv01 == 14) {
- if (questprogress(7139,HUNTING) == 2) {
- mes "[Karl]";
- mes "Did you get how the undead work?";
- mes "As you know undead never die so, blessing of live person it's same as curse to them.";
- next;
- mes "[Karl]";
- mes "So... skills which can save people like Heal and Resurrection.";
- mes "Those things are really strong attacks to undead class.";
- next;
- mes "[Karl]";
- mes "Anyway... that's it..";
- mes "Next... I guess you already see while you were killing Skeletons.";
- mes "Some green things are picking up all of the stuff dropped by the dead monsters.";
- next;
- mes "[Karl]";
- mes "Do you know Porings? Maybe they are related to them.";
- mes "They look really bad, maybe they have been eating poison or something.";
- next;
- mes "[Karl]";
- mes "Ok if you're ready go and kill those Poporings.";
- mes "You should hunt 10 of them.";
- next;
- para_suv01 = 15;
- changequest 7139,7140;
- close;
- }
- mes "[Karl]";
- mes "Skeletons are basic undead.";
- mes "Use the Heal or Resurrection skill.";
- mes "If you can.";
- next;
- mes "[Karl]";
- mes "Just in case I will recover all your energy.";
- mes "It's the last step so be careful.";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100,100;
- close;
- }
- if (para_suv01 == 15) {
- if (questprogress(7140,HUNTING) == 2) {
- mes "[Karl]";
- mes "Did you get back what the Poporing stole?";
- mes "This cave is really deep and there are lots of precious things that they could have picked up.";
- next;
- mes "[Karl]";
- mes "You did really great job. Excellent.";
- mes "The 1st floor is safer now. Thanks for helping.";
- next;
- mes "[Karl]";
- mes "You've completed all of the training missions so go back to the headquarters and get approval from the flashy Rune Knight.";
- next;
- mes "[Karl]";
- mes "You might get a new uniform.";
- mes "Haha. I will keep tabs on your progression.";
- para_suv01 = 16;
- changequest 7140,7141;
- close;
- }
- mes "[Karl]";
- mes "Poporings are stronger than you expect.";
- mes "If you treat them the same as a normal Poring it will get you in trouble.";
- next;
- mes "[Karl]";
- mes "Just in case I will recover all your energy.";
- mes "It's the last step so be careful.";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100,100;
- close;
- }
- if (para_suv01 >= 16) {
- mes "[Karl]";
- mes "I already informed Boya at the Eden Group headquarters.";
- mes "If you go there he will give you a big welcome.";
- next;
- mes "[Karl]";
- mes "You will get a new uniform, aren't you excited?";
- mes "Hahaha..";
- close;
- }
- mes "[Karl]";
- mes "Killing undead?";
- mes "Do your best to make the world safer.";
- mes "It's one of the goals of the Eden Group.";
- close;
-}
-
-anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{
- if (para_suv01 < 17) {
- if (countitem(6219) > 0) {
- mes "[Cloud]";
- mes "Oops.";
- mes "You are a member of my group.";
- mes "Why did you come here, are you looking for danger?";
- next;
- mes "[Cloud]";
- mes "One of the strongest boss monsters is in here.";
- mes "Be careful when exploring here.";
- close;
- }
- mes "[Cloud ]";
- mes "What are you looking at?";
- mes "We are not related to each other, are we...";
- close;
- }
- if (para_suv01 == 17) {
- mes "[Cloud]";
- mes "Hello?";
- mes "Why did you come here, looking for danger?";
- next;
- switch (select("Conquer Ant Hell:Just wanted to meet you:Where am I?")) {
- case 1:
- mes "[Cloud]";
- mes "Uh. Conquer Ant Hell? Did you say that?";
- mes "You are a trainee.";
- mes "You have come to the right place.";
- next;
- mes "[Cloud]";
- mes "At first I will explain about Ant Hell.";
- mes "Ants dug a cave in the sand and it is linked to the surface. That's Ant Hell.";
- next;
- mes "[Cloud]";
- mes "Sand flowed into the hole gradually.";
- mes "If anyone steps on the hole they will fall into the cave through the hole in the sand..";
- next;
- mes "[Cloud]";
- mes "It's hard to survive from there.";
- mes "To us it seems like a normal happening so it isn't a matter of survival like to normal people.";
- next;
- mes "[Cloud]";
- mes "Many kinds of ants have come to live here.";
- mes "There is a boss monster named Maya so you should be more cautious.";
- next;
- mes "[Cloud]";
- mes "Ok let's try to hunt the weakest ant first.";
- mes "Pierre is the name of the weakest ant.";
- mes "They are just down here.";
- next;
- mes "[Cloud]";
- mes "In the case of ants, they assist eachother when attacked.";
- mes "Be careful and kill 15 Pierre ants.";
- para_suv01 = 18;
- changequest 7142,7143;
- close;
- case 2:
- mes "[Cloud]";
- mes "......";
- mes "Haha... are you joking?";
- mes "You are exhausted from the extremely hot weather in the desert.";
- next;
- mes "[Cloud]";
- mes "I am a busy man.";
- mes "One of the trainees was planning to visit me but that person still hasn't showed yet. I am getting nervous.";
- close;
- case 3:
- mes "[Cloud]";
- mes "Where you are?";
- mes "You are in Anth Hell southwest of Morroc.";
- mes "Morroc is the closest city, northeast of here.";
- close;
- }
- }
- if (para_suv01 == 18) {
- if (questprogress(7143,HUNTING) == 2) {
- mes "[Cloud]";
- mes "Hey, what was it?";
- mes "Maybe you saw an Andre when you were hunting Pierre.";
- next;
- mes "[Cloud]";
- mes "Well, now let's hunt Andre aswel.";
- mes "Ahah the way you're looking at me, ''why didn't I ask you to do this all at once'' right?";
- next;
- mes "[Cloud]";
- mes "Ain't it more fun this way?";
- mes "Hey, now your next target is 15 Andre!";
- mes "You are strong so it will be fine!";
- next;
- mes "[Cloud]";
- mes "If you can't find Andre go deeper into the cave.";
- mes "Ah, and be careful of Maya.";
- para_suv01 = 19;
- changequest 7143,7144;
- close;
- }
- mes "[Cloud]";
- mes "What do you think of Ant Hell?";
- mes "Can you stay longer?";
- mes "Ok, I will recover your strengh so, keep going.";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100,100;
- close;
- }
- if (para_suv01 == 19) {
- if (questprogress(7144,HUNTING) == 2) {
- mes "[Cloud]";
- mes "Great. You seem to have killed all of the Andre.";
- mes "How do you think about fighting ants?";
- mes "Was it good?";
- next;
- mes "[Cloud]";
- mes "Hey, cheer up.";
- mes "To conquer Ant Hell you have one step left.";
- mes "You might have guessed your next target already.";
- next;
- mes "[Cloud]";
- mes "Vitata!";
- mes "How can I say... He seems like honey.";
- mes "Pierre is a worker. Andre is a guardian and so... Vitata is like a mother.";
- next;
- mes "[Cloud]";
- mes "They are really kind to kids and women but don't show any pity to ants.";
- mes "Hunt the Vitata who takes care of the ant eggs.";
- next;
- mes "[Cloud]";
- mes "If somebody falls into Ant Hell it might be a bit safer than before.";
- mes "Now it's the last step so cheer up and let's kill 10 Vitata.";
- next;
- mes "[Cloud]";
- mes "If you feel you're in too much danger. Just come back.";
- mes "I will heal you.";
- para_suv01 = 20;
- changequest 7144,7145;
- close;
- }
- mes "[Cloud]";
- mes "See, to cheer you up I will heal you until you finish the training.";
- mes "Chin up and cheer up.";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100,100;
- close;
- }
- if (para_suv01 == 20) {
- if (questprogress(7145,HUNTING) == 2) {
- mes "[Cloud]";
- mes "Oh... it might have been an anoying fight.";
- mes "You finished so fast.";
- next;
- mes "[Cloud]";
- mes "Good job. Go back to the headquarters and report.";
- mes "You've completed the training quickly.";
- next;
- mes "[Cloud]";
- mes "You will get good news.";
- mes "You did a really good job even under the hot weather.";
- para_suv01 = 21;
- changequest 7145,7146;
- close;
- }
- mes "[Cloud]";
- mes "See, to cheer up I will heal you until you finish the training.";
- mes "Chin up and cheer up.";
- next;
- mes "[Cloud]";
- mes "Just Vitata, isn't that an easy opponent?";
- mes "If you see Maya just run away.";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100,100;
- close;
- }
- if (para_suv01 >= 21) {
- mes "[Cloud]";
- mes "It's enough to say that you've conquered Ant Hell.";
- mes "Aren't you getting used to it here?";
- next;
- mes "[Cloud]";
- mes "Go back to the headquarters and report that you completed the mission, hurry up";
- mes "you will receive good news.";
- mes "You will receive the Eden Group uniform aswel.";
- close;
- }
- mes "[Cloud]";
- mes "I am really proud of the Eden Group.";
- mes "Does the uniform look good on me?";
- mes "Haha...";
- close;
-}
-
-in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{
- if (para_suv01 < 24) {
- if (countitem(6219) > 0) {
- mes "[Hooksha]";
- mes "Unbelievable why did you come here?";
- mes "Um... You are not on the third step of the training?";
- mes "Yeeee~ I'm excited~";
- next;
- mes "[Hooksha]";
- mes "I am a little bored waiting for trainees. Where are they?";
- close;
- }
- mes "[Hooksha]";
- mes "Hello.";
- mes "Why did you come here?";
- mes "Umm... Aaaaa...";
- next;
- mes "[Hooksha]";
- mes "Why don't you join my group?";
- mes "If you have interest in joining us,";
- mes "you won't regret your decision.";
- close;
- }
- if (para_suv01 == 24) {
- mes "[Hooksha]";
- mes "Hello.";
- mes "Are you a trainee?";
- mes "Yeah I can tell.";
- mes "So shall we begin?";
- next;
- mes "[Hooksha]";
- mes "Actually I don't like this training mission much but anyway let me explain it to you.";
- next;
- mes "[Hooksha]";
- mes "As you know this is Orc Village.";
- mes "Orcs don't like humans.";
- mes "They don't try to communicate with us. When they see humans they immediately attack us.";
- next;
- mes "[Hooksha]";
- mes "Sadly humans don't want to communicate with them either.";
- mes "So we decided to take a strong approach towards them.";
- mes "Actually we'd like to get rid of them all.";
- next;
- mes "[Hooksha]";
- mes "We're trying to conquer Orc Village.";
- mes "It's the proper place to finish the beginners training mission for an adventurer like you.";
- next;
- mes "[Hooksha]";
- mes "That's why we've chosen this place for this mission.";
- mes "Ok, we don't have a lot of time so let's begin.";
- mes "First let's eliminate the weakest one.";
- next;
- mes "[Hooksha]";
- mes "It's better to kill them before they grow up.";
- mes "Hunt 10 Orc Babies.";
- mes "Don't pity them because when they grow up they become aggressive Orc Warriors.";
- next;
- mes "[Hooksha]";
- mes "Good or bad this is how it is going to be.";
- mes "Even if they are babies don't hesitate.";
- para_suv01 = 25;
- changequest 7147,7148;
- close;
- }
- if (para_suv01 == 25) {
- if (questprogress(7148,HUNTING) == 2) {
- mes "[Hooksha]";
- mes "Great. Awesome.";
- mes "It's not very pleasant so let's move on.";
- next;
- mes "[Hooksha]";
- mes "On the next step we will fight with Orc Warriors.";
- mes "When Orc Babies grow up they become strong Orc Warriors.";
- next;
- mes "[Hooksha]";
- mes "They all are powerful warriors.";
- mes "When you were fighting Orc Babies, you probably have been attacked by them.";
- next;
- mes "[Hooksha]";
- mes "Now it's time to hunt 10 Orc Warriors.";
- mes "If you are in trouble just come back here to safety.";
- mes "Do you understand?";
- para_suv01 = 26;
- changequest 7148,7149;
- close;
- }
- mes "[Hooksha]";
- mes "There are Orc Warriors, Orc Ladies and Orc Babies in Orc Village.";
- mes "They are really aggressive.";
- next;
- mes "[Hooksha]";
- mes "You look tired I will recover your health.";
- mes "If you are in trouble just come back here to safety.";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100,100;
- close;
- }
- if (para_suv01 == 26) {
- if (questprogress(7149,HUNTING) == 2) {
- mes "[Hooksha]";
- mes "Now you can move on to the next step.";
- next;
- mes "[Hooksha]";
- mes "Exactly... now it's time to hunt Orc Ladies.";
- mes "If you want to conquer Orc Village completely, you should kill them before they have more Orc Babies.";
- next;
- mes "[Hooksha]";
- mes "But you don't need to kill all of them.";
- mes "Go and hunt 10 Orc Ladies.";
- next;
- mes "[Hooksha]";
- mes "You can already feel the strong power from outside...";
- mes "Don't hesitate to attack them.";
- para_suv01 = 27;
- changequest 7149,7150;
- close;
- }
- mes "[Hooksha]";
- mes "You should be exhausted by now.";
- mes "But you still have more targets, understand.";
- next;
- mes "[Hooksha]";
- mes "You look tired, I will recover your health.";
- mes "If you are in trouble just come back here to safety.";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100,100;
- close;
- }
- if (para_suv01 == 27) {
- if (questprogress(7150,HUNTING) == 2) {
- mes "[Hooksha]";
- mes "Great job.";
- mes "Now you should understand how the orc tribe works here in Orc Village.";
- mes "You've followed the training mission well under hot and humid circumstances.";
- mes "You have now completed the 'Conquer Orc Village!' training mission. Congratulations.";
- next;
- mes "[Hooksha]";
- mes "Go back and report to the Eden Group headquarters.";
- mes "I'm sure they will have good news for you.";
- para_suv01 = 28;
- changequest 7150,7151;
- close;
- }
- mes "[Hooksha]";
- mes "Orc Lady is the last target.";
- mes "Cheer up~!";
- next;
- mes "[Hooksha]";
- mes "You look tired, I will recover your health.";
- mes "If you are in trouble just come back here to safety.";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100,100;
- close;
- }
- if (para_suv01 == 28) {
- mes "[Hooksha]";
- mes "You have completed the training mission.";
- mes "Go back to the Eden Group headquarters and report there.";
- close;
- }
- if (para_suv01 == 29) {
- mes "[Hooksha]";
- mes "Have you come here to join in the training?";
- mes "You look like an expert.";
- next;
- mes "[Hooksha]";
- mes "This isn't a good place to talk so let's hurry.";
- mes "This place is linked with the dungeon of Orc Village.";
- next;
- mes "[Hooksha]";
- mes "Can you see that way.";
- mes "There is a cave under the ground, normal orcs don't come here.";
- next;
- mes "[Hooksha]";
- mes "The safest place is in here.";
- mes "There are many undead monsters down there.";
- next;
- mes "[Hooksha]";
- mes "The undead monsters are dangerous and threatening.";
- mes "Don't hesitate when fighting them.";
- next;
- mes "[Hooksha]";
- mes "Now hunt those undead monsters down there.";
- next;
- mes "[Hooksha]";
- mes "Try to hunt 20 Orc zombies in the dungeon.";
- mes "They are really well organized.";
- next;
- mes "[Hooksha]";
- mes "They will attack you anywhere without hesitating.";
- mes "May Freya bless you.";
- para_suv01 = 30;
- changequest 7152,7153;
- close;
- }
- if (para_suv01 == 30) {
- if (questprogress(7153,HUNTING) == 2) {
- mes "[Hooksha]";
- mes "It's different from what you saw in Payon, right?";
- mes "Although you managed to kill the Orc Zombies, you can't be sure you are much stronger..";
- next;
- mes "[Hooksha]";
- mes "So don't go deeper into that cave or you will die for sure.";
- next;
- mes "[Hooksha]";
- mes "The next target is the Orc Skeleton who was walking next to the Orc Zombies.";
- mes "Hunt 20 Orc Skeletons.";
- next;
- mes "[Hooksha]";
- mes "It's the last step of the training mission in the Orc Dungeon.";
- mes "It's all up to you.";
- next;
- mes "[Hooksha]";
- mes "Ok, cheer up and see you again.";
- mes "Hunt 20 Orc Skeletons.";
- para_suv01 = 31;
- changequest 7153,7154;
- close;
- }
- mes "[Hooksha]";
- mes "Can you stay longer?";
- mes "You look tired, I will recover your health.";
- mes "If you are in trouble just come back here to safety.";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100,100;
- close;
- }
- if (para_suv01 == 31) {
- if (questprogress(7154,HUNTING) == 2) {
- mes "[Hooksha]";
- mes "Your training mission has been completed.";
- mes "Go back to the Eden Group headquarters and report.";
- mes "I would like to say more in detail but I'm getting so tired.";
- next;
- mes "[Hooksha]";
- mes "Recently trainees have come here more and more so, I can't sleep at all.";
- mes "I mean not due to you.";
- mes "Anyway I will inform the group so go there and report.";
- next;
- para_suv01 = 32;
- changequest 7154,7155;
- close;
- }
- mes "[Hooksha]";
- mes "Can you stay longer?";
- mes "You look tired I will recover your health.";
- mes "If you are in trouble just come back here to safety.";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100,100;
- close;
- }
- if (para_suv01 == 32) {
- mes "[Hooksha]";
- mes "Don't you have to report back to the Eden Group headquarters?";
- mes "I am so tired leave me alone.";
- close;
- }
- if (para_suv01 > 32) {
- mes "[Hooksha]";
- mes "Uh? What Orc? Explore the dungeon?";
- mes "You are having such a hard time.";
- next;
- mes "[Hooksha]";
- mes "This place is really good to take a rest because Orcs don't come here.";
- mes "Ho hum...";
- close;
- }
-}
-
-iz_dun04,43,46,3 script Eden Member Callandiva 4_F_CRU,{
- if (para_suv01 < 33) {
- if (countitem(6219) > 0) {
- mes "[Callandiva]";
- mes "How did you get so deep in this ocean city?";
- mes "Ah, that symbol is of our group.";
- mes "You're a trainee for sure.";
- next;
- mes "[Callandiva]";
- mes "What? You aren't?";
- mes "I... see... I see...";
- mes "Ok... keep going.";
- close;
- }
- mes "[Callandiva]";
- mes "Mysteriously although we're under the sea you can still breathe here.";
- mes "Do you know why?";
- next;
- mes "[Callandiva]";
- mes "Let's see due to the moisture my skin is so soft.";
- mes "My fingers and toes are not attached to each other amazing.";
- next;
- mes "[Callandiva]";
- mes "I was really shocked and scared when the Eden Group dispatched me here.";
- mes "Now I love this environment so much.";
- mes "It's really calm...";
- close;
- }
- if (para_suv01 == 33) {
- mes "[Callandiva]";
- mes "How did you get so deep in this ocean city?";
- mes "Ah, that symbol is of our group.";
- mes "You're a trainee for sure.";
- next;
- mes "[Callandiva]";
- mes "Good to see you!";
- mes "Alright, look down.";
- mes "Ancient buildings are sleeping under the water. They were actually built under the sea.";
- next;
- mes "[Callandiva]";
- mes "As you know we don't have any trouble living here.";
- mes "But if you see over there... yes right there.";
- next;
- mes "[Callandiva]";
- mes "Can you see a humanoid fish with a very threatening spear?";
- mes "He is called a Merman and is a really professional warrior.";
- next;
- mes "[Callandiva]";
- mes "Okay, go and hunt 15 Merman.";
- mes "That will be your 1st training mission here.";
- para_suv01 = 34;
- changequest 7156,7157;
- close;
- }
- if (para_suv01 == 34) {
- if (questprogress(7157,HUNTING) == 2) {
- mes "[Callandiva]";
- mes "Oh, you came back~!";
- mes "What did you think of those threatening Mermans?";
- mes "Actually, I thought that you would chicken out~";
- next;
- mes "[Callandiva]";
- mes "Good your next opponent will be...~";
- mes "Yes, this one...";
- mes "The monster that is holding a trident.";
- next;
- mes "[Callandiva]";
- mes "His main abilities are magical.";
- mes "The monster is called Strouf!";
- mes "Now, it's time to fight with a real magician!";
- next;
- mes "[Callandiva]";
- mes "Try avoiding the Mermans and hunt 10 Strouf, kill them.";
- para_suv01 = 35;
- changequest 7157,7158;
- close;
- }
- mes "[Callandiva]";
- mes "Oh are you tired?";
- mes "Mermans are not easy opponents.";
- mes "I will help you recover so cheer up.";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100,100;
- close;
- }
- if (para_suv01 == 35) {
- if (questprogress(7158,HUNTING) == 2) {
- mes "[Callandiva]";
- mes "Did you kill all the Strouf already?";
- mes "I wasn't counting that you'd make it.";
- mes "I have eyes on the top of my head haha.";
- next;
- mes "[Callandiva]";
- mes "Of course I'm just kidding.";
- mes "Don't look at me like that~ it was a joke~!";
- mes "Now you're feeling more at ease about this.";
- next;
- mes "[Callandiva]";
- mes "Go back to the headquarters and report it.~";
- mes "You will receive the last uniform from the Eden Group headquarters.";
- next;
- mes "[Callandiva]";
- mes "This training mission is made for beginners.";
- mes "So it might be useless to you or not.";
- next;
- mes "[Callandiva]";
- mes "Anyway you did great job!";
- para_suv01 = 36;
- changequest 7158,7159;
- close;
- }
- mes "[Callandiva]";
- mes "Oh are you tired?";
- mes "Strouf are not easy opponents.";
- mes "I can help you recover so cheer up.";
- npcskill "AL_HEAL",11,99,60;
- percentheal 100,100;
- close;
- }
- if (para_suv01 >= 36) {
- mes "[Callandiva]";
- mes "I won't give help to you anymore.";
- mes "Go back to our headquarters and report about this training mission.";
- close;
- }
- mes "[Callandiva]";
- mes "Mysteriously although we're under the sea you can still breathe here.";
- mes "Do you know why?";
- next;
- mes "[Callandiva]";
- mes "Let's see due to the moisture my skin is so soft.";
- mes "My fingers and toes are not attached to each other amazing.";
- next;
- mes "[Callandiva]";
- mes "I was really shocked and scared when the Eden Group dispatched me here.";
- mes "Now I love this environment so much.";
- mes "It's really calm...";
- close;
-}
-
-moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{
- mes "[Michael]";
- mes "Why did you come here?";
- next;
- switch (select("To get supplies:Where is here?:Upgrade equipment")) {
- case 1:
- if (para_suv01 == 11) {
- mes "[Michael]";
- mes "If you've completed step 1";
- mes "we can supply you with a Eden Group Hat, Uniform, Manteau and Boots.";
- mes "^4d4dffCheck your inventory first.^000000";
- next;
- switch (select("Let me check my inventory:I have enough room.")) {
- case 1:
- mes "[Michael]";
- mes "Make sure you have enough room for the supplies.";
- close;
- case 2:
- mes "[Michael]";
- mes "Two of the supplies, the ^4d4dffHat and Manteau^000000,";
- mes "will only be given out once.";
- mes "So treat them with caution and care.";
- next;
- mes "[Michael]";
- mes "As for the Boots and the Uniforms, you will receive better quality ones based on your course grades.";
- next;
- mes "[Michael]";
- mes "One Eden Group Hat.";
- mes "One Eden Group Uniform I.";
- mes "One pair of Eden Group Boots I.";
- mes "One Eden Group Manteau.";
- mes "A total of 4 supplies, that's all.";
- para_suv01 = 12;
- para_suv02 = 1;
- getitem 5583,1; //Para_Team_Hat1
- getitem 2560,1; //Para_Team_Manteau1
- getitem 2456,1; //Para_Team_Boots1
- getitem 15009,1; //Para_Team_Uniform1
- next;
- mes "[Michael]";
- mes "Is that correct?";
- mes "It is manufactured for beginners so they don't have the best effect but they're still cheaper than equipment in the shops.";
- next;
- mes "[Michael]";
- mes "We made them especially for the Eden Group.";
- close;
- }
- }
- if (para_suv01 == 22) {
- mes "[Michael]";
- mes "If you've completed step 2, we offer extra weapons including the basic equipment.";
- next;
- mes "[Michael]";
- mes "We have chosen the proper weapon for each class.";
- mes "But we can't support some classes that can't join us.";
- next;
- mes "[Michael]";
- mes "We can't manufacture all of the weapons in the world, don't you agree?";
- next;
- mes "[Michael]";
- mes "We will supply 1 Weapon, Shoes and Uniform so a total of three things.";
- mes "Also we supply extra things to consider some members who can't use some of the supplies.";
- next;
- mes "[Michael]";
- mes "^4d4dffPlease check your inventory to get those items.^000000";
- next;
- switch (select("I will make more space.:I have got enough space.")) {
- case 1:
- mes "[Michael]";
- mes "Make enough space.";
- close;
- case 2:
- if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) {
- mes "[Michael]";
- mes "What kind of weapon do you want?";
- mes "We have one and Two-handed swords.";
- mes "Here are the options.";
- next;
- mes "[Michael]";
- mes "Eden Slayer I: Two-handed sword. attack 162.";
- mes "Eden Saber I: One-handed sword. attack 147.";
- mes "Both are Lv. 2 and the required level is 26.";
- next;
- mes "[Michael]";
- mes "They also can't be traded with other players or be refined.";
- next;
- switch (select("Eden Slayer I:Eden Sabre I")) {
- case 1:
- mes "[Michael]";
- mes "You've chosen the Eden Slayer I.";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 1192,1; //P_Slayer1
- getitem 18514,1; //Para_Team_Hat2
- getitem 2571,1; //Para_Team_Manteau2
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Two-handed sword, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 1192,1; //P_Slayer1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- case 2:
- mes "[Michael]";
- mes "You've chosen the Eden Sabre I.";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 13423,1; //P_Sabre1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A One-handed sword, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 13423,1; //P_Sabre1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- mes "This is what we strive for.";
- close;
- }
- }
- if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue || Class == Job_Ninja || Class == Job_Novice || Class == Job_Novice_High) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Dagger I: Dagger. MATK+60, attack 124.";
- mes "It is Lv. 2 and the required level is 26.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Dagger I.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 13050,1; //P_Dagger1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Dagger, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 13050,1; //P_Dagger1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- mes "This is what we strive for.";
- close;
- }
- if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) {
- mes "[Michael]";
- mes "What kind of weapon do you want?";
- mes "We have a mace and a One-handed sword.";
- mes "Here are the options.";
- next;
- mes "[Michael]";
- mes "Eden Saber I: One-handed sword. attack 147.";
- mes "Eden Mace I: Mace. attack 142.";
- mes "Both are level 2 and the required level is 26.";
- next;
- mes "[Michael]";
- mes "They also can't be traded with other players or be refined.";
- next;
- switch (select("Eden Sabre I:Eden Mace I")) {
- case 1:
- mes "[Michael]";
- mes "You've chosen the Eden Sabre I.";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 13423,1; //P_Sabre1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A One-handed Sword, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 13423,1; //P_Sabre1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- mes "This is what we strive for.";
- close;
- case 2:
- mes "[Michael]";
- mes "You've chosen the Eden Mace I.";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 16004,1; //P_Mace1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Mace, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 16004,1; //P_Mace1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- }
- if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Bow I: Bow. attack 82.";
- mes "It is Lv. 2 and the required level is 26.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Bow I.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 1747,1; //P_Bow1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Bow, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 1747,1; //P_Bow1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) {
- mes "[Michael]";
- mes "What kind of weapon do you want?";
- mes "We have a mace and a staff.";
- mes "Here are the options.";
- next;
- mes "[Michael]";
- mes "Eden Mace I: Mace. attack 142.";
- mes "Eden Staff I: Staff. INT+2, MATK+125, attack 60.";
- mes "Both are Lv. 2 and the required level is 26.";
- next;
- mes "[Michael]";
- mes "They also can't be traded with other players or be refined.";
- next;
- switch (select("Eden Staff I:Eden Mace I")) {
- case 1:
- mes "[Michael]";
- mes "You've chosen the Eden Staff I.";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 1650,1; //P_Staff1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Staff, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 1650,1; //P_Staff1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- case 2:
- mes "[Michael]";
- mes "You've chosen the Eden Mace I.";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 16004,1; //P_Mace1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Mace, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 16004,1; //P_Mace1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- }
- if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Staff I: Staff. INT+2, MATK+125, attack 60.";
- mes "It is Lv. 2 and the required level is 26.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Staff I.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 1650,1; //P_Staff1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Staff, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 1650,1; //P_Staff1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- if (Class == Job_Gunslinger) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Revolver I: Revolver. HIT-5, attack 44.";
- mes "It is Lv. 2 and the required level is 26.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Revolver I.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 13112,1; //P_Revolver1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Revolver, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 13112,1; //P_Revolver1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- mes "[Michael]";
- mes "Let me see... you will receive..";
- mes "the Eden Group Boots II and Uniform II.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "I don't know what weapon will suit you so, you'll get a Dagger.";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 13050,1; //P_Dagger1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Weapon, Uniform and Boots all 3 supplies.";
- mes "I don't know what weapon will suit you so, you'll get a Dagger.";
- mes "Please check it again.";
- para_suv01 = 23;
- para_suv02 = 2;
- getitem 13050,1; //P_Dagger1
- getitem 2457,1; //Para_Team_Boots2
- getitem 15010,1; //Para_Team_Uniform2
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- }
- if (para_suv01 == 37) {
- mes "[Michael]";
- mes "You've completed the last training course.";
- mes "It's time for you to receive a new weapon.";
- next;
- mes "[Michael]";
- mes "We have more upgraded weapons, uniforms and boots.";
- mes "Ah, in case of the weapon that was made only for 1st jobs.";
- mes "So, I can't offer them to higher jobs.";
- next;
- mes "[Michael]";
- mes "^4d4dffPlease check you inventory to get those supplies.^000000";
- next;
- switch (select("I'll come back.:I have enough room.")) {
- case 1:
- mes "[Michael]";
- mes "Make sure you have enough room.";
- close;
- case 2:
- if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) {
- mes "[Michael]";
- mes "What kind of weapon do you want?";
- mes "We have one and Two-handed swords.";
- mes "Here are the options.";
- next;
- mes "[Michael]";
- mes "Eden Saber II: One-handed sword. attack 170.";
- mes "Eden Slayer II: Two-handed sword. attack 185.";
- mes "Both of them are Lv. 2 weapons and the required level is 40.";
- next;
- mes "[Michael]";
- mes "They also can't be traded with other players or be refined.";
- next;
- switch (select("Eden Saber II:Eden Slayer II")) {
- case 1:
- mes "[Michael]";
- mes "You've chosen the Eden Sabre II.";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 13424,1; //P_Sabre2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A One-handed sword, Uniform, and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 13424,1; //P_Sabre2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- case 2:
- mes "[Michael]";
- mes "You've chosen the Eden Slayer II.";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 1193,1; //P_Slayer2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Two-handed sword, Uniform, and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 1193,1; //P_Slayer2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- }
- if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Dagger II: Dagger. MATK+70, attack 158.";
- mes "It is Lv. 2 and the required level is 40.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Dagger II.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv02 = 3;
- getitem 13051,1; //P_Dagger2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Dagger, Uniform, and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 13051,1; //P_Dagger2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) {
- mes "[Michael]";
- mes "What kind of weapon do you want?";
- mes "We have a mace and a staff.";
- mes "Here are the options.";
- next;
- mes "[Michael]";
- mes "Eden Mace II: Mace. attack 163.";
- mes "Eden Staff II: Staff. INT+3, MATK+150, attack 60.";
- mes "Both of them are Lv. 2 weapons and the required level is 40.";
- next;
- mes "[Michael]";
- mes "They also can't be traded with other players or be refined.";
- next;
- switch (select("Eden Staff II:Eden Mace II")) {
- case 1:
- mes "[Michael]";
- mes "You've chosen the Eden Staff II.";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 1651,1; //P_Staff2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Staff, Uniform, and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 1651,1; //P_Staff2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- case 2:
- mes "[Michael]";
- mes "You've chosen the Eden Mace II.";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 16005,1; //P_Mace2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Mace, Uniform, and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 16005,1; //P_Mace2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- }
- if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Bow II: Bow. attack 82.";
- mes "It is Lv. 2 and the required level is 40.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Bow II.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 1748,1; //P_Bow2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Bow, Uniform, and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 1748,1; //P_Bow2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- if (Class == Job_Novice || Class == Job_Novice_High || Class == Job_SuperNovice || Class == Job_Soul_Linker || Class == Job_Ninja) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Dagger II: Dagger. MATK+70, attack 158.";
- mes "It is Lv. 2 and the required level is 40.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Dagger II.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 13051,1; //P_Dagger2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Dagger, Uniform, and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 13051,1; //P_Dagger2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Staff II: Staff. INT+3, MATK+155, attack 60.";
- mes "It is Lv. 2 and the required level is 40.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Staff II.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 1651,1; //P_Staff2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Staff, Uniform, and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 1651,1; //P_Staff2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) {
- mes "[Michael]";
- mes "What kind of weapon do you want?";
- mes "We have a mace and a one-handed sword.";
- mes "Here are the options.";
- next;
- mes "[Michael]";
- mes "Eden Saber II: One-handed sword. attack 170.";
- mes "Eden Mace II: Mace. attack 163.";
- mes "Both of them are Lv. 2 weapons and the required level is 40.";
- next;
- mes "[Michael]";
- mes "They also can't be traded with other players or be refined.";
- next;
- switch (select("Eden Saber II:Eden Mace II")) {
- case 1:
- mes "[Michael]";
- mes "You've chosen the Eden Sabre II.";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 13424,1; //P_Sabre2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A One-handed sword, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 13424,1; //P_Sabre2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- case 2:
- mes "[Michael]";
- mes "You've chosen the Eden Mace II.";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 16005,1; //P_Mace2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Mace, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 16005,1; //P_Mace2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- }
- if (Class == Job_Gunslinger) {
- mes "[Michael]";
- mes "We only have 1 weapon for you.";
- next;
- mes "[Michael]";
- mes "Eden Revolver II: Revolver. HIT-5, attack 60.";
- mes "It is Lv. 2 and the required level is 40.";
- next;
- mes "[Michael]";
- mes "It also can't be traded with other players or be refined.";
- next;
- mes "[Michael]";
- mes "You'll receive the Eden Revolver II.";
- next;
- mes "[Michael]";
- mes "Additionally you'll receive the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 13113,1; //P_Revolver2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Revolver, Uniform and Boots all 3 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 13113,1; //P_Revolver2
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- mes "[Michael]";
- mes "Let me see... you will receive..";
- mes "the Eden Group Boots III and Uniform III.";
- next;
- if (para_suv02 == 0) {
- mes "[Michael]";
- mes "You don't have a record of receiving any supplies";
- mes "so, you'll receive the Eden Group Hat and Manteau aswell.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- getitem 5583,1; //Para_Team_Hat
- getitem 2560,1; //Para_Team_Manteau
- next;
- mes "[Michael]";
- mes "Check your supplies again and look after it.";
- close;
- }
- mes "[Michael]";
- mes "A Uniform and Boots all 2 supplies.";
- mes "Please check it again.";
- para_suv01 = 38;
- para_suv02 = 3;
- getitem 2458,1; //Para_Team_Boots3
- getitem 15011,1; //Para_Team_Uniform3
- next;
- mes "[Michael]";
- mes "I hope they're useful to you.";
- close;
- }
- mes "[Michael]";
- mes "Wait...I will check the record...";
- mes "...";
- mes "...hummmm.";
- next;
- mes "[Michael]";
- mes "Sorry, but I can't find any record that you can obtain supplies.";
- mes "Are you sure?";
- close;
- }
- case 2:
- mes "[Michael]";
- mes "We store weapons, armor and other goods which were created by the Eden Group here.";
- mes "We also have a lot of special stuff.";
- next;
- mes "[Michael]";
- mes "To prepare for emergencies, we hav enough equipment and supplies for an entire army.";
- mes "Frankly... we don't have a use for it now but in case soemthing happens like in Morroc.";
- next;
- mes "[Michael]";
- mes "Just take a look around and don't touch anything.";
- next;
- mes "[Michael]";
- mes "If I make a mistake, Reke will punish me.";
- close;
- case 3:
- mes "[Michael]";
- mes "You mean upgrading equipment, right?";
- mes "We can only upgrade the Eden Group Hat.";
- next;
- if (para_suv02 == 3) {
- if (countitem(5583) > 0) {
- disable_items;
- mes "[Michael]";
- mes "What status bonus do you want to upgrade?";
- next;
- switch (select("Upgrade STR:Upgrade AGI:Upgrade VIT:Upgrade INT:Upgrade DEX:Upgrade LUK:Nevermind.")) {
- case 1:
- mes "[Michael]";
- mes "I see.";
- mes "I will ^4d4dffUpgrade STR^000000.";
- mes "Are you sure?";
- next;
- switch (select("Yes I am.:No wait.")) {
- case 1:
- mes "[Michael]";
- mes "I will start to upgrade.";
- next;
- mes "[Michael]";
- mes "Here you are.";
- para_suv02 = 4;
- delitem 5583,1;
- getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4701;
- close;
- case 2:
- mes "[Michael]";
- mes "Don't you want to upgrade?";
- close;
- }
- case 2:
- mes "[Michael]";
- mes "I see.";
- mes "I will ^4d4dffUpgrade AGI^000000.";
- mes "Are you sure?";
- next;
- switch (select("Yes I am.:No wait.")) {
- case 1:
- mes "[Michael]";
- mes "I will start to upgrade.";
- next;
- mes "[Michael]";
- mes "Here you are.";
- para_suv02 = 4;
- delitem 5583,1;
- getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4731;
- close;
- case 2:
- mes "[Michael]";
- mes "Don't you want to upgrade?";
- close;
- }
- case 3:
- mes "[Michael]";
- mes "I see.";
- mes "I will ^4d4dffUpgrade VIT^000000.";
- mes "Are you sure?";
- next;
- switch (select("Yes I am.:No wait.")) {
- case 1:
- mes "[Michael]";
- mes "I will start to upgrade.";
- next;
- mes "[Michael]";
- mes "Here you are.";
- para_suv02 = 4;
- delitem 5583,1;
- getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4741;
- close;
- case 2:
- mes "[Michael]";
- mes "Don't you want to upgrade?";
- close;
- }
- case 4:
- mes "[Michael]";
- mes "I see.";
- mes "I will ^4d4dffUpgrade INT^000000.";
- mes "Are you sure?";
- next;
- switch (select("Yes I am.:No wait.")) {
- case 1:
- mes "[Michael]";
- mes "I will start to upgrade.";
- next;
- mes "[Michael]";
- mes "Here you are.";
- para_suv02 = 4;
- delitem 5583,1;
- getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4711;
- close;
- case 2:
- mes "[Michael]";
- mes "Don't you want to upgrade?";
- close;
- }
- case 5:
- mes "[Michael]";
- mes "I see.";
- mes "I will ^4d4dffUpgrade DEX^000000.";
- mes "Are you sure?";
- next;
- switch (select("Yes I am.:No wait.")) {
- case 1:
- mes "[Michael]";
- mes "I will start to upgrade.";
- next;
- mes "[Michael]";
- mes "Here you are.";
- para_suv02 = 4;
- delitem 5583,1;
- getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4721;
- close;
- case 2:
- mes "[Michael]";
- mes "Don't you want to upgrade?";
- close;
- }
- case 6:
- mes "[Michael]";
- mes "I see.";
- mes "I will ^4d4dffUpgrade LUK^000000.";
- mes "Are you sure?";
- next;
- switch (select("Yes I am.:No wait.")) {
- case 1:
- mes "[Michael]";
- mes "I will start to upgrade.";
- next;
- mes "[Michael]";
- mes "Here you are.";
- para_suv02 = 4;
- delitem 5583,1;
- getitem2 5583, 1, 1, 0, 0, 0, 0, 0, 4751;
- close;
- case 2:
- mes "[Michael]";
- mes "Don't you want to upgrade?";
- close;
- }
- case 7:
- mes "[Michael]";
- mes "Why? It'll be beter than it is.";
- mes "Anyway, we can only offer you one Hat.";
- next;
- mes "[Michael]";
- mes "What you do with it is up to you.";
- close;
- }
- }
- mes "[Michael]";
- mes "First come with a Hat that you want me to upgrade.";
- mes "Make sure that it's in your inventory, got it?";
- close;
- }
- if (para_suv02 == 4) {
- mes "[Michael]";
- mes "Umm, didn't you upgrade this already?";
- mes "According to the records";
- mes ""+strcharinfo(0)+": Has already upgraded their Hat.";
- next;
- mes "[Michael]";
- mes "We can only offer 1 upgrade.";
- mes "Sorry but I can't do it twice.";
- close;
- }
- mes "[Michael]";
- mes "You haven't received all the supplies up to step 3.";
- mes "Upgrading your Hat is a special service.";
- next;
- mes "[Michael]";
- mes "Sorry but I can't help you.";
- close;
- }
-}
-
-moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{
- mes "[Chef]";
- mes "What's up?";
- mes "Do you want a Meal? Or do you have other business?";
- next;
- switch (select("Order a meal.:Talk.")) {
- case 1:
- mes "[Chef]";
- mes "Choose one of the three course meals A, B or C.";
- mes "Do you want a explanation?";
- next;
- switch (select("I want a explanation.:Order course meal A:Order course meal B:Order course meal C:End Conversation.")) {
- case 1:
- mes "[Chef]";
- mes "Uh? what do you want to know?";
- next;
- switch (select("About course meal A.:About course meal B.:About course meal C.:End Conversation.")) {
- case 1:
- mes "[Chef]";
- mes "Course meal A is for nomal people.";
- mes "It has three kinds of dishes and the main is....";
- mes " ";
- mes "-Chef is trying to point to a dish in the picture. There is a black roll.-";
- next;
- mes "[Chef]";
- mes "It's made of sea grass so, it's dry like paper.";
- mes "It's a roll with steamed rice, vegetables and meat inside.";
- mes "It seems simple but it is really good and healthy.";
- next;
- mes "[Chef]";
- mes "The ingredients mix well with the spicy sauce.";
- mes "It is also mixed with chopped meat like sausages.";
- next;
- mes "[Chef]";
- mes "It's simple and cheap so it is really popular with everyone.";
- mes "Just 3,000 Zeny.";
- mes "You will feel satisfied after eating it.";
- close;
- case 2:
- mes "[Chef]";
- mes "Um course meal B is.";
- mes "I make a sauce with aromatic vegetables and meat in a soup.";
- next;
- mes "[Chef]";
- mes "The meat is boiled so it is fork tender in the soup.";
- mes "When the soup is almost done I add noodles for the finishing touch.";
- next;
- mes "[Chef]";
- mes "It's a good dish to share with your friends.";
- mes "It's 4,000 Zeny.";
- mes "It's a very fun dish to enjoy.";
- close;
- case 3:
- mes "[Chef]";
- mes "Now for course meal C...";
- mes "It's a masterpiece of meat... Legend of the meat class!";
- next;
- mes "[Chef]";
- mes "Beef, bacon,";
- mes "strip loin,";
- mes "rib eye roll";
- mes "...";
- next;
- mes "[Chef]";
- mes "Do you need more information?";
- mes "Don't worry.";
- mes "I use the besk oak to smoke it.";
- mes "Ah, it's 5,000 Zeny. Cheap isn't it? I only use the best meat so don't worry.";
- close;
- case 4:
- mes "[Chef]";
- mes "I don't have enough time to chat with you...";
- close;
- }
- case 2:
- mes "[Chef]";
- mes "Course meal A?";
- mes "Ah, Kim-dduck-soon.";
- mes "It's the representative meal for normal citizens.";
- next;
- if (countitem(6219) > 0) {
- if (Zeny > 2699) {
- mes "[Chef]";
- mes "Hey, here you are.";
- mes "Enjoy your meal.";
- next;
- mes "- After eating the meal, You feel a little bit full.";
- mes "You've recovered some HP and SP. -";
- Zeny -= 2700;
- percentheal 50,0;
- percentheal 0,50;
- close;
- }
- mes "[Chef]";
- mes "This meal costs 3,000 zeny but I will serve it for 2,700.";
- mes "Since you are a eden member you get a 10% discount so, it's 2,700 zeny.";
- close;
- }
- if (Zeny > 2999) {
- mes "[Chef]";
- mes "Hey, here you are.";
- mes "Enjoy your meal.";
- next;
- mes "- After eating the meal, You feel a little bit full.";
- mes "You've recovered some HP and SP. -";
- Zeny -= 3000;
- percentheal 50,0;
- percentheal 0,50;
- close;
- }
- mes "[Chef]";
- mes "This meal costs 3,000 zeny.";
- mes "How many times do I have to tell you?";
- close;
- case 3:
- mes "[Chef]";
- mes "Course meal B?";
- mes "This food with meat and vegetables in hot soup has it's origins from nomadic life under the cold and dry nature.";
- next;
- if (countitem(6219) > 0) {
- if (Zeny > 3599) {
- mes "[Chef]";
- mes "Hey, here you are.";
- mes "Enjoy your meal.";
- next;
- mes "- After eating the meal, You feel a little bit full.";
- mes "You've recovered some HP and SP. -";
- Zeny -= 3600;
- percentheal 75,0;
- percentheal 0,75;
- close;
- }
- mes "[Chef]";
- mes "This meal costs 4,000 zeny but I will serve it for 3,600.";
- mes "Since you are a eden member you get a 10% discount so, it's 3,600 zeny.";
- close;
- }
- if (Zeny > 3999) {
- mes "[Chef]";
- mes "Hey, here you are.";
- mes "Enjoy your meal.";
- next;
- mes "- After eating the meal, You feel a little bit full.";
- mes "You've recovered some HP and SP. -";
- Zeny -= 4000;
- percentheal 75,0;
- percentheal 0,75;
- close;
- }
- mes "[Chef]";
- mes "This meal costs 4,000 zeny.";
- mes "How many times do I have to tell you?";
- close;
- case 4:
- if (countitem(6219) > 0) {
- if (Zeny > 4499) {
- mes "[Chef]";
- mes "Hey, here you are.";
- mes "Enjoy your meal.";
- next;
- mes "- The Rib Eye Roll is grilled on the oak.";
- mes "- After eating the meal, You feel a little bit full.";
- mes "You've recovered your HP and SP. -";
- Zeny -= 4500;
- percentheal 100,0;
- percentheal 0,100;
- close;
- }
- mes "[Chef]";
- mes "This meal costs 5,000 zeny but I will serve it for 4,500.";
- mes "Since you are a eden member you get a 10% discount so, it's 4,500 zeny.";
- close;
- }
- if (Zeny > 4999) {
- mes "[Chef]";
- mes "Hey, here you are.";
- mes "Enjoy your meal.";
- next;
- mes "Hey, here you are.";
- mes "- The Rib Eye Roll is grilled on the oak.";
- mes "- After eating the meal, You feel a little bit full.";
- mes "You've recovered your HP and SP. -";
- Zeny -= 5000;
- percentheal 100,0;
- percentheal 0,100;
- close;
- }
- mes "[Chef]";
- mes "This meal costs 5,000 zeny.";
- mes "How many times do I have to tell you?";
- close;
- case 5:
- mes "[Chef]";
- mes "It's up to you.";
- close;
- }
- case 2:
- if (countitem(6219) > 0) {
- mes "[Chef]";
- mes "Most jobs should be managed by yourself. So it might be difficult, right?";
- mes "Actually it's harmful so they have requested continuously.";
- next;
- mes "[Chef]";
- mes "Can't we all work together by helping each other out?";
- mes "Anyway, you...";
- next;
- if (para_suv01 == 0) {
- if (BaseLevel < 41) {
- mes "[Chef]";
- mes "How are you?";
- mes "Ah... now you don't look like a beginner.";
- mes "Do you want to know some good information?";
- next;
- mes "[Chef]";
- mes "The Eden Group... sometimes receives jobs.";
- mes "But they also manufacture armor and weapons by themselves.";
- next;
- mes "[Chef]";
- mes "If you want, you can get a uniform from the Eden Group.";
- next;
- mes "[Chef]";
- mes "To get it you need to complete their missions.";
- mes "If you have any interest, meet Instructor Boya at the desk.";
- close;
- }
- mes "[Chef]";
- mes "You look like an expert...";
- mes "umm emm.. ";
- mes "umm emm.. ummm..";
- next;
- mes "[Chef]";
- mes "Yes! I found a thing that you are missing!";
- mes "You didn't get eden group uniform?";
- next;
- mes "[Chef]";
- mes "Hmm, it's not neccessary but if you remain with the eden group, it would be a good symbol.";
- next;
- mes "[Chef]";
- mes "You can't get it easily but..";
- mes "If you have an interest, ask Instructor Boya at the desk.";
- close;
- }
- mes "[Chef]";
- mes "Sure, the uniform goes well with you.";
- mes "Oh, sure.";
- mes "The leader makes the designs these days.";
- next;
- mes "[Chef]";
- mes "Ahah..especially the hat.";
- mes "To.. me.. the hat... um.";
- mes "It goes well with Laime but with Luke... I don't know..";
- next;
- switch (select("What about the hat?:Luke?")) {
- case 1:
- mes "[Chef]";
- mes "Nothing. It's so cute.";
- mes "I am concerned about the ribbon.";
- mes "But, it is essential that I wear this hat..";
- next;
- mes "[Chef]";
- mes "Hahahah I don't care.";
- mes "I don't care at all!";
- mes "Hahaha.. aaaahahahaha... ";
- close;
- case 2:
- mes "[Chef]";
- mes "He is a knife expert.";
- mes "One of our guard leaders.";
- mes "Who is also in charge of the security in this office.";
- next;
- mes "[Chef]";
- mes "Almost everyone just hired wonders about him.";
- mes "But Laime and Luke are totally different.";
- next;
- mes "[Chef]";
- mes "The leaders have worked together for a long time.";
- mes "But the leader wants to hide his past...";
- next;
- mes "[Chef]";
- mes "What I guess is... he might be a son of a rich family.";
- mes "Rumor is that Luke was the family guard.";
- mes "Laime was a servant? Wasn't she?";
- mes "What do you think about my story?";
- next;
- select(".....");
- mes "[Chef]";
- mes "............";
- mes "Ahah..hey~ even if I talked useless things don't look at me like that";
- mes "but it's really true that three people established this Eden Group.";
- close;
- }
- }
- mes "[Chef]";
- mes "Uh? Missions. Did you find the right place?";
- mes "Also let me se... you are not one of our members. How can I give you work?";
- next;
- mes "[Chef]";
- mes "Just eat in the restaurant.";
- mes "We serve meals to everyone.";
- mes "I am pretty sure they taste great!";
- close;
- }
-}
-
-moc_para01,23,35,4 script Instructor Ur 4_M_KNIGHT_BLACK,{
- mes "[Instructor Ur]";
- if (countitem(6219) > 0) {
- if (BaseLevel < 60) {
- mes "Umm. You should raise your level more!";
- mes "You need to be at least level 60!";
- mes "I'm sorry but those are the rules.";
- close;
- }
- if ((BaseLevel >= 60) && (BaseLevel < 70) && (para_suv01 < 39)) {
- callsub L_GiveQuest;
- mes "Great! I want you to go find ^0000FFRomeo in Comodo^000000.";
- next;
- para_suv01 = 39;
- setquest 7214;
- mes "[Instructor Ur]";
- mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000.";
- close;
- }
- if ((para_suv01 == 39) && (romeo < 4)) {
- mes "What are you waiting for? Go find ^0000FFRomeo in Comodo^000000.";
- next;
- mes "[Instructor Ur]";
- mes "You should see him near the entrance to the ^0000FFNorth Cave in Comodo^000000.";
- close;
- }
- if ((para_suv01 == 40) && (romeo == 4)) callsub L_CompleteQuest,7218,41,5;
- if (para_suv01 == 41) callsub L_Toren;
- if ((para_suv01 == 42) && (BaseLevel < 70)) callsub L_Level,70;
- if ((BaseLevel >= 70) && (BaseLevel < 80) && (para_suv01 < 39 || para_suv01 == 42)) {
- callsub L_GiveQuest;
- mes "Great! I want you to go find ^0000FFJohan in Glast Heim^000000.";
- next;
- para_suv01 = 43;
- setquest 7219;
- mes "[Instructor Ur]";
- mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000.";
- close;
- }
- if ((para_suv01 == 43) && (johan < 3)) {
- mes "What are you waiting for? Go find ^0000FFJohan in Glast Heim^000000.";
- next;
- mes "[Instructor Ur]";
- mes "You should see him near the entrance of the ^0000FFGlast Heim Church^000000.";
- close;
- }
- if ((para_suv01 == 43) && (johan == 3)) callsub L_CompleteQuest,7222,44,7;
- if (para_suv01 == 44) callsub L_Toren;
- if ((para_suv01 == 45) && (BaseLevel < 80)) callsub L_Level,80;
- if ((BaseLevel >= 80) && (BaseLevel < 90) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45)) {
- callsub L_GiveQuest;
- mes "Great! I want you to go find ^0000FFKiren in Einbroch^000000.";
- next;
- para_suv01 = 46;
- setquest 7223;
- mes "[Instructor Ur]";
- mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town.";
- close;
- }
- if ((para_suv01 == 46) && (kiren < 3)) {
- mes "What are you waiting for? Go find ^0000FFKiren in Einbroch^000000.";
- next;
- mes "[Instructor Ur]";
- mes "You should see her near the ^0000FFSouth Enterance^000000 outside of town.";
- close;
- }
- if ((para_suv01 == 46) && (kiren == 3)) callsub L_CompleteQuest,7228,47,9;
- if (para_suv01 == 47) callsub L_Toren;
- if ((para_suv01 == 48) && (BaseLevel < 90)) callsub L_Level,90;
- if ((BaseLevel >= 90) && (BaseLevel < 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48)) {
- callsub L_GiveQuest;
- mes "Great! I want you to go find ^0000FFNaomi in Ice Dungeon^000000.";
- next;
- para_suv01 = 49;
- setquest 7229;
- mes "[Instructor Ur]";
- mes "You should see her near the ^0000FFEntrance^000000 when you enter the dungeon.";
- close;
- }
- if ((para_suv01 == 49) && (naomi < 3)) {
- mes "What are you waiting for? Go find ^0000FFNaomi in Ice Dungeon^000000.";
- next;
- mes "[Instructor Ur]";
- mes "You should see her near the ^0000FFEntrance^000000 when you enter the dungeon.";
- close;
- }
- if ((para_suv01 == 49) && (naomi == 3)) callsub L_CompleteQuest,7232,50,11;
- if (para_suv01 == 50) callsub L_Toren;
- if ((para_suv01 == 51) && (BaseLevel < 100)) callsub L_Level,100;
- if ((BaseLevel >= 100) && (para_suv01 < 39 || para_suv01 == 42 || para_suv01 == 45 || para_suv01 == 48 || para_suv01 == 51)) {
- callsub L_GiveQuest;
- mes "Great! I want you to go find ^0000FFMargaret in the Expedition Camp^000000.";
- next;
- para_suv01 = 52;
- setquest 7233;
- mes "[Instructor Ur]";
- mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp.";
- close;
- }
- if ((para_suv01 == 52) && (margaret < 7)) {
- mes "What are you waiting for? Go find ^0000FFMargaret in the Expedition Camp^000000.";
- next;
- mes "[Instructor Ur]";
- mes "You should see her near the ^0000FFBuilding in the Center^000000 of the Expedition Camp.";
- close;
- }
- if ((para_suv01 == 52) && (margaret == 7)) callsub L_CompleteQuest,7237,53,13;
- if (para_suv01 == 53) callsub L_Toren;
- if (para_suv01 > 53) {
- mes "[Instructor Ur]";
- mes "I'm out of rewards to give to you. But don't worry, there are much better gears out there for you to obtain.";
- close;
- }
- }
- mes "You are not in my group are you?";
- mes "I don't have anything to say to outsiders.";
- mes "If you want something register with my group.";
- next;
- mes "[Instructor Ur]";
- mes "To register with the Eden Group ask Laime Evenor next to me.";
- close;
-
-L_GiveQuest:
- mes "You are just in time! I have a new quest for you, would you like to start it now?";
- next;
- if(select("Yes!:No, thanks.") == 2) {
- mes "[Instructor Ur]";
- mes "Thats too bad. I had some nice rewards I could have given to you for helping me.";
- close;
- }
- mes "[Instructor Ur]";
- return;
-L_CompleteQuest:
- mes "Done already? Great work!";
- next;
- para_suv01 = getarg(1);
- completequest getarg(0);
- if (para_suv02 < getarg(2)) para_suv02 = getarg(2);
- mes "[Instructor Ur]";
-L_Toren:
- mes "Go to the back room and talk to ^0000FFToren and the Weapons Expert^000000 for your rewards!";
- close;
-L_Level:
- mes "I'm sorry, I have no new quests available for you at this time. Come back when you are at least ^FF0000Base Level "+getarg(0)+"^000000.";
- close;
-}
-
-comodo,173,354,6 script Romeo#01 1_M_JOBTESTER,{
- if ((para_suv01 == 39) && (romeo < 1)) {
- mes "[Romeo]";
- mes "Ah, there you are.";
- next;
- mes "[Romeo]";
- mes "Before we begin, I want to test you.";
- next;
- romeo = 1;
- changequest 7214,7215;
- mes "[Romeo]";
- mes "Enter the cave and kill ^0000FF3 Stalactic Golems^000000, then return to me.";
- close;
- }
- if (romeo == 1) {
- if (questprogress(7215,HUNTING) == 2) {
- mes "[Romeo]";
- mes "You did it? Thats all the proof I needed.";
- next;
- mes "[Romeo]";
- mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?";
- next;
- getexp 10000,10000;
- romeo = 2;
- changequest 7215,7216;
- mes "[Romeo]";
- mes "^0000FFMeet me at the north-east exit of the cave^000000 when you are done, I will be waiting for you outside.";
- close;
- }
- mes "[Romeo]";
- mes "Don't give up, I'm only asking you to kill ^0000FF3 Stalactic Golems^000000.";
- close;
- }
- if (romeo == 2) {
- mes "[Romeo]";
- mes "You should then have no trouble killing ^0000FF10 more Stalactic Golems^000000, right?";
- next;
- mes "[Romeo]";
- mes "After you have killed all ^0000FF10 Stalactic Golems^000000, ^0000FFmeet me at the north-east exit of the cave^000000. I will be waiting for you outside.";
- close;
- }
- mes "[Romeo]";
- mes "The person I'm waiting for is late...";
- close;
-}
-
-um_fild01,34,280,6 script Romeo#02 1_M_JOBTESTER,{
- if (romeo == 2) {
- if (questprogress(7216,HUNTING) == 2) {
- mes "[Romeo]";
- mes "Wow, you have arrived sooner than I expected.";
- next;
- mes "[Romeo]";
- mes "There is only one more thing I need you to do for me.";
- next;
- getexp 10000,10000;
- romeo = 3;
- changequest 7216,7217;
- mes "[Romeo]";
- mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000.";
- close;
- }
- mes "[Romeo]";
- mes "You are early, but you didn't kill ^0000FF10 Stalactic Golems^000000 like I asked you to do.";
- close;
- }
- if (romeo == 3) {
- if ((countitem(7196) >= 5) && (countitem(7100) >= 7)) {
- mes "[Romeo]";
- mes "Your work here is done my friend.";
- next;
- delitem 7196,5; // Shoulder Pad
- delitem 7100,7; // Sharp Leaf
- getexp 10000,10000;
- romeo = 4;
- para_suv01 = 40;
- changequest 7217,7218;
- mes "[Romeo]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
- }
- mes "[Romeo]";
- mes "Bring me ^0000FF5 Shoulder Pads and 7 Sharp Leafs^000000.";
- close;
- }
- if (romeo == 4) {
- mes "[Romeo]";
- mes "Thank you again for all your help.";
- next;
- mes "[Romeo]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
- }
- mes "[Romeo]";
- mes "What is taking so long...";
- close;
-}
-
-glast_01,195,131,6 script Johan 4_F_SISTER,{
- if ((para_suv01 == 43) && (johan < 1)) {
- mes "[Johan]";
- mes "...";
- next;
- mes "[Johan]";
- mes "I don't need to explain anything to you.";
- next;
- johan = 1;
- changequest 7219,7220;
- mes "[Johan]";
- mes "Go kill ^0000FF20 Wraiths^000000.";
- close;
- }
- if (johan == 1) {
- if (questprogress(7220,HUNTING) == 2) {
- mes "[Johan]";
- mes "Good.";
- next;
- mes "[Johan]";
- mes "Next I want you to kill ^0000FF10 Evil Druids^000000.";
- next;
- getexp 20000,20000;
- johan = 2;
- changequest 7220,7221;
- mes "[Johan]";
- mes "This time kill them quickly, I don't like to wait.";
- close;
- }
- mes "[Johan]";
- mes "... ^0000FF20 Wraiths^000000 shouldn't take this long.";
- close;
- }
- if (johan == 2) {
- if (questprogress(7221,HUNTING) == 2) {
- mes "[Johan]";
- mes "Hmmmm, better.";
- next;
- mes "[Johan]";
- mes "Ok, I'm done with you.";
- next;
- getexp 20000,20000;
- johan = 3;
- changequest 7221,7222;
- mes "[Johan]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
- }
- mes "[Johan]";
- mes "Hurry up, it is only ^0000FF10 Evil Druids^000000.";
- close;
- }
- if (johan == 3) {
- mes "[Johan]";
- mes "Why are you still here?";
- next;
- mes "[Johan]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
- }
- mes "[Johan]";
- mes "Go away... I'm busy.";
- close;
-}
-
-ein_fild08,172,359,4 script Kiren 4_M_4THPRIN1,{
- if ((para_suv01 == 46) && (kiren < 1)) {
- mes "[Kiren]";
- mes "Hey there.";
- next;
- mes "[Kiren]";
- mes "You must be a member of the Paradise Group, come help me for a second.";
- next;
- kiren = 1;
- changequest 7223,7224;
- mes "[kiren]";
- mes "Can you kill ^0000FF30 Porcellios^000000 for me and then return to me?";
- close;
- }
- if (kiren == 1) {
- if (questprogress(7224,HUNTING) == 2) {
- mes "[Kiren]";
- mes "Wow, most people spend twice as long as you did to kill those Porcellios!";
- next;
- mes "[Kiren]";
- mes "I think you need a challenge.";
- next;
- getexp 30000,30000;
- kiren = 2;
- changequest 7224,7226;
- setquest 7227;
- mes "[Kiren]";
- mes "How about this: Kill ^0000FF30 Venomous and 5 Teddy Bears^000000.";
- close;
- }
- mes "[Kiren]";
- mes "Come back to me when you have killed the ^0000FF30 Porcellios^000000.";
- close;
- }
- if (kiren == 2) {
- if ((questprogress(7226,HUNTING) == 2) && (questprogress(7227,HUNTING) == 2)) {
- mes "[Kiren]";
- mes "Incredible, you set a new record!";
- next;
- mes "[Kiren]";
- mes "I have never seen anyone kill them all so fast, you are good at this.";
- next;
- getexp 30000,30000;
- kiren = 3;
- changequest 7226,7228;
- completequest 7227;
- mes "[Kiren]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
- }
- mes "[Kiren]";
- mes "Remember, you need to kill ^0000FF30 Venomous and 5 Teddy Bears^000000.";
- close;
- }
- if (kiren == 3) {
- mes "[Kiren]";
- mes "Don't worry, nobody else has beaten your record yet.";
- next;
- mes "[Kiren]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
- }
- mes "[Kiren]";
- mes "Be careful, there are some fast monsters around here.";
- close;
-}
-
-ice_dun01,154,13,6 script Naomi 4_F_JOB_BLACKSMITH,{
- if ((para_suv01 == 49) && (naomi < 1)) {
- mes "[Naomi]";
- mes "It is so cold in here.";
- next;
- mes "[Naomi]";
- mes "I blame those annoying Siromas.";
- next;
- naomi = 1;
- changequest 7229,7230;
- mes "[Naomi]";
- mes "Can you kill ^0000FF30 Siromas^000000 for me, please?";
- close;
- }
- if (naomi == 1) {
- if (questprogress(7230,HUNTING) == 2) {
- mes "[Naomi]";
- mes "Thank you, but there are still so many Siromas here!";
- next;
- mes "[Naomi]";
- mes "I need to make a special drink to stay warm, please help me make it.";
- next;
- getexp 40000,40000;
- naomi = 2;
- changequest 7230,7231;
- mes "[Naomi]";
- mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?";
- close;
- }
- mes "[Naomi]";
- mes "Please kill ^0000FF30 Siromas^000000, I just hate them.";
- close;
- }
- if (naomi == 2) {
- if ((questprogress(7231,HUNTING) == 2) && (countitem(7066) >= 30) && (countitem(519) >= 1) && (countitem(7453) >= 1)) {
- mes "[Naomi]";
- mes "Yay, you did it!";
- next;
- mes "[Naomi]";
- mes "I will be fine now, don't worry about me.";
- next;
- delitem 7066,30; // Ice Cubic
- delitem 519,1; // Milk
- delitem 7453,1; // Sweet Sauce
- getexp 40000,40000;
- naomi = 3;
- changequest 7231,7232;
- mes "[Naomi]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
- }
- mes "[Naomi]";
- mes "Can you kill another ^0000FF30 Siromas^000000 and bring me ^0000FF30 Ice Cubics, 1 Milk and 1 Sweet Sauce^000000?";
- close;
- }
- if (naomi == 3) {
- mes "[Naomi]";
- mes "I will be fine now, don't worry about me.";
- next;
- mes "[Naomi]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
- }
- mes "[Naomi]";
- mes "So... cold...";
- close;
-}
-
-mid_camp,212,229,4 script Margaret 4_F_HUWOMAN,{
- if ((para_suv01 == 52) && (margaret < 1)) {
- mes "[Margaret]";
- mes "Oh, hello there.";
- next;
- mes "[Margaret]";
- mes "I have two friends here in the New World which need your help.";
- next;
- margaret = 1;
- changequest 7233,7234;
- mes "[Margaret]";
- mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000.";
- close;
- }
- if (margaret == 1 || margaret == 2) {
- mes "[Margaret]";
- mes "Please start by helping the ^0000FFParadise Dispatch in Manuk Field^000000.";
- close;
- }
- if (margaret == 3) {
- mes "[Margaret]";
- mes "Ah good, you were able to help him.";
- next;
- margaret = 4;
- mes "[Margaret]";
- mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?";
- close;
- }
- if (margaret == 4 || margaret == 5) {
- mes "[Margaret]";
- mes "Next can you help the ^0000FFParadise Dispatch in Splendide Field^000000, please?";
- close;
- }
- if (margaret == 6) {
- mes "[Margaret]";
- mes "Haha, so he still wants a zoom out hack...";
- next;
- mes "[Margaret]";
- mes "Thanks for helping them, I knew you could do it.";
- next;
- margaret = 7;
- changequest 7234,7237;
- mes "[Margaret]";
- mes "Return to the ^33CC33Paradise Group Headquarters^000000 for your reward.";
- close;
- }
- mes "[Margaret]";
- mes "The New World... What a beautiful place!";
- close;
-}
-
-man_fild01,43,234,2 script Paradise Dispatch#01 4_DST_SOLDIER,{
- if (margaret == 1) {
- mes "[Paradise Dispatch]";
- mes "Hey you, can you help me here?";
- next;
- mes "[Paradise Dispatch]";
- mes "The plant monsters in this area have a long ranged attack.";
- next;
- margaret = 2;
- changequest 7234,7235;
- mes "[Paradise Dispatch]";
- mes "Can you please kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?";
- close;
- }
- if (margaret == 2) {
- if (questprogress(7235,HUNTING) == 2) {
- mes "[Paradise Dispatch]";
- mes "Thanks!";
- next;
- mes "[Paradise Dispatch]";
- mes "Ok, I'm out of here.";
- next;
- getexp 50000,50000;
- margaret = 3;
- changequest 7235,7234;
- mes "[Paradise Dispatch]";
- mes "Head back to ^0000FFMargaret^000000 and tell her thanks for me too!";
- close;
- }
- mes "[Paradise Dispatch]";
- mes "Can you kill ^0000FF1 Nepenthes^000000 so I can go back to the camp?";
- close;
- }
- if (margaret == 3) {
- mes "[Paradise Dispatch]";
- mes "...";
- next;
- mes "[Paradise Dispatch]";
- mes "Don't rush me, just head back to ^0000FFMargaret^000000.";
- close;
- }
- mes "[Paradise Dispatch]";
- mes "Those Nepenthes are so scary!";
- close;
-}
-
-spl_fild02,377,149,4 script Paradise Dispatch#02 4_M_DST_MASTER,{
- if (margaret == 4) {
- mes "[Paradise Dispatch]";
- mes "So Margaret sent you to help me?";
- next;
- mes "[Paradise Dispatch]";
- mes "Ok, lets get started!";
- next;
- margaret = 5;
- changequest 7234,7236;
- mes "[Paradise Dispatch]";
- mes "Kill ^0000FF5 Pinguicula^000000 and then return to me.";
- close;
- }
- if (margaret == 5) {
- if (questprogress(7236,HUNTING) == 2) {
- mes "[Paradise Dispatch]";
- mes "You make it look so easy, but I couldn't even kill 1...";
- next;
- mes "[Paradise Dispatch]";
- mes "Now is my chance to run to Splendide!";
- next;
- getexp 50000,50000;
- margaret = 6;
- changequest 7236,7234;
- mes "[Paradise Dispatch]";
- mes "Head back to ^0000FFMargaret^000000, I will be ok now.";
- close;
- }
- mes "[Paradise Dispatch]";
- mes "Kill ^0000FF5 Pinguicula^000000 and return to me.";
- close;
- }
- if (margaret == 6) {
- mes "[Paradise Dispatch]";
- mes "Now, if only I had a hack for zooming out more...";
- next;
- mes "[Paradise Dispatch]";
- mes "Head back to ^0000FFMargaret^000000, I will be ok now.";
- close;
- }
- mes "[Paradise Dispatch]";
- mes "I need a hack to zoom out more so I can see if it is safe...";
- close;
-}
-
-moc_para01,111,83,3 script Toren 2_M_OLDBLSMITH,{
- if (checkweight(1101,5) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you're carrying";
- mes "to many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- mes "[Toren]";
- mes "Hello adventurer, what can I do for you?";
- next;
- switch(select("Where is my reward?:I want an enchantment!")) {
- case 1:
- if (para_suv02 == 5 || para_suv02 == 7 || para_suv02 == 9 || para_suv02 == 11 || para_suv02 == 13) {
- mes "[Toren]";
- mes "You must be ^0000FF" + strcharinfo(0) + "^000000, right? Instructor Ur told me about you.";
- next;
- mes "[Toren]";
- mes "Here is a set of our advanced gears for you to use, wear them proudly as a member of the ^33CC33Paradise Group^000000 and don't think about selling them to anyone else.";
- next;
- mes "[Toren]";
- if (BaseClass == Job_Swordman) {
- mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?";
- callsub L_Select,
- 1197,"Slayer","Two-handed Sword, 200 Atk", //P.Slayer III
- 13434,"Saber","One-handed Sword, 185 Atk", //P.Saber III
- 1434,"Spear","One-handed, 165 Atk"; //P.Spear I
- }
- else if (BaseClass == Job_Merchant) {
- mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?";
- callsub L_Select,
- 1391,"Axe","Two-handed, 195 Atk", //P.Two-Handed Axe I
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
- 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
- }
- else if (BaseJob == Job_Assassin) {
- mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?";
- callsub L_Select,
- 1289,"Katar","Two-handed, 155 Atk", //P.Katar I
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
- 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
- }
- else if (BaseJob == Job_Rogue) {
- mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?";
- callsub L_Select,
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
- 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
- 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
- }
- else if (BaseJob == Job_Thief) {
- mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?";
- callsub L_Select,
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
- 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
- }
- else if (BaseJob == Job_Bard) {
- mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?";
- callsub L_Select,
- 1931,"Guitar","One-handed, 125 Atk", //P.Guitar I
- 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
- }
- else if (BaseJob == Job_Dancer) {
- mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?";
- callsub L_Select,
- 1986,"Whip","One-handed, 125 Atk", //P.Tail I
- 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
- }
- else if (BaseClass == Job_Archer) {
- mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?";
- callsub L_Select,
- 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
- }
- else if (BaseJob == Job_Priest) {
- mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?";
- callsub L_Select,
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
- 16014,"Mace","One-handed, 172 Atk", //P.Mace III
- 1583,"Book","One-handed, 135 Atk, 110 Matk"; //P.Book I
- }
- else if (BaseJob == Job_Monk) {
- mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?";
- callsub L_Select,
- 1831,"Knuckle","One-handed, 120 Atk", //P.Knuckle I
- 16014,"Mace","One-handed, 172 Atk", //P.Mace III
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int"; //P.Staff III
- }
- else if (BaseJob == Job_Acolyte) {
- mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?";
- callsub L_Select,
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
- 16014,"Mace","One-handed, 172 Atk"; //P.Mace III
- }
- else if (BaseJob == Job_Sage) {
- mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?";
- callsub L_Select,
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
- 1583,"Book","One-handed, 135 Atk, 110 Matk", //P.Book I
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
- }
- else if (BaseClass == Job_Mage || Class == Job_Soul_Linker) {
- mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?";
- callsub L_Select,
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
- }
- else if (Class == Job_Ninja) {
- mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?";
- callsub L_Select,
- 13310,"Huuma Suriken","Two-handed, 170 Atk, 50 Matk", //P.Huuma Suriken I
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
- }
- else if (Class == Job_Star_Gladiator) getitem 1583,1; //P.Book I
- else if (Class == Job_Gunslinger) getitem 13114,1; //P.Revolver III
- else if (BaseClass == Job_Novice) getitem 13066,1; //P.Dagger III
- getitem 18514,1; //Paradise Hat II
- getitem 2571,1; //Paradise Mantle II
- getitem 2473,1; //Paradise Boots IV
- getitem 15031,1; //Paradise Uniform IV
- para_suv02 = 14;
- if (para_suv01 > 40)
- para_suv01 += 1;
- if (Class == Job_Taekwon) {
- mes "I'm sorry, but Teakwon Class can't wear any of our weapons...";
- next;
- }
- mes "See you later, and good luck on your adventures!";
- close;
- }
- if (para_suv02 == 14) {
- setarray .@check[0],18514,2571,2473,15031;
- setarray .@item$[0],"Hat","Mantle","Boots","Uniform";
- for(.@i = 0; .@i<4; ++.@i)
- if (countitem(.@check[.@i]) < 1) {
- mes "[Toren]";
- mes "Where is the Paradise "+.@item$[.@i]+" I gave you?";
- next;
- mes "[Toren]";
- mes "...Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
- next;
- if(select("Ok.:No, thanks.") == 2) {
- mes "[Toren]";
- mes "Come back if you change your mind.";
- close;
- }
- if (Zeny < 250000) {
- mes "[Toren]";
- mes "You dont have enough zeny.";
- close;
- }
- Zeny -= 250000;
- getitem .@check[.@i],1;
- mes "[Toren]";
- mes "These advanced gears are not easy to make, please take better care of this one.";
- close;
- }
- mes "[Toren]";
- mes "I already gave you the most advanced gears we have to offer.";
- close;
- }
- mes "[Toren]";
- mes "You need to complete quests given to you by ^0000FFInstructor Ur^000000 if you want a reward.";
- close;
- case 2:
- if (para_suv02 < 14) {
- mes "[Toren]";
- mes "First you need the ^0000FFAdvanced Paradise Gears^000000.";
- close;
- }
- if (paragearenchant < 1) {
- mes "[Toren]";
- mes "Alright, but I'll need a few items for the enchantment process.";
- next;
- if (BaseLevel >= 90) {
- paragearenchant = 1;
- setquest 7239;
- mes "[Toren]";
- mes "Just bring me ^0000FF20 Used Iron Plates^000000.";
- close;
- }
- paragearenchant = 2;
- setquest 7238;
- mes "[Toren]";
- mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000.";
- close;
- }
- if (paragearenchant == 1) {
- if (countitem(7319) >= 20) {
- mes "[Toren]";
- mes "Thanks, that's what I needed!";
- next;
- delitem 7319,20; // Used Iron Plate
- paragearenchant = 3;
- changequest 7239,7240;
- mes "[Toren]";
- mes "Give me a second to prepare before I enchant your gears.";
- close;
- }
- mes "[Toren]";
- mes "Just bring me ^0000FF20 Used Iron Plates^000000.";
- close;
- }
- if (paragearenchant == 2) {
- if ((countitem(1002) >= 20) && (countitem(998) >= 10)) {
- mes "[Toren]";
- mes "Thanks, that's what I needed!";
- next;
- delitem 1002,20; // Iron Ore
- delitem 998,10; // Iron
- paragearenchant = 3;
- changequest 7238,7240;
- mes "[Toren]";
- mes "Give me a second to prepare before I enchant your gears.";
- close;
- }
- mes "[Toren]";
- mes "Just bring me ^0000FF20 Iron Ores and 10 Irons^000000.";
- close;
- }
- if (paragearenchant == 3) {
- mes "[Toren]";
- mes "Before we begin I would like to mention that this enchantment proccess ^FF0000can not fail^000000.";
- next;
- mes "[Toren]";
- mes "I am able to add 2 enchantments at once, and if something is already enchanted I will ^FF0000re-do the current enchantments^000000 for you.";
- next;
- mes "[Toren]";
- mes "Now pick which gear you would like me to enchant.";
- next;
- setarray .@item[0],2571,2473,15031;
- .@i = select("Paradise Mantle II.:Paradise Boots IV.:Paradise Uniform IV.")-1;
- if (countitem(.@item[.@i]) < 1) {
- mes "[Toren]";
- mes "Bring one and I'll enchant it.";
- close;
- }
- .@paragearcount = .@item[.@i];
- mes "[Toren]";
- mes "Here we go!";
- close2;
- specialeffect2 EF_MAPPILLAR;
- progressbar "ffff00",4;
- .@enc_paragear = rand(1,42);
- if (.@enc_paragear == 1) .@addpart = 4763;
- else if (.@enc_paragear == 2) .@addpart = 4765;
- else if (.@enc_paragear == 3) .@addpart = 4790;
- else if (.@enc_paragear == 4) .@addpart = 4794;
- else if (.@enc_paragear < 7) .@addpart = 4762;
- else if (.@enc_paragear < 9) .@addpart = 4764;
- else if (.@enc_paragear < 11) .@addpart = 4789;
- else if (.@enc_paragear < 13) .@addpart = 4793;
- else if (.@enc_paragear < 15) .@addpart = 4701;
- else if (.@enc_paragear < 17) .@addpart = 4711;
- else if (.@enc_paragear < 19) .@addpart = 4721;
- else if (.@enc_paragear < 21) .@addpart = 4731;
- else if (.@enc_paragear < 23) .@addpart = 4741;
- else if (.@enc_paragear < 25) .@addpart = 4751;
- else if (.@enc_paragear < 28) .@addpart = 4788;
- else if (.@enc_paragear < 31) .@addpart = 4792;
- else if (.@enc_paragear < 35) .@addpart = 4787;
- else if (.@enc_paragear < 39) .@addpart = 4791;
- else if (.@enc_paragear < 43) .@addpart = 4786;
- .@addpart2 = 4701+(10*rand(6));
- delitem .@paragearcount,1;
- getitem2 .@paragearcount, 1, 1, 0, 0, 0, 0, .@addpart2, .@addpart;
- paragearenchant = 4;
- changequest 7240,7241;
- mes "[Toren]";
- mes "It is finished! Come back tomorrow if you want to enchant more.";
- close;
- }
- if ((paragearenchant == 4) && (questprogress(7241,PLAYTIME) != 2)) {
- mes "[Toren]";
- mes "Please come back tomorrow if you want to enchant more.";
- close;
- }
- if ((paragearenchant == 4) && (questprogress(7241,PLAYTIME) == 2)) {
- paragearenchant = 0;
- erasequest 7241;
- mes "[Toren]";
- mes "Another day, another piece of equipment to enchant!";
- close;
- }
- }
- end;
-L_Select:
- next;
- mes "[Toren]";
- .@menu$ = "";
- for(.@i = 0; .@i<getargcount(); .@i += 3) {
- .@menu$ += getarg(.@i+1)+".:";
- mes getarg(.@i+1)+": "+getarg(.@i+2)+".";
- mes " ";
- }
- next;
- .@i = select(.@menu$)-1;
- getitem getarg(.@i*3),1;
- mes "[Toren]";
- return;
-}
-
-moc_para01,112,79,3 script Weapons Expert 4_M_REPAIR,{
- if (checkweight(1101,5) == 0) {
- mes "^3355FFWait a second!";
- mes "Right now, you are carrying";
- mes "to many things with you.";
- mes "Please come back after";
- mes "using the Kafra Service";
- mes "to store some of your items.^000000";
- close;
- }
- mes "[Weapons Expert]";
- mes "Hello adventurer, what can I do for you today?";
- next;
- switch(select("Where is my reward?","I want an enchantment!")) {
- case 1:
- if ((para_suv02 == 14) && (countitem(1197) < 1) && (countitem(1289) < 1) && (countitem(1391) < 1) && (countitem(1434) < 1) && (countitem(1583) < 1) && (countitem(1658) < 1) && (countitem(1831) < 1) && (countitem(1931) < 1) && (countitem(1986) < 1) && (countitem(13066) < 1) && (countitem(13114) < 1) && (countitem(13310) < 1) && (countitem(13434) < 1) && (countitem(16014) < 1) && (countitem(18106) < 1)) {
- mes "[Weapons Expert]";
- mes "Where is the Paradise Weapon I gave you?";
- next;
- mes "[Weapons Expert]";
- mes "...Fine, I will sell you another one for ^FF0000250,000 Zeny^000000. Don't lose it this time.";
- next;
- switch(select("Ok.","No, thanks.")) {
- case 1:
- mes "[Weapons Expert]";
- if (Zeny < 250000) {
- mes "You dont have enough zeny.";
- close;
- }
- if (Class == Job_Taekwon) {
- mes "Wait... Your Class doesn't have a weapon.";
- close;
- }
- Zeny -= 250000;
- if (BaseClass == Job_Swordman) {
- mes "Swordman Class gets a choice of weapons, would you like to have a sword or a spear?";
- callsub L_Select,
- 1197,"Slayer","Two-handed Sword, 200 Atk", //P.Slayer III
- 13434,"Saber","One-handed Sword, 185 Atk", //P.Saber III
- 1434,"Spear","One-handed, 165 Atk"; //P.Spear I
- }
- else if (BaseClass == Job_Merchant) {
- mes "Merchant Class gets a choice of weapons, would you like to have an axe, dagger or a sword?";
- callsub L_Select,
- 1391,"Axe","Two-handed, 195 Atk", //P.Two-Handed Axe I
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
- 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
- }
- else if (BaseJob == Job_Assassin) {
- mes "Assassin Class gets a choice of weapons, would you like to have a katar, dagger or a sword?";
- callsub L_Select,
- 1289,"Katar","Two-handed, 155 Atk", //P.Katar I
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
- 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
- }
- else if (BaseJob == Job_Rogue) {
- mes "Rogue Class gets a choice of weapons, would you like to have a dagger, bow or a sword?";
- callsub L_Select,
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
- 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
- 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
- }
- else if (BaseJob == Job_Thief) {
- mes "Thief Class gets a choice of weapons, would you like to have a dagger or a sword?";
- callsub L_Select,
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk", //P.Dagger III
- 13434,"Sword","One-handed, 185 Atk"; //P.Saber III
- }
- else if (BaseJob == Job_Bard) {
- mes "Bard Class gets a choice of weapons, would you like to have a guitar, bow or a dagger?";
- callsub L_Select,
- 1931,"Guitar","One-handed, 125 Atk", //P.Guitar I
- 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
- }
- else if (BaseJob == Job_Dancer) {
- mes "Dancer Class gets a choice of weapons, would you like to have a whip, bow or a dagger?";
- callsub L_Select,
- 1986,"Whip","One-handed, 125 Atk", //P.Tail I
- 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
- }
- else if (BaseClass == Job_Archer) {
- mes "Archer Class gets a choice of weapons, would you like to have a bow or a dagger?";
- callsub L_Select,
- 18106,"Bow","Two-handed, 140 Atk", //P.Bow III
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
- }
- else if (BaseJob == Job_Priest) {
- mes "Priest Class gets a choice of weapons, would you like to have a staff, mace or a book?";
- callsub L_Select,
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
- 16014,"Mace","One-handed, 172 Atk", //P.Mace III
- 1583,"Book","One-handed, 135 Atk, 110 Matk"; //P.Book I
- }
- else if (BaseJob == Job_Monk) {
- mes "Monk Class gets a choice of weapons, would you like to have a knuckle, mace or a staff?";
- callsub L_Select,
- 1831,"Knuckle","One-handed, 120 Atk", //P.Knuckle I
- 16014,"Mace","One-handed, 172 Atk", //P.Mace III
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int"; //P.Staff III
- }
- else if (BaseJob == Job_Acolyte) {
- mes "Acolyte Class gets a choice of weapons, would you like to have a staff or a mace?";
- callsub L_Select,
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
- 16014,"Mace","One-handed, 172 Atk"; //P.Mace III
- }
- else if (BaseJob == Job_Sage) {
- mes "Sage Class gets a choice of weapons, would you like to have a staff, book or a dagger?";
- callsub L_Select,
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
- 1583,"Book","One-handed, 135 Atk, 110 Matk", //P.Book I
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
- }
- else if (BaseClass == Job_Mage || Class == Job_Soul_Linker) {
- mes "Mage and Soul Linker Class gets a choice of weapons, would you like to have a staff or a dagger?";
- callsub L_Select,
- 1658,"Staff","One-handed, 60 Atk, 170 Matk, 4 Int", //P.Staff III
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
- }
- else if (Class == Job_Ninja) {
- mes "Ninja Class gets a choice of weapons, would you like to have a huuma suriken or a dagger?";
- callsub L_Select,
- 13310,"Huuma Suriken","Two-handed, 170 Atk, 50 Matk", //P.Huuma Suriken I
- 13066,"Dagger","One-handed, 165 Atk, 80 Matk"; //P.Dagger III
- }
- else if (Class == Job_Star_Gladiator) getitem 1583,1; //P.Book I
- else if (Class == Job_Gunslinger) getitem 13114,1; //P.Revolver III
- else if (BaseClass == Job_Novice) getitem 13066,1; //P.Dagger III
- mes "These weapons aren't easy to make, please take better care of this one.";
- close;
- case 2:
- mes "[Weapons Expert]";
- mes "Come back if you change your mind.";
- close;
- }
- }
- mes "[Weapons Expert]";
- mes "My reward for you is enchantments on your ^0000FFParadise Weapon^000000.";
- next;
- mes "[Weapons Expert]";
- mes "The number of enchantments I can give you depends on which level of ^0000FFAdvanced Paradise Quests^000000 you have completed.";
- close;
- case 2:
- if (para_suv02 < 14) {
- mes "[Weapons Expert]";
- mes "First you need the ^0000FFAdvanced Paradise Gears^000000.";
- close;
- }
- if ((countitem(1197) < 1) && (countitem(1289) < 1) && (countitem(1391) < 1) && (countitem(1434) < 1) && (countitem(1583) < 1) && (countitem(1658) < 1) && (countitem(1831) < 1) && (countitem(1931) < 1) && (countitem(1986) < 1) && (countitem(13066) < 1) && (countitem(13114) < 1) && (countitem(13310) < 1) && (countitem(13434) < 1) && (countitem(16014) < 1) && (countitem(18106) < 1)) {
- mes "[Weapons Expert]";
- mes "Did you sell your new Paradise Weapon? No enchantments for you.";
- close;
- }
- if (para_suv01 < 44) {
- mes "[Weapons Expert]";
- mes "You haven't completed enough quests for an enchantment yet.";
- next;
- mes "[Weapons Expert]";
- mes "Make sure to pick a weapon from Toren too.";
- close;
- }
- if (para_suv01 == 44) {
- mes "[Weapons Expert]";
- mes "It seems you have earned your first weapon enchantment.";
- next;
- mes "[Weapons Expert]";
- mes "There are only 2 to choose from, which one would you like?";
- next;
- if(select("Atk + 3%:Matk + 3%") == 1) paraweaponenchant = 4767;
- else paraweaponenchant = 4806;
- callsub L_GetWeapon;
- mes "[Weapons Expert]";
- mes "OK, gimmy a sec.";
- close2;
- specialeffect2 EF_MAPPILLAR;
- progressbar "ffff00",4;
- delitem paraweaponcount,1;
- getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, 0, paraweaponenchant;
- para_suv01 = 45;
- mes "[Weapons Expert]";
- mes "All done.";
- close;
- }
- if (para_suv01 == 47) {
- mes "[Weapons Expert]";
- mes "It seems you have earned your second weapon enchantment.";
- next;
- if (paraweaponenchant < 1) {
- mes "[Weapons Expert]";
- mes "Before I do the second enchantment, you need to pick the first one.";
- next;
- mes "[Weapons Expert]";
- mes "There are only 2 to choose from, which one would you like?";
- next;
- if(select("Atk + 3%:Matk + 3%") == 1) paraweaponenchant = 4767;
- else paraweaponenchant = 4806;
- callsub L_GetWeapon;
- mes "[Weapons Expert]";
- mes "Gotcha, now for the second enchantment.";
- next;
- }
- mes "[Weapons Expert]";
- mes "This one is a little different, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with.";
- next;
- mes "[Weapons Expert]";
- mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?";
- next;
- switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) {
- case 1:
- if (paraweaponenchant == 4767) paraweaponenchant2 = 4060;
- if (paraweaponenchant == 4806) paraweaponenchant2 = 4472;
- break;
- case 2:
- if (paraweaponenchant == 4767) paraweaponenchant2 = 4068;
- if (paraweaponenchant == 4806) paraweaponenchant2 = 4470;
- break;
- case 3:
- if (paraweaponenchant == 4767) paraweaponenchant2 = 4063;
- if (paraweaponenchant == 4806) paraweaponenchant2 = 4476;
- break;
- case 4:
- if (paraweaponenchant == 4767) paraweaponenchant2 = 4080;
- if (paraweaponenchant == 4806) paraweaponenchant2 = 4469;
- break;
- case 5:
- if (paraweaponenchant == 4767) paraweaponenchant2 = 4118;
- if (paraweaponenchant == 4806) paraweaponenchant2 = 4471;
- break;
- case 6:
- paraweaponenchant2 = 4805;
- break;
- }
- mes "[Weapons Expert]";
- mes "OK, gimmy a sec.";
- close2;
- specialeffect2 EF_MAPPILLAR;
- progressbar "ffff00",4;
- delitem paraweaponcount,1;
- getitem2 paraweaponcount, 1, 1, 0, 0, 0, 0, paraweaponenchant2, paraweaponenchant;
- para_suv01 = 48;
- mes "[Weapons Expert]";
- mes "All done.";
- close;
- }
- if (para_suv01 == 50 || para_suv01 == 53) {
- mes "[Weapons Expert]";
- mes "It seems you have earned your third weapon enchantment.";
- next;
- if (paraweaponenchant < 1) {
- mes "[Weapons Expert]";
- mes "Before I do the other enchantments, you need to pick the first one.";
- next;
- mes "[Weapons Expert]";
- mes "There are only 2 to choose from, which one would you like?";
- next;
- if(select("Atk + 3%:Matk + 3%") == 1) paraweaponenchant = 4767;
- else paraweaponenchant = 4806;
- callsub L_GetWeapon;
- mes "[Weapons Expert]";
- mes "Gotcha, on to the next one.";
- next;
- }
- if (paraweaponenchant2 < 1) {
- mes "[Weapons Expert]";
- mes "Before I do the third enchantment, you need to pick the second one.";
- next;
- mes "[Weapons Expert]";
- mes "This one is a little different, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with.";
- next;
- mes "[Weapons Expert]";
- mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?";
- next;
- switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) {
- case 1:
- if (paraweaponenchant == 4767) paraweaponenchant2 = 4060;
- if (paraweaponenchant == 4806) paraweaponenchant2 = 4472;
- break;
- case 2:
- if (paraweaponenchant == 4767) paraweaponenchant2 = 4068;
- if (paraweaponenchant == 4806) paraweaponenchant2 = 4470;
- break;
- case 3:
- if (paraweaponenchant == 4767) paraweaponenchant2 = 4063;
- if (paraweaponenchant == 4806) paraweaponenchant2 = 4476;
- break;
- case 4:
- if (paraweaponenchant == 4767) paraweaponenchant2 = 4080;
- if (paraweaponenchant == 4806) paraweaponenchant2 = 4469;
- break;
- case 5:
- if (paraweaponenchant == 4767) paraweaponenchant2 = 4118;
- if (paraweaponenchant == 4806) paraweaponenchant2 = 4471;
- break;
- case 6:
- paraweaponenchant2 = 4805;
- break;
- }
- mes "[Weapons Expert]";
- mes "Gotcha, now for the third one.";
- next;
- }
- mes "[Weapons Expert]";
- mes "The third enchantment is the same as the second one, you are given the choice of which ^0000FFRace of monsters^000000 you would like to have increased damage with.";
- next;
- mes "[Weapons Expert]";
- mes "You could also choose to increase your ^0000FFHealing Power^000000 too, which one would you like?";
- next;
- switch(select("Animal Type","Plant Type","Insect Type","Fish Type","Dragon Type","Healing Power")) {
- case 1:
- if (paraweaponenchant == 4767) paraweaponenchant3 = 4060;
- if (paraweaponenchant == 4806) paraweaponenchant3 = 4472;
- break;
- case 2:
- if (paraweaponenchant == 4767) paraweaponenchant3 = 4068;
- if (paraweaponenchant == 4806) paraweaponenchant3 = 4470;
- break;
- case 3:
- if (paraweaponenchant == 4767) paraweaponenchant3 = 4063;
- if (paraweaponenchant == 4806) paraweaponenchant3 = 4476;
- break;
- case 4:
- if (paraweaponenchant == 4767) paraweaponenchant3 = 4080;
- if (paraweaponenchant == 4806) paraweaponenchant3 = 4469;
- break;
- case 5:
- if (paraweaponenchant == 4767) paraweaponenchant3 = 4118;
- if (paraweaponenchant == 4806) paraweaponenchant3 = 4471;
- break;
- case 6:
- paraweaponenchant3 = 4805;
- break;
- }
- mes "[Weapons Expert]";
- mes "OK, gimmy a sec.";
- close2;
- specialeffect2 EF_MAPPILLAR;
- progressbar "ffff00",4;
- delitem paraweaponcount,1;
- getitem2 paraweaponcount, 1, 1, 0, 0, 0, paraweaponenchant3, paraweaponenchant2, paraweaponenchant;
- para_suv01 = 54;
- mes "[Weapons Expert]";
- mes "All done.";
- close;
- }
- if (para_suv01 > 53) {
- mes "[Weapons Expert]";
- mes "That is the maximum number of enchanments I can do, enjoy them.";
- close;
- }
- mes "[Weapons Expert]";
- mes "I've already enchanted your weapon, you need to complete more quests for the next enchantment.";
- close;
- }
- end;
-L_Select:
- next;
- mes "[Weapons Expert]";
- .@menu$ = "";
- for(.@i = 0; .@i<getargcount(); .@i += 3) {
- .@menu$ += getarg(.@i+1)+".:";
- mes getarg(.@i+1)+": "+getarg(.@i+2)+".";
- mes " ";
- }
- next;
- .@i = select(.@menu$)-1;
- getitem getarg(.@i*3),1;
- mes "[Weapons Expert]";
- return;
-L_GetWeapon:
- if (countitem(1197)) paraweaponcount = 1197;
- else if (countitem(1289)) paraweaponcount = 1289;
- else if (countitem(1391)) paraweaponcount = 1391;
- else if (countitem(1434)) paraweaponcount = 1434;
- else if (countitem(1583)) paraweaponcount = 1583;
- else if (countitem(1658)) paraweaponcount = 1658;
- else if (countitem(1831)) paraweaponcount = 1831;
- else if (countitem(1931)) paraweaponcount = 1931;
- else if (countitem(1986)) paraweaponcount = 1986;
- else if (countitem(13066)) paraweaponcount = 13066;
- else if (countitem(13114)) paraweaponcount = 13114;
- else if (countitem(13310)) paraweaponcount = 13310;
- else if (countitem(13434)) paraweaponcount = 13434;
- else if (countitem(16014)) paraweaponcount = 16014;
- else if (countitem(18106)) paraweaponcount = 18106;
- return;
-}
-
-sec_in02,25,33,4 script Assistant#para_suvquest 4_M_BABYCAT,{
- callfunc "F_GM_NPC";
- mes "Password";
- next;
- if (callfunc("F_GM_NPC",1854,0) == 1) {
- mes "Please select the variable you want to modify.";
- next;
- .@var = select("para_suv01:para_suv02");
- mes "Enter the modified value";
- next;
- input .@input,0,9999;
- mes "Value of para_suv0"+.@var+" has been changed to "+.@input+".";
- setd "para_suv0"+.@var,.@input;
- close;
- } else {
- mes "......meow wee.";
- close;
- }
-}
diff --git a/npc/re/quests/eden/eden_service.txt b/npc/re/quests/eden/eden_service.txt
deleted file mode 100644
index 544c7b11a..000000000
--- a/npc/re/quests/eden/eden_service.txt
+++ /dev/null
@@ -1,62 +0,0 @@
-//===== Hercules Script ======================================
-//= Eden Group Quests - Service NPCs
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= Paradise Group storage access.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Replaced 2nd NPC with duplicate function. [Masao]
-//============================================================
-
-- script Goods Cabinet#00::pggc -1,{
- mes "It is a Goods Storage Cabinet.";
- mes "A message is written on a piece of paper.";
- next;
- mes "+ Cabinet is exclusively +";
- mes "+ for the Eden group +";
- mes "If you want to use this";
- mes "cabinet please check";
- mes "the following:";
- next;
- mes "1.Are you a member";
- mes " of Eden group?";
- mes "2.Have you learned";
- mes " enough basic skills?";
- mes "3.Cabinet fee is";
- mes " ^4d4dff500 zeny^000000!";
- next;
- if (countitem(6219) > 0) {
- mes "You need to insert zeny to use the cabinet.";
- mes "Cost : 500 Zeny ";
- mes "Would you like to use it?";
- next;
- switch(select("Use the Cabinet.:Cancel.")) {
- case 1:
- if (Zeny > 499) {
- if (getskilllv("NV_BASIC") < 6) {
- mes "The cabinet is not working for me.";
- mes "Maybe I am not yet qualified to use Cabinet.";
- close;
- }
- Zeny -= 500;
- close2;
- openstorage;
- end;
- }
- mes "I don't have enough zeny.";
- mes "I need at least 500 zeny to use the Cabinet.";
- close;
- case 2:
- mes "I will use it next time.";
- close;
- }
- }
- mes "I need an Eden Group Mark to use this Cabinet.";
- close;
-}
-
-moc_para01,173,120,0 duplicate(pggc) Goods Cabinet#01 HIDDEN_NPC
-moc_para01,170,120,0 duplicate(pggc) Goods Cabinet#02 HIDDEN_NPC
diff --git a/npc/re/quests/eden/eden_tutorial.txt b/npc/re/quests/eden/eden_tutorial.txt
deleted file mode 100644
index c8277cbe2..000000000
--- a/npc/re/quests/eden/eden_tutorial.txt
+++ /dev/null
@@ -1,1560 +0,0 @@
-//===== Hercules Script ======================================
-//= Eden Tutorial
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= A series of quests introducing the major features of
-//= Ragnarok Online.
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Euphy]
-//============================================================
-
-moc_para01,34,178,3 script Tutorial Instructor 4_M_KHMAN,{
- if (Class == Job_Novice) {
- // Fall through
- } else if (!questprogress(9167)) {
- OnStartQuest:
- if (@tutorial_restart) {
- .@tutorial_restart = 1;
- @tutorial_restart = 0;
- }
- mes "[Tutorial Instructor]";
- mes "Lately, it has been said that";
- mes "they are developing ways to add options";
- mes "to put in sockets or add statuses";
- mes "on equipment that normally don't have it.";
- mes "They call that ^006400Enchant^000000.";
- next;
- mes "[Tutorial Instructor]";
- mes "After seeing that being developed,";
- mes "I was so inspired by it";
- mes "that I worked hard to discover";
- mes "a way to do it and I finally";
- mes "made my own way to ^006400Enchant^000000!";
- next;
- mes "[Tutorial Instructor]";
- mes "But in order do to this";
- mes "I need some special materials.";
- mes "If you're okay with it...";
- mes "Do you think you can";
- mes "help me out by gathering them?";
- next;
- switch(select("Sure, I can help out!:I'm a little busy right now...")) {
- case 1:
- mes "[Tutorial Instructor]";
- mes "However, looking at you";
- mes "in your current state makes me";
- mes "doubt your ability to gather";
- mes "the items I need...";
- next;
- mes "[Tutorial Instructor]";
- mes "Well, I guess if you employ";
- mes "a ^006400Mercenary^000000 for this";
- mes "then I think I can entrust you";
- mes "with my requests... right?";
- next;
- mes "[Tutorial Instructor]";
- mes "In order to employ a Mercenary,";
- mes "go find the ^006400Mercenary Guild^000000";
- mes "which is by the front door of ^8B4513Prontera^000000.";
- mes "Go to the ^006400Information Agent^000000";
- mes "and ask them where the ^006400Mercenary Guild Official^000000";
- mes "is located and they will let you know.";
- next;
- if (.@tutorial_restart) {
- erasequest 9167;
- erasequest 9168;
- erasequest 9169;
- erasequest 9170;
- erasequest 9171;
- erasequest 9172;
- completequest 9173;
- erasequest 9173;
- }
- mes "[Tutorial Instructor]";
- mes "Now... Hurry and employ";
- mes "a ^006400Mercenary^000000 and come back to me!";
- setquest 9167;
- close;
- case 2:
- mes "[Tutorial Instructor]";
- mes "Well since you said you're busy";
- mes "I can't be helped...";
- mes "When you're not so busy, come find me again.";
- close;
- }
- } else if (questprogress(9167) == 1) {
- if (!getmercinfo(1)) {
- mes "[Tutorial Instructor]";
- mes "You haven't gotten a mercenary yet.";
- next;
- mes "[Tutorial Instructor]";
- mes "In order to employ a Mercenary,";
- mes "go find the ^006400Mercenary Guild^000000";
- mes "which is by the front door of ^8B4513Prontera^000000.";
- mes "Go to the ^006400Information Agent^000000";
- mes "and ask them where the ^006400Mercenary Guild Official^000000";
- mes "is located and they will let you know.";
- next;
- mes "[Tutorial Instructor]";
- mes "Now... Hurry and employ";
- mes "a ^006400Mercenary^000000 and come back to me!";
- close;
- }
- mes "[Tutorial Instructor]";
- mes "Seeing you with a ^006400Mercenary^000000 definitely makes me trust you more.";
- next;
- mes "[Tutorial Instructor]";
- mes "If a 006400Mercenary^000000 gives you direct effect";
- mes "by fighting for you";
- mes "then a ^006400Pet^000000 helps you indirectly with their";
- mes "abilities and varied appearances,";
- mes "and it captures your heart.";
- mes "Try raising a ^006400Pet^000000 in the future as well.";
- next;
- mes "[Tutorial Instructor]";
- mes "Now, let's see... In order to";
- mes "get this ^006400Enchant^000000 to succeed";
- mes "you have to go gather some materials for me...";
- mes "What I need is...";
- mes "..............";
- next;
- select("I don't think I heard you clearly...");
- mes "[Tutorial Instructor]";
- mes "I really don't like to repeat myself..";
- mes "If you ask me again like that";
- mes "does it just make your mouth tired?";
- mes "In these situations, open your ^006400Quest Window^000000";
- mes "and you can see what is requested of you";
- mes "and the details of my request.";
- next;
- mes "[Tutorial Instructor]";
- mes "If you look at the top left";
- mes "in the area with the information,";
- mes "it says ^006400QUEST^000000";
- mes "and if you click that";
- mes "it'll show all information";
- mes "that pertains to the request.";
- next;
- mes "[Tutorial Instructor]";
- mes "Once you verify what materials";
- mes "you need go gather from";
- mes "the ^006400Quest Window^000000,";
- mes "come find and talk to me again.";
- completequest 9167;
- setquest 9168;
- close;
- } else if (questprogress(9168) == 1) {
- if (checkweight(607,1) == 0) {
- if (MaxWeight - Weight < getiteminfo(607,6)) {
- mes "[Tutorial Instructor]";
- mes "You seemed to be sluggish with a lot of items";
- mes "in your inventory making you heavy...";
- mes "It'll be hard to do my request";
- mes "when you're heavy with all that junk!";
- mes "Go empty out your inventory and come back to me.";
- close;
- } else {
- mes "[Tutorial Instructor]";
- mes "It seems that you have";
- mes "one too many items on you...";
- mes "If you want to help me out";
- mes "then you're gonna have to put some";
- mes "stuff away then come back.";
- close;
- }
- }
- mes "[Tutorial Instructor]";
- mes "Did you open your ^006400Quest Window^000000";
- mes "to verify the materials?";
- next;
- switch(select("Yup!:No...:Where is the Quest Window...")) {
- case 1:
- mes "[Tutorial Instructor]";
- mes "Oh yeah? Then shall I test you to see";
- mes "if you really checked it?";
- mes "Write down what material I asked you to get.";
- next;
- input .@inputstr$;
- if (.@inputstr$ == "10 Jellopy") {
- mes "[Tutorial Instructor]";
- mes "Good, you know.";
- mes "Now, are you feeling pretty familiar";
- mes "about the ^006400Quest Window^000000?";
- mes "But there is an issue...";
- mes "You know what material to collect,";
- mes "but gathering that won't be easy.";
- next;
- mes "[Tutorial Instructor]";
- mes "Also, there is one thing";
- mes "I absolutely think you need to try.";
- mes "And that is...";
- mes "the ^006400Universal Silver Catalog^000000.";
- next;
- mes "[Tutorial Instructor]";
- mes "The ^006400Universal Silver Catalog^000000";
- mes "can be obtained from";
- mes "the ^0000FFCatalogue Wizard^000000";
- mes "that is located in South Prontera.";
- next;
- mes "[Tutorial Instructor]";
- mes "Now, go and obtain";
- mes "a ^006400Universal Silver Catalog^000000";
- mes "then come back and talk to me.";
- completequest 9168;
- setquest 9169;
- close;
- }
- mes "[Tutorial Instructor]";
- mes "You... still don't seem";
- mes "to know much about the";
- mes "^006400Quest Window^000000.";
- mes "I will inform you again.";
- next;
- break;
- case 2:
- mes "[Tutorial Instructor]";
- mes "Hurry and check to see";
- mes "what materials are required in";
- mes "your ^006400Quest Window^000000.";
- close;
- case 3:
- break;
- }
- mes "[Tutorial Instructor]";
- mes "If you look at the top left";
- mes "in the area with the information,";
- mes "it says ^006400QUEST^000000";
- mes "and if you click that";
- mes "it'll show all information";
- mes "that pertains to the request.";
- next;
- mes "[Tutorial Instructor]";
- mes "Once you verify what materials";
- mes "you need go gather from";
- mes "the ^006400Quest Window^000000,";
- mes "come find and talk to me again.";
- close;
- } else if (questprogress(9169) == 1) {
- if (countitem(12580) == 0) {
- mes "[Tutorial Instructor]";
- mes "Hmm? So I noticed that";
- mes "you haven't gone and picked up a";
- mes "^006400Universal Silver Catalog^000000 yet!";
- next;
- mes "[Tutorial Instructor]";
- mes "You can get the";
- mes "^006400Universal Silver Catalog^000000";
- mes "from the ^0000FFCatalogue Wizard^000000";
- mes "who is located in Prontera.";
- next;
- mes "[Tutorial Instructor]";
- mes "So, go and get the";
- mes "^006400Universal Silver Catalog^000000";
- mes "then come back to me.";
- close;
- }
- mes "[Tutorial Instructor]";
- mes "Oh! You managed to get a";
- mes "^006400Universal Silver Catalog^000000!";
- next;
- mes "[Tutorial Instructor]";
- mes "This lets you browse and search";
- mes "through all the various stores";
- mes "that are on the same map and";
- mes "are open for vending.";
- next;
- mes "[Tutorial Instructor]";
- mes "It only costs 200 zeny for one";
- mes "of these and with it you can";
- mes "search up to 10 times.";
- mes "You can say that it's a necessity.";
- next;
- mes "[Tutorial Instructor]";
- mes "So, go to the area you want";
- mes "and try out the ^006400Universal Silver Catalog^000000";
- mes "then come and find me";
- mes "after you've done this.";
- completequest 9169;
- setquest 9170;
- close;
- } else if (questprogress(9170) == 1) {
- if (countitem(12580)) {
- mes "[Tutorial Instructor]";
- mes "Hmm... It seems that you still have";
- mes "the ^006400Universal Silver Catalog^000000 in your inventory.";
- mes "Since you're saying you forgot how to use it";
- mes "I'll explain it to you again.";
- next;
- mes "[Tutorial Instructor]";
- mes "You see... the ^006400Universal Silver Catalog^000000";
- mes "lets you browse and search";
- mes "through all the various stores";
- mes "that are on the same map and";
- mes "are open for vending.";
- next;
- mes "[Tutorial Instructor]";
- mes "So, go to the area you want";
- mes "and try out the ^006400Universal Silver Catalog^000000";
- mes "them come and find me";
- mes "after you've done this.";
- close;
- }
- mes "[Tutorial Instructor]";
- mes "How do you feel after trying out";
- mes "the ^006400Universal Silver Catalog^000000?";
- mes "It feels a lot easier than";
- mes "going through each individual";
- mes "vendor and finding the item";
- mes "you need, right?";
- next;
- mes "[Tutorial Instructor]";
- mes "Now, go out and gather";
- mes "the materials I need and";
- mes "I will make sure to give you";
- mes "a fantastic ^006400enchant^000000!";
- mes "I'll be waiting!";
- completequest 9170;
- setquest 9171;
- close;
- } else if (questprogress(9171) == 1) {
- if (countitem(909) < 10) {
- mes "[Tutorial Instructor]";
- mes "It seems you didn't bring";
- mes "enough materials. Did you forget";
- mes "what you needed to gather?";
- next;
- switch(select("Yeah...:Nope!")) {
- case 1:
- mes "[Tutorial Instructor]";
- mes "I've been told that if you click the";
- mes "thing on the top left that says";
- mes "^006400QUEST^000000, it'll show you all";
- mes "the information that you need";
- mes "that pertains to your requests.";
- next;
- mes "[Tutorial Instructor]";
- mes "Once you gather all the materials";
- mes "that are listed in your ^006400Quest Window^000000";
- mes "come and talk to me.";
- close;
- case 2:
- mes "[Tutorial Instructor]";
- mes "When you gather the items";
- mes "come to me and I will show you";
- mes "an awesome ^006400ENCHANT^000000.";
- mes "I'll be waiting!";
- close;
- }
- }
- if (checkweight(607,6) == 0) {
- if (MaxWeight - Weight < getiteminfo(607,6)) {
- mes "[Tutorial Instructor]";
- mes "Your inventory seems to be really full";
- mes "with various stuff... Do you think";
- mes "you can get anything done when you're so";
- mes "weighed down? Go put some stuff away";
- mes "then come back to me.";
- close;
- } else {
- mes "[Tutorial Instructor]";
- mes "You seem to have too much stuff";
- mes "in your inventory... Go put some";
- mes "stuff away then come back to me";
- mes "when you have less suff on you.";
- close;
- }
- }
- mes "[Tutorial Instructor]";
- mes "You got everything I asked for!";
- mes "So~ Shall we start on the awesome";
- mes "Enchant that I found and developed?";
- next;
- specialeffect EF_BASH3D2;
- mes "[Tutorial Instructor]";
- mes "Okay! Now for the first skill!!";
- mes "To add a new ability to your armor...";
- mes "^006400HIDDEN SOCKET ENCHANT^000000!!";
- next;
- specialeffect EF_BASH3D2;
- mes "[Tutorial Instructor]";
- mes "And for the second skill!!";
- mes "To add a new socket into your";
- mes "weapon and shield...";
- mes "^006400SOCKET ENCHANT^000000!!";
- next;
- mes "[Tutorial Instructor]";
- mes "There. The Enchant is done. You can't understand the the process by just watching me, so I'll let you look at the items themselves.";
- delitem 909,10; //Jellopy
- completequest 9171;
- setquest 9172;
- getitem2 15033,1,1,0,0,0,0,0,4702; //Tutorial_Mattle[Strength3]
- getitem 15033,1; //Tutorial_Mattle
- getitem 15034,1; //Tutorial_Mattle_
- next;
- mes "[Tutorial Instructor]";
- mes "Those items cannot be";
- mes "worn or traded so don't even";
- mes "think about running away with them.";
- mes "When you're done looking at them,";
- mes "give them back to me.";
- close;
- } else if (questprogress(9172) == 1) {
- if (countitem(15033) == 0 || countitem(15034) == 0) {
- mes "[Tutorial Instructor]";
- mes "What did you do with the Enchanted";
- mes "items I lent to you to look at?";
- mes "Until you bring back the fruits of";
- mes "my labor, I don't want to talk to you,";
- mes "let alone see your face.";
- close;
- }
- mes "[Tutorial Instructor]";
- mes "Are you done looking over";
- mes "the items I Enchanted?";
- next;
- switch(select("Yes, thank you.:I haven't looked at them yet.")) {
- case 1:
- mes "[Tutorial Instructor]";
- mes "So what did you think after inspecting it? Now that you've looked at an actual Enchanted item, do you understand it?";
- // Item deletions moved below to prevent errors.
- next;
- mes "[Tutorial Instructor]";
- mes "Thanks to you I was able to see great results of my research and study.";
- next;
- mes "[Tutorial Instructor]";
- mes "If you have any questions about anything that I discussed with you, I will tell you everything! Thanks for your hard work!";
- delitem 15033,2;
- delitem 15034,1;
- completequest 9172;
- setquest 9173;
- getexp 5000,2500;
- close;
- case 2:
- mes "[Tutorial Instructor]";
- mes "Take your time to look them over";
- mes "then bring them back to me.";
- close;
- }
- } else if (questprogress(9173) == 1) {
- mes "[Tutorial Instructor]";
- mes "Do you have any questions?";
- next;
- switch(select("Can I do the same quest again?:About the Quest Window...:About ENCHANT...:About Searching Vends...:About Mercenary and Pets...:End Conversation.")) {
- case 1:
- if (questprogress(9173,PLAYTIME) == 1) {
- mes "[Tutorial Instructor]";
- mes "The one method to do the same quests repeatdedly is to do the ^006400Daily Quests^000000.";
- next;
- mes "[Tutorial Instructor]";
- mes "Once you complete a ^006400Daily Quest^000000 and turn it in, wait about a day then come back to get the request and do it all over again!";
- mes "[Tutorial Instructor]";
- mes "If you received a daily quest, look at bottom right of the ^006400Quest Window^000000. There is a section that is called ^006400LIMITED^000000. In that section, it'll tell you how much time needs to pass before you can pick up another daily quest.";
- next;
- mes "[Tutorial Instructor]";
- mes "It seems you still have some time left to wait out after finishing my quest. Wait it out a bit more, then come find me and you can get the same quest again.";
- close;
- }
- mes "[Tutorial Instructor]";
- mes "It seems that about a day has passed since you've finished my quest. Alright, so like the ^006400Daily Quests^000000, you can get a quest from me. Did you want to proceed?";
- next;
- switch(select("Yes:No")) {
- case 1:
- @tutorial_restart = 1;
- goto OnStartQuest;
- case 2:
- mes "[Tutorial Instructor]";
- mes "Okay. But if you change your mind and want to receive a quest, come find me.";
- close;
- }
- case 2:
- mes "[Tutorial Instructor]";
- mes "They say that the ^006400Quest Window^000000 details out everything you need to know about your quests.";
- next;
- mes "[Tutorial Instructor]";
- mes "If you look at the top left";
- mes "in the area with the information,";
- mes "it says ^006400QUEST^000000";
- mes "and if you click that";
- mes "it'll show all information";
- mes "that pertains to the request.";
- next;
- mes "[Tutorial Instructor]";
- mes "Using the ^006400Quest Window^000000 will make your life easier. It'll tell you where to go, what items to get or who to find and etc.";
- close;
- case 3:
- mes "[Tutorial Instructor]";
- mes "006400ENCHANT^000000, in general, is divided into two parts: ^006400SOCKET ENCHANT^000000 and ^006400HIDDEN SOCKET ENCHANT^000000.";
- next;
- mes "[Tutorial Instructor]";
- mes "^006400SOCKET ENCHANT^000000 is used to add a SOCKET into equipments and ^006400HIDDEN SOCKET ENCHANT^000000 is used to put in stats into a socket of an armor.";
- next;
- mes "[Tutorial Instructor]";
- mes "Of course, in order to do this we are in need of some materials and there is a chance that it may fail, but that's the risk you're taking.";
- next;
- mes "[Tutorial Instructor]";
- mes "The people who do the ^006400SOCKET ENCHANT^000000 can be found in ^8B4513Prontera, Morroc, Payon,^000000. ^8B4513Rhitalzen^000000 is in the Refinery and ^0000FFSeiyablem^000000 and ^0000FFReiablem^000000 can be found near the entrance.";
- next;
- mes "[Tutorial Instructor]";
- mes "The one who does ^006400HIDDEN SOCKET ENCHANT^000000 is found at the 6 o'clock location of ^8B4513Prontera^000000. Look for the ^0000FFCraftman Apprentice^000000.";
- next;
- mes "[Tutorial Instructor]";
- mes "Do you think you understand a little bit more about ^006400ENCHANT^000000?";
- close;
- case 4:
- mes "[Tutorial Instructor]";
- mes "^006400Vend Search^000000 can be utilized by the ^006400Universal Silver Catalog^000000 item. Since you search through as vends on that map, it'll make it easier for you to find the item that you're looking for.";
- next;
- mes "[Tutorial Instructor]";
- mes "The ^006400Universal Silver Catalog^000000";
- mes "can be obtained from ";
- mes "the ^0000FFCatalogue Wizard^000000";
- mes "that is located in South Prontera;";
- next;
- mes "[Tutorial Instructor]";
- mes "It only costs 200 zeny for one";
- mes "of these and with it you can";
- mes "search up to 10 times.";
- mes "You can say that it's a necessity.";
- next;
- mes "[Tutorial Instructor]";
- mes "So, are you getting familiar with ^006400Vend Search^000000? Don't just stand there and listen to me. Go ahead and try it for yourself!";
- close;
- case 5:
- mes "[Tutorial Instructor]";
- mes "Depending on what you need, ^006400Mercenary^000000 and ^006400Pet^000000 can be used in various ways.";
- next;
- mes "[Tutorial Instructor]";
- mes "If a 006400Mercenary^000000 gives you direct effect";
- mes "by fighting for you";
- mes "then a ^006400Pet^000000 helps you indirectly with their";
- mes "abilities and varied appearances,";
- mes "and it captures your heart.";
- next;
- mes "[Tutorial Instructor]";
- mes "In order to employ a Mercenary";
- mes "Go find the ^006400Mercenary Guild^000000";
- mes "which is by the front door of ^8B4513Prontera^000000.";
- mes "Go to the ^006400Information Agent^000000";
- mes "and ask them where the ^006400Mercenary Guild Official^000000";
- mes "is located and they will let you know.";
- next;
- mes "[Tutorial Instructor]";
- mes "In order to get a ^006400Pet^000000, while hunting you will obtain taming items. Use the tame on the monster it's for and you can get a pet.";
- next;
- mes "[Tutorial Instructor]";
- mes "Because there is a chance for failure, please use the taming item with great care.";
- next;
- mes "[Tutorial Instructor]";
- mes "That aside... you can get a ^006400Mercenary^000000 from the Mercenary Guild and you can get a ^006400Pet^000000 by trading or buying it from another player.";
- next;
- mes "[Tutorial Instructor]";
- mes "Now, do you understand a bit more about using a ^006400Mercenary^000000 and a ^006400Pet^000000? I hope you get a chance to use them in the future.";
- close;
- case 6:
- mes "[Tutorial Instructor]";
- mes "If you have any questions, come find me again.";
- close;
- }
- }
- mes "[Tutorial Instructor]";
- mes "Lately, it has been said that";
- mes "they are developing ways to add options";
- mes "to put in sockets or add statuses";
- mes "on equipment that normally don't have it.";
- close;
-}
-
-moc_para01,32,179,4 script Tutorial Goal 4_F_KHELLY,{
- if (checkweight(608,7) == 0) {
- if (MaxWeight - Weight < getiteminfo(608,7)) {
- mes "[Tutorial Goal]";
- mes "You seem to be overweight with items. Go put some stuff away then come back.";
- close;
- } else {
- mes "[Tutorial Goal]";
- mes "You have too many items on you. Go put some stuff away then come back.";
- close;
- }
- }
- if (questprogress(4161) == 1) {
- mes "[Tutorial Goal]";
- mes "Well~ We gotta go challenge the experts right?";
- mes "Let's start off by finding the ^006400Siege Expert^000000!";
- close;
- } else if (questprogress(4162) == 1) {
- mes "[Tutorial Goal]";
- mes "You've passed the ^006400Siege Expert^000000's test! Congrats!";
- mes "Now, go find the ^006400Party Recruiting Expert^000000!";
- close;
- } else if (questprogress(4163) == 1) {
- mes "[Tutorial Goal]";
- mes "Oh! You've passed the ^006400Party Recruiting Expert^000000's test! Congrats!";
- mes "Now, go find the ^006400Battleground Expert^000000!";
- close;
- } else if (questprogress(4164) == 1) {
- mes "[Tutorial Goal]";
- mes "Yay! You passed the test from the ^006400Battleground Expert^000000! Congrats!";
- mes "Next, go and find the ^006400Memorial Dungeon Expert^000000!";
- close;
- } else if (questprogress(4165) == 1) {
- mes "[Tutorial Goal]";
- mes "You passed the test from ^006400Memorial Dungeon Expert^000000! That's great!";
- mes "Try finding the ^006400Map Expert^000000!";
- close;
- } else if (questprogress(4166) == 1) {
- mes "[Tutorial Goal]";
- mes "You passed ^006400Map Expert^000000's test! Congrats!";
- mes "I'm so glad that you were to pass all the Experts' tests! You're better than I expected!!";
- next;
- mes "[Tutorial Goal]";
- mes "Now, even you are an ^006400Expert^000000!! Such a fitting nick name for you!";
- mes "Thank you so much for your hard work. As promised, here is a small little reward for you.";
- next;
- mes "[Tutorial Goal]";
- mes "I think it'll be useful to you during your adventures. I wish you luck on your future adventures~";
- completequest 4166;
- getitem 510,5; //Blue_Herb
- getitem 511,5; //Green_Herb
- getitem 504,5; //White_Potion
- getitem 608,1; //Seed_Of_Yggdrasil
- close;
- } else if (questprogress(4166) == 2) {
- mes "[Tutorial Goal]";
- mes "Now, even you are an ^006400Expert^000000!! Such a fitting nick name for you!";
- mes "Thank you so much for your hard work.";
- mes "I hope that your future adventures are filled with good luck.";
- close;
- }
- if (Class == Job_Novice) {
- mes "[Tutorial Goal]";
- mes "Hmm, I wonder if there is any adventurer that is smart enough to challenge our Experts...";
- close;
- }
- mes "[Tutorial Goal]";
- mes "Hey you! You look like an adventurer... Though you look a little dull...";
- next;
- if(select("What'd you say? I'm smart!:Yeah... I'm dull.") == 1) {
- mes "[Tutorial Goal]";
- mes "Serious? Though I don't know if I can believe that. Look at the expert who is in front of me! He took up only one area of study for 16 years and now he is as dignified as can be!";
- next;
- mes "[Tutorial Goal]";
- mes "Well, if you manage to pass all their tests then I will believe in your abilities.";
- next;
- mes "[Tutorial Goal]";
- mes "And I will apologize for calling you dull. How about it, Dull Expert?! Do you want to challenge them?";
- next;
- if(select("Ch... Challenge!!:Um... I think I'll just give up now...") == 1) {
- mes "[Tutorial Goal]";
- mes "You're braver than you look. You can't go back now that you've decided to challenge!";
- next;
- mes "[Tutorial Goal]";
- mes "Okay~ Start by talking to the ^006400Siege Expert^000000 who's right there in front.";
- setquest 4161;
- close;
- }
- }
- mes "[Tutorial Goal]";
- mes "Well, don't get discouraged... If you change your mind and want to do the challenge, come find me.";
- close;
-}
-
-moc_para01,24,175,4 script Siege Master 4_M_JOB_KNIGHT2,{
- .@checkquest = questprogress(4161);
- if (.@checkquest == 2) {
- mes "[Siege Expert]";
- mes "Since you've come again, I assume you're curious about ^006400Siege^000000?";
- next;
- switch(select("Listen about Siege.:End Conversation.")) {
- case 1:
- callsub L_Info;
- mes "[Siege Expert]";
- mes "Now that you've gone through all of this with an expert, isn't it easy to understand? If you want to go over anything, just come talk to me.";
- close;
- case 2:
- mes "[Siege Expert]";
- mes "If you want to go over anything, just come talk to me.";
- close;
- }
- } else if (.@checkquest == 1) {
- mes "[Siege Expert]";
- mes "I am someone who has studied War of Emperium for 16 years! So that makes me an expert! Since you came to find me, I assume you want to learn more about ^006400Siege^000000.";
- next;
- mes "[Siege Expert]";
- mes "You have great desire and enthusiasm. As the Expert of ^006400Siege^000000, you have motivated me! All the other Experts are waiting for you! Go get'em!";
- next;
- mes "[Siege Expert]";
- mes "If I told you that there was a great prize for being able to pass all the Experts' tests~ would you go for the challenge?";
- next;
- mes "[Siege Expert]";
- mes "As the first Expert, I can teach you about ^006400Siege^000000. How about it? Did you wanna learn about ^006400Siege^000000s?";
- next;
- switch(select("Listen about Siege.:End Conversation.")) {
- case 1:
- callsub L_Info;
- mes "[Siege Expert]";
- mes "Now that you've gone through all of this with an expert, isn't it easy to understand?";
- mes "Now I'll give you 3 questions~ get those right and you've passed! Do you want a challenge?";
- while(1) {
- .@correct = 0;
- next;
- switch(select("Challenge me!:Listen Again:Quit")) {
- case 1:
- switch(rand(1,3)) {
- case 1:
- mes "[Siege Expert]";
- mes "A Siege is done in order to take over a [].";
- mes "It's a war that happens between a [] and another [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Castle, User, Guild:Castle, Guild, Guild:Town, Guild, Guild:Town, User, User") == 2)
- .@correct += 10;
- mes "[Siege Expert]";
- mes "What is the wrong Siege time?";
- next;
- if(select("WoE 1 Tues 9-11:WoE 1 Sat 4-6:WoE 1 Thurs 8-10") == 3)
- .@correct += 10;
- mes "[Siege Expert]";
- mes "When you get a castle, you must raise [] in order to get better benefits.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Commerce Development:Industrial Development:Guild Development:Town Development") == 1)
- .@correct += 10;
- break;
- case 2:
- mes "[Siege Expert]";
- mes "There are 2 types of Siege.";
- mes "There is the normal War of Emperium";
- mes "and then there is [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("War of Emperium MO:War of Emperium NE:War of Emperium SK:War of Emperium SE") == 4)
- .@correct += 10;
- mes "[Siege Expert]";
- mes "As the guild that owns a castle, you must protect the [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Emperial:Emperium:Emperiom:Imperial") == 2)
- .@correct += 10;
- mes "[Siege Expert]";
- mes "What benefits does the guild get for winning the Siege?";
- next;
- if(select("30% off all items when purchasing:Increase experience gained by 20%:Access to Guild Dungeon:Getting Weapons everyday at midnight.") == 3)
- .@correct += 10;
- break;
- case 3:
- mes "[Siege Expert]";
- mes "What benefits does the guild get for winning the Siege?";
- next;
- if(select("Increase experience gained by 20%:30% off all items when purchasing:Access to Guild Field:Treasure Box daily at midnight") == 4)
- .@correct += 10;
- mes "[Siege Expert]";
- mes "How many hours does a siege last?";
- next;
- if(select("1 Hour:2 Hours:3 Hours:4 Hours") == 2)
- .@correct += 10;
- mes "[Siege Expert]";
- mes "When you get a castle, you must raise [] in order to get better benefits.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Town Development:Industry Development:Guild Development:Commerce Development") == 4)
- .@correct += 10;
- break;
- }
- if (.@correct == 30) {
- mes "[Siege Expert]";
- mes "Wow! You got all 3 questions correct! So, you feel pretty good about ^006400Siege^000000s? Right?";
- next;
- mes "[Siege Expert]";
- mes "If you ever want to learn about ^006400Siege^000000, come find me.";
- next;
- mes "[Siege Expert]";
- mes "Now, go and find the ^0000FFParty Recruiting Expert^000000. He's waiting for you.";
- completequest 4161;
- setquest 4162;
- getexp 2000,1000;
- close;
- }
- mes "[Siege Expert]";
- mes "There's only 3 questions and you didn't get them all right! At this rate, you'll fail all the Experts' tests.";
- next;
- mes "[Siege Expert]";
- mes "But when I look at you I know you have potential. Did you want to try to tackle it again?";
- break;
- case 2:
- callsub L_Info;
- mes "[Siege Expert]";
- mes "Now that you've gone through all of this with an expert, isn't it easy to understand?";
- mes "Now I'll give you 3 questions~ get those right and you've passed! Do you want a challenge?";
- break;
- case 3:
- mes "[Siege Expert]";
- mes "Bah! You're no fun... you give up too easy! If you change your mind, come find me.";
- close;
- }
- }
- close;
- case 2:
- mes "[Siege Expert]";
- mes "Are you giving up? If you change your mind, come find me.";
- close;
- }
- }
- mes "[Siege Expert]";
- mes "If you want to learn something from me, go meet ^006400Tutorial Goal^000000 first.";
- close;
-
-L_Info:
- mes "[Siege Expert]";
- mes "A ^006400Siege^000000 is a ^0000FFGuild vs. Guild^000000 war in hope to occupy a castle!";
- next;
- mes "[Siege Expert]";
- mes "There are 2 different types of ^006400Siege^000000.";
- mes "There is the standard ^006400War of Emperium^000000 and one that is slightly different which is known as ^006400War of Emperium 2^000000.";
- next;
- mes "[Siege Expert]";
- mes "So during this time, there are two sides of the war.";
- mes "The ^0000FFGuild That Owns a Castle^000000 tries to protect the ^006400Emperium^000000 and the ^0000FFGuild That Attacks a Castle^000000 tries to break the ^006400Emperium^000000.";
- next;
- mes "[Siege Expert]";
- mes "You can find ^006400Siege^000000 times on our website.";
- mes "And guilds that win also get a special something-something.";
- next;
- mes "[Siege Expert]";
- mes "Guilds that win during the Siege";
- mes "get access to a ^006400Guild Dungeon^000000";
- mes "and the Guild Master gets to open ^006400Treasure Box^000000es at ^0000FFMidnight each day^000000.";
- mes "Isn't that a great benefit?";
- next;
- mes "[Siege Expert]";
- mes "Another thing you have to do when you win a castle is called ^006400Commerce Development^000000. The more you do it, the better the benefits.";
- next;
- return;
-}
-
-moc_para01,21,172,4 script Party Recruiting Expert 4_M_OILMAN,{
- .@checkquest = questprogress(4162);
- if (.@checkquest == 2) {
- mes "[Party Recruiting Expert]";
- mes "Since you've come and found me, it seems you're curious about ^006400Party Recruiting^000000?";
- next;
- switch(select("Listen about Party Recruiting.:End Conversation.")) {
- case 1:
- callsub L_Info;
- mes "[Party Recruiting Expert]";
- mes "This expert's explanation was pretty great, huh? If you need a refresher, come find me again.";
- close;
- case 2:
- mes "[Party Recruiting Expert]";
- mes "Well, if you have any questions, come find me.";
- close;
- }
- } else if (.@checkquest == 1) {
- mes "[Party Recruiting Expert]";
- mes "I am the ^006400Party Recruiting^000000 expert because I did research about Party Recruting for 16 years! It seems that the ^006400Siege Expert^000000 sent you my way since you passed his tests, hmm?";
- next;
- mes "[Party Recruiting Expert]";
- mes "You may have already heard but if you pass all the Experts' quizzes, you'll get an awesome prize!";
- next;
- mes "[Party Recruiting Expert]";
- mes "As the 2nd expert, I'll tell you all about ^006400Party Recruiting^000000! How about it?";
- next;
- switch(select("Listen about Party Recruiting.:End Conversation.")) {
- case 1:
- callsub L_Info;
- mes "[Party Recruiting Expert]";
- mes "Now~ my explanations were smoother than a smooth criminal, right? Now I'm gonna give you a quiz with 3 questions. Get them all right and you've passed. Wanna take the challenge?";
- while(1) {
- .@correct = 0;
- next;
- switch(select("On to the quiz!:Explain again please?:Give up.")) {
- case 1:
- switch(rand(1,3)) {
- case 1:
- mes "[Party Recruiting Expert]";
- mes "Party Recruiting is used to help";
- mes "users that are looking for []";
- mes "and those looking for a [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Guild, Guildmate:Club, Club Members:Paris, Party Members:Party, Party Members") == 4)
- .@correct += 10;
- mes "[Party Recruiting Expert]";
- mes "The window that is used to help users look and search for a party is called a [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Party List:Party Wanted List:Party Recruiting List:Costume Party List") == 3)
- .@correct += 10;
- mes "[Party Recruiting Expert]";
- mes "Which of the choices are not listed as a choice to pick when making a party recruit notice?";
- next;
- if(select("LEVEL:SKILL:JOB:MAP") == 2)
- .@correct += 10;
- break;
- case 2:
- mes "[Party Recruiting Expert]";
- mes "There are 2 types of Party Recruiting.";
- mes "Registering Party Recruiting is one";
- mes "and the 2nd one is [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Search for Parties that are Recruiting:Parties that are starting to hunt:Party Recruit and Item Distribution:Party Stuff") == 1)
- .@correct += 10;
- mes "[Party Recruiting Expert]";
- mes "In order to start Party Recruiting, you have to click the [] button which is located in the info section of the upper left hand side.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("party:guild:booking:skill") == 3)
- .@correct += 10;
- mes "[Party Recruiting Expert]";
- mes "If you want to know more about commands for Party Recruiting, you have to press the [] button on the Party Recruting List window.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Basic Information:Help:Party:Confirm") == 2)
- .@correct += 10;
- break;
- case 3:
- mes "[Party Recruiting Expert]";
- mes "For Party Recruiting, in order to make the";
- mes "Party Recruiting Window pop up,";
- mes "You type in this command [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("/Party Collection Window:/Party Collection:/Party Recruitment Window:/Party Recruitment") == 4)
- .@correct += 10;
- mes "[Party Recruiting Expert]";
- mes "When recruiting for a party, you can set 3 parameters. Those 3 are";
- mes "LEVEL, JOB, and [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("SKILL:GUILD:MAP:OPTION") == 3)
- .@correct += 10;
- mes "[Party Recruiting Expert]";
- mes "Party Recruiting is used to help";
- mes "users that are looking for []";
- mes "and those looking for a [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Parry, Party Members:Club, Club Members:Party, Party Members:Guild, Guild Members") == 3)
- .@correct += 10;
- break;
- }
- if (.@correct == 30) {
- mes "[Party Recruiting Expert]";
- mes "Nice! You got all 3 correct! Now do you feel more confident about ^006400Party Recruiting^000000?";
- next;
- mes "[Party Recruiting Expert]";
- mes "If you ever want to hear more about ^006400Party Recruiting^000000, come find me anytime.";
- next;
- mes "[Party Recruiting Expert]";
- mes "Well, off you go to the ^0000FFBattleground Expert^000000! He is probably waiting for you.";
- completequest 4162;
- setquest 4163;
- getexp 2000,1000;
- close;
- }
- mes "[Party Recruiting Expert]";
- mes "There's only 3 questions and you didn't get them all right! At this rate, you'll fail all the Experts' tests.";
- next;
- mes "[Party Recruiting Expert]";
- mes "But if you want to retake the quiz! Go for it! I think you have potential! Wanna take the quiz again?";
- break;
- case 2:
- callsub L_Info;
- mes "[Party Recruiting Expert]";
- mes "Now~ my explanations were smoother than a smooth criminal, right? Now I'm gonna give you a quiz with 3 questions. Get them all right and you've passed. Wanna take the challenge?";
- break;
- case 3:
- mes "[Party Recruiting Expert]";
- mes "Don't give up! You can do it! If you change your mind, come talk to me again!";
- close;
- }
- }
- close;
- case 2:
- mes "[Party Recruiting Expert]";
- mes "You're gonna give up without even listening to me? If you change your mind, come talk to me again!";
- close;
- }
- }
- mes "[Party Recruiting Expert]";
- mes "If you want to learn something from me, talk to the ^006400Siege Master^000000 first.";
- close;
-
-L_Info:
- mes "[Party Recruiting Expert]";
- mes "^006400Party Recruiting^000000 is pretty self explanatory. It helps people find party members and it helps people find parties.";
- next;
- mes "[Party Recruiting Expert]";
- mes "There are 2 parts to Party Recruiting.";
- mes "1st step is ^0000FFRegistering Party Recruiting^000000,";
- mes "and the 2nd step is ^0000FFParty Search^000000.";
- next;
- mes "[Party Recruiting Expert]";
- mes "In order to look up Party Recruiting, in the info window on the upper left, click the button that says ^006400booking^000000. Then the ^006400Party Recruiting List^000000 will come up.";
- next;
- mes "[Party Recruiting Expert]";
- mes "^006400Party Recruiting List^000000 window shows you the parties that are looking for members that was listed by other users. You can search through it.";
- next;
- mes "[Party Recruiting Expert]";
- mes "In the case that you don't want to join a party, but you want to recruit for one, type in the ^0000FF/Party Recruit^000000 command then in the ^006400Party Recruiting^000000 window, you can do some recruiting!";
- next;
- mes "[Party Recruiting Expert]";
- mes "Once you register your party recruit notice in the ^006400Party Recruiting^000000 window, the users can search out your ^006400Party Recruiting List^000000";
- next;
- mes "[Party Recruiting Expert]";
- mes "In the ^006400Party Recruiting List^000000 and";
- mes "^006400Party Recruiting^000000 you can put in basic information of what you're going to be doing, or what you're looking for like ";
- mes "^006400LEVEL^000000, ^006400MAP^000000, ^006400JOB^000000.";
- mes "Then the users can search using those parameters and utilizing the ^006400Party Recruitment^000000 system.";
- next;
- mes "[Party Recruiting Expert]";
- mes "If you want to learn more commands about ^006400Party Recruiting^000000, click on the ^006400Help^000000 button on the bottom right of the ^006400Party Recruiting list^000000.";
- next;
- return;
-}
-
-moc_para01,12,179,6 script Battleground Master 4_M_KY_HEAD,{
- .@checkquest = questprogress(4163);
- if (.@checkquest == 2) {
- mes "[Battleground Expert]";
- mes "Seeing that you sought me out, I guess you want to learn about ^006400Battleground^000000s, eh?";
- next;
- switch(select("Learn about Battlegrounds.:End Conversation.")) {
- case 1:
- callsub L_Info;
- mes "[Battleground Expert]";
- mes "There's nothing better than hearing it straight from the expert! If you want to go over it again, just talk to me.";
- close;
- case 2:
- mes "[Battleground Expert]";
- mes "If you want to go over anything, let me know.";
- close;
- }
- } else if (.@checkquest == 1) {
- mes "[Battleground Expert]";
- mes "For 16 years, I experienced the intense heat of battle on the ^006400Battleground^000000s... I am the ^006400Battleground^000000 Expert!";
- mes "It seems that the ^006400Party Recruiting Expert^000000 sent you to me since you passed his quiz.";
- next;
- mes "[Battleground Expert]";
- mes "You may already know but if you get pass all the quizzes from the Experts, you'll get a prize!";
- next;
- mes "[Battleground Expert]";
- mes "I will tell you about the ^006400Battleground^000000s! I will tell you everything I know! How about it? Wanna hear about it?";
- next;
- switch(select("Learn about Battlegrounds.:End Conversation.")) {
- case 1:
- callsub L_Info;
- mes "[Battleground Expert]";
- mes "There's nothing better than hearing it straight from the expert! Now, do you wanna take my 3-question quiz? You have to answer all 3 correctly to pass!";
- while(1) {
- .@correct = 0;
- next;
- switch(select("On to the quiz!:Explain again please?:Give up.")) {
- case 1:
- switch(rand(1,3)) {
- case 1:
- mes "[Battleground Expert]";
- mes "For starters, you have to pick either the side of [] Camp or [] Camp in order to to participate in Battleground.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Guillaume, Tierra:Rachel, KVM:Guillaume, Croix:Maroll, KVM") == 3)
- .@correct += 10;
- mes "[Battleground Expert]";
- mes "[] can do either 10vs10 and you have to attack the crystals of the opposing team while protecting yours.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Tierra:Flavius:KVM:Maroll") == 2)
- .@correct += 10;
- mes "[Battleground Expert]";
- mes "When you complete a battle, you may get a reward! From a KVM battle, you get [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("KVM Badge:Valor Badge:Bravery Badge:Honor Badge") == 1)
- .@correct += 10;
- break;
- case 2:
- mes "[Battleground Expert]";
- mes "For [], it's 10vs10. You also need to attack the enemies supply depot while protecting your own.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Maroll:KVM:Flavius:Tierra") == 4)
- .@correct += 10;
- mes "[Battleground Expert]";
- mes "In order to get into the battlegrounds, which one is not the recruiter you need to find?";
- next;
- if(select("Maroll Mercenary Recruiter:KVM Mercenary Recruiter:Tierra Mercenary Recruiter:Flavius Mercenary Recruiter") == 1)
- .@correct += 10;
- mes "[Battleground Expert]";
- mes "You can get [] from participating in the Battlegrounds of Tierra.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("KVM Badge:Valor Badge:Bravery Badge:Honor Badge") == 2)
- .@correct += 10;
- break;
- case 3:
- mes "[Battleground Expert]";
- mes "In every major city, you can find [] to enter the Battlegrounds.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Maroll Battleground Recruiter:Tierra Battleground Recruiter:Flavius Battleground Recruiter:KVM Battleground Recruiter") == 1)
- .@correct += 10;
- mes "[Battleground Expert]";
- mes "For [], you go in 5vs5 with the intention of trying to reduce the number of enemies on the opposite side.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Maroll:Flavius:KVM:Tierra") == 3)
- .@correct += 10;
- mes "[Battleground Expert]";
- mes "When you complete a battle, you get a prize. The prize from Flavius is called [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("KVM Badge:Valor Badge:Bravery Badge:Honor Badge") == 3)
- .@correct += 10;
- break;
- }
- if (.@correct == 30) {
- mes "[Battleground Expert]";
- mes "You got all 3 correct! I think you got a pretty good head on your shoulders. You know a thing or two about ^006400Battleground^000000s.";
- next;
- mes "[Battleground Expert]";
- mes "If you ever want to go over anything about ^006400Battleground^000000s, feel free to come talk to me!";
- next;
- mes "[Battleground Expert]";
- mes "Go on and find and talk to the 0000FFMemorial Dungeon Expert^000000!";
- completequest 4163;
- setquest 4164;
- getexp 2000,1000;
- close;
- }
- mes "[Battleground Expert]";
- mes "There's only 3 questions and you didn't get them all right! At this rate, you'll fail all the Experts' tests.";
- next;
- mes "[Battleground Expert]";
- mes "But if you want to take it on again, you should.";
- break;
- case 2:
- callsub L_Info;
- mes "[Battleground Expert]";
- mes "There's nothing better than hearing it straight from the expert! Now, do you wanna take my 3-question quiz? You have to answer all 3 correctly to pass!";
- break;
- case 3:
- mes "[Battleground Expert]";
- mes "Don't disappoint me by giving up. If you change your mind, come find me again.";
- close;
- }
- }
- close;
- case 2:
- mes "[Battleground Expert]";
- mes "You're a coward if you give up even before starting. If you change your mind, come find me again.";
- close;
- }
- close;
- }
- mes "[Battleground Expert]";
- mes "If you want to learn something from me, go get acknowledged by the ^006400Party Recruiting Expert^000000 first.";
- close;
-
-L_Info:
- mes "[Battleground Expert]";
- mes "To explain ^006400Battleground^000000 easily...";
- mes "You pick either Camp ^006400Guillaume^000000 or Camp ^006400Croix^000000 then you fight each other.";
- next;
- mes "[Battleground Expert]";
- mes "There are 3 types of ^006400Battleground^000000s.";
- mes "First is ^006400KVM^000000. It is a 5vs5 battle with the goal of reducing the number of people on either side.";
- next;
- mes "[Battleground Expert]";
- mes "The second one is 10vs10. You attack the supply depots of your opponents and in turn, you protect your supply depots. This is called ^006400Tierra^000000.";
- next;
- mes "[Battleground Expert]";
- mes "The third and final one is called ^006400Flavius^000000. This one is also 10vs10. For this one, you attack the crystals of your opponents while trying to protect your own.";
- next;
- mes "[Battleground Expert]";
- mes "To get to ^006400Battleground^000000s, find ^006400Maroll, the Recruiter^000000 who can be found in all major towns.";
- next;
- mes "[Battleground Expert]";
- mes "After you enter, pick if you want to side with Guillaume or Croix, then on their side, pick either...";
- mes "^006400KVM Mercenary Recruiter^000000,";
- mes "^006400Tierra Mercenary Recruiter^000000, or";
- mes "^006400Flavius Mercenary Recruiter^000000,";
- mes "then you can join the ^006400Battleground^000000s.";
- next;
- mes "[Battleground Expert]";
- mes "Depending on the outcome of the ^006400Battleground^000000 you can get a prize too.";
- mes "You get KVM Badges from ^006400KVM^000000,";
- mes "from ^006400Tierra^000000 you obtain Bravery Badges and";
- mes "you receive Valor Badges ^006400Flavius^000000.";
- next;
- mes "[Battleground Expert]";
- mes "With the rewards from ^006400Battleground^000000s, you can get items that you can't normally get elsewhere.";
- mes "Each ^006400Battleground^000000 reward you can obtain is different so you'll have to check on it.";
- next;
- return;
-}
-
-moc_para01,28,167,3 script Memorial Dungeon Expert 4_M_LGTGUARD,{
- .@checkquest = questprogress(4164);
- if (.@checkquest == 2) {
- mes "[Memorial Dungeon Expert]";
- mes "Since you've come here, it seems you want to learn about the ^006400Memorial Dungeon^000000.";
- next;
- switch(select("Listen about Memorial Dungeon.:End Conversation.")) {
- case 1:
- callsub L_Info;
- mes "[Memorial Dungeon Expert]";
- mes "Now that you've listend to an expert, it's easy to understand, right? If you want to hear about it again, come find me.";
- close;
- case 2:
- mes "[Memorial Dungeon Expert]";
- mes " If you want to hear about it again, come find me.";
- close;
- }
- } else if (.@checkquest == 1) {
- mes "[Memorial Dungeon Expert]";
- mes "I am the ^006400Memorial Dungeon^000000 Expert! I studied the ^006400Memorial Dungeon^000000 for 16 years!";
- mes "Since you've sought me out, I assume that you've passed the ^006400Battleground Expert^000000's quiz.";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "As you already know, if you pass all the Experts' quiz you'll get a prize.";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "As the 4th Expert, I will explain everything to you about ^006400Memorial Dungeon^000000.";
- mes "Want to hear about ^006400Memorial Dungeon^000000?";
- next;
- switch(select("Listen about Memorial Dungeon.:End Conversation.")) {
- case 1:
- callsub L_Info;
- mes "[Memorial Dungeon Expert]";
- mes "Now that you've listend to an expert, it's easy to understand, right? If you want to hear about it again, come find me.";
- mes "Okay, now I'm gonna give you a quiz. You have to get all the questions right to pass. Ready?";
- while(1) {
- .@correct = 0;
- next;
- switch(select("On to the quiz!:Explain again please?:Give up.")) {
- case 1:
- switch(rand(1,3)) {
- case 1:
- mes "[Memorial Dungeon Expert]";
- mes "^006400Memorial Dungeon^000000 isn't a dungeon that is open to all users. It's only available to you and your [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Party Members:Guildmates:Friends:Family") == 1)
- .@correct += 10;
- mes "[Memorial Dungeon Expert]";
- mes "If you go to [] and find [], he will give you information about Endless Tower- which is a huge and tall dungeon.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Prontera, Seiyablem:Alberta, Leyablem:Alberta, Captain Jansen:Prontera, Captin Jansen") == 3)
- .@correct += 10;
- mes "[Memorial Dungeon Expert]";
- mes "In order to enter Memorial Dungeon the [] must apply and then be on stand-by to enter. You will enter in the order the application was put in.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Guild Member:Guild Leader:Party Leader:Party Member") == 3)
- .@correct += 10;
- break;
- case 2:
- mes "[Memorial Dungeon Expert]";
- mes "When you're done with the [], you cannot re-enter the same dungeon for a certain period of time.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Buff:Ritual:Exploration:Inspection") == 3)
- .@correct += 10;
- mes "[Memorial Dungeon Expert]";
- mes "If you go to the Orc Map where all the orcs live, you will be able to find []. He will probably be able to give you information about the Orc's Memory dungeon.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Insane Scientist:Crazy Scientist:Insane Alchemist:Crazy Alchemist") == 1)
- .@correct += 10;
- mes "[Memorial Dungeon Expert]";
- mes "In order to enter Memorial Dungeon, the [] must apply- then you'll be able to enter in order of when your application was turned in.";
- mes "You have to be on stand-by for this.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Guild Leader:Guildmate:Party Member:Party Leader") == 4)
- .@correct += 10;
- break;
- case 3:
- mes "[Memorial Dungeon Expert]";
- mes "If you go to the place where you can become a monk, the Capitolina Monastery, you can meet []. He will tell you about the dungeon with the Sealed Baphomet.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Agent Patrick:Patrolman Patrick:Drunken Patrick:Detective Patrick") == 4)
- .@correct += 10;
- mes "[Memorial Dungeon Expert]";
- mes "When you're done with the [], you cannot re-enter the same dungeon for a certain period of time.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Exploration:Inspection:Buff:Ritual") == 1)
- .@correct += 10;
- mes "[Memorial Dungeon Expert]";
- mes "^006400Memorial Dungeon^000000 is not just open to all users. It is open available for you and your [].";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Friends:Family:Party Members:Guildmates") == 3)
- .@correct += 10;
- break;
- }
- if (.@correct == 30) {
- mes "[Memorial Dungeon Expert]";
- mes "You're pretty bright~ seeing that you got all 3 correct. Now do you understand about ^006400Memorial Dungeon^000000?";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "If you ever want to go over things about ^006400Memorial Dungeon^000000, come talk to me any time.";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "Now, off you go to the the ^0000FFMap Expert^000000!";
- completequest 4164;
- setquest 4165;
- getexp 2000,1000;
- close;
- }
- mes "[Memorial Dungeon Expert]";
- mes "The quiz wasn't that hard...";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "You look like you have potential... you should try again.";
- break;
- case 2:
- callsub L_Info;
- mes "[Memorial Dungeon Expert]";
- mes "It's easy to understand since it's coming from an expert like me. Now it's quiz time. You have to get all the answers correct to pass. Are you ready?";
- break;
- case 3:
- mes "[Memorial Dungeon Expert]";
- mes "Giving up is lame. If you change your mind, come talk to me.";
- close;
- }
- }
- close;
- case 2:
- mes "[Memorial Dungeon Expert]";
- mes "Giving up without even trying is lame. If you change your mind, come talk to me.";
- close;
- }
- close;
- }
- mes "[Memorial Dungeon Expert]";
- mes "If you want to learn anything from me, talk to the ^006400Battleground Master^000000 first and get acknowledged by him.";
- close;
-
-L_Info:
- mes "[Memorial Dungeon Expert]";
- mes "The ^006400Memorial Dungeon^000000is not a dungeon that is open to everyone. It only opens to ^0000FFYou and your Party Members^000000.";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "Therefore, in order to enter ^006400Memorial Dungeon^000000, the Party Leader must apply to enter. Since you enter in the order you apply, you must be on stand-by to enter.";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "Also, after you explore Memorial Dungeon, you cannot re-enter the same ^006400Memorial Dungeon^000000 for a certain period of time.";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "Many ^006400Memorial Dungeon^000000s exist, but we will give you hints to help you find Memorial Dungeon in the world of Rune Midgard.";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "First, go to ^8B4513Alberta^000000 and find ^006400Captain Jansen^000000.";
- mes "He will give you information about the really huge and tall dungeon known as ^006400Endless Tower^000000.";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "Second, go to the ^8B4513Orc Map^000000 where all the orcs live and find the ^006400Insane Scientist^000000.";
- mes "You might be able to get some information about a dungeon that has to do with ^006400Orc's Memory^000000.";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "Third and last, seek out the place where you can become a monk, which is the ^8B4513Capitolina Monastery^000000 and seek out ^006400Detective Patrick^000000.";
- mes "He will be able to give you information about the dungeon with the ^006400Sealed Baphomet^000000+.";
- next;
- mes "[Memorial Dungeon Expert]";
- mes "Of course there are other locations for Memorial Dungeon but it's best to start where you can find it easily.";
- mes "As you continue to go on your adventures you will be able to find them more easily.";
- next;
- return;
-}
-
-moc_para01,14,168,6 script Map Expert 2_M_SAGE_OLD,{
- .@checkquest = questprogress(4165);
- if (.@checkquest == 2) {
- mes "[Map Expert]";
- mes "Seeing that you came to me, I assume you have some questions about ^006400MAP^000000s?";
- next;
- switch(select("List about the Map.:End Conversation.")) {
- case 1:
- callsub L_Info;
- mes "[Map Expert]";
- mes "If you end up in those areas while you're adventuring, be sure to tell me all about it!";
- mes "And now, since you've passed all the Expert's quizzes, go on and talk to ^006400Tutorial Goal^000000.";
- close;
- case 2:
- mes "[Map Expert]";
- mes "If you have any more questions, come find me.";
- close;
- }
- } else if (.@checkquest == 1) {
- mes "[Map Expert]";
- mes "I have been researching and studying ^006400MAP^000000s for 16 years and so now I am the ^006400MAP^000000 Expert!";
- mes "Since you've sought me out, it seems you've passed ^006400Memorial Dungeon Expert^000000's quiz.";
- next;
- mes "[Map Expert]";
- mes "As you already know, if you pass all the Experts' quiz you'll get a prize.";
- next;
- mes "[Map Expert]";
- mes "As the last Expert, I will try to explain everything about ^006400MAP^000000s to make it easy on you. Ready to start?";
- next;
- switch(select("Listen about Maps.:End Conversation.")) {
- case 1:
- callsub L_Info;
- mes "[Map Expert]";
- mes "How was my explanation? Now I am gonna give you a quick quiz! You have to get all the answers correct in order to pass. Ready?";
- while(1) {
- .@correct = 0;
- next;
- switch(select("On to the quiz!:Explain again please?:Give up.")) {
- case 1:
- switch(rand(1,3)) {
- case 1:
- mes "[Map Expert]";
- mes "You can view the map by clicking on the [] button that is located in the upper left hand side.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("SKILL:GUILD:MAP:BOOKING") == 3)
- .@correct += 10;
- mes "[Map Expert]";
- mes "When looking at the map, each area offers the [] and [] information about the monsters. That will take all the guess work out of where you should hunt.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Name, Age:Attributes, Level:Attributes, Tribe:Name, Level") == 4)
- .@correct += 10;
- mes "[Map Expert]";
- mes "If you want to stop looking at the map, simple press the shortcut key of [] or ESC and it will close the map for you.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("ALT + F4:CTRL + %:CTRL + M:ALT + ESC") == 2)
- .@correct += 10;
- break;
- case 2:
- mes "[Map Expert]";
- mes "After you open your map and you";
- mes "hover your mouse over specific areas";
- mes "you can see the [] and [] of the region.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Name, Area Details:Name, Monster Attributes:Specialties, Area Details:Specialties, Name") == 1)
- .@correct += 10;
- mes "[Map Expert]";
- mes "If you look to the bottom right of the map, you will see a drawing of []. Click on that or press the TAB shortcut key and you can find out various information.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Desert Wolf:Mimic:Siroma:Poring") == 4)
- .@correct += 10;
- mes "[Map Expert]";
- mes "While looking at the map, when you press the TAB shortcut key, you will be able to find and locate various dungeons and their Entrance Locations.";
- mes "You can also find the [] of the monsters in that area.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Name:Level:Attribute:Size") == 2)
- .@correct += 10;
- break;
- case 3:
- mes "[Map Expert]";
- mes "If you want to stop looking at the map, all you need to do is press the [] to go back to your normal screen.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("O:X:EXIT:ALT") == 2)
- .@correct += 10;
- mes "[Map Expert]";
- mes "While looking at the map, when you press the TAB shortcut key, you will be able to find and locate various dungeons and their Entrance Locations.";
- mes "You can also find the [] of the monsters in that area.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("Level:Name:Size:Attribute") == 1)
- .@correct += 10;
- mes "[Map Expert]";
- mes "You can view the map by clicking on the [] button that is located in the upper left hand side.";
- mes "What words go in the empty spaces of []?";
- next;
- if(select("GUILD:SKILL:BOOKING:MAP") == 4)
- .@correct += 10;
- break;
- }
- if (.@correct == 30) {
- mes "[Map Expert]";
- mes "Bingo! You got all 3 answers correct! Now, do you feel like you understand stuff about ^006400MAP^000000s more?";
- next;
- mes "[Map Expert]";
- mes "If you ever feel like you want to learn more about ^006400MAP^000000s, come talk to me anytime.";
- next;
- mes "[Map Expert]";
- mes "Congrats on passing all the Experts' quizzes! Now, go find and talk to the ^006400Tutorial Goal^000000!";
- completequest 4165;
- setquest 4166;
- getexp 2000,1000;
- close;
- }
- mes "[Map Expert]";
- mes "The 3 questions shouldn't have been that hard...";
- next;
- mes "[Map Expert]";
- mes "Well, you seem to be pretty smart so why not try the quiz again?";
- break;
- case 2:
- callsub L_Info;
- mes "[Map Expert]";
- mes "How is this Expert's explanations? Now I am gonna give you a quick quiz. You have to get all the answers correct to pass. Want to try it?";
- break;
- case 3:
- mes "[Map Expert]";
- mes "I'm the last Expert! Dont' give up! Come find me again when you're ready!";
- close;
- }
- }
- close;
- case 2:
- mes "[Map Expert]";
- mes "You're gonna give up without even trying? But I'm the last Expert! Dont' give up! Come find me again when you're ready!";
- close;
- }
- close;
- }
- mes "[Map Expert]";
- mes "If you want to learn from me, go get acknowledged by the ^006400Memorial Dungeon^000000 first.";
- close;
-
-L_Info:
- mes "[Map Expert]";
- mes "A ^006400MAP^000000 shows you things that is much needed for travelling around the world; such as the lay of the land, major towns and fields and such. It's a very important tool!";
- next;
- mes "[Map Expert]";
- mes "Because of this, it's more important than everything else that you know about ^006400MAP^000000s.";
- next;
- mes "[Map Expert]";
- mes "The map can be accessed by clicking on the button that says ^006400MAP^000000 on the upper left side of your screen.";
- next;
- mes "[Map Expert]";
- mes "When you click on the ^006400MAP^000000 button, a full sized map of Rune Midgards will take up your screen.";
- mes "When you ^0000FFHover your mouse over specific areas^000000, you can find out more things such as ^006400NAME^000000 and Area Details.";
- next;
- mes "[Map Expert]";
- mes "If you look to the lower right side of your map, there is a ^006400Poring drawing^000000.";
- mes "If you click on it or press the ^006400TAB^000000 shortcut key, you will be able to various information.";
- next;
- mes "[Map Expert]";
- mes "Firstly, you can find out the ^006400NAME^000000 and ^006400LEVEL^000000 of the monsters in each area. That will take a lot of the guess work out of where you want to go hunt.";
- next;
- mes "[Map Expert]";
- mes "Secondly, You can locate various ^006400DUNGEON^000000s and their";
- mes "^006400Entrance Location^000000. Plus, it'll also tell you monsters that reside in that area";
- mes "along with their ^006400LEVEL^000000. It's displayed in red so it's easy to find.";
- next;
- mes "[Map Expert]";
- mes "If you want to stop looking at the map, there are 2 ways to do this.";
- mes "You can press the shortcut keys which are ^006400CTRL + %^000000 or ^006400ESC^000000";
- mes "Or at the top right of the map, there is a ^006400X^000000 button. Click that and you will return to your normal game screen.";
- next;
- mes "[Map Expert]";
- mes "Currently, we cannot see places that are beyond Rune Midgards but it has been said that there are a lot of unknown worlds that exist in the beyond.";
- next;
- return;
-}
diff --git a/npc/re/quests/first_class/tu_archer.txt b/npc/re/quests/first_class/tu_archer.txt
deleted file mode 100644
index 2e8a03180..000000000
--- a/npc/re/quests/first_class/tu_archer.txt
+++ /dev/null
@@ -1,14 +0,0 @@
-//===== Hercules Script ======================================
-//= Archer Class Tutorial and Job Specific Quest
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= [Official Conversion]
-//= Archer training quest.
-//===== Additional Comments: =================================
-//= 1.0 First version. [Euphy]
-//============================================================
-
-pay_fild08,40,83,5 duplicate(Acolyte_Tu) Acolyte#tu 4_F_SISTER
diff --git a/npc/re/quests/homun_s.txt b/npc/re/quests/homun_s.txt
deleted file mode 100644
index 4bea2322e..000000000
--- a/npc/re/quests/homun_s.txt
+++ /dev/null
@@ -1,1360 +0,0 @@
-//===== Hercules Script ======================================
-//= Homunculus S Mutation Quest
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Genetic quest to mutate a level 99 evolved Homunculus
-//= into a Homunculus S.
-//===== Additional Comments: =================================
-//= 1.0 First Version, entirely custom. [Masao]
-//= 1.1 Cleaning. [Euphy]
-//= 1.2 Replaced with official script. [Euphy]
-//============================================================
-
-// Main NPCs
-//============================================================
-job3_gen01,12,44,3 script Viorel#job3_gen01 4_M_ALCHE_E,{
- if (countitem(6415)) {
- if (Class == Job_Genetic || Class == Job_Genetic_T || Class == Job_Baby_Genetic) {
- disable_items;
- if (!questprogress(4159) && !questprogress(4160)) {
- mes "[Viorel]";
- mes "Why are you here?";
- mes "Shouldn't you be at ^005DFFJeyna^000000's house?";
- close2;
- for(.@i = 4154; .@i <= 4160; ++.@i) {
- if (questprogress(.@i))
- erasequest .@i;
- }
- setquest 4154;
- setquest 4159;
- morphembryo;
- if (countitem(6415) == 0)
- getitem 6415,1; //Strange_Embryo
- else if (countitem(6415) > 1)
- delitem 6415, (countitem(6415) - 1); //Strange_Embryo
- warp "que_house_s",63,41;
- end;
- }
- enable_items;
- } else if (Class == Job_Novice_High || Class == Job_Merchant_High || Class == Job_Alchemist || Class == Job_Creator) {
- emotion e_what;
- mes "[Viorel]";
- mes "I don't know what's going on, but the way I remember it you were supposed to be qualified to research ^FF4800Homunculus^000000.";
- next;
- mes "[Viorel]";
- mes "Whatever the reason, you're not able to continue the research on ^FF4800Homunculus^000000.";
- mes "Come back after you become a ^005DFFGenetic^000000 and have obtained a ^0000FFBioethics^000000.";
- close;
- } else {
- delitem 6415, countitem(6415); //Strange_Embryo
- mes "[Viorel]";
- mes "Wait, that embryo you have seems a little strange.";
- next;
- mes "[Viorel]";
- mes "Unless you have a job researching ^FF4800Homunculus^000000....";
- mes "It will be of no help to you what so ever.";
- next;
- mes "[Viorel]";
- mes "I'm in charge of managing ^0000FFStrange Embryo^000000 so I'll take care of that for you.";
- mes "No offense, and I'm not doing anything bad here.";
- close;
- }
- }
- if ((Class == Job_Genetic || Class == Job_Genetic_T || Class == Job_Baby_Genetic) && questprogress(4154)) {
- if (questprogress(4155) || questprogress(4160)) {
- mes "[Viorel]";
- mes "Weather's great.";
- next;
- callsub L_CheckHomunculus;
- mes "[Viorel]";
- mes "Ready to go to my house?";
- next;
- switch(select("Go to ^005DFFViorel^000000's house.:Don't go.")) {
- case 1:
- mes "[Viorel]";
- mes "Good choice.";
- mes "Now, close your eyes for a second...";
- close2;
- warp "que_house_s",19,42;
- end;
- case 2:
- mes "[Viorel]";
- mes "Come back when you're ready.";
- mes "You must come with the ^FF4800Homunculus^000000.";
- close;
- }
- } else {
- mes "[Viorel]";
- mes "Why are you here?";
- mes "Shouldn't you be at ^005DFFJeyna^000000's house?";
- next;
- callsub L_CheckHomunculus;
- mes "[Viorel]";
- mes "Now, ready to go to ^005DFFJeyna^000000?";
- next;
- switch(select("Go to ^005DFFJeyna^000000's room.:Don't go.")) {
- case 1:
- mes "[Viorel]";
- mes "Good choice.";
- mes "Now, close your eyes for a second...";
- close2;
- warp "que_house_s",63,41;
- end;
- case 2:
- mes "[Viorel]";
- mes "Come back when you're ready.";
- mes "You must come with the ^FF4800Homunculus^000000.";
- close;
- }
- }
- }
- if (BaseJob == Job_Merchant) {
- mes "[Viorel]";
- mes "I used to be a merchant once, just like you.";
- mes "I'm researching on ^FF4800Homunculus^000000.";
- next;
- mes "[Viorel]";
- mes "If you're interested in ^FF4800Homunculus^000000, become an ^005DFFAlchemist^000000 or a ^005DFFCreator^000000.";
- close;
- } else if (BaseJob == Job_Alchemist && Class < Job_Genetic) {
- mes "[Viorel]";
- mes "I've spent lots of time and energy on Homunculus.";
- mes "If you feel like you're at a dead end, come back next time with a ^FF4800Homunculus^000000.";
- next;
- mes "[Viorel]";
- mes "Oh. Of course you need to have the suitable potentials. You could probably prove yourself once you become a ^FF4800Genetic^000000.";
- close;
- } else if (Class == Job_Genetic || Class == Job_Genetic_T || Class == Job_Baby_Genetic) {
- if (gethominfo(6) >= 99 && (gethominfo(1) >= 6009 && gethominfo(1) <= 6016)) { // Level 99+ evolved Homunculus
- mes "[Viorel]";
- mes "Oh, great~!";
- mes "You have a ^FF4800Homunculus^000000.";
- mes "With passion invested in its research we can make them better.";
- next;
- mes "[Viorel]";
- mes "I must speak to you in private. Would you mind going to my house with me?";
- next;
- switch(select("Go to ^005DFFViorel^000000's home.:Stay here.")) {
- case 1:
- mes "[Viorel]";
- mes "Good choice.";
- mes "Now, close your eyes for a second...";
- close2;
- setquest 4154;
- setquest 4155;
- warp "que_house_s",19,42;
- end;
- case 2:
- mes "[Viorel]";
- mes "If you feel like you're at a dead end, come back next time with a ^FF4800Homunculus^000000.";
- close;
- }
- } else if (gethominfo(6) >= 99 && (gethominfo(1) >= 6048 && gethominfo(1) <= 6052)) { // Level 99+ mutated Homunculus-S
- mes "[Viorel]";
- mes "Hello again.";
- mes "Perhaps you may be interested";
- mes "in the newly created ^FF4800Homunculus^000000,";
- mes "born from the new ^006400Homunculus Mutation System^000000?";
- next;
- switch(select("Nope. Good bye.:Please, I'm busy.:That's exactly what I wanted to hear.:Why are you always standing there?")) {
- case 1:
- emotion e_heh;
- mes "[Viorel]";
- mes "Okay.";
- mes "Good seeing you.";
- mes "Good bye then~!";
- close;
- case 2:
- emotion e_omg;
- mes "[Viorel]";
- mes "!!!!";
- mes "I... I see.";
- mes "I thought you were here to see me.";
- close;
- case 3:
- emotion e_ic;
- mes "[Viorel]";
- mes "Just as I thought.";
- mes "Let's have a look at the notes my dear friend Jeyna left.";
- next;
- playbgm "30.mp3"; // One Step Closer
- callfunc "F_HomMutateInfo","[Memo Pad Notes]";
- mes "[Viorel]";
- mes "Hmm.";
- mes "Well, that's all there is to it.";
- mes "It's up to you to find out more.";
- close2;
- playbgm "08.mp3"; // Theme of Prontera
- end;
- case 4:
- emotion e_swt;
- mes "[Viorel]";
- mes "No, I do not stand here every day.";
- mes "But why do YOU stand there every day?";
- next;
- mes "[Viorel]";
- mes "What?";
- mes "No, the way I see it";
- mes "you seem to be here every time I'm here.";
- close;
- }
- } else {
- if (gethominfo(1) >= 6009) { // Evolved Homunculus
- mes "[Viorel]";
- mes "Hmm, you seem to have a special bond with your ^FF4800Homunculus^000000.";
- next;
- mes "[Viorel]";
- mes "Come back to me when that ^FF4800Homunculus^000000 reaches ^0000FFlevel 99^000000.";
- close;
- } else {
- mes "[Viorel]";
- mes "You do not yet possess an evolved ^FF4800Homunculus^000000...";
- mes "As you may well know about evolution:";
- next;
- mes "[Viorel]";
- mes "Using the ^0000FFStone of Sage^000000 when intimacy level is above ^006400Intimate^000000, the ^FF4800Homunculus^000000 goes through ^006400Evolution^000000.";
- close;
- }
- }
- }
- mes "[Viorel]";
- mes "^FF4800Homunculus^000000 research requires a lot of time and funding.";
- mes "However, I believe passion is the most important factor.";
- next;
- switch(select("End conversation.:What are you talking about?:Why are you always standing there?")) {
- case 1:
- mes "[Viorel]";
- mes "So long~!";
- close;
- case 2:
- mes "[Viorel]";
- mes "You see, ^006400Alchemists^000000 have an inquisitive nature.";
- mes "People like me, especially, even think of creating life itself.";
- next;
- mes "[Viorel]";
- mes "You'd have to research ^FF4800Homunculus^000000 to understand.";
- mes "Now, if you'll excuse me~!";
- close;
- case 3:
- emotion e_swt;
- mes "[Viorel]";
- mes "What, is it so strange to see an Alchemist in their own lab?";
- mes "How so?";
- close;
- }
- end;
-L_CheckHomunculus:
- if (gethominfo(6) < 99 || (gethominfo(1) < 6009 || gethominfo(1) > 6016)) { // Not level 99+ evolved Homunculus
- mes "[Viorel]";
- mes "Huh?";
- mes "Where's the ^FF4800Homunculus^000000 you used to have?";
- mes "Perhaps I've mistaken it for something else...";
- next;
- mes "[Viorel]";
- mes ".......";
- mes " ";
- mes "(Seems to be thinking about something.)";
- next;
- emotion e_heh;
- mes "[Viorel]";
- mes "Ha ha~";
- mes "I think I've mistaken you for someone else.";
- mes "If you'll excuse me.";
- close;
- }
- return;
-}
-
-que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{
- if (questprogress(4155)) {
- emotion e_dum;
- mes "[Viorel]";
- mes "Good.";
- mes "I see that you mean business.";
- next;
- playbgm "33.mp3"; // Yuna Song
- mes "[Viorel]";
- mes "Maybe you'll agree.";
- mes "Currently, your ^FF4800Homunculus^000000 is not in its perfect state.";
- next;
- mes "[Viorel]";
- mes "These days, studies on the growth of the ^FF4800Homunculus^000000 are actively taking place.";
- mes "But, I do believe that I have found something special.";
- next;
- mes "[Viorel]";
- mes "In order to break the current limitations of the ^FF4800Homunculus^000000, mutations need to happen.";
- next;
- switch(select("Like, biological experiments...?!:Well, yeah, naturally.:I don't want to hurt my Homunculus!")) {
- case 1:
- emotion e_swt2;
- mes "[Viorel]";
- mes "Don't look so surprised.";
- mes "Ethics in biology are kind of blurry right now, right?";
- mes "I mean...";
- next;
- mes "[Viorel]";
- mes "It's my duty to study the true potential of the ^FF4800Homunculus^000000.";
- next;
- mes "[Viorel]";
- mes "So far, Homunculus haven't demonstrated their full potential, but I know that I am close to a breakthrough.";
- next;
- break;
- case 2:
- emotion e_sigh;
- mes "[Viorel]";
- mes "Yes.";
- mes "I'm glad you're not upset.";
- mes "Mutation,";
- mes "a word that sparks evil in the minds of the ordinary,";
- mes "which made my research very difficult to proceed with.";
- next;
- mes "[Viorel]";
- mes "Do you remember?";
- mes "^005DFFKellasus^000000 of ^8B4513Lighthalzen^000000, the pioneer of ^FF4800Homunculus^000000 research.";
- next;
- mes "[Viorel]";
- mes "I believe that this research fulfills the promise made with ^005DFFKellasus^000000, the giver of knowledge and belief.";
- next;
- break;
- case 3:
- emotion e_swt;
- mes "[Viorel]";
- mes "I understand your concern.";
- mes "But I want to assure you that this Mutation does not harm or hurt your ^FF4800Homunculus^000000.";
- next;
- mes "[Viorel]";
- mes "On the contrary, the ^FF4800Homunculus^000000 of today are in pain from imperfection, unable to live up to their supposed potentials.";
- mes "Moreover, those ^FF4800Homunculus^000000 were often abandoned.";
- next;
- mes "[Viorel]";
- mes "Don't get me wrong, I study the ^FF4800Homunculus^000000 because I love them.";
- next;
- break;
- }
- mes "[Viorel]";
- mes "Well, by the way...";
- mes "I have found this new mutation to be quite stable.";
- next;
- mes "[Viorel]";
- mes "^006400The technology exists,";
- mes "and they will likely have new";
- mes "skills when mutated...^000000";
- next;
- mes "[Viorel]";
- mes "The minor side effect...";
- mes "^006400Their appearance will change^000000.";
- mes "But I think you'll find that pretty satisfying.";
- next;
- mes "[Viorel]";
- mes "I quote from ^005DFFKassibian^000000, an expert in ^FF4800Homunculus^000000 techniques,";
- mes "^006400The truth is not in a single form~!^000000";
- mes "Ha ha.";
- next;
- emotion e_flash;
- mes "[Viorel]";
- mes "I know it's a little abrupt, but...";
- mes "How about changing your ^FF4800Homunculus^000000 into something incredible with my marvelous achievement, the ^006400Homunculus Mutation System^000000?";
- next;
- switch(select("Explore the ^006400Homunculus Mutation System^000000.:Cancel.")) {
- case 1:
- emotion e_no1;
- mes "[Viorel]";
- mes "Good choice.";
- mes "Success lurks outside the box of conventional thinking, right?";
- next;
- mes "[Viorel]";
- mes "The first person to help with the research is ^005DFFJeyna^000000.";
- mes "I'll send you to ^005DFFJeyna^000000.";
- mes "There, you'll learn more about the new ^0000FFHomunculus^000000.";
- close2;
- setquest 4156;
- erasequest 4155;
- warp "que_house_s",63,41;
- end;
- case 2:
- emotion e_dots;
- mes "[Viorel]";
- mes "I don't see why you hesitate.";
- mes "I am not trying to deceive you.";
- mes "Maybe you need some time to think about it?";
- next;
- switch(select("Think about it.:I'm just going to walk away.")) {
- case 1:
- mes "[Viorel]";
- mes "We'll talk in a bit then.";
- close;
- case 2:
- emotion e_otl;
- mes "[Viorel]";
- mes "Shame.";
- mes "However, I respect your opinion.";
- mes "I'll send you back to the ^8B4513Laboratory^000000.";
- close2;
- erasequest 4154;
- erasequest 4155;
- warp "job3_gen01",12,47;
- end;
- }
- }
- } else if (questprogress(4160)) {
- playbgm "33.mp3"; // Yuna Song
- mes "[Viorel]";
- mes "The ^FF4800Homunculus^000000 I saw before has returned to its ^0000FFembryo^000000 state.";
- mes "A little strange, but...";
- mes "You don't have to worry about it.";
- next;
- mes "[Viorel]";
- mes "By the way...";
- mes "I forgot to tell you something.";
- mes "In order to stabilize the Mutation process, I need some materials first.";
- next;
- mes "[Viorel]";
- mes "Fortunately, you don't have to find them yourself because I have them here already..";
- mes "But, I'll need ^FF000050,000 zeny^000000, you know, as a service fee.";
- next;
- mes "[Viorel]";
- mes "I wish that I could do it for free but I'm not exactly made of money, you know.";
- mes "That and I lack any investors to support my research at the moment.";
- next;
- mes "[Viorel]";
- mes "In fact, if I had enough zeny to continue my research, then I could solve a lot of my problems...";
- next;
- mes "[Viorel]";
- mes "Anyways, you can try to do this with or without the stabilization process. It's all up to you.";
- next;
- mes "[Viorel]";
- mes "If you choose the unstable";
- mes "mutation, I can't guarentee what kind of Homunculus you're going to get.";
- mes "Anyways, it's up to you.";
- next;
- switch(select("Mutation stabilization (50,000 zeny):Unstable mutation")) {
- case 1:
- if (Zeny < 50000) {
- mes "[Viorel]";
- mes "I don't think you have ^FF000050 thousand Zeny^000000 with you right now.";
- mes "Please bring enough Zeny.";
- mes "I'll be waiting.";
- mes "Want me to send you back to the ^8B4513Laboratory^000000?";
- next;
- switch(select("No thanks.:Yes. Send me back to the Lab.")) {
- case 1:
- mes "[Viorel]";
- mes "Alright.";
- mes "I'll see you in a bit.";
- close;
- case 2:
- mes "[Viorel]";
- mes "Alright.";
- mes "I'll be waiting at the ^8B4513Laboratory^000000.";
- close2;
- warp "job3_gen01",12,47;
- end;
- }
- }
- emotion e_no1;
- playbgm "19.mp3"; // Under the Ground
- mes "[Viorel]";
- mes "Good choice.";
- mes "Choose from the different types of ^0000FFHomunculus^000000.";
- next;
- switch(select("Eira:Sera:Dieter:Bayeri:Eleanor")) {
- case 1:
- cutin "Mer_Eira_Card",3;
- .@Homunculus = 6048; //MER_EIRA
- break;
- case 2:
- cutin "Mer_Sera_Card",3;
- .@Homunculus = 6050; //MER_SERA
- break;
- case 3:
- cutin "Mer_Dieter_Card",3;
- .@Homunculus = 6051; //MER_DIETER
- break;
- case 4:
- cutin "Mer_Bayeri_Card",3;
- .@Homunculus = 6049; //MER_BAYERI
- break;
- case 5:
- cutin "Mer_Eleanor_Card",3;
- .@Homunculus = 6052; //MER_ELEANOR
- break;
- }
- mes "[Viorel]";
- mes "Are you sure?";
- next;
- if(select("Yes.:No.") == 2) {
- cutin "",255;
- playbgm "33.mp3"; // Yuna Song
- mes "[Viorel]";
- mes "I see.";
- mes "Give it more time to think.";
- close;
- }
- cutin "",255;
- mes "[Viorel]";
- mes "Excellent!";
- mes "Let's get on with it.";
- next;
- specialeffect2 EF_BASH;
- mes "[Viorel]";
- mes "Now focus~!";
- mes "You... need...";
- mes "... concentration.";
- next;
- specialeffect2 EF_PROVIDENCE;
- mes "[Viorel]";
- mes "Good. Almost done!";
- next;
- specialeffect2 EF_SUI_EXPLOSION;
- Zeny -= 50000;
- hommutate .@Homunculus;
- break;
- case 2:
- emotion e_hmm;
- mes "[Viorel]";
- mes "So, your choice is the Unstable Mutation Process.";
- mes "You believe in destiny?";
- mes "Seriously...";
- mes "Do you really wish to proceed";
- mes "with the process of random outcome?";
- next;
- if(select("Go ahead. (Random Mutation):Cancel.") == 2) {
- playbgm "33.mp3"; // Yuna Song
- mes "[Viorel]";
- mes "I see.";
- mes "Give it more time to think.";
- close;
- }
- emotion e_dots;
- mes "[Viorel]";
- mes "Hmm...";
- mes "The exploration of knowledge";
- mes "is full of surprises.";
- mes ".......";
- next;
- emotion e_heh;
- mes "[Viorel]";
- mes "Ha ha.";
- mes "Hey, I feel like a Blacksmith!";
- mes "Now let's get on with it.";
- next;
- specialeffect2 EF_BASH;
- mes "[Viorel]";
- mes "Now focus~!";
- mes "You... need...";
- mes "... concentration.";
- next;
- specialeffect2 EF_PRESSURE;
- mes "[Viorel]";
- mes "Concentrate a little more!";
- next;
- specialeffect2 EF_PROVIDENCE;
- mes "[Viorel]";
- mes "Good. Almost done!";
- next;
- specialeffect2 EF_SUI_EXPLOSION;
- hommutate;
- break;
- }
- erasequest 4160;
- erasequest 4154;
- emotion e_ho;
- playbgm "64.mp3"; // One Fine Day
- mes "[Viorel]";
- mes "Okay, Mutation Complete.";
- mes "Phew... Didn't skip a heartbeat, did you?";
- next;
- mes "[Viorel]";
- mes "Remember what ^005DFFKellasus^000000 said?";
- mes "To the doorstep of the truth...";
- mes "We must see for ourselves";
- mes "the path that leads to it.";
- next;
- mes "[Viorel]";
- mes "^0000FF" + strcharinfo(0) + "^000000,";
- mes "I haven't known you";
- mes "for a very long time,";
- mes "but I get the feeling that";
- mes "you'll achieve great things.";
- next;
- mes "[Viorel]";
- mes "Good luck on you adventures.";
- mes "I hope that your new ^FF4800Homunculus^000000 will excel under your care.";
- next;
- mes "[Viorel]";
- mes "And don't you forget.";
- mes "Our research";
- mes "has only just begun~!";
- close;
- } else {
- for(.@i = 4154; .@i<=4160; ++.@i) {
- if (questprogress(.@i))
- erasequest .@i;
- }
- mes "[Viorel]";
- mes "Now that all the work is done, I ask you to take your leave.";
- mes "I need to recuperate.";
- close2;
- warp "job3_gen01",12,47;
- end;
- }
-}
-
-que_house_s,80,42,3 script Jeyna#homun_s 4_F_ALCHE_A,{
- if (questprogress(4156)) {
- playbgm "28.mp3"; // You're in Ruins
- emotion e_gasp;
- mes "[Jeyna]";
- mes "Welcome.";
- mes "I just got word from ^005DFFViorel^000000 that you were coming.";
- next;
- emotion e_hmm;
- mes "[Jeyna]";
- mes "By the way...";
- mes "Did he convince you to do something...?";
- mes "He does have a way with words.";
- next;
- mes "[Jeyna]";
- mes "He needs them because Alchemists are such awkward people.";
- emotion e_sigh;
- next;
- mes "[Jeyna]";
- mes "Anyways~";
- mes "^0000FF"+strcharinfo(0)+"^000000 and ^005DFFViorel^000000 seem like two peas in a pod.";
- next;
- emotion e_heh;
- mes "[Jeyna]";
- mes "Hahaha~ No offense.";
- mes "I think it's a good thing.";
- mes "Oh, yes.";
- mes "You're here for the ^FF4800Homunculus^000000 Mutation.";
- next;
- mes "[Jeyna]";
- mes "While I do some preparation,";
- mes "why don't you take a look at that board?";
- mes "The ^006400Homunculus Mutation System^000000 has ^0000FF5 different types^000000 of new mutations.";
- next;
- emotion e_gasp,0,"Magic Board#homun_s";
- mes "[Jeyna]";
- mes "Your ^FF4800Homunculus^000000 can mutate into any of the 5 different forms.";
- next;
- emotion e_ic;
- mes "[Jeyna]";
- mes "Let's see...";
- mes "The ^006400Homunculus Mutation System^000000 includes new evolutions of the normal ^0000FFHomunculus^000000.";
- mes "After they mutate, all previously learned skills will also remain.";
- next;
- mes "[Jeyna]";
- mes "In other words...";
- mes "Even if you change the magic wielder ^FF4800Vanilmirth^000000 to a fighter type,";
- mes "skills such as Caprice will be";
- mes "^006400retained and usable even after Mutation^000000.";
- next;
- emotion e_gasp,0,"Magic Board#homun_s";
- mes "[Jeyna]";
- mes "Take a look at the Magic Board behind me and decide for yourself.";
- close2;
- setquest 4157;
- erasequest 4156;
- end;
- } else if (questprogress(4157)) {
- emotion e_what;
- mes "[Jeyna]";
- mes "Take a look at the board behind me, on the right.";
- close2;
- emotion e_gasp,0,"Magic Board#homun_s";
- end;
- } else if (questprogress(4158)) {
- playbgm "28.mp3"; // You're in Ruins
- disable_items;
- mes "[Jeyna]";
- mes "Okay, I'm ready too.";
- mes "In order to revert the process now, I need the Homunculus in its embryo form.";
- next;
- callsub L_CheckHomunculus;
- if (checkweight(6415,1) == 0) {
- mes "[Jeyna]";
- mes "But,";
- mes "You don't have enough space to carry an ^0000FFembryo^000000.";
- mes "Please come back with enough space in your bag.";
- next;
- mes "[Jeyna]";
- mes "Please return to the ^8B4513Laboratory^000000.";
- mes "You can find ^005DFFViorel^000000 at the ^8B4513Laboratory^000000 once you empty your bag.";
- next;
- mes "[Jeyna]";
- mes "When you're done with emptying your bag, ask ^005DFFViorel^000000 to send you back here.";
- mes "Go on and empty your bag~!";
- close2;
- warp "job3_gen01",12,47;
- end;
- }
- mes "[Jeyna]";
- mes "Now's about time for a decision.";
- mes "To go through the Mutation to the new ^0000FFHomunculus^000000 with the Homunculus Mutation System,";
- mes "you need to go through the process of regression to turn the Homunculus back to its ^0000FFembryo^000000 state.";
- next;
- mes "[Jeyna]";
- mes "And...";
- mes "^006400You cannot use the ability Call Homunculus until the process is complete.^000000";
- mes "It won't take long, so don't wander off.";
- next;
- mes "[Jeyna]";
- mes "So, please decide.";
- mes "Do you want to proceed with the new ^0000FFHomunculus Mutation System^000000?";
- next;
- switch(select("Yes, I do.:I need to think more.")) {
- case 1:
- if (checkhomcall() == 1) {
- mes "[Jeyna]";
- mes "Oh, wait a minute.";
- mes "To proceed with the Mutation, you need to wake up the Homunculus from the state of Vaporization.";
- next;
- mes "[Jeyna]";
- mes "Come back after you've done that.";
- close;
- }
- emotion e_no1;
- mes "[Jeyna]";
- mes "Good thinking.";
- mes "It is unacceptable for Alchemists like us to fear challenge.";
- next;
- playbgm "01.mp3"; // Title
- mes "[Jeyna]";
- mes "Now I need you to focus.";
- next;
- specialeffect2 EF_ABSORBSPIRITS;
- mes "[Jeyna]";
- mes "We need to...";
- mes "Stabilize a little more.";
- mes ".......";
- next;
- specialeffect2 EF_CURE;
- mes "[Jeyna]";
- mes "In a few moments, the ^FF4800Homunculus^000000 will return to its embryo state.";
- next;
- specialeffect2 EF_HOLYHIT;
- mes "[Jeyna]";
- mes "Into a special embryo...";
- next;
- callsub L_CheckHomunculus;
- specialeffect2 EF_BLESSING;
- morphembryo;
- setquest 4159;
- erasequest 4158;
- emotion e_ho;
- mes "[Jeyna]";
- mes "Phew~ All done.";
- mes "Hmm, its state is a little strange.";
- next;
- emotion e_heh;
- mes "[Jeyna]";
- mes "I guess it'll be just fine.";
- mes "Don't lose that ^0000FFStrange Embryo^000000.";
- mes "Also...";
- next;
- mes "[Jeyna]";
- mes "Don't do anything like changing jobs or anything like that before the process is over.";
- mes "If so, you, ^0000FF"+strcharinfo(0)+"^000000 might lose all the abilities you have over the Homunculus.";
- next;
- mes "[Jeyna]";
- mes "All that concentration made me tired.";
- mes "I'll just take a glass of water.";
- close;
- case 2:
- playbgm "28.mp3"; // You're in Ruins
- emotion e_sigh;
- mes "[Jeyna]";
- mes "Maybe I shouldn't have asked in the first place.";
- close;
- }
- } else if (questprogress(4159) || questprogress(4160)) {
- playbgm "28.mp3"; // You're in Ruins
- mes "[Jeyna]";
- mes "^005DFFViorel^000000 will finish the mutation process.";
- mes "Now it's my time to say good bye.";
- next;
- mes "[Jeyna]";
- mes "It was short, but it was nice to meet you.";
- mes "We'll see each other again some time.";
- next;
- mes "[Jeyna]";
- mes "Best of luck~!";
- close2;
- setquest 4160;
- erasequest 4159;
- warp "que_house_s",19,42;
- end;
- } else {
- if (questprogress(4154))
- erasequest 4154;
- mes "[Jeyna]";
- mes "Hey, how did you get in here?";
- mes "Please get out. I'm changing~!";
- close2;
- warp "job3_gen01",12,47;
- end;
- }
- end;
-L_CheckHomunculus:
- if (gethominfo(6) < 99 || (gethominfo(1) < 6009 || gethominfo(1) > 6016)) { // Not level 99+ evolved Homunculus
- mes "[Jeyna]";
- mes "Hey, wait.";
- mes "The condition of the ^FF4800Homunculus^000000 is not suitable.";
- mes "That was close.";
- next;
- mes "[Jeyna]";
- mes "To use the Homunculus Mutation System";
- mes "to change to the new";
- mes "^FF4800Homunculus^000000,";
- mes "the ^006400Homunculus must be above level 99 and evolved^000000.";
- next;
- mes "[Jeyna]";
- mes "Come back to ^005DFFViorel^000000 when you're ready.";
- mes "I'll see you later then~!";
- close2;
- erasequest 4154;
- erasequest 4158;
- warp "job3_gen01",12,47;
- end;
- }
- return;
-}
-
-// Magic Board
-//============================================================
-que_house_s,83,47,3 script Magic Board#homun_s 4_BOARD3,{
- playbgm "26.mp3"; // Everlasting Wanderers
- callfunc "F_HomMutateInfo","[Magic Board Posts]";
- mes "[Magic Board Posts]";
- mes ":: ^0000FFHomunculus^000000 research is";
- mes ":: so much fun.";
- mes ":: Be an Alchemist";
- mes ":: who always enjoys";
- mes ":: one's research.";
- next;
- mes "[Magic Board Posts]";
- mes ":: Oh, and Viorel...";
- mes ":: About what you said";
- mes ":: yesterday...";
- mes "::";
- mes "::";
- next;
- mes "--------------------------";
- mes "The rest is sealed because it seems to be a private message.";
- close2;
- if (questprogress(4157)) {
- setquest 4158;
- erasequest 4157;
- }
- end;
-}
-
-function script F_HomMutateInfo {
- mes getarg(0);
- mes ":: The ability of the mutated";
- mes ":: ^0000FFHomunculus^000000 clearly goes";
- mes ":: beyond the previous state.";
- mes ":: In addition, its appearance";
- mes ":: will evolve as well.";
- next;
- mes getarg(0);
- mes ":: ^0000FFHomunculus^000000 appearances of the";
- mes ":: new types can be classified";
- mes ":: based on different species.";
- mes ":: Creatures of the same species";
- mes ":: generally have a similar";
- mes ":: appearance.";
- next;
- mes getarg(0);
- mes ":: The category, appearance and";
- mes ":: ability of the ^0000FFHomunculus^000000";
- mes ":: via the Homunculus Mutation";
- mes ":: System are as follows:";
- next;
- cutin "Mer_Eira_Card",3;
- mes getarg(0);
- mes ":: The first of the five";
- mes ":: is called ^FF4800Eira^000000.";
- mes ":: Beautiful and graceful.";
- next;
- mes getarg(0);
- mes ":: ^FF4800Eira^000000 uses";
- mes ":: ^006400Wind Element^000000 Magic Attacks and";
- mes ":: Support Skills.";
- mes ":: It even has the ability";
- mes ":: to revive its";
- mes ":: fallen master.";
- next;
- mes getarg(0);
- mes ":: ^FF4800Eira^000000 eats";
- mes ":: ^0000FFSmall Snow Flower^000000.";
- mes ":: Surprising how it survives on";
- mes ":: such a small amount.";
- mes ":: ^0000FFSmall Snow Flower^000000 can be bought";
- mes ":: from ^005DFFTaming Merchants^000000.";
- next;
- cutin "",255;
- cutin "Mer_Sera_Card",3;
- mes getarg(0);
- mes ":: The second of the five";
- mes ":: is known as ^FF4800Sera^000000.";
- mes ":: It looks just like ^FF0000Mistress^000000 but";
- mes ":: it doesn't run away.";
- next;
- mes getarg(0);
- mes ":: ^FF4800Sera^000000";
- mes ":: specializes in ^006400Poison Attacks^000000.";
- mes ":: Also, it uses distinct";
- mes ":: Support Skills using poisons.";
- next;
- mes getarg(0);
- mes ":: ^FF4800Sera^000000 eats";
- mes ":: ^0000FFApple Pudding^000000.";
- mes ":: It prefers sweet food.";
- mes ":: ^0000FFApple Pudding^000000 can be bought";
- mes ":: from ^005DFFTaming Merchants^000000.";
- next;
- cutin "",255;
- cutin "Mer_Dieter_Card",3;
- mes getarg(0);
- mes ":: The third of the five";
- mes ":: is ^FF4800Dieter^000000.";
- mes ":: It looks unusual but it";
- mes ":: has a good demeanor.";
- next;
- mes getarg(0);
- mes ":: ^FF4800Dieter^000000 uses";
- mes ":: ^FF0000Fire^000000 based Attacks and";
- mes ":: Support Skills.";
- mes ":: It is just as fragile...";
- mes ":: ah, reliable, as it looks.";
- next;
- mes getarg(0);
- mes ":: ^FF4800Dieter^000000 eats";
- mes ":: ^0000FFBig Cell^000000.";
- mes ":: ^0000FFBig Cell^000000 can be bought";
- mes ":: from ^005DFFTaming Merchants^000000.";
- next;
- cutin "",255;
- cutin "Mer_Bayeri_Card",3;
- mes getarg(0);
- mes ":: The fourth of the five";
- mes ":: is ^FF4800Bayeri^000000.";
- mes ":: Bayeri has the form of a";
- mes ":: unicorn.";
- next;
- mes getarg(0);
- mes ":: It has a powerful dash skill";
- mes ":: and uses ^006400Holy Element^000000 magic.";
- mes ":: Unfortunately,";
- mes ":: they won't let you ride them.";
- mes ":: Not all four-legged creatures";
- mes ":: can be ridden.";
- next;
- mes getarg(0);
- mes ":: ^FF4800Bayeri^000000 eats";
- mes ":: ^0000FFFresh Plant^000000.";
- mes ":: No matter how hungry it";
- mes ":: never feeds on rotten greens.";
- mes ":: ^0000FFFresh Plant^000000 can be bought";
- mes ":: from ^005DFFTaming Merchants^000000.";
- next;
- cutin "",255;
- cutin "Mer_Eleanor_Card",3;
- mes getarg(0);
- mes ":: The last of the five";
- mes ":: is ^FF4800Eleanor^000000.";
- mes ":: It has a feminine appearance";
- mes ":: and outstanding physical skill.";
- next;
- mes getarg(0);
- mes ":: ^FF4800Eleanor^000000";
- mes ":: uses ^006400Strike or Grapple Attacks^000000";
- mes ":: sequentially in battle.";
- mes ":: Absolutely stunning.";
- next;
- mes getarg(0);
- mes ":: ^FF4800Eleanor^000000 eats";
- mes ":: ^0000FFKid's Dumpling^000000.";
- mes ":: Don't confuse it with a normal";
- mes ":: dumpling.";
- mes ":: ^0000FFKid's Dumpling^000000 can be bought";
- mes ":: from ^005DFFTaming Merchants^000000.";
- next;
- cutin "",255;
- return;
-}
-
-// Books
-//============================================================
-que_house_s,13,52,3 script Open Book#01homun_s HIDDEN_NPC,{
- switch(rand(1,7)) {
- case 1:
- mes "[Bookcase Notes]";
- mes "Insanity and Genius are the same in concept in that they are both abnormal phenomenon.";
- mes "Observing the chemist ^005DFFMorgenstein^000000 of ^8B4513Geffen^000000, I consider them equal.";
- next;
- mes "[Bookcase Notes]";
- mes "Once I had to visit...";
- mes "the strange ^005DFFMorgenstein^000000 for research purposes.";
- next;
- mes "[Bookcase Notes]";
- mes "I had a meat stew before I met ^005DFFMorgenstein^000000,";
- mes "surprisingly enough, he muttered that he smelled meat even before I was close.";
- next;
- mes "[Bookcase Notes]";
- mes "I never thought that chemists had a great sense of smell.";
- mes "The next time I give";
- mes "^005DFFMorgenstein^000000 a visit,";
- mes "I'll eat some other meal.";
- close;
- case 2:
- mes "[Bookcase Notes]";
- mes "^005DFFDe Bris^000000 thinks the enthusiasm of Alchemists has lately dropped <Dramatically>...";
- next;
- mes "[Bookcase Notes]";
- mes "He especially didn't like the fact that I was bound tightly to ^FF4800Homunculus^000000 research.";
- mes "He didn't say such a thing when we studied together in ^8B4513Rune Midgarts^000000.";
- next;
- mes "[Bookcase Notes]";
- mes "One day, I'll show ^005DFFDe Bris^000000 my ^FF4800Homunculus^000000 research data.";
- mes "I love watching him jump out of his skin.... I look forward to the day.";
- close;
- case 3:
- mes "[Bookcase Notes]";
- mes "^005DFFDe Bris^000000' passion for the ^57007FGenetic^000000 arts is amazing.";
- next;
- mes "[Bookcase Notes]";
- mes "Recently, the Alchemist Union offered me the chance to join the ^57007FGenetic^000000 through a letter.";
- mes "I wonder what ^005DFFDe Bris^000000 said to the union...";
- next;
- mes "[Bookcase Notes]";
- mes "Well, I appreciate it...";
- mes "However, for me right now";
- mes "my research is of utmost priority.";
- close;
- case 4:
- mes "[Bookcase Notes]";
- mes "There's something funny ^005DFFDarcia^000000 said to me.";
- mes "It was about when ^005DFFJeyna^000000 first came to learn about potion combination......";
- next;
- mes "[Bookcase Notes]";
- mes "She did good up to the stage of pouring water into the mixture.";
- mes "She just had to put it into an empty bottle...";
- next;
- mes "[Bookcase Notes]";
- mes "^005DFFDarcia^000000 watched what she would do with the last stage,";
- mes "and the confused ^005DFFJeyna^000000 drank the mixture out of the bowl and told her that it healed well.";
- next;
- mes "[Bookcase Notes]";
- mes "To think that even ^005DFFJeyna^000000,";
- mes "now a master of potion combination,";
- mes "had her rookie mistakes";
- mes "shows how hard it is to imagine";
- mes "and forecast one's past and future.";
- close;
- case 5:
- mes "[Bookcase Notes]";
- mes "^005DFFVincent^000000, I think I did it.";
- mes "I will never forget your words of courage ";
- mes "and I am grateful that I now get to pay you back.";
- next;
- mes "[Bookcase Notes]";
- mes "It was indeed a long process.";
- mes "When many of the union";
- mes "considered my research insignificant";
- mes "... Though I did not lose my belief";
- mes "it did heart deep inside.";
- next;
- mes "[Bookcase Notes]";
- mes "The few friends who believed me";
- mes "especially ^005DFFJeyna^000000";
- mes "and you ^005DFFVincent^000000 ...";
- mes "I am sincerely thankful with all my soul.";
- next;
- mes "[Bookcase Notes]";
- mes "They say that,";
- mes "the end justifies the means.";
- mes "At first,";
- mes "I did not know what it meant...";
- next;
- mes "[Bookcase Notes]";
- mes "Now I know.";
- mes "I know how important it is";
- mes "to follow one's heart.";
- next;
- mes "[Bookcase Notes]";
- mes "I'll drop by very soon.";
- mes "Be well until then.";
- close;
- case 6:
- mes "[Bookcase Notes]";
- mes "A game called ^0000FFThe Epic Battle 2^000000, similar to chess, was intriguing.";
- next;
- mes "[Bookcase Notes]";
- mes "Some time ago, I met a ^0000FFFruit Seller^000000 who excelled in The Epic Battle 2.";
- mes "He even overcame the infamous ^006400Grizzly Shockwave Strategy^000000 and ^006400God of Death Terror^000000 with ease.";
- next;
- mes "[Bookcase Notes]";
- mes "To overcome those in the early stages of the battle of the ^0000FFPriest Faction^000000...";
- mes "It is difficult for me, since I need to combine the pieces and use some luring skills.";
- next;
- mes "[Bookcase Notes]";
- mes "I wonder when I'll become a 3 Carat Diamond level player.";
- close;
- case 7:
- mes "[Bookcase Notes]";
- mes "There are many Alchemists who like the ^FF4800Vanilmirth^000000.";
- next;
- mes "[Bookcase Notes]";
- mes "But I prefer the ^FF4800Amistr^000000.";
- mes "It's cute when it wags its tale with those shiny eyes.";
- next;
- mes "[Bookcase Notes]";
- mes "My Amistr Jonathan is clever and mellow, making it ever so lovable.";
- mes "We're good friends, aren't we Jonathan?";
- close;
- }
-}
-
-que_house_s,16,52,3 script Open Book#02homun_s HIDDEN_NPC,{
- switch(rand(1,8)) {
- case 1:
- mes "[Bookcase Notes]";
- mes "What should I write to ^005DFFDe Bris^000000.";
- mes ":: To my noted ";
- mes ":: Genetic friend De Bris.";
- mes ":: How's Lighthalzen?";
- mes ":: Do they have enough of those";
- mes ":: cookies you oh so love?";
- next;
- mes "[Bookcase Notes]";
- mes ":: I'll drop by soon";
- mes ":: with some cookies.";
- mes ":: When we meet,";
- mes ":: I'll introduce you to my";
- mes ":: ^006400New Homunculus^000000.";
- next;
- mes "[Bookcase Notes]";
- mes ":: No need to be alert.";
- mes ":: Unlike you,";
- mes ":: they aren't interested in ";
- mes ":: what others have to eat.";
- mes ":: I'll see you soon~!";
- mes ":: Dare close the door on me.";
- close;
- case 2:
- mes "[Bookcase Notes]";
- mes "The last time I visited the Alchemist Union, there was an interesting debate on the table.";
- mes "I think it was something to do with ^006400Negligence of Homunculus in public places^000000.";
- next;
- mes "[Bookcase Notes]";
- mes "While the master dozed off,";
- mes "one of the ^FF4800Homunculus^000000 off its leash";
- mes "caused some sort of problem.";
- next;
- mes "[Bookcase Notes]";
- mes "I will make sure that my Homunculus Jonathan...";
- mes "is trained well not to cause trouble around other people.";
- close;
- case 3:
- mes "[Bookcase Notes]";
- mes "There's a new toy me and ^005DFFJeyna^000000 have grown fond of.";
- mes "It's relatively new,";
- mes "called... ^0000FF'Helo'^000000, I think?";
- next;
- mes "[Bookcase Notes]";
- mes "There was a related song to it, sung by some ^57007FMinstrel^000000.";
- mes "The lyrics were something like ^006400'Ahhh~Ahh~Ahhhhhhhh'^000000.";
- next;
- mes "[Bookcase Notes]";
- mes "The entertainment itself is fun,";
- mes "but the music is also excellent,";
- mes "and when I listen to it";
- mes "it feels like my SP is restored significantly.";
- next;
- mes "[Bookcase Notes]";
- mes "I must say,";
- mes "entertainment is crucial when resting";
- mes "to boost morale for research.";
- mes "^006400For Homunculus~!^000000";
- close;
- case 4:
- mes "[Bookcase Notes]";
- mes "From what I heard from the union member";
- mes "^005DFFParmy^000000,";
- mes "^005DFFRaspuchin^000000 is still his own weird self.";
- next;
- mes "[Bookcase Notes]";
- mes "It may not be such a good idea";
- mes "to drive those energetic souls";
- mes "coming to change jobs";
- mes "with such enthusiasm.";
- close;
- case 5:
- mes "[Bookcase Notes]";
- mes "A friend of mine who was into painting,";
- mes "suggested making a <Graphic Novel> called";
- mes "^0000FFMUTATIONER^000000";
- mes "after he heard about my research";
- mes "and my works.";
- next;
- mes "[Bookcase Notes]";
- mes "The story begins...";
- mes "With an alien";
- mes "^FF4800Homunculus^000000";
- mes "visiting our world.";
- next;
- mes "[Bookcase Notes]";
- mes "The visiting alien";
- mes "^FF4800Homunculus^000000 can survive";
- mes "without a master";
- mes "and it could change into";
- mes "various creatures that";
- mes "roam our world.";
- next;
- mes "[Bookcase Notes]";
- mes "These alien^FF4800Homunculus^000000";
- mes "have two opposing factions";
- mes "divided by political differences.";
- mes "In our world, we call them";
- mes "^006400Aut-homun^000000 and ";
- mes "^006400Decept-homun^000000";
- next;
- mes "[Bookcase Notes]";
- mes "The ^006400Aut-homun^000000 are our friends.";
- mes "Their leader,";
- mes "called ^005DFFOptimus Poring^000000,";
- mes "is built and so cool";
- mes "for a poring,";
- mes "and it summons a cart at will!";
- next;
- mes "[Bookcase Notes]";
- mes "The opposing side, the ^006400Decept-homun^000000,";
- mes "is led by ^005DFFMegatroll^000000";
- mes "and they use all means ";
- mes "to destroy our world.";
- next;
- mes "[Bookcase Notes]";
- mes "The hero of this story";
- mes "is one from ^8B4513Alberta^000000 called ^005DFFJam Wicky^000000,";
- mes "who meets ^005DFFOptimus Poring^000000";
- mes "while shopping for a cart,";
- mes "as if it was his destiny.";
- next;
- mes "[Bookcase Notes]";
- mes "And so thus";
- mes "unfolds an epic battle";
- mes "in the ^8B4513Moroc Desert^000000";
- mes "where the fate of our world";
- mes "lies in his hands...";
- next;
- mes "[Bookcase Notes]";
- mes "Enough of that~!";
- mes "The rest of the story can be";
- mes "checked in the published copy.";
- mes "^0000FFMUTATIONER^000000";
- mes "It's going to be awesome~!";
- close;
- case 6:
- mes "[Bookcase Notes]";
- mes "The Union sent a special gift to its members.";
- mes "It's called a ^0000FFHigh Clip 4^000000.";
- next;
- mes "[Bookcase Notes]";
- mes "It is originally used as a tool to allow easy whispering between members, but it also has other useful functions.";
- next;
- mes "[Bookcase Notes]";
- mes "A guild invented this. I recall that their emblem had an image of an apple.";
- close;
- case 7:
- mes "[Bookcase Notes]";
- mes "Homunculus is indeed worthy.";
- mes "However, like everyone else, I sometimes question its meaning and future.";
- next;
- mes "[Bookcase Notes]";
- mes "I believe that life given by nature was supposed to be used for oneself.";
- mes "However...";
- next;
- mes "[Bookcase Notes]";
- mes "The research to give the Homunculus life is, in reality, for the benefit of man.";
- mes "Perhaps mankind is not ready ethically to create life.";
- close;
- case 8:
- mes "[Bookcase Notes]";
- mes "Some time ago, ^005DFFJeyna^000000 introduced me to someone.";
- mes "She is from ^8B4513Geffen^000000,";
- mes "and she introduced herself as a ^005DFFChicken Researcher^000000.";
- next;
- mes "[Bookcase Notes]";
- mes "She is an expert on something called the ^006400Legendary Bijofnil^000000.";
- mes "She finds it offensive that people think that the Bijofnil is a hawk.";
- next;
- mes "[Bookcase Notes]";
- mes "She said something about somewhere in ^8B4513Hvergilmir's Fountain^000000";
- mes "there exists a ^005DFFtalking chicken^000000 and other stories...";
- mes "Well, it went on like that";
- mes "and it was interesting.";
- close;
- }
-}
-
-// Notifiers
-//============================================================
-que_house_s,11,52,3 script #03homun_s HIDDEN_NPC,{
- end;
-OnInit:
- initnpctimer;
- end;
-OnTimer6000:
- emotion e_gasp;
- end;
-OnTimer7000:
- emotion e_gasp,0,"#04homun_s";
- stopnpctimer;
- initnpctimer;
- end;
-}
-
-que_house_s,14,52,3 script #04homun_s HIDDEN_NPC,{
- end;
-}
-
-// Researcher's Pet
-//============================================================
-que_house_s,24,46,3 script Jonathan#homun_s MER_AMISTR,{
- end;
-}
-
-que_house_s,23,46,3 script #05homun_s HIDDEN_NPC,{
- emotion e_no,0,"Jonathan#homun_s";
- if (gethominfo(1) < 6048 || gethominfo(1) > 6052) { // Not mutated Homunculus-S
- mes "[Jonathan]";
- mes "Hwang~ Hwang!";
- next;
- mes ":: It seems to be Viorel's";
- mes ":: Homunculus.";
- mes ":: It is wearing a small necklace";
- mes ":: with the name Jonathan engraved";
- mes ":: on it.";
- close;
- } else {
- mes "[Jonathan]";
- mes "Hwang~?!";
- next;
- emotion e_swt2,0,"Jonathan#homun_s";
- mes "[Jonathan]";
- mes "*Sniff* ...";
- next;
- mes ":: This Amistr";
- mes ":: called Jonathan";
- mes ":: seems to be surprised by my";
- mes ":: new Homunculus.";
- close;
- }
-}
diff --git a/npc/re/quests/magic_books.txt b/npc/re/quests/magic_books.txt
deleted file mode 100644
index b89b4f069..000000000
--- a/npc/re/quests/magic_books.txt
+++ /dev/null
@@ -1,837 +0,0 @@
-//===== Hercules Script ======================================
-//= Magic Book Seller
-//===== By: ==================================================
-//= Masao
-//= Credits to Muad_Dib for the translation.
-//===== Current Version: =====================================
-//= 1.1a
-//===== Description: =========================================
-//= [Official Conversion]
-//= An NPC which sells you different kinds of Magic Books.
-//===== Additional Comments: =================================
-//= 1.0 First Version. [Masao]
-//= 1.1 Optimized. [Euphy]
-//= 1.1a Updated NPC name to "Master Velofos". [Euphy]
-//============================================================
-
-geffen_in,176,105,4 script Master Velofos 1_M_WIZARD,{
- if (checkweight(1201,1) == 0) {
- mes "You're carrying too many items. Please make some room in your bag first.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "You're overweight with items. Please lose some item weight first.";
- close;
- }
- if ((Upper == 2) && (Class != Job_Baby_Warlock)) {
- mes "[Master Velofos]";
- mes "What are you, a baby?";
- mes "I'm not here to babysit. Get lost!";
- close;
- }
- if ((Class != Job_Warlock) && (Class != Job_Warlock_T) && (Class != Job_Baby_Warlock)) {
- mes "[Master Velofos]";
- mes "Ha ha, are you also seeking new knowledge?";
- next;
- mes "[Master Velofos]";
- mes "I'm sorry, but my knowledge doesn't concern you.";
- close;
- }
- if (getskilllv(2230) < 1) {
- mes "[Master Velofos]";
- mes "Well, you've met all the qualifications except one: you need the Release spell.";
- next;
- mes "[Master Velofos]";
- mes "Learn the spell first. I've got so many things to tell you.";
- close;
- }
- if ((getskilllv(2230) > 0) && (Class == Job_Warlock) || (Class == Job_Warlock_T) || (Class == Job_Baby_Warlock)) {
- mes "[Master Velofos]";
- mes "Welcome, my friend.";
- mes "Congratulations on entering a brand new world of magic.";
- next;
- mes "[Master Velofos]";
- mes "We magic practitioners are always thirsty for new knowledge and power.";
- next;
- mes "[Master Velofos]";
- mes "We endure great hardship and pain to achieve what we want. When we finally do, the sense of accomplishment defies description. That's why both you and I have chosen the way of magic.";
- next;
- mes "[Master Velofos]";
- mes "By the way, what brings you to me today?";
- next;
- switch (select("Nothing.:Do you know the Reading Spell Book?:What's the Freezing Spell?:Can I have a Magic Book?:Can I use the Reading Spell Book without the Freezing Spell?:About the Ultimate Magic Book")) {
- case 1:
- mes "[Master Velofos]";
- mes "Hah! You're silly.";
- close;
- case 2:
- mes "[Master Velofos]";
- mes "Reading Spell Book literally means 'read a spell book.' Do you know how to use Magic Books?";
- next;
- switch (select("Yes, I do.:No, I don't.")) {
- case 1:
- mes "[Master Velofos]";
- mes "Well then, you don't need an additional lecture.";
- close;
- case 2:
- mes "[Master Velofos]";
- mes "Magic Books are an advanced type of magic scroll. While spells on scrolls disappear after one use, the ones in Magic Books can be cast multiple times.";
- next;
- mes "[Master Velofos]";
- mes "Let's compare a spell on a scroll to a wire. When the wire is used to open a door or do something else, it's bent and crushed, losing its original shape. A spell from a Magic Book is more like a shape memory alloy.";
- next;
- mes "[Master Velofos]";
- mes "Huh, don't you now what shape memory alloy is? Eh, just remember this: a wire made from shape memory alloy restores its shape over time.";
- next;
- mes "[Master Velofos]";
- mes "Like the alloy, a spell on a Magic Book remains after a use, although reusing the spell has a downtime for its restoration.";
- next;
- mes "[Master Velofos]";
- mes "...Oh, I didn't mean to talk for too long. Anyways, you can use Magic Books to cast spells that you've learned. Its concept is different from normal spells.";
- next;
- select("What's the difference?");
- mes "[Master Velofos]";
- mes "Why do you have to write your existing spells in Magic Books, you asked?";
- next;
- mes "[Master Velofos]";
- mes "That's a good question. It's related to Magic Binding.";
- next;
- mes "[Master Velofos]";
- mes "You already learned Release, which allows you to hold the energy of the four different elements before the actual casting. Magic Binding is similar to Release.";
- next;
- mes "[Master Velofos]";
- mes "Since you've learned Release, you're capable of using Magic Binding as well. Well, let's talk about that later.";
- next;
- mes "[Master Velofos]";
- mes "You know how to hold an existing spell, and then cast it at a desired timing via Release.";
- next;
- mes "[Master Velofos]";
- mes "Carrying the globes of the four elements is also related to Magic Binding.";
- next;
- mes "[Master Velofos]";
- mes "As you know, the four elements are Fire, Water, Wind, and Earth. Being able to employ them freely is the essential principle of magic.";
- next;
- mes "[Master Velofos]";
- mes "We Humans use torches to keep fire, fans to blow wind, and bowls to hold water. We also use clay to make earthenware.";
- next;
- mes "[Master Velofos]";
- mes "Those activities may differ from magic, but both are the same in the sense of employing the four elements.";
- next;
- mes "[Master Velofos]";
- mes "When you use complex magic spells to summon a storm, drop lightning, or burn an area, that consumes a lot of your energy, both physically and mentally.";
- next;
- mes "[Master Velofos]";
- mes "When you fail to bind such powerful magic spells or fail to control them, you can receive irreparable damage to your mind and body.";
- next;
- mes "[Master Velofos]";
- mes "That's why we use Magic Books to reduce that burden. It helps summon pre-cast spells while you're focusing on binding their magic power.";
- next;
- mes "[Master Velofos]";
- mes "There's one downside though: Magic Books cannot be used for spells that you haven't learned.";
- next;
- mes "[Master Velofos]";
- mes "As I said earlier, spells in Magic Books tend to go back to what they are.";
- next;
- mes "[Master Velofos]";
- mes "That said, as a Circler, you cannot change or create spells in Magic Books.";
- next;
- mes "[Master Velofos]";
- mes "Even if you create one, its power will be beyond your capacity.";
- next;
- mes "[Master Velofos]";
- mes "In order to use the Reading Spell Book, you must learn the Freezing Spell to bind magic.";
- close;
- }
- case 3:
- mes "[Master Velofos]";
- mes "The Freezing Spell is used for Magic Binding. It helps you to insert a magic spell to a circle.";
- next;
- mes "[Master Velofos]";
- mes "Circles of magic work organically with each other. When you use the Freezing Spell to bind a spell, the spell won't activate until you cast the release spell.";
- next;
- mes "[Master Velofos]";
- mes "Of course, binding a spell continuously consumes your mana, but it consumes less mana than conventional magic spells.";
- next;
- mes "[Master Velofos]";
- mes "Magic Binding becomes more difficult when you use more powerful magic spells.";
- next;
- mes "[Master Velofos]";
- mes "For weak spells, you can bind two to three of them with your circle. For more powerful spells, maybe one or two is possible.";
- next;
- mes "[Master Velofos]";
- mes "That all depends on your ability to control your spells. You'll have to try and experience Magic Binding after you first learn it to really understand.";
- close;
- case 4:
- mes "[Master Velofos]";
- mes "I'm sorry, but I only have Magic Books for beginners, but they're obviously not suitable for you. Do you still want one?";
- next;
- switch (select("Sure thing.:Where can I find advanced books?")) {
- case 1:
- mes "[Master Velofos]";
- mes "Please go talk to [Lea] in the Archive. Tell her that you need one of the Magic Books that I've stored in there.";
- next;
- mes "[Master Velofos]";
- mes "For your information, she won't give it to you without anything in return. Expect her to ask you for something!";
- if (wm_book < 1) wm_book = 1;
- close;
- case 2:
- mes "[Master Velofos]";
- mes "I'm sorry, but our management has recently decided to limit the availability of Magic Books for Multi Circlers. It's because their numbers are increasing more quickly than we expected.";
- next;
- mes "[Master Velofos]";
- mes "You could find one if you try hard, but I don't have any with me.";
- next;
- mes "[Master Velofos]";
- mes "If our management releases the restriction, you'll be the first one to know. Don't worry.";
- close;
- }
- case 5:
- mes "[Master Velofos]";
- mes "Nothing will happen when you try to bind magic without using Magic Binding because you have nothing to hold magic.";
- next;
- mes "[Master Velofos]";
- mes "It's like water that needs a bowl to stay in place.";
- next;
- mes "[Master Velofos]";
- mes "The problem is when you try to forcefully cast a spell that you haven't learned. It'll definately backfire on you.";
- next;
- mes "[Master Velofos]";
- mes "Of course, the damage won't be severe: you'll fall asleep or be thrown into confusion. This is all because there's a conflict between your Magic Book and the force of Magic Binding when you're trying to summon and hold a unlearned spell.";
- next;
- mes "[Master Velofos]";
- mes "Don't try it out just to see what happens for yourself! Falling asleep while casting a spell? There's nothing more humiliating than that to magic practitioners like us.";
- close;
- case 6:
- if ((BaseLevel > 139) && (getskilllv(2217) > 0) || (getskilllv(2213) > 0)) {
- if (mac_book < 1) {
- mes "[Master Velofos]";
- mes "I'm sorry, but could you ask someone else? I'm kind of busy right now.";
- close;
- }
- if (mac_book == 1) {
- mes "[Master Velofos]";
- mes "Huh, are you looking for the Ultimate Magic Book? Who sent you?";
- next;
- select("Ms. Lea.");
- mes "[Master Velofos]";
- mes "I'm sorry, but there's not much information left about the Ultimate Magic Book.";
- next;
- mes "[Master Velofos]";
- mes "A few scholars in the Midgard Continent once tried to collect ancient Magic Books and reproduce that book, but...";
- next;
- select("But what?");
- mes "[Master Velofos]";
- mes "Oh yes, perhaps he might know something.";
- next;
- select("Yes, I knew this was coming!");
- mes "[Master Velofos]";
- mes "My brother is just like you. He's very interested in recreating the Ultimate Magic Book.";
- next;
- mes "[Master Velofos]";
- mes "His name is Galfos.";
- mes "He's been taking a great interest in the ancient Magic Books.";
- next;
- mes "[Master Velofos]";
- mes "I didn't support him or give him any advice for his research since I thought he'd give on it pretty quickly, but...";
- next;
- mes "[Master Velofos]";
- mes "If he's discovered anything useful, maybe it can helpful to you.";
- next;
- select("Where's Galfos now?");
- mes "[Master Velofos]";
- mes "I've heard that he's near the Expedition Camp beyond the Dimensional Rift to seek information about the ancient Magic Books.";
- next;
- mes "[Master Velofos]";
- mes "If you want to see him, you should prepare for a long journey.";
- mac_book = 2;
- close;
- }
- if (mac_book > 1) {
- mes "[Master Velofos]";
- mes "Galfos is near the Expedition Camp beyond the Dimensional Rift.";
- next;
- mes "[Master Velofos]";
- mes "If you want to see him, you should prepare for a long journey.";
- close;
- }
- }
- mes "[Master Velofos]";
- mes "Ha ha, I'm sorry, but you should focus on strengthening your body rather than creating Magic Books.";
- close;
- }
- }
- mes "[Master Velofos]";
- mes "Ha ha, are you also seeking new knowledge?";
- next;
- mes "[Master Velofos]";
- mes "I'm sorry, but my knowledge doesn't concern you.";
- close;
-}
-
-geffen_in,175,112,4 script Lea 2_F_MAGICMASTER,{
- if (checkweight(1201,1) == 0) {
- mes "You're carrying too many items. Please make some room in your bag first.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "You're overweight with items. Please lose some item weight first.";
- close;
- }
- if (wm_book > 0 && (Class == Job_Warlock || Class == Job_Warlock_T || Class == Job_Baby_Warlock)) {
- mes "[Lea]";
- mes "You can only read books here. If you'd like to borrow any books, please receive an approval from 1 manager and 1 High Mage.";
- next;
- mes "[Lea]";
- mes "How may I help you?";
- next;
- select("Master Velofos asked me to bring his Magic Book.");
- mes "[Lea]";
- mes "Are you borrowing a book?";
- next;
- switch (select("Let me think.:I want the Beginner's Magic Books.:I want the Intermediate Magic Books.:I want the Superior Magic Books.:I want the Ultimate Magic Book.")) {
- case 1:
- mes "[Lea]";
- mes "No problem.";
- close;
- case 2:
- mes "[Lea]";
- mes "We're in trouble because so many people want to borrow our Magic Books.";
- next;
- mes "[Lea]";
- mes "Unfortunately, many of our lent books aren't returned on time. That's why we've decided to charge a security deposit.";
- next;
- select("A security deposit?");
- mes "[Lea]";
- mes "Yes. You may pay a minimum of 10,000 Rune-Midgarts zeny. Alternatively, you can bring 2 Old Magic Books or 50 Old Pages. Once you pay the deposit, I'll let you borrow some Magic Books.";
- next;
- .@Payment = select("Where can I find Old Magic Books and Old Pages?:I'll pay with zeny.:I'll pay with Old Magic Books.:I'll pay with Old Pages.")-1;
- mes "[Lea]";
- if (!.@Payment) {
- mes "I heard that you can find them from Ride Words, Death Words, Bathorys, and other monsters. I ask that you please don't strain yourself to find those items.";
- next;
- mes "[Lea]";
- mes "Your life is more important than anything else, you know?";
- close;
- }
- if ((.@Payment == 1 && Zeny > 10000) || (.@Payment == 2 && countitem(1006) > 1) || (.@Payment == 3 && countitem(1097) > 49)) {
- mes "What kind of Magic Book do you want?";
- next;
- .@i = select("Let me think.:Magic Book (Fire Bolt):Magic Book (Cold Bolt):Magic Book (Lightning Bolt)")-1;
- mes "[Lea]";
- if (!.@i) {
- mes "No problem.";
- close;
- }
- if (countitem(6188+.@i)) {
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if ((.@Payment == 1 && Zeny > 10000) || (.@Payment == 2 && countitem(1006) > 1) || (.@Payment == 3 && countitem(1097) > 49)) {
- mes "The book's return date is written on the lending card on the back cover of the book.";
- next;
- mes "[Lea]";
- mes "Please try not to lose or damage the book to avoid paying any extra charges.";
- if (.@Payment == 1) Zeny -= 10000;
- else if (.@Payment == 2) delitem 1006,2; //Old_Magic_Book
- else delitem 1097,50; //Worn_Out_Page
- getitem 6188+.@i,1; //Magic_Book_FB, Magic_Book_CB, Magic_Book_LB
- close;
- }
- }
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 3:
- mes "[Lea]";
- mes "Ah, so you want the Intermediate Magic Books. Please pay 50,000 Rune-Midgartian zeny, or you can bring me 2 Old Blue Boxes or 9 Eluniums to borrow the Intermediate Magic Books.";
- next;
- .@Payment = select("Where can I find Old Blue Boxes and Eluniums?:I'll pay 50,000 zeny.:I'll pay with Old Blue Boxes.:I'll pay with Eluniums.")-1;
- mes "[Lea]";
- if (!.@Payment) {
- mes "Old Blue Boxes are quite rare to find, but they can be obtained from monsters everywhere in the world, including Myst Cases, Megalogons, Mimics, Nightmares, Krabens, Requiems, Nine Tails, Noxiouses, and Byorgues.";
- mes "If you have sufficient funds, you may buy the boxes from street vendors.";
- next;
- mes "[Lea]";
- mes "Eluniums can be obtained from Hyeguns, Zombie Prisoners, Teddy Bears, Obsedians, and Loli Ruris. Or you can refine Rough Eluniums to Eluniums at the Forge in town, and that may be easier.";
- close;
- }
- if ((.@Payment == 1 && Zeny > 50000) || (.@Payment == 2 && countitem(603) > 1) || (.@Payment == 3 && countitem(985) > 8)) {
- mes "What kind of Magic Book do you want?";
- next;
- .@i = select("Let me think.:Magic Book (Storm Gust):Magic Book (Lord of Vermillion):Magic Book (Meteor Storm):Magic Book (Thunderstorm):Magic Book (Jupitel Thunder):Magic Book (Water Ball):Magic Book (Heaven's Drive):Magic Book (Earth Spike)")-1;
- setarray .@Books[0],6192,6193,6194,6197,6198,6199,6200,6201;
- mes "[Lea]";
- if (!.@i) {
- mes "No problem.";
- close;
- }
- if (countitem(.@Books[.@i-1])) {
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if ((.@Payment == 1 && Zeny > 50000) || (.@Payment == 2 && countitem(603) > 1) || (.@Payment == 3 && countitem(985) > 8)) {
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- if (.@Payment == 1) Zeny -= 50000;
- else if (.@Payment == 2) delitem 603,2; //Old_Blue_Box
- else delitem 985,9; //Elunium
- getitem .@Books[.@i-1],1; //Magic_Book_SG, Magic_Book_LOV, Magic_Book_MS, Magic_Book_TS, Magic_Book_JT, Magic_Book_WB, Magic_Book_HD, Magic_Book_ES
- close;
- }
- }
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 4:
- mes "[Lea]";
- mes "Oh, do you want the Superior Magic Books? For your information, borrowing those Magic Books requires many conditions and restrictions. Are you sure that you want it?";
- next;
- select("Yes.");
- mes "[Lea]";
- mes "I see. If you're determined to borrow the Superior Magic Books, please choose one of the following tyes of payment for the security deposit.";
- next;
- mes "[Lea]";
- mes "[12 Mystery Pieces and 100,000 zeny], [7 Oridecons and 100,000 zeny], or [1 Old Violet Box and 100,000 zeny]. Now how would you like to pay your deposit?";
- next;
- .@Payment = select("Where can I find those items?:Let me think.:I'll pay with 12 Mystery Pieces and 100,000 zeny.:I'll pay with 7 Oridecons and 100,000 zeny.:I'll pay with 1 Old Violet Box and 100,000 zeny.")-1;
- mes "[Lea]";
- if (!.@Payment) {
- mes "Mystery Pieces can be obtained from machine creatures in the Juperos Dungeon, and they're the fountain of knowledge from the ancient civilization. Ah, I get excited thinking about those artifacts.";
- next;
- mes "[Lea]";
- mes "Oridecons can be obtained from Executioners, Gryphons, Jokers, and Abysmal Knights, but it'll be easier to collect Rough Oridecons than Oridecons.";
- next;
- mes "[Lea]";
- mes "You can refine Rough Oridecons to Oridecons at the Forge in town.";
- next;
- mes "[Lea]";
- mes "Old Violet Boxes can be obtained from Mimics, Megaliths, Orc Lords, Stormy Knights, and Osirises.";
- next;
- mes "[Lea]";
- mes "The boxes are a subject worthy of serious study since they're used to test Schrodinger's pet cat.";
- close;
- }
- if (.@Payment == 1) {
- mes "If you're unable to collect the items for the security deposit, I can offer you an alternate payment method.";
- next;
- mes "[Lea]";
- mes "How does 200,000 Rune-Midgartian zeny sound?";
- next;
- if(select("I'm sorry, but I can't pay that much.:Sounds good.") == 1) {
- mes "[Lea]";
- mes "I see.";
- close;
- }
- mes "[Lea]";
- }
- if ((.@Payment == 1 && Zeny > 199999) || (Zeny > 99999 && ((.@Payment == 2 && countitem(7094) > 11) || (.@Payment == 3 && countitem(984) > 6) || (.@Payment == 4 && countitem(617))))) {
- mes "What kind of Magic Book do you want?";
- next;
- .@i = select("Let me think.:Magic Book (Earth Strain):Magic Book (Chain Lightning):Magic Book (Crimson Rock):Magic Book (Drain Life)")-1;
- mes "[Lea]";
- if (!.@i) {
- mes "No problem.";
- close;
- }
- if (countitem(6201+.@i)) {
- mes "You already have that Magic Book. You can't borrow a new book until you return the current one.";
- next;
- mes "[Lea]";
- mes "Don't you know how many others would want the book you already have? It's a bit selfish to want more than one, you know.";
- close;
- }
- if ((.@Payment == 1 && Zeny > 199999) || (Zeny > 99999 && ((.@Payment == 2 && countitem(7094) > 11) || (.@Payment == 3 && countitem(984) > 6) || (.@Payment == 4 && countitem(617))))) {
- mes "Thank you for your deposit. The book's return date is written on the lending card on the back cover of the book. Please try not to lose or damage the book and avoid paying compensation.";
- next;
- mes "[Lea]";
- mes "The Intermediate and Superior Magic Books must be returned upon borrowing the Ultimate Magic Book. Remember that you're just borrowing them, so make sure you take good care of those books.";
- if (.@Payment == 1) Zeny -= 200000;
- else if (.@Payment == 2) delitem 7094,12; //Mystery_Piece
- else if (.@Payment == 3) delitem 984,7; //Oridecon
- else delitem 617,1; //Old_Violet_Box
- if (.@Payment > 1) Zeny -= 100000;
- getitem 6201+.@i,1; //Magic_Book_ES_, Magic_Book_CL, Magic_Book_CR, Magic_Book_DL
- close;
- }
- }
- mes "I'm sorry, but you don't have enough funds.";
- close;
- case 5:
- if ((BaseLevel > 139) && (mac_book < 1) && ((getskilllv(2217) > 0) || (getskilllv(2213) > 0))) {
- mes "[Lea]";
- mes "Did... Did you just say the Ultimate Magic Book?";
- next;
- mes "[Lea]";
- mes "Oh, my....";
- mes "I can't believe someone actually wants that book.";
- next;
- select("Please don't say that you don't have it.");
- mes "[Lea]";
- mes "Frankly, I've never even seen the Ultimate Magic Book.";
- next;
- mes "[Lea]";
- mes "You should ask Master Velofos if you want to know more about that book.";
- next;
- mes "[Lea]";
- mes "I'm sorry that I can't help you more than that.";
- mac_book = 1;
- close;
- }
- if ((BaseLevel > 139) && (mac_book > 0) && ((getskilllv(2217) > 0) || (getskilllv(2213) > 0))) {
- mes "[Lea]";
- mes "You should ask Master Velofos for some information about that book.";
- close;
- }
- mes "[Lea]";
- mes "How about practicing your magic spells for now?";
- next;
- mes "[Lea]";
- mes "In order to obtain the Ultimate Magic Book, you must reach Level 140 and learn Tetera Bolt and Comet.";
- next;
- mes "[Lea]";
- mes "That book can't be used by just anyone, you know?";
- close;
- }
- }
- mes "[Lea]";
- mes "Welcome to the Magic Archive. You can read and borrow books from here under certain conditions.";
- close;
-}
-
-mid_camp,255,244,4 script Galfos 4_M_JOB_WIZARD,{
- if (checkweight(1201,1) == 0) {
- mes "You're carrying too many items. Please make some room in your bag first.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "You're overweight with items. Please lose some item weight first.";
- close;
- }
- if ((Upper == 2) && (Class != Job_Baby_Warlock)) {
- mes "[Galfos]";
- mes "What are you, a baby?";
- mes "I'm not here to babysit. Get lost!";
- close;
- }
- if ((Class != Job_Warlock) && (Class != Job_Warlock_T) && (Class != Job_Baby_Warlock)) {
- mes "[Galfos]";
- mes "My right arm feels hot while my left arm feels cold. I can never get used to this weird weather!";
- close;
- }
- if (getskilllv(2230) < 1) {
- mes "[Galfos]";
- mes "Ah, I'll get myself in trouble if I stay here any longer. Maybe I'm already in...";
- close;
- }
- if (BaseLevel < 140 || (getskilllv(2217) < 1 && getskilllv(2213) < 1)) {
- mes "[Galfos]";
- mes "I'm sorry, but I don't talk to people that aren't even ready for this.";
- close;
- }
- if (mac_book < 2) {
- mes "[Galfos]";
- mes "You look strong, but you don't seem to have any business with me.";
- close;
- }
- if (mac_book == 2) {
- mes "[Galfos]";
- mes "What brings you to me?";
- next;
- select("I heard that you've studied the Ultimate Magic Book.");
- mes "[Galfos]";
- mes "Why, are you interested too?";
- mes "I didn't know someone would actually take an interest in that book. Yes, I'm studying that magic book. How did you find that out?";
- next;
- select("You're Velof's brother, right?");
- mes "[Galfos]";
- mes "Yes, I'm Galfos, and Velofos is my brother.";
- next;
- mes "[Galfos]";
- mes "Wait a minute,";
- mes "did the old man recommend me to you?";
- next;
- select("That's right.");
- mes "[Galfos]";
- mes "Wow!";
- mes "This is surprising. He never took my research very seriously. I'm glad that he finally changed his mind.";
- next;
- mes "[Galfos]";
- mes "Heh! Your timing couldn't be better: I was looking for a test object.";
- next;
- select("A test object?");
- mes "[Galfos]";
- mes "Frankly, I'm only interested in creating the Ultimate Magic Book.";
- next;
- mes "[Galfos]";
- mes "I'm not good at using magic, not to mention that I prefer fists in fighting. Nevertheless, I find Magic Books to be incredibly intriguing.";
- next;
- mes "[Galfos]";
- mes "The problem is that I can't use the Ultimate Magic Book, even if I made one. That's why I can't really test it on my own.";
- next;
- mes "[Galfos]";
- mes "That's why I've been waiting for a true magic practitioner like you that can help me test my Ultimate Magic Book.";
- next;
- select("(What is he talking about?)");
- mes "[Galfos]";
- mes "My research is almost done,";
- mes "and I need to solve one last problem to create the Magic Book.";
- next;
- mes "[Galfos]";
- mes "To make the ancient Ultimate Magic Book, I need an artifact and some spells to fuse into it.";
- next;
- mes "[Galfos]";
- mes "I've perfectly restored the spells based on the ancient documents, but I still have no information about the necessary artifact.";
- next;
- mes "[Galfos]";
- mes "Ah, but there's a silver lining!";
- next;
- select("(Now we're getting somewhere!)");
- mes "[Galfos]";
- mes "Ha ha...";
- mes "There's a great archive in El Dicastes, the Capital City of the Evil Giants, where all knowledge in this world is stored.";
- next;
- mes "[Galfos]";
- mes "Maybe that's the place to find some information about the artifact for this Ultimate Magic Book.";
- next;
- mes "[Galfos]";
- mes "You know what to do, don't you? Find information about the artifact in the El Dicastes archive, using everything in your power.";
- next;
- mes "[Galfos]";
- mes "Afterwards, create and bring me the artifact. We'll talk about creating the Magic Book afterwards.";
- mac_book = 3;
- close;
- }
- if (mac_book == 3) {
- mes "[Galfos]";
- mes "You know what to do, don't you? Find information about the artifact in the El Dicastes archive, using everything in your power.";
- next;
- mes "[Galfos]";
- mes "Afterwards, create and bring me the artifact. We'll talk about creating the Magic Book afterwards.";
- close;
- }
- if (mac_book == 4) {
- mes "[Galfos]";
- mes "Oh, did you find";
- mes "anything useful?";
- next;
- .@i = select("I've discovered everything about Comet.:I've mastered the zenith of Tetra Vortex.");
- mes "[Galfos]";
- if ((.@i == 1 && countitem(6195)) || (.@i == 2 && countitem(6196))) {
- mes "Are you kidding me? You already have the book!";
- close;
- }
- if ((.@i == 1 && questprogress(12218) == 2) || (.@i == 2 && questprogress(12219) == 2 && questprogress(12220) == 2 && questprogress(12221) == 2 && questprogress(12222) == 2)) {
- mes "Oh my, I sense incredible energy coming from you. This is great! Now we're ready to make the Ultimate Magic Book.";
- next;
- mes "[Galfos]";
- mes "There's one problem, though: I'm so broke that I don't even have enough money to buy the tools to make the book.";
- next;
- mes "[Galfos]";
- mes "I need at least ^0000aa1,000,000 zeny^000000 to buy all the necessary tools. Do you have the money?";
- next;
- if(select("Wh-what? No!:Sure.") == 1) {
- mes "[Galfos]";
- mes "Aw, you don't? It's disappointing, but there's nothing I can do. Come back when you have enough money, okay?";
- close;
- }
- mes "[Galfos]";
- if (Zeny >= 1000000) {
- mes "Alright then, let's get started!";
- next;
- specialeffect2 EF_DISPELL;
- progressbar "ffff00",4;
- specialeffect2 EF_LORD;
- Zeny -= 1000000;
- getitem 6194+.@i,1; //Magic_Book_CM, Magic_Book_TV
- mes "[Galfos]";
- mes "Man, I almost lost my control to the incredible magic energy! Here's your Magic Book.";
- next;
- mes "[Galfos]";
- mes "Thank you for making my dream come true. Feel free to come back if you need another one of these books.";
- close;
- }
- mes "Hey, what did I tell you? I can't buy the tools to make the book without money!";
- close;
- }
- mes "Are you sure that you've found something? It doesn't seem like you've learned what we need...";
- close;
- }
- mes "[Galfos]";
- mes "Is there anything else you need?";
- close;
-}
-
-dic_in01,25,190,0 script Mysterious Documents CLEAR_NPC,{
- if (isequipped(2782) < 1) {
- mes "I better not forget to equip my ring.";
- close;
- }
- if (ep13_3_invite < 5) {
- mes "When you approach the documents, an Evil Giant that looks like the archive manager tries to call Guard Galton. You should get out of here quickly.";
- close;
- }
- if (questprogress(12165,PLAYTIME) == 1) {
- mes "The documents are making you feel nauseous. You should come back later after your stomach settles.";
- close;
- }
- if (questprogress(12165,PLAYTIME) == 2) {
- mes "You don't feel as nauseous anymore. It should be safe to proceed now.";
- erasequest 12165;
- close;
- }
- if ((BaseLevel < 140) || (getskilllv(2217) < 1) && (getskilllv(2213) < 1)) {
- mes "The documents in this container aren't legible. It's no use trying to read them.";
- close;
- }
- specialeffect2 EF_DISPELL;
- progressbar "ffff00",4;
- if (mac_book < 3) {
- mes "You have discovered records about magic, acceleration, and particle waves.";
- close;
- }
- if (mac_book == 3) {
- mes "You have discovered records about magic, acceleration, and particle waves. These documents must be the ones that Galfos is looking for.";
- mac_book = 4;
- close;
- }
- if (mac_book == 4) {
- if (rand(1,10) == 1) {
- if (getskilllv(2213) > 0) {
- if (questprogress(12218) == 1) {
- mes "You already own this document.";
- close;
- }
- mes "^660066In order to create the essence of lava, you must refine 40 Burning Hearts at the hottest place on the 2nd floor of the Thor's Volcano Dungeon.^000000";
- mes "^660066You must do this by using the greatest power in that place. The Humans have used this method to study the acceleration of magic particles since ancient times.^000000";
- next;
- mes "You have discovered the ^990099Lava Essence Creation Method^000000. Please check your Quest window for more details.";
- specialeffect2 EF_STEAL;
- close2;
- setquest 12218;
- end;
- }
- mes "Nothing in this document looks useful.";
- close;
- }
- if (rand(1,10) == 2) {
- if (getskilllv(2217) > 0) {
- if (questprogress(12219) == 1) {
- mes "You already own this document.";
- close;
- }
- mes "^660066The essence of flame can be refined on stable ground on the 1st floor of the Thor's Volcano Dungeon. 10 Love Coals are necessary to refine the essence.^000000";
- mes "^660066According to Humans' information, this essence constitutes one of the four natural elements.^000000";
- next;
- mes "You have discovered the ^990099Flame Essence Creation Method^000000. Please check your Quest window for more details.";
- specialeffect2 EF_STEAL;
- close2;
- setquest 12219;
- end;
- }
- mes "Nothing in this document looks useful.";
- close;
- }
- if (rand(1,10) == 3) {
- if (getskilllv(2217) > 0) {
- if (questprogress(12220) == 1) {
- mes "You already own this document.";
- close;
- }
- mes "^660066I succeeded in refining the essence of glacier deep inside the 3rd floor of the Ice Cave. If you'd like to try, prepare 10 Ice Hearts and go to the following location.^000000";
- next;
- mes "You have discovered the ^990099Glacier Essence Creation Method^000000. Please check your Quest window for more details.";
- specialeffect2 EF_STEAL;
- close2;
- setquest 12220;
- end;
- }
- mes "Nothing in this document looks useful.";
- close;
- }
- if (rand(1,10) == 4) {
- if (getskilllv(2217) > 0) {
- if (questprogress(12221) == 1) {
- mes "You already own this document.";
- close;
- }
- mes "^660066I was able to refine the essence of fossil from old rocks on the 2nd floor of the Mine Dungeon. So far, that place is the most stable among all the testing grounds.";
- mes "If you'd like to try, prepare 10 Jubilees and go to the dungeon. Good luck.^000000";
- next;
- mes "You have discovered the ^990099Fossil Essence Creation Method^000000. Please check your Quest window for more details.";
- specialeffect2 EF_STEAL;
- close2;
- setquest 12221;
- end;
- }
- mes "Nothing in this document looks useful.";
- close;
- }
- if (rand(1,10) == 5) {
- if (getskilllv(2217) > 0) {
- if (questprogress(12222) == 1) {
- mes "You already own this document.";
- close;
- }
- mes "^660066In order to refine the essence of storm, I visited the Hermit's Checkerboard in Kunlun where the spirit of the wind resides.";
- mes "The refining process was easy, but I had a hard time finding the catalyst, Dragon Teeth.^000000";
- next;
- mes "You have discovered the ^990099Storm Essence Creation Method^000000. Please check your Quest window for more details.";
- specialeffect2 EF_STEAL;
- close2;
- setquest 12222;
- end;
- }
- mes "Nothing in this document looks useful.";
- close;
- }
- if (rand(1,10) == 10) {
- mes "You suddenly feel sick, and this nausea won't go away easily. You should try finding the documents you need later.";
- setquest 12165;
- close;
- }
- mes "Nothing here looks special.";
- close;
- }
- mes "You no longer need to search this place.";
- close;
-}
-
-function script Magic_Book_Essence {
- if (MaxWeight - Weight < 1000) {
- mes "Please lighten your bag.";
- close;
- }
- if (questprogress(getarg(0)) == 1 && countitem(getarg(1)) >= getarg(2)) {
- specialeffect2 EF_BLIND;
- specialeffect2 EF_BEGINSPELL;
- progressbar "ffff00",4;
- delitem getarg(1),getarg(2);
- if (rand(2)) {
- mes "You have used "+getarg(2)+" "+getitemname(getarg(1))+"s to create ^999900"+getarg(3)+" Essence^000000.";
- next;
- mes "^008800The "+getarg(3)+" Essence will last permanently, unless there's a problem.^000000";
- completequest getarg(0);
- specialeffect2 EF_LORD;
- close;
- }
- mes "^008888You have failed to refine the essence using "+getarg(2)+" "+getitemname(getarg(1))+"s.^000000";
- close;
- }
- if (questprogress(getarg(0)) == 2) {
- mes "You've already created "+getarg(3)+" Essence in this area.";
- close;
- }
- mes "Someone already used this area.";
- close;
-}
-thor_v02,163,104,0 script Powerful Lava Energy#33 CLEAR_NPC,{ callfunc "Magic_Book_Essence",12218,7097,40,"Lava"; end; }
-thor_v01,185,91,0 script Powerful Flame Energy#33 CLEAR_NPC,{ callfunc "Magic_Book_Essence",12219,7098,10,"Flame"; end; }
-ice_dun03,137,148,0 script Powerful Glacier Energy CLEAR_NPC,{ callfunc "Magic_Book_Essence",12220,7561,10,"Glacier"; end; }
-ein_dun02,181,124,0 script Powerful Fossil Energy CLEAR_NPC,{ callfunc "Magic_Book_Essence",12221,7312,10,"Fossil"; end; }
-gon_dun02,252,198,0 script Powerful Storm Energy#33 CLEAR_NPC,{ callfunc "Magic_Book_Essence",12222,7266,10,"Storm"; end; }
diff --git a/npc/re/quests/monstertamers.txt b/npc/re/quests/monstertamers.txt
deleted file mode 100644
index 4eef32878..000000000
--- a/npc/re/quests/monstertamers.txt
+++ /dev/null
@@ -1,13 +0,0 @@
-//===== Hercules Script =======================================
-//= Monster Tamers
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= Cute pet quest items
-//===== Additional Comments: =================================
-//= 1.0 Moved Izlude NPC to pre-re/re paths.
-//============================================================
-
-izlude_in,55,105,4 duplicate(MonsterTamer_izlude) Monster Tamer#izu 4_M_TELEPORTER
diff --git a/npc/re/quests/mrsmile.txt b/npc/re/quests/mrsmile.txt
deleted file mode 100644
index 4e728bffa..000000000
--- a/npc/re/quests/mrsmile.txt
+++ /dev/null
@@ -1,19 +0,0 @@
-//===== Hercules Script ======================================
-//= Mr. Smile Quest
-//===== By: ==================================================
-//= Daegaladh, Masao
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= [Official Conversion]
-//= Trade Clover, Fluff and Jellopy for a Mr. Smile mask.
-//===== Additional Comments: =================================
-//= 1.0 Updated to match the new Izlude Map. [Masao]
-//= 1.1 Added Izlude duplicates. [Euphy]
-//============================================================
-
-izlude,125,175,4 duplicate(SmileHelper) Smile Assistance#iz 4_F_03
-izlude_a,125,175,4 duplicate(SmileHelper) Smile Assistance#iz_a 4_F_03
-izlude_b,125,175,4 duplicate(SmileHelper) Smile Assistance#iz_b 4_F_03
-izlude_c,125,175,4 duplicate(SmileHelper) Smile Assistance#iz_c 4_F_03
-izlude_d,125,175,4 duplicate(SmileHelper) Smile Assistance#iz_d 4_F_03
diff --git a/npc/re/quests/pile_bunker.txt b/npc/re/quests/pile_bunker.txt
deleted file mode 100644
index dbce8d136..000000000
--- a/npc/re/quests/pile_bunker.txt
+++ /dev/null
@@ -1,120 +0,0 @@
-//===== Hercules Script ======================================
-//= Pile Bunker Quest
-//===== By: ==================================================
-//= JayPee Mateo
-//===== Current Version: =====================================
-//= 2.2
-//===== Description: =========================================
-//= 1.0 A Pile Bunker quest based on iRO WiKi. [JayPee Mateo]
-//= 2.0 Rewrited the Script a little so it looks a bit better. [Masao]
-//= 2.1 Switched to official script, coded by Gennosuke Kouga. [Euphy]
-//= 2.2 Updated to match the official script. [Euphy]
-//============================================================
-
-yuno,179,174,4 script Gomer 4_M_REPAIR,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
- mes "[Gomer]";
- mes "You are carrying so much. Drop off some of your luggage and come back to me.";
- close;
- }
- if (countitem(1549)) {
- mes "[Gomer]";
- mes "So how's that Pilebuncker working out for you?";
- close;
- }
- if (Class != Job_Mechanic && Class != Job_Mechanic_T && Class != Job_Baby_Mechanic) {
- mes "[Gomer]";
- mes "I'm a retired Mechanic and I don't think I have any business with you.";
- close;
- }
- mes "[Gomer]";
- mes "So? What does it feel like to be on a Madogear?";
- mes "It's something that's not allowed for those who failed to seek out their own path.";
- next;
- mes "[Gomer]";
- mes "Me? I retired a long time ago. Because I got into an accident... got badly hurt and won't be able to ride again. I am upset about it.";
- next;
- mes "[Gomer]";
- mes "So I've decided to stay here forging gears for Madogear.";
- mes "Huh? I'm not saying I have any complaints about this work.";
- next;
- mes "[Gomer]";
- mes "Forced to do something you don't like, there is nothing more miserable than that.";
- next;
- mes "[Gomer]";
- mes "There are people who are happy just being props, you know, like being the wall for someone to lean on.";
- next;
- mes "[Gomer]";
- mes "That makes me feel good and I am about to make a new gear. I want you to help me. What do you say?";
- next;
- switch(select("I am not that interested.:What are you going to make?:Where do you get the materials?:I brought the materials.")) {
- case 1:
- mes "[Gomer]";
- mes "Nothing I can do";
- mes "about it then.";
- mes "See you next time!";
- close;
- case 2:
- mes "[Gomer]";
- mes "Um, a huge metal stick that could smash an opponent in one hit!";
- next;
- mes "[Gomer]";
- mes "It doesn't look fancy, but I've designed a spring-loaded device to attack with great strength.";
- next;
- mes "[Gomer]";
- mes "It's concealed, so when you find a chance, one shot could put an opponent in critical condition!";
- mes "I can't wait to see it in action!";
- next;
- mes "[Gomer]";
- mes "If you were to imagine how good this kind of weapon could be, I will make it come true.";
- next;
- mes "[Gomer]";
- mes "Bring me 200 Steel, 30 Flexible Tubes, and 1 Brocca. I could make what I just described with those materials.";
- close;
- case 3:
- mes "[Gomer]";
- mes "You should be able get steel from many monsters like Kobolds.";
- next;
- mes "[Gomer]";
- mes "Flexible Tubes are more rare, dropped by Metalings around Einbroch and Lighthalzen.";
- next;
- mes "[Gomer]";
- mes "Lastly, finding a Brocca is very hard, but you should be able to do something about it. Haha, go get it!";
- close;
- case 4:
- if (countitem(999) < 200 || countitem(7325) < 30 || countitem(1415) < 1) {
- mes "[Gomer]";
- mes "You haven't brought all of the materials that I asked for.";
- next;
- mes "[Gomer]";
- mes "I have a habit of giving up what I've been making and trying to make new things when the inspiration comes up.";
- mes "You'd better hurry!";
- close;
- } else {
- mes "[Gomer]";
- mes "Oh, I've been waiting. You didn't come on time, so I was wondering if you forgot about it. Please wait there a little bit.";
- specialeffect EF_REPAIRWEAPON;
- next;
- mes "[Gomer]";
- mes "It's done. What do you think? Not bad, eh? Although I made it myself, I have to say it's pretty decently done.";
- next;
- mes "[Gomer]";
- mes "Combination of weight, volume and look at its color and gloss. It catches my heart!";
- next;
- mes "[Gomer]";
- mes "...........";
- next;
- mes "[Gomer]";
- mes "Uh, with little improvement, it could be mass produced and delivered. I'm sure I can make more of these so I will give this one to you.";
- next;
- mes "[Gomer]";
- mes "Oh, and it turns out that I didn't need all that Steel after all. So here, take most of it back.";
- delitem 999,50; //Steel
- delitem 7325,30; //Tube
- delitem 1415,1; //Skewer
- getitem 1549,1; //Pilebuncker
- getitem 1360,1; //Two_Handed_Axe
- close;
- }
- }
-}
diff --git a/npc/re/quests/quests_13_1.txt b/npc/re/quests/quests_13_1.txt
deleted file mode 100644
index ec208ad97..000000000
--- a/npc/re/quests/quests_13_1.txt
+++ /dev/null
@@ -1,18 +0,0 @@
-//===== Hercules Script ======================================
-//= Quest NPCs related to Ash-Vacuum
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= Contains duplicate NPCs from main script.
-//===== Additional Comments: =================================
-//= 1.0 Moved Izlude NPC to pre-re/re paths. [Euphy]
-//= 1.1 Added Izlude duplicates. [Euphy]
-//============================================================
-
-izlude,102,171,6 duplicate(PromotionalStaff_izlude) Promotional Staff#iz 4W_SAILOR
-izlude_a,102,171,6 duplicate(PromotionalStaff_izlude) Promotional Staff#iz_a 4W_SAILOR
-izlude_b,102,171,6 duplicate(PromotionalStaff_izlude) Promotional Staff#iz_b 4W_SAILOR
-izlude_c,102,171,6 duplicate(PromotionalStaff_izlude) Promotional Staff#iz_c 4W_SAILOR
-izlude_d,102,171,6 duplicate(PromotionalStaff_izlude) Promotional Staff#iz_d 4W_SAILOR
diff --git a/npc/re/quests/quests_brasilis.txt b/npc/re/quests/quests_brasilis.txt
deleted file mode 100644
index 589dca99f..000000000
--- a/npc/re/quests/quests_brasilis.txt
+++ /dev/null
@@ -1,3146 +0,0 @@
-//===== Hercules Script ======================================
-//= Brasilis Quests
-//===== By ===================================================
-//= L0ne_W0lf
-//===== Version ==============================================
-//= 1.2c
-//===== Description ==========================================
-//= [Official Conversion]
-//= Lost Puppies (Repeatable, 24 hours.)
-//= Suspicious Beach (Repeatable, 24 hours. iRO/cRO version.)
-//= Guarana Candy Quest
-//= Brasilis Water Lily Quest
-//= Brasilis Dungeon Access Quest
-//= Iara (Buff reward. Repeatable, 24 hours.)
-//===== Comments =============================================
-//= 1.0 First version.
-//= 1.1 Hydra Ball (12408)
-//= 1.2 Optimization. [Euphy]
-//= 1.2a Added 'consumeitem' command. [Euphy]
-//= 1.2b Updated RE EXP. [Michieru]
-//= 1.2c Put end; before OnTouch events in npcs that
-//= have view id of a mob [Panikon]
-//============================================================
-
-// Lost Puppies :: dogdog.sc
-//============================================================
-brasilis,297,307,5 script Angelo#br 1_M_04,{
- if (BaseLevel < 40) {
- mes "[Angelo]";
- mes "Pets went out the village~!!";
- mes "Gosh... what can I do... ?";
- close;
- }
- if (questprogress(9032,PLAYTIME) == 2) {
- erasequest 9032;
- }
- if (questprogress(9032,PLAYTIME) == 1) {
- mes "[Angelo]";
- mes "The day is not finished yet.";
- mes "You can only help once a day. Hehe.";
- close;
- }
- if (questprogress(9030) == 1) {
- mes "[Angelo]";
- mes "My pets are in the field outside of the village.";
- mes "Why did they leave? Please find them.";
- close;
- }
- if (questprogress(9031) == 1) {
- mes "[Angelo]";
- mes "Oh, thank you. You found all of 3 puppies.";
- mes "Thanks a lot.";
- mes "I hope this is useful to you. hoho.";
- .@randexp = rand(50000,112500);
- getexp .@randexp,0;
- erasequest 9031;
- setquest 9032;
- specialeffect2 EF_ASSUMPTIO;
- consumeitem 607; //Yggdrasilberry
- .@rand = rand(1,10);
- if (.@rand > 4 && .@rand < 9) getitem 504,2; //White_Potion
- else if (.@rand > 8) getitem 608,1; //Seed_Of_Yggdrasil
- close;
- }
- mes "[Angelo]";
- mes "Are you an adventurer? You came here right on time.";
- mes "Puppies have been disappearing.";
- mes "And someone said that they saw them out on the field just outside the village....";
- next;
- mes "[Angelo]";
- mes "It's pretty difficult and dangerous to find 'em.";
- mes "You have to find ^0000FF3 puppies^000000.";
- setquest 9030;
- close;
-
-OnInit:
- initnpctimer;
- end;
-
-OnTimer10000:
- stopnpctimer;
- donpcevent "Angelo#br::OnGo";
- end;
-
-OnGo:
- emotion e_gasp;
- initnpctimer;
- end;
-}
-
-- script Puppy#bra -1,{
- if (questprogress(9030) == 1) {
- if (brazil_kid < 3) {
- mes "[Puppy]";
- mes "bow wow bow wow!!";
- next;
- ++brazil_kid;
- mes "[" + strcharinfo(0) + "]";
- if (brazil_kid == 3) {
- mes "Good. I found all 3 puppies.";
- mes "Now I need to go tell Angelo.";
- brazil_kid = 0;
- erasequest 9030;
- setquest 9031;
- }
- else {
- mes "Ah... who's a good puppy?";
- mes "Ok, where are the others?";
- }
- if (compare(strnpcinfo(2),"1")) setarray .@i[0],2,3;
- else if (compare(strnpcinfo(2),"2")) setarray .@i[0],1,3;
- else setarray .@i[0],1,2;
- donpcevent "Puppy#"+charat(strnpcinfo(2),0)+.@i[rand(2)]+"::OnEnable";
- hideonnpc strnpcinfo(0);
- close;
- }
- }
- mes "[Puppy]";
- mes "bow! wow wow!";
- close;
-
-OnInit:
- if (!compare(strnpcinfo(2),"1")) hideonnpc strnpcinfo(0);
- end;
-
-OnEnable:
- hideoffnpc strnpcinfo(0);
- end;
-
-OnDisable:
- hideonnpc strnpcinfo(0);
- end;
-}
-
-bra_fild01,98,96,3 duplicate(Puppy#bra) Puppy#a1 4_DOG01
-bra_fild01,59,116,5 duplicate(Puppy#bra) Puppy#a2 4_DOG01
-bra_fild01,62,142,3 duplicate(Puppy#bra) Puppy#a3 4_DOG01
-bra_fild01,80,163,3 duplicate(Puppy#bra) Puppy#b1 4_DOG01
-bra_fild01,73,210,3 duplicate(Puppy#bra) Puppy#b2 4_DOG01
-bra_fild01,80,210,3 duplicate(Puppy#bra) Puppy#b3 4_DOG01
-bra_fild01,38,235,3 duplicate(Puppy#bra) Puppy#c1 4_DOG01
-bra_fild01,307,64,3 duplicate(Puppy#bra) Puppy#c2 4_DOG01
-bra_fild01,260,60,3 duplicate(Puppy#bra) Puppy#c3 4_DOG01
-bra_fild01,234,101,3 duplicate(Puppy#bra) Puppy#d1 4_DOG01
-bra_fild01,200,84,3 duplicate(Puppy#bra) Puppy#d2 4_DOG01
-bra_fild01,176,63,5 duplicate(Puppy#bra) Puppy#d3 4_DOG01
-
-// Suspicious Beach :: Suspicious_Beach.sc
-//============================================================
-brasilis,192,133,6 script Lucia#brasilis 4_F_BRZ_WOMAN,{
- /* -------------- Hydra Ball -------------------------
- if (countitem(12408) > 0) {
- delitem 12408,1; //Leaf_Cat_Ball
- getitem 12408,1; //Leaf_Cat_Ball
- }
- else if (countitem(6221) > 0) {
- delitem 6221,1; //Mystic_Leaf_Cat_Ball
- getitem 6221,1; //Mystic_Leaf_Cat_Ball
- }
- --------------------------------------------------- */
- if (BaseLevel < 40) {
- mes "[Lucia]";
- mes "Hello.";
- mes "I'm worried about ^FF0000Strange Hydra^000000's on";
- mes "the south beach.";
- mes "I hope some experienced adventurers";
- mes "will come to help.";
- emotion e_sigh;
- close;
- }
- else {
- .@nQState = questprogress(9028);
- if (!.@nQState) {
- mes "[Lucia]";
- mes "Hello.";
- mes "Have you come here to hunt ^FF0000Strange Hydra^000000s?";
- next;
- switch(select("Yes.:No.:^006400What is happening here?^000000")) {
- case 1:
- setquest 9028;
- getitem 12408,1; //Hydra_Ball
- mes "[Lucia]";
- mes "Here, take this ^006400Hydra Ball^000000.";
- mes "Use it to capture a ^FF0000Strange Hydra^8B4513.^000000";
- mes "I hope you can do it~!";
- close;
- case 2:
- mes "[Lucia]";
- mes "Ah, I misunderstood.";
- mes "See you then.";
- close;
- case 3:
- mes "[Lucia]";
- mes "One day ^FF0000Strange Hydra^000000s";
- mes "came here and surrounded the town.";
- mes "We're not sure what attracted them but some say that it's because of you adventurers.";
- next;
- mes "[Lucia]";
- mes "In any case, to contain the ^FF0000Strange Hydra^000000s,";
- mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000";
- next;
- mes "[Lucia]";
- mes "If you still have the ^006400Hydra Ball^000000,";
- mes "please use it on the ^FF0000Strange Hydra^000000s that";
- mes "you can find at the beach.";
- mes "If you are lucky, the tool will work perfectly.";
- next;
- mes "[Lucia]";
- mes "I hope many adventurers";
- mes "volunteer for this job.";
- mes " ";
- mes "I really hate Hydra!";
- emotion e_sob;
- close;
- }
- }
- else if (.@nQState == 1) {
- if (countitem(6221) > 0) {
- mes "[Lucia]";
- mes "Hello, you really did it!";
- if (checkweight(11502,3)) {
- //mes "I don't have enough ^006400Hydra Ball^000000s to give you."; //Poorly translated by iRO?
- mes "I hope you will come";
- mes "again to help me.";
- mes "Have a nice day~!";
- delitem 6221,1; //Mystic_Leaf_Cat_Ball
- completequest 9028;
- //recall_completequest 9029;
- if (questprogress(9029)) erasequest 9029;
- setquest 9029;
- consumeitem 607; //Yggdrasilberry
- consumeitem 12070; //Luk_Dish05
- consumeitem 12055; //Vit_Dish05
- consumeitem 12065; //Dex_Dish05
- getitem 11502,3; //Light_Blue_Pot
- close;
- }
- else {
- mes " ";
- mes "I'd like to reward you,";
- mes "however your bags are full.";
- mes "Please make room and come back!";
- close;
- }
- }
- else {
- mes "[Lucia]";
- if (countitem(12408) < 1) {
- mes "Did you need another ^006400Hydra Ball^000000?";
- mes "I will give you one more.";
- getitem 12408,1; //Leaf_Cat_Ball
- close;
- }
- else {
- mes "Any problems?";
- next;
- switch(select("No.:^006400Tell me again what happened^000000")) {
- case 1:
- mes "[Lucia]";
- mes "Ok, please do me a favor.";
- close;
- case 2:
- mes "[Lucia]";
- mes "One day ^FF0000Strange Hydra^000000s";
- mes "came here and surrounded the town.";
- mes "We're not sure what attracted them but some say that it's because of you adventurers.";
- next;
- mes "[Lucia]";
- mes "In any case, to contain the ^FF0000Strange Hydra^000000s,";
- mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000";
- next;
- mes "[Lucia]";
- mes "If you still have the ^006400Hydra Ball^000000,";
- mes "please use it on the ^FF0000Strange Hydra^000000s that";
- mes "you can find at the beach.";
- mes "If you are lucky, the tool will work perfectly.";
- next;
- mes "[Lucia]";
- mes "I hope many adventurers";
- mes "volunteer for this job.";
- mes " ";
- mes "I really hate Hydra!";
- emotion e_sob;
- close;
- }
- }
- }
- }
- else {
- mes "[Lucia]";
- mes "Oh, ^0000FF"+strcharinfo(0)+"^000000 you're back.";
- if (questprogress(9029,PLAYTIME) == 1) {
- mes "I'm so grateful for your help.";
- mes "Each ^006400Hydra Ball^000000 is provided ^006400every 24 hours^000000";
- mes "Please come at the appropriate time.";
- close;
- }
- else {
- //recall_completequest 9028;
- if (.@nQState) erasequest 9028;
- completequest 9029;
- mes "Did you come here to hunt ^FF0000Strange Hydra^000000s?";
- next;
- switch(select("Yes.:No.:^006400What is happening here?^000000")) {
- case 1:
- setquest 9028;
- getitem 12408,1; //Leaf_Cat_Ball
- mes "[Lucia]";
- mes "Here, take this ^006400Hydra Ball^000000.";
- mes "Use it to capture a ^FF0000Strange Hydra^8B4513.^000000";
- mes "I hope you can do it~!";
- close;
- case 2:
- mes "[Lucia]";
- mes "Ah, I misunderstood.";
- mes "See you then.";
- close;
- case 3:
- mes "[Lucia]";
- mes "One day ^FF0000Strange Hydra^000000s";
- mes "came here and surrounded the town.";
- mes "We're not sure what attracted them but some say that it's because of you adventurers.";
- next;
- mes "[Lucia]";
- mes "In any case, to contain the ^FF0000Strange Hydra^000000s,";
- mes "you have to use this specially designed tool a.k.a. a ^8B4513Hydra Ball^000000";
- next;
- mes "[Lucia]";
- mes "If you still have the ^006400Hydra Ball^000000,";
- mes "please use it on the ^FF0000Strange Hydra^000000s that";
- mes "you can find at the beach.";
- mes "If you are lucky, the tool will work perfectly.";
- next;
- mes "[Lucia]";
- mes "I hope many adventurers";
- mes "volunteer for this job.";
- mes " ";
- mes "I really hate Hydra!";
- emotion e_sob;
- close;
- }
- }
- }
- }
- end;
-
-OnInit:
- initnpctimer;
- end;
-
-OnTimer7000:
- emotion e_gasp;
- stopnpctimer;
- initnpctimer;
- end;
-}
-
-// Guarana Quest :: brazil_tre.sc
-//============================================================
-brasilis,187,162,5 script Candy Maker 4_M_BRZ_MAN1,{
- if (!checkweight(1201,1)) {
- mes "- You can't start the quest. Please reduce the weight in your inventory. -";
- close;
- }
- if (brazil_gua == 0) {
- mes "[Candy Maker]";
- mes "Yo, do you know a berry called ^FF0000Guarana^000000?";
- next;
- mes "[Candy Maker]";
- mes "Guarana is a really special berry raised in a specific area, it relieves physical fatigue, and gives power to the body. It even detoxes waste from the body.";
- next;
- mes "[Candy Maker]";
- mes "I used to sell the candy made of it back in the day.";
- mes "I got a prize sometimes every year in the <annual best product contest>. Those were the good 'ol days.";
- next;
- mes "[Candy Maker]";
- mes "Since then, the output of that fruit has reduced and the price has gone up so now candy ingredients were changed to coconuts or other tropical fruits instead. I miss the guarana candy.";
- next;
- switch(select("How can I taste this guarana candy?:End conversation.")) {
- case 1:
- mes "[Candy Maker]";
- mes "Hmm? I already sold out of all my old supply.";
- next;
- mes "[Candy Maker]";
- mes "But if you can find some guarana, I can make it for you.";
- next;
- switch(select("How do I find guarana?:End conversation.")) {
- case 1:
- mes "[Candy Maker]";
- mes "Will you find the guarana?? Hoooooh~";
- next;
- mes "[Candy Maker]";
- mes "Can you find it?";
- mes "It's probably very expensive.";
- mes "Trading isn't my thing. Let me think.";
- next;
- mes "[Candy Maker]";
- mes "Let me introduce you to someone with whom I used to do guarana business with.";
- mes "He might still be dealing it.";
- next;
- mes "[Candy Maker]";
- mes "His name is Cherto.";
- mes "If you can't find him in the city, go to museum.";
- mes "He's a vain person so he likes to act big.";
- mes "He's probably wandering in the museum trying to show off to someone for sure.";
- brazil_gua = 1;
- setquest 2192;
- close;
- case 2:
- mes "[Candy Maker]";
- mes "Don't you want to try the guarana candy?";
- close;
- }
- case 2:
- mes "[Candy Maker]";
- mes "Those were the good 'ole days...";
- close;
- }
- }
- else if (brazil_gua == 1) {
- mes "[Candy Maker]";
- mes "If you want to get the guarana, find Cherto.";
- mes "Maybe he will be in the museum.";
- close;
- }
- else if (brazil_gua == 10) {
- if (!countitem(6237)) {
- mes "- The guarana that I had has disappeared. -";
- close;
- }
- delitem 6237,1; //Guarana_Fruit
- mes "[Candy Maker]";
- mes "Did you get the guarana?";
- next;
- mes "- You give the guarana to him. -";
- next;
- mes "[Candy Maker]";
- mes "Wow! You have special talent.";
- mes "It's the best thing I have ever seen so far. Cool~!";
- next;
- mes "[Candy Maker]";
- mes "Good, let's make the candy~!";
- mes "Long time no see my wonderful guarana candy...";
- next;
- mes "- hash hash hash hash hash hash -";
- mes "- hash hash hash hash hash hash -";
- next;
- mes "[Candy Maker]";
- mes "Look! It's the popular guarana candy.";
- mes "Try to savor its amazing taste hey~ take it easy. hahaha!!";
- brazil_gua = 11;
- completequest 2200;
- getitem 12414,1; //Guarana_Candy
- getexp 70000,10000;
- close;
- }
- else if (brazil_gua == 11) {
- mes "[Candy Maker]";
- mes "Guarana candy. That was the most unique masterpiece in my life for sure!";
- next;
- mes "[Candy Maker]";
- mes "Since you helped me, guarana supply has been steadily rising.";
- mes "So, naturally I'm back to making guarana candy.";
- next;
- mes "[Candy Maker]";
- mes "What about it? Wanna buy some?";
- mes "It's 4000 zeny each.";
- next;
- switch(select("Buy a Guarana Candy.:Cancel.")) {
- case 1:
- if (Zeny > 3999) {
- mes "[Candy Maker]";
- mes "Here is a delicious guarana candy.";
- Zeny -= 4000;
- getitem 12414,1; //Guarana_Candy
- close;
- }
- else {
- mes "[Candy Maker]";
- mes "What? You should say before if you don't have money!";
- mes "Even if you are poor, I can't give this away for free.";
- close;
- }
- case 2:
- mes "[Candy Maker]";
- mes "Sometimes some people don't like it due to it's arousal effect.";
- close;
- }
- close;
- }
- else {
- mes "[Candy Maker]";
- mes "Guarana candy. That was the most unique masterpiece in my life for sure!";
- close;
- }
-}
-
-bra_in01,95,179,3 script Cherto 4_M_BRZ_MAN2,{
- if (brazil_gua == 0) {
- mes "[Cherto]";
- mes "Hmm... hey man, you are from outside, aren't you?";
- next;
- mes "[Cherto]";
- mes "Cherto can figure it out even if it's the first time. You can't trick Cherto.";
- mes "Cherto has sharp eyes like an eagle! Hahaha!";
- next;
- mes "[Cherto]";
- mes "Ok, ok. Yes, yes. I see!";
- next;
- mes "[Cherto]";
- mes "Anyway, you arrived in Brasilis but don't know what to do?";
- mes "Am I right?";
- mes "You don't know how fortunate you are to have found a really proper helper as myself.";
- next;
- mes "[Cherto]";
- mes "Cherto takes it by your expression that you want to say, ''You are a master!'' Right?";
- mes "Cherto, I can read and figure out all at once! That is written in your face!";
- next;
- mes "[Cherto]";
- mes "Cherto would love to stay here and explain everything to you but he is a busy man.";
- close;
- }
- else if (brazil_gua == 1) {
- mes "[Cherto]";
- mes "Hmm... hey man, you are from outside, aren't you?";
- next;
- mes "[Cherto]";
- mes "Cherto can figure it out even if it's the first time. You can't trick Cherto.";
- mes "Cherto has sharp eyes like an eagle! Hahaha!";
- next;
- mes "[Cherto]";
- mes "Ok, ok. Yes, yes. I see!";
- next;
- mes "[Cherto]";
- mes "Anyway, you arrived in Brasilis but don't know what to do?";
- mes "Am I right?";
- mes "You don't know how fortunate you are to have found a really proper helper as myself.";
- next;
- mes "[Cherto]";
- mes "Cherto takes it by your expression that you want to say, ''You are a master!'' Right?";
- mes "Cherto, I can read and figure out all at once! That is written in your face!";
- next;
- mes "[Cherto]";
- mes "If you have a curious thing to ask to Cherto. Cherto will be kind enough to answer.";
- next;
- select("Guarana?");
- mes "[Cherto]";
- mes "What? Do you want to find a guarana?";
- next;
- mes "[Cherto]";
- mes "Guarana is only raised in this area, it has a soft inside and is coverd with a light fur.";
- mes "It seems a little bit weird but the flower is really big and smells beautiful.";
- next;
- mes "[Cherto]";
- mes "A long time ago, guarana was used to relieve desease and thirst. But recently it's getting popular to revitalize body power and increase blood circulation.";
- next;
- mes "[Cherto]";
- mes "Although it has such great effects, Cherto is sorry to inform you that we can't get it anymore.";
- next;
- select("Whaaaat??");
- mes "[Cherto]";
- mes "For a while now, guarana berries haven't been growing here.";
- next;
- mes "[Cherto]";
- mes "Even if Cherto managed to find one, it will rot quickly.";
- next;
- mes "[Cherto]";
- mes "If only it didn't happen!";
- next;
- select("What are you talking about?");
- mes "[Cherto]";
- mes "Quiet!!!!!!!!!!!!!!!!";
- mes "This story has been forbidden! Someone might be listening to our conversation...";
- next;
- mes "[Cherto]";
- mes "If Cherto tells you, you might get us into trouble. But you look like you really wanna know so let me give you a tip.";
- mes "Come closer. Cherto will whisper so nobody can listen in.";
- brazil_gua = 2;
- close;
- }
- else if (brazil_gua == 2) {
- mes "[Cherto]";
- mes "A Guarana boy was born.";
- next;
- select("Guarana kid?");
- mes "[Cherto]";
- mes "There was woman who was an expert botanist.";
- mes "The woman was really popular to all living creatures.";
- next;
- mes "[Cherto]";
- mes "At around the time her baby was born, she started a guarana farm. For some reason, her brothers were jealous so they destroyed the farm and disappeared.";
- mes "That kind of story...";
- next;
- mes "[Cherto]";
- mes "We can't be sure that baby was born in the world but since that time, all guarana in Brasilis disappeared.";
- next;
- mes "[Cherto]";
- mes "Who is the guarana kid?";
- mes "Pedro who is famous as a greedy man?";
- mes "Meto who can't endure about all the fruits?";
- mes "Hovenue who is gloomy?";
- mes "They might know~!";
- next;
- mes "[Cherto]";
- mes "What about you?";
- mes "Who is the guarana kid?";
- mes "Will you figure out it? hohohhhhh~";
- brazil_gua = 3;
- changequest 2192,2193;
- close;
- }
- else if (brazil_gua == 3) {
- mes "[Cherto]";
- mes "Can you find the guarana kid?";
- mes "Maybe yes? Maybe no?";
- close;
- }
- else if (brazil_gua == 4) {
- mes "[Cherto]";
- mes "Did you find guarana kid?";
- next;
- mes "- I tell Cherto about the kid making animal-like sounds. -";
- next;
- mes "[Cherto]";
- mes "Hoooh. That's unbelivable.";
- mes "That kid might be a guarana kid. Sure...";
- mes "According to the story the kid can have conversations with animals.";
- next;
- mes "[Cherto]";
- mes "If he can make crying sounds of animals, they might be able to converse!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Now, what can I do?";
- mes "If he is the kid from the legend, is there any way to raise the guarana again?";
- next;
- mes "[Cherto]";
- mes "Haha!! What'd Cherto say?";
- mes "Cherto knows all~!!";
- mes "Cherto's already thought";
- mes "of the next step.";
- next;
- mes "[Cherto]";
- mes "In Brasilis there is an expert Mage.";
- mes "His name is Paje.";
- mes "Take this note over to him.";
- mes "He will show the solution for you and the kid.";
- brazil_gua = 5;
- changequest 2194,2195;
- close;
- }
- else {
- mes "[Cherto]";
- mes "hoho tickle~tickle~~~~!!!";
- close;
- }
-}
-
-brasilis,203,64,3 script Strange Kid#bra 4_M_KID1,{
- if (brazil_gua < 3) {
- mes "[Strange Kid]";
- mes "................";
- close;
- }
- else if (brazil_gua == 3) {
- mes "[Strange Kid]";
- mes "................";
- next;
- if(select("Try to talk.:Pretend to pass by.") == 2) {
- mes "[Strange Kid]";
- mes "................";
- close;
- }
- mes "What can I say to him?";
- next;
- while(1) {
- switch(select("What's your name?:How old are you?:What are you doing?:End conversation.")) {
- case 1:
- mes "[Strange Kid]";
- mes "Kaaaaaaao~";
- mes "Grrrrrrrrr - kaaan-";
- next;
- break;
- case 2:
- mes "[Strange Kid]";
- mes "Booooowoooooo-";
- mes "Booooowoooooo- -";
- next;
- break;
- case 3:
- mes "[Strange Kid]";
- mes "chamber pot braeee chamber pot brae chamber pot brae -";
- mes "Bbeeeebbeee -";
- next;
- break;
- case 4:
- mes "[Strange Kid]";
- mes "Kaaaaaaao~";
- mes "Grrrrrrrrr - kaaan-";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "He makes strange sound like an animals.";
- mes "Should I ask advice from Cherto?";
- brazil_gua = 4;
- changequest 2193,2194;
- close;
- }
- }
- }
- else if (brazil_gua == 4) {
- mes "["+strcharinfo(0)+"]";
- mes "He makes strange sounds like an animal.";
- mes "Should I ask advice from Cherto?";
- close;
- }
- else if ((brazil_gua > 4) && (brazil_gua < 9)) {
- mes "[Strange Kid]";
- mes "Ah...? ah.....?";
- close;
- }
- else if (brazil_gua == 9) {
- mes "[Strange Kid]";
- mes "ah... ahah.....";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I don't have a story but there are lots of friends waiting outside.";
- next;
- mes "- You give the feather, fresh meat and branch of grapes to the kid -";
- next;
- mes "[Strange Kid]";
- mes "Ah.............";
- next;
- mes "[Strange Kid]";
- mes "Un, uhh....";
- mes "mooo... mommy.....";
- next;
- mes "[Strange Kid]";
- mes "Ah..........";
- mes "bird....";
- mes "mon, mon, mon...key......";
- mes "boo, booow...........";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Dog?!";
- mes "kkk yes. Lots of friends want to meet you.";
- mes "Don't be lonely anymore and be happy with your friends.";
- next;
- mes "[Strange Kid]";
- mes "ah....he...hehe....";
- next;
- mes "- He starts to smile lightly and laughs. -";
- next;
- mes "[Strange Kid]";
- mes "Ye......yes.......";
- mes "tha... than......thank......yo.........you.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Alright such a cute smile!";
- mes "Be a happy kid as always.";
- next;
- mes "[Strange Kid]";
- mes "Uh......";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "what?";
- next;
- mes "[Strange Kid]";
- mes "hey..........";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Do you want to say anything?";
- next;
- mes "- You get closer and pretend to take caution. -";
- next;
- emotion e_kis;
- mes "(kiss~)";
- next;
- mes "- The kid laughs again lightly then puts something in your hand. -";
- next;
- mes "- It's a fresh berry that's colored red and hard. -";
- next;
- mes "[Strange Kid]";
- mes "ga...ra..........na...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oops, guarana berry?";
- mes "Ah! Thank you very much!";
- emotion e_kis2,1;
- emotion e_heh;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "If I have this, I can make a guarana candy.";
- mes "I better find that Candy Maker!";
- brazil_gua = 10;
- changequest 2199,2200;
- getitem 6237,1; //Guarana_Fruit
- close;
- }
- else if (brazil_gua == 10) {
- if (!countitem(6237)) {
- mes "[Strange Kid]";
- mes "He.........";
- getitem 6237,1; //Guarana_Fruit
- close;
- }
- }
- else {
- mes "- The kid is smiling. -";
- close;
- }
- end;
-}
-
-brasilis,56,224,7 script Mage Paje#bra 4_M_BIBI,{
- mes "[Mage Paje]";
- mes "Abracadabra~";
- specialeffect EF_POISONHIT,AREA,"Poring#bra";
- setarray .@display[0], 4_NFCOCK, 4_CAT, 4_PORING;
- setnpcdisplay "Poring#bra",.@display[rand(3)];
- if (brazil_gua != 5) close;
- next;
- mes "[Mage Paje]";
- mes "Ohoooh~!";
- mes "I have a guest.";
- mes "Good to see you.";
- mes "I am the Mage Paje.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hello. Mr. Cherto told me to find you.";
- next;
- mes "[Mage Paje]";
- mes "Um.. Mr. Cherto? What's happened?";
- mes "Have you come here to ask about lots of weird rumors?";
- next;
- mes "- You give the note to Paje-";
- next;
- mes "[Mage Paje]";
- mes "Ohoooh~";
- mes "Hmm gosh.. that's what happened.";
- next;
- mes "[Mage Paje]";
- mes "I can't help you directly.";
- mes "But I will give you simple magic so you can figure it out by yourself.";
- next;
- select("What kind of magic?");
- mes "[Mage Paje]";
- mes "It's a magic that will make you appear as an animal to other animals. Pretty cool huh?";
- next;
- mes "[Mage Paje]";
- mes "Ok~ I will give you the magic.";
- mes "Most animals are really sensitive so they might be aware of it. Find a Toucan in the field that's oblivious to the spell. You'll know when you talk to it.";
- next;
- mes "[Mage Paje]";
- mes "Good luck~!";
- brazil_gua = 6;
- changequest 2195,2196;
- specialeffect2 EF_ASSUMPTIO;
- close;
-}
-
-brasilis,59,226,3 script Poring#bra 4_PORING,{
- end;
-}
-
-bra_fild01,75,83,5 script Toucan#bra TOUCAN,2,2,{
-end;
-
-OnTouch:
- if (brazil_gua == 6) {
- mes "[Toucan]";
- mes "Baaeecc!";
- mes "I've never seen you before.";
- mes "Baaeec!";
- next;
- mes "[Toucan]";
- mes "It's the middle of the new and old continent... I know I've never seen you before but you seem familiar, like a woman dancing a samba. ";
- next;
- select("What are you talking about?");
- mes "[Toucan]";
- mes "I can feel some similar power like guarana kid. bbaaaeeeccc!";
- next;
- mes "[Toucan]";
- mes "That kid has had a really lonely time, baaecc! Perhaps you are a friend of him? Baaeec!!";
- next;
- select("Not yet... but I want to be a friend.");
- mes "[Toucan]";
- mes "The kid who received care from guarana woman is also a friend of animals. Bbaaeecc!";
- next;
- mes "[Toucan]";
- mes "I'd like to give the symbol of a toucan representative for the kid. Bbaaeecc!";
- next;
- mes "[Toucan]";
- mes "If you want to relieve his loneliness, can you help me?";
- next;
- select("Absolutely!");
- mes "[Toucan]";
- mes "It's my feather.";
- mes "Send it to the kid.";
- mes "We will keep our promise of friendship between guarana kid and Toucan forever. Bbaaeecc!";
- next;
- mes "- You take a feather from Toucan. - ";
- next;
- mes "[Toucan]";
- mes "There have to be others around here like me.";
- mes "Why don't you find a jaguar Bbaaeecc!";
- next;
- mes "[Toucan]";
- mes "I will give a blessing from Toucan to you.";
- next;
- mes "[Toucan]";
- mes "Fly fly far away. bbaaaeeeccckkk--!";
- brazil_gua = 7;
- changequest 2196,2197;
- specialeffect2 EF_SEISMICWEAPON;
- close2;
- warp "bra_fild01",68,146;
- end;
- }
- else {
- mes "[Toucan]";
- mes "Bbbaaeec~! Baaeec~!";
- close;
- }
- end;
-}
-
-bra_fild01,34,184,5 script Jaguar#bra JAGUAR,2,2,{
-end;
-
-OnTouch_:
- if (brazil_gua == 7) {
- mes "[Jaguar]";
- mes "Hhooww..hhooww.....";
- next;
- mes "[Jaguar]";
- mes "Smelling! This smell is from a human!";
- mes "Somewhere, a human!";
- mes "I got it. You are!!!";
- specialeffect EF_HIT1,AREA,"Jaguar#bra";
- emotion e_omg,1;
- next;
- mes "[Jaguar]";
- mes "Don't be afraid human.";
- mes "I don't have enough power to hunt humans, just waiting time to end my lifetime in this jungle.";
- next;
- mes "[Jaguar]";
- mes "Anyway you can talk with me, are you a guarana kid?";
- next;
- select("Yes? N...o......actually....");
- mes "[Jaguar]";
- mes "The son of guarana woman became our friend also.";
- mes "They treated all life preciously.";
- mes "I hope you are same the as her.";
- next;
- mes "[Jaguar]";
- mes "Bird's chirpings informed me.";
- mes "The son of guarana woman has a diseased heart.";
- mes "Her brothers made him lonely, don't you think?";
- next;
- mes "[Jaguar]";
- mes "Here is fresh meat that I hunted just a few days ago.";
- mes "Take it and give it to the poor kid.";
- next;
- mes "[Jaguar]";
- mes "I can give this tiny thing to you so, don't forget it.";
- mes "The jungle will welcome you whenever!";
- next;
- mes "- You get fresh meat from Jaguar. -";
- next;
- mes "[Jaguar]";
- mes "Monkey, who's always meddling with others, wants to meet you.";
- next;
- mes "[Jaguar]";
- mes "I will give you a Jaguar's high blessing.";
- mes "Go to monkey by flowing through the wind like a bee.";
- mes "Let's meet again my friend!";
- brazil_gua = 8;
- changequest 2197,2198;
- close2;
- consumeitem 12016; //Speed_Up_Potion
- end;
- }
- else {
- mes "[Jaguar]";
- mes "krrrrrr....";
- close;
- }
- end;
-}
-
-bra_fild01,245,53,3 script #Monkeybra YOYO,{
- end;
-}
-
-bra_fild01,245,52,3 script Monkey#bra HIDDEN_NPC,{
- if (brazil_gua == 8) {
- mes "[Monkey]";
- mes "What is it??!!";
- mes "We don't tolerate humans? Get out~!!";
- next;
- mes "[Monkey]";
- mes "Nono... wait.... that scent!!";
- mes "I can smell Jaguar from you, who are you?";
- mes "Gosh, maybe there's no jaguar without fur and weird shape!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "........................";
- mes "Are you saying that I look like an animal?!?!";
- next;
- mes "[Monkey]";
- mes "Uh? Aren't you a jaguar?";
- next;
- mes "[Monkey]";
- mes "Ahhha. Jaguar send you to me, right?? kkkikkki";
- mes "But you don't look like guarana kid.";
- next;
- select("I've come here to help him.");
- mes "[Monkey]";
- mes "I heard guarana kid became lonely, is he?";
- mes "We are experts in acrobatic acts, does kid like it?? kkkickkksk!";
- next;
- mes "[Monkey]";
- mes "Give this branch of grapes to guarana kid.";
- mes "We will make him have fun during the whole night whenever he comes to us!! kkkickkksk!";
- next;
- mes "- You get a bunch of grapes from Monkey. -";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Good~ Now it's time to go back to the kid~!!";
- brazil_gua = 9;
- changequest 2198,2199;
- close;
- }
- else {
- mes "[Monkey]";
- mes "kkkickkksk!";
- close;
- }
-}
-
-// Water Lily Quest :: brazil_tre.sc
-//============================================================
-brasilis,203,286,3 script Botanist Karmen#bra 4_F_HUWOMAN,{
- if (brazil_regia == 0) {
- mes "[Karmen]";
- mes "Brasilis' climate is special.";
- mes "This climate offers special cases in botany classes different from any other regions of the world.";
- next;
- mes "[Karmen]";
- mes "The plants here have robust frames and are clear and colorful.";
- mes "Here the plants are really huge and we can feel their presence.";
- next;
- mes "[Karmen]";
- mes "One of them, a Water Lily, is a really gorgeous and unique plant.";
- mes "This flower is quite sensitive so it doesn't bloom everywhere.";
- next;
- if(select("Interesting.:End conversation.") == 2) {
- mes "[Karmen]";
- mes "I guess you aren't interested in botany.";
- close;
- }
- mes "[Karmen]";
- mes "It doesn't appear easily and it is a mysterious flower even to the natives, so the Brasilis people believe that a person will get great luck if someone finds it.";
- next;
- mes "[Karmen]";
- mes "As a botanist, I have been hanging around here to find the lucky flower but as I expected, it hasn't shown itself yet.";
- next;
- mes "[Karmen]";
- mes "I believe that with enough perseverence, this flower will show me it's beautiful brilliance.";
- next;
- mes "[Karmen]";
- mes "Ah, if you are interested more in the Water Lily story, find someone named Marta.";
- mes "She is wise and knows lots of stories here in Brasilis.";
- brazil_regia = 1;
- setquest 2201;
- close;
- }
- else if (brazil_regia == 1) {
- mes "[Karmen]";
- mes "Ah, if you are interested more in the Water Lily story, find someone named Marta.";
- mes "She is wise and knows lots of stories here in Brasilis.";
- close;
- }
- else if (brazil_regia == 9) {
- mes "- You show a lotus flower to Karmen and talk about the story so far. -";
- next;
- mes "[Karmen]";
- mes "Wow!! You had a really good experience.";
- mes "So~~~ the water lily lives in the depths of brasilis, right?";
- mes "I wil try to find it again by myself, I won't give up!!";
- next;
- mes "[Karmen]";
- mes "I am so grateful that I met you.";
- mes "The water lily must truly be a lucky flower. hahaha";
- brazil_regia = 10;
- completequest 2207;
- getexp 50000,10000;
- close;
- }
- else {
- mes "[Karmen]";
- mes "This climate offers special cases in botany classes different from any other regions of the world.";
- next;
- mes "[Karmen]";
- mes "The plants here have robust frames and are clear and colorful.";
- mes "Here the plants are really huge and we can feel their presence.";
- next;
- mes "[Karmen]";
- mes "It's a botanist's dream.";
- close;
- }
-}
-
-bra_in01,142,27,5 script Marta#bra 4_F_BRZ_INDOLD,{
- if (brazil_regia == 1) {
- mes "[Brasilis Boy]";
- mes "Grandma! That person has a weird smell.";
- next;
- mes "[Marta]";
- mes "This person isn't from here.";
- mes "Say hello to our guest.";
- next;
- mes "[Brasilis Boy]";
- mes "heee~ hi!!";
- mes "I am Kaka!!";
- mes "Whats your name?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I am "+strcharinfo(0)+".";
- next;
- mes "[Brasilis Boy]";
- mes "The outsider has a weird name!";
- mes "Thas ok! If we keep talking we'll be friends! Cheer up!";
- next;
- mes "[Marta]";
- mes "Hehe...";
- mes "So, why have you come here stranger~?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I heard you knows lots of stories, is that true?";
- next;
- mes "[Kaka]";
- mes "Wooo! how you know my grandma knows lots of stories, amazing~?";
- mes "Grandma is really wise and kind so, I heard lotsa things.";
- next;
- mes "[Marta]";
- mes "Hehe. Kaka always listens to many stories every night, he really likes my stories.";
- mes "Kaka always makes me happy because he asks so many curious things. That is pure happiness.";
- next;
- mes "[Marta]";
- mes "Ok, Kaka why don't you invite our guest today to our small meeting?";
- next;
- mes "[Kaka]";
- mes "Ok grandma~!!";
- next;
- mes "[Marta]";
- mes "Hey~ do you have special story that you want to listen to?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "About the mysterious water lily?";
- next;
- mes "[Marta]";
- mes "Water lily....";
- mes "It's from a long long time ago.";
- next;
- mes "[Marta]";
- mes "Before Brasilis was established.";
- mes "A tribe that lived with the giant waterfall and jungle as friends spent their whole time with nature.";
- next;
- mes "[Marta]";
- mes "One of tribe chiefs had a pretty daughter called 'Naia'.";
- next;
- mes "[Marta]";
- mes "Naia liked listening to stories like Kaka so, her mom told her stories every night about nature and gods.";
- next;
- mes "[Kaka]";
- mes "Woooa, she's just like me!";
- mes "Maybe she would be pretty... hehe.";
- next;
- mes "[Marta]";
- mes "According to her mother...";
- mes "If the moon in the sky loves some woman in the earth, he turns her into a star so that they can stay together forever.";
- next;
- mes "[Marta]";
- mes "After Naia heard this story, she went to her dad to ask if it was true or not.";
- next;
- mes "[Kaka]";
- mes "So, what did he say?";
- next;
- mes "[Marta]";
- mes "^3131FF'My dear, Naia the moon is one of the bravest men. But he can no longer have a bride. So you can't become a star... Sorry~.^000000";
- next;
- mes "[Kaka]";
- mes "Did Naia wants to be the bride of the man?";
- next;
- mes "[Marta]";
- mes "Yes Kaka, imagine the moon how beautiful and mysterious, that's just ideal for girls.";
- next;
- mes "[Kaka]";
- mes "But the moon doesn't meet a human as his wife anymore? What was going on with Naia?";
- next;
- mes "[Marta]";
- mes "Naia was really a nice girl.";
- next;
- mes "[Marta]";
- mes "Although her parents tried to prevent her, she still went to the forest to meet the moon every night.";
- mes "Sadly, even with all of her effort, the moon didn't show any reaction to her.";
- next;
- mes "[Marta]";
- mes "One day she also went to the top of the mountain to be closer to him. She decided to take a rest for a while around the lake.";
- next;
- mes "[Marta]";
- mes "That's when.. Naia saw it.";
- mes "It was the moon he was shining beautifully over the waving lake lightly.";
- next;
- mes "[Kaka]";
- mes "I know, it's just the moon reflecting on the water. Right?!";
- next;
- mes "[Marta]";
- mes "Yes, but to her, the image made her fall into the lake without hesitating and drowned.";
- next;
- mes "[Kaka]";
- mes "Oh no.";
- next;
- mes "[Marta]";
- mes "The moon was also watching her from the sky.";
- mes "He felt sad and pitied her. So he decided to turn her into a beautiful flower to thank her for her love.";
- next;
- mes "[Marta]";
- mes "That is the story of the mysterious flower people called the Brasilis Water Flower.";
- mes "This Naia flower appears as light white during daytime but in the night turns into red due to it's love connection to the moon.";
- next;
- mes "[Kaka]";
- mes "How sad but beautiful!";
- next;
- mes "[Marta]";
- mes "How about you stranger?";
- mes "Did you enjoy this story?";
- mes "If you want to listen to another story, just come to me.";
- mes "If you don't mind playing with my grandson a ~ little. hoohoo.";
- brazil_regia = 2;
- close;
- }
- else if (brazil_regia > 1) {
- mes "[Kaka]";
- mes "My grandma is really a bit tired doing some tribe stuff!";
- mes "Could you come another day?";
- close;
- }
- else {
- mes "[Marta]";
- mes "You are not from around here.";
- mes "I can sense a strange earth smell.";
- next;
- mes "[Marta]";
- mes "But your eyes shine with strength.";
- mes "Indeed you are spreading out spirit and will from your whole body.";
- next;
- mes "[Marta]";
- mes "If you work at it you will be a great person someday.";
- close;
- }
-}
-
-bra_in01,145,27,3 script Brasilis Boy#bra 4_M_BRZ_INDIAN,{
- if (brazil_regia == 1) {
- mes "[Brasilis Boy]";
- mes "Grandma! That person has a weird smell.";
- next;
- mes "[Marta]";
- mes "This person isn't from here.";
- mes "Say hello to our guest.";
- next;
- mes "[Brasilis Boy]";
- mes "heee~ hi!!";
- mes "I am Kaka!!";
- mes "Whats your name?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I am "+strcharinfo(0)+".";
- next;
- mes "[Brasilis Boy]";
- mes "The outsider has a weird name!";
- mes "Thas ok! If we keep talking we'll be friends! Cheer up!";
- next;
- mes "[Marta]";
- mes "Hehe...";
- mes "So, why have you come here stranger~?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I heard you knows lots of stories, is that true?";
- next;
- mes "[Kaka]";
- mes "Wooo! how you know my grandma knows lots of stories, amazing~?";
- mes "Grandma is really wise and kind so, I heard lotsa things.";
- next;
- mes "[Marta]";
- mes "Hehe. Kaka always listens to many stories every night, he really likes my stories.";
- mes "Kaka always makes me happy because he asks so many curious things. That is pure happiness.";
- next;
- mes "[Marta]";
- mes "Ok, Kaka why don't you invite our guest today to our small meeting?";
- next;
- mes "[Kaka]";
- mes "Ok grandma~!!";
- next;
- mes "[Marta]";
- mes "Hey~ do you have special story that you want to listen to?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "About the mysterious water lily?";
- next;
- mes "[Marta]";
- mes "Water lily....";
- mes "It's from a long long time ago.";
- next;
- mes "[Marta]";
- mes "Before Brasilis was established.";
- mes "A tribe that lived with the giant waterfall and jungle as friends spent their whole time with nature.";
- next;
- mes "[Marta]";
- mes "One of tribe chiefs had a pretty daughter called 'Naia'.";
- next;
- mes "[Marta]";
- mes "Naia liked listening to stories like Kaka so, her mom told her stories every night about nature and gods.";
- next;
- mes "[Kaka]";
- mes "Woooa, she's just like me!";
- mes "Maybe she would be pretty... hehe.";
- next;
- mes "[Marta]";
- mes "According to her mother...";
- mes "If the moon in the sky loves some woman in the earth, he turns her into a star so that they can stay together forever.";
- next;
- mes "[Marta]";
- mes "After Naia heard this story, she went to her dad to ask if it was true or not.";
- next;
- mes "[Kaka]";
- mes "So, what did he say?";
- next;
- mes "[Marta]";
- mes "^3131FF'My dear, Naia the moon is one of the bravest men. But he can no longer have a bride. So you can't become a star... Sorry~.^000000";
- next;
- mes "[Kaka]";
- mes "Did Naia wants to be the bride of the man?";
- next;
- mes "[Marta]";
- mes "Yes Kaka, imagine the moon how beautiful and mysterious, that's just ideal for girls.";
- next;
- mes "[Kaka]";
- mes "But the moon doesn't meet a human as his wife anymore? What was going on with Naia?";
- next;
- mes "[Marta]";
- mes "Naia was really a nice girl.";
- next;
- mes "[Marta]";
- mes "Although her parents tried to prevent her, she still went to the forest to meet the moon every night.";
- mes "Sadly, even with all of her effort, the moon didn't show any reaction to her.";
- next;
- mes "[Marta]";
- mes "One day she also went to the top of the mountain to be closer to him. She decided to take a rest for a while around the lake.";
- next;
- mes "[Marta]";
- mes "That's when.. Naia saw it.";
- mes "It was the moon he was shining beautifully over the waving lake lightly.";
- next;
- mes "[Kaka]";
- mes "I know, it's just the moon reflecting on the water. Right?!";
- next;
- mes "[Marta]";
- mes "Yes, but to her, the image made her fall into the lake without hesitating and drowned.";
- next;
- mes "[Kaka]";
- mes "Oh no.";
- next;
- mes "[Marta]";
- mes "The moon was also watching her from the sky.";
- mes "He felt sad and pitied her. So he decided to turn her into a beautiful flower to thank her for her love.";
- next;
- mes "[Marta]";
- mes "That is the story of the mysterious flower people called the Brasilis Water Flower.";
- mes "This Naia flower appears as light white during daytime but in the night turns into red due to it's love connection to the moon.";
- next;
- mes "[Kaka]";
- mes "How sad but beautiful!";
- next;
- mes "[Marta]";
- mes "How about you stranger?";
- mes "Did you enjoy this story?";
- mes "If you want to listen to another story, just come to me.";
- mes "If you don't mind playing with my grandson a ~ little. hoohoo.";
- brazil_regia = 2;
- close;
- }
- else if (brazil_regia > 1) {
- mes "[Kaka]";
- mes "My grandma is really a bit tired doing some tribe stuff!";
- mes "Could you come another day?";
- close;
- }
- else {
- mes "[Marta]";
- mes "You are not from around here.";
- mes "I can sense a strange earth smell.";
- next;
- mes "[Marta]";
- mes "But your eyes shine with strength.";
- mes "Indeed you are spreading out spirit and will from your whole body.";
- next;
- mes "[Marta]";
- mes "If you work at it you will be a great person someday.";
- close;
- }
-}
-
-brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{
- if (!checkweight(1201,1)) {
- mes "- wait a second!! -";
- mes "- you have too many items -";
- mes "- so you can't get any more items. -";
- mes "- make your body lighter -";
- mes "- then try again. -";
- close;
- }
- if (brazil_regia == 2) {
- mes "[Distant Sound]";
- mes "Jasira!!!";
- mes "Where are you going again?!!";
- mes "come back~, please!!";
- next;
- mes "[Brasilis Girl]";
- mes "Mom, I have to go out!!";
- next;
- mes "[Distant Sound]";
- mes "No way~!! You shouldn't!!";
- next;
- mes "[Brasilis Girl]";
- mes "Gosh.. today also failed.";
- next;
- mes "[Brasilis Girl]";
- mes "......";
- mes "What's up? Why are you looking at me?";
- mes "I don't want to be a showgirl!! Get out!!";
- next;
- if(select("Nothing, sorry.:What's wrong?") == 1) {
- mes "[Brasilis Girl]";
- mes "I am so sad!!!";
- close;
- }
- mes "[Brasilis Girl]";
- mes "It's not your business.";
- mes "You are just an outsider!";
- next;
- if(select("How rude!:Just trying to help.") == 1) {
- mes "[Brasilis Girl]";
- mes "What's it matter to you that I'm rude??!!";
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "I know that I'm just passing by but I might be able to help you. What do you think?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "This kind of meeting could be more than just a coincidence.";
- next;
- mes "[Brasilis Girl]";
- mes "......................";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hmm can you tell me your name?";
- next;
- mes "[Brasilis Girl]";
- mes "ja...";
- mes "Jasira.";
- mes "My name is Jasira.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Nice name~.";
- mes "Jasira what's going on?";
- next;
- mes "[Jasira]";
- mes ".............";
- next;
- mes "[Jasira]";
- mes "I have to meet 'Jasi' but I can't go out....";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "who is Jasi?";
- mes "Your.... lover?";
- next;
- emotion e_omg;
- mes "[Jasira]";
- mes "l...o...v...e...lover??!!";
- mes "No way~";
- next;
- mes "[Jasira]";
- mes "If he is my lover, it would be great... but...";
- next;
- mes "[Jasira]";
- mes "Jasi is......";
- mes "the great moon.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "The moon?";
- mes "Maybe... are you talking about the moon from the story?";
- next;
- mes "[Jasira]";
- mes "Yeah!";
- mes "Dear Jasi is from the moon from the sky!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Why are you thinking like that?";
- next;
- mes "[Jasira]";
- mes "Cuz' Jasi is really gorgeous and the most important thing is he is taking care of the water lily in Brasilis.";
- next;
- emotion e_omg,1;
- mes "["+strcharinfo(0)+"]";
- mes "Brasilis water lily??!!";
- mes "Isn't it the uniqe flower?";
- next;
- mes "[Jasira]";
- mes "Right. It's a really mysterious flower and difficult to find.";
- mes "But around Jasi there are lots of water lilies.";
- mes "That's why I believe Jasi is the moon.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Where is Jasi?";
- next;
- mes "[Jasira]";
- mes "He is deep inside the Jungle.";
- mes "As you can see I am so weak so, I've been staying home. But once, I was strong enough to leave this village.";
- next;
- mes "[Jasira]";
- mes "I just wandered the jungle and fell down somewhere and that's where I saw him.";
- mes "He was so nice. He helped heal me and guided me back home.";
- mes "That was really really great time.";
- next;
- mes "[Jasira]";
- mes "Since I came back home, my parents punished me.";
- mes "I can understand why they are worrying but i missed Jasi a lot!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Why don't you meet him after recovering your strength?";
- next;
- mes "[Jasira]";
- mes ".................";
- mes "I wanna see him right now...";
- next;
- if(select("Help Jasira.:Ignore her.") == 2) {
- mes "["+strcharinfo(0)+"]";
- mes "Sorry I can't help you. Cheer up!";
- next;
- mes "[Jasira]";
- mes "Crying........";
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "Jasira I came here to find the Brasilis water lily.";
- mes "Don't you think fate has brought us together?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "If you tell me how to find Jasi, I can help you.";
- next;
- mes "[Jasira]";
- mes "Really? But I don't know exactly how to get there. I was just wandering around when I met him.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Can't you remember anything?";
- mes "If you know something you've gotta tell me.";
- next;
- mes "[Jasira]";
- mes "Let's see... I was wandering around a waterfall then fell down into the water then I was sucked into somewhere.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Good, that's better than nothing! I will look for a similar place.";
- next;
- mes "[Jasira]";
- mes "I gave you your information, so can you do me a favor?";
- mes "It's really simple...";
- next;
- mes "[Jasira]";
- mes "I'd like to give a delicious fruit.";
- mes "The place where Jas seemed cozy but I didn't see any food around... So if he sees a yummy fruit he will be happy!";
- next;
- mes "[Jasira]";
- mes "Give him 10 Banana and tell him that I really miss him.";
- mes "Sorry for ignoring you before. Please, only you can help me!";
- brazil_regia = 3;
- changequest 2201,2202;
- close;
- }
- else if ((brazil_regia == 3) || (brazil_regia == 4)) {
- mes "[Jasira]";
- mes "If you meet Jasi, give him 10 Bananas.";
- mes "Let's see... I was wandering around a waterfall then fell down into the water then I was sucked into somewhere.";
- next;
- mes "[Jasira]";
- mes "If you can't find the way, go up to the waterfall and ask the kids in Brasilis village.";
- mes "I heard one of the children went to a strange place before. He might've gone to the same place as me!";
- close;
- }
- else if (brazil_regia == 5) {
- mes "[Jasira]";
- mes "Did you meet Jasi?";
- mes "Did you talk about me?";
- mes "You didn't? Uh? Stupid! Gosh~!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hey girl~ you've got a short temper.";
- mes "I did see him and I talked about you!";
- next;
- mes "[Jasira]";
- mes "Did you?";
- mes "What did he say?";
- mes "Does he remember me?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "That you have a really good heart~";
- mes "I told him that you will try to meet him when your condition gets better.";
- next;
- mes "[Jasira]";
- mes "Yeahhhhh!!";
- mes "Thank you! You are more reliable than I thought you would be.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Anyway, I'm looking for a fruit that's brown and has a hard shell.";
- mes "It has juice inside and can be used as a cup to drink out of.";
- next;
- mes "[Jasira]";
- mes "Duh! You mean a coconut right?!";
- mes "They're everywhere here in Brasilis.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Thanks Jasira!";
- brazil_regia = 6;
- changequest 2204,2205;
- close;
- }
- else if ((brazil_regia == 6) || (brazil_regia == 7)) {
- mes "[Jasira]";
- mes "I should take care of my strength by myself!";
- mes "I can't just lie in my bed forever. Don't you agree?";
- close;
- }
- else if (brazil_regia == 8) {
- mes "[Jasira]";
- mes "Uh? Why have you come back?";
- next;
- mes "- You tell her what Jasi told you to tell her -";
- next;
- mes "[Jasira]";
- mes "Oh... really?";
- mes "Did he say that?";
- mes "Gosh! Gosh!!!";
- mes "Kkkkkaaaaa - !!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Thanks to you, I was able to get a flower.";
- mes "Thanks a lot!!";
- next;
- mes "[Jasira]";
- mes "Wooow. It's so beautiful.";
- next;
- mes "[Jasira]";
- mes "Ah... can I see it for a second?";
- next;
- mes "[Jasira]";
- mes "Surprise~!!";
- mes "I've been working on this hat while you were gone and now it's complete with the water lily flower!";
- next;
- mes "[Jasira]";
- mes "I know, I know! I'm the best...";
- delitem 7553,1; //Lotus_Flower
- brazil_regia = 9;
- changequest 2206,2207;
- setarray .@card[0],4195,4177,4188; //Leaf_Cat_Card, Dryad_Card, Leib_Olmai_Card
- getitem2 5302,1,1,0,0,.@card[rand(3)],0,0,0; //Lotus_Flower_Hat
- close;
- }
- else if (brazil_regia > 8) {
- mes "[Jasira]";
- mes "I just need to get a little bit stronger!";
- mes "I can't just lie in bed forever. My Jasi is waiting for me~";
- close;
- }
- else {
- mes "[Distant Sound]";
- mes "Jasira!!!";
- mes "Where are you going again?!!";
- mes "Come back~, please!!";
- next;
- mes "[Brasilis Girl]";
- mes "Please mom~!";
- mes "Please let me go!";
- close;
- }
- end;
-
-OnTouch:
- if (brazil_regia == 2)
- emotion e_an;
- end;
-}
-
-bra_dun02,67,205,5 script Recluse#bra 4_M_BRZ_JACI,3,3,{
- if (brazil_regia == 3) {
- mes "[Recluse]";
- mes "Oh, I haven't seen another person in such a long time.";
- next;
- if(select("Keep going.:Are you the moon?") == 1) {
- mes "[Recluse]";
- mes "You don't have specific business with me.";
- close;
- }
- mes "[Recluse]";
- mes "Moon?";
- mes "My name is Jasi.";
- mes "My family has worked to take care of the water lily from generation to generation.";
- next;
- mes "[Jasi]";
- mes "Basically the Brasilis water lily is too shy to appear in front of people so, they only bloom in rare places. I guess they like it here, though, that's why I've been staying here for such a long time.";
- next;
- mes "[Jasi]";
- mes "My family has taken care of the water lily calmly to prevent harm from people's hand or monsters.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Do you remember a girl named Jasi.";
- next;
- mes "[Jasi]";
- mes "Ja...si..........";
- mes "Ah!! a hurry scurry girl. ";
- mes "Gosh.. I was in trouble due to that girl.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Trouble?";
- next;
- mes "[Jasi]";
- mes "One day a young lady appeared with lots of scars so I helped her. Then suddenly she tried to pick up the water lily and asked me to accept her as my wife or make her into a water lily what a nutcase!";
- next;
- mes "[Jasi]";
- mes "I was barely able to calm down and send her to the village.";
- mes "My life is that water lily so I didn't want anything embarrassing to happen.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "This is a gift from Jasira to say sorry for that time.";
- mes "She is really sad that can't come here by herself due to private difficulties.";
- next;
- if (countitem(513) < 10) {
- mes "[Jasi]";
- mes "What are you saying?";
- next;
- mes "- Oh yeah, I forgot to bring 10 Bananas -";
- close;
- }
- mes "[Jasi]";
- mes "Ah! Bananas! Wow it's been a long time. She's pretty considerate isn't she?";
- next;
- mes "[Jasi]";
- mes "Anyway is that all the business you have with me?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Umm honestly I was wondering to find water lily and met you by coincidence. Jasira told me her sad story so that's what led me here.";
- next;
- mes "[Jasi]";
- mes "I got it.";
- mes "As you can see, there are lots of Brasilis water lily around here.";
- mes "If you make sure that you won't destroy them you can appreciate them as you wish.";
- brazil_regia = 4;
- changequest 2202,2203;
- close;
- }
- else if (brazil_regia == 4) {
- mes "[Jasi]";
- mes "Did you enjoy the water lily?";
- close;
- }
- else if (brazil_regia == 5) {
- mes "[Jasi]";
- mes "I forgot what the name of that fruit was...";
- close;
- }
- else if (brazil_regia == 6) {
- if (countitem(11515) < 5) {
- mes "[Jasi]";
- mes "I forgot what the name of that fruit was...";
- close;
- }
- else {
- mes "[Jasi]";
- mes "Did you find the fruit?";
- mes "Oh right this is....?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "It's called a 'coconut'.";
- next;
- mes "[Jasi]";
- mes "Ahah! COCONUT!!";
- mes "Now I remember thank you very much. I can't remember the last time I had this fruit.";
- next;
- mes "[Jasi]";
- mes "I guess I should keep my promise.";
- mes "You can take one Water lily.";
- next;
- mes "[Jasi]";
- mes "I hope the Brasilis water lily will understand me.";
- mes "You better grab the flower while you have a chance~";
- next;
- mes "[Jasi]";
- mes "Oh, can you tell that girl Jasira something for me?";
- mes "Tell her that I am not the moon from the story, but I want to become the moon to shine only for her.";
- delitem 11515,5; //Coconut
- brazil_regia = 7;
- changequest 2205,2206;
- close;
- }
- }
- else {
- mes "[Jasi]";
- mes "The flowers blooming from the Water lily today is wonderful.";
- close;
- }
- end;
-
-OnTouchNPC:
- unitwarp 0,"this",67,215;
- end;
-}
-
-bra_dun02,71,200,3 script Water lily#bra HIDDEN_NPC,{
- if (brazil_regia == 4) {
- mes "An unusual Water lily is blooming here. You can't stop staring at it, knowing that few people have seen this flower bloom.";
- next;
- if(select("Pick up the flower.:Keep gazing.") == 2) {
- mes "- You can't avoid staring at it's beauty. -";
- close;
- }
- mes "[Jasi]";
- mes "Uh! What are you doing??!!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "There is a person who really needs this flower, can I just take one of 'em?";
- next;
- mes "[Jasi]";
- mes "As I said earlier, I am the guardian of this water lily.";
- mes "I can't just stand by here and watch you pluck even a single flower from it.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hey man~ I brought these delicious fruits for you... try it! They are really well matured and fresh bananas.";
- next;
- if (countitem(513) < 10) {
- mes "[Jasi]";
- mes "What are you saying?";
- next;
- mes "- Oh yeah, I forgot to bring 10 Bananas -";
- close;
- }
- mes "[Jasi]";
- mes "Hmm... It's been so long since I've had this fruit.";
- next;
- mes "[Jasi]";
- mes "I will just try one. That's all.";
- next;
- mes "- munch -";
- mes "- mumble mumble mumble -";
- specialeffect EF_POTION7,AREA,"Recluse#bra";
- next;
- mes "[Jasi]";
- mes "Uh, this taste... is!";
- mes "I remember my mom baking these into a tasty bread!";
- next;
- mes "[Jasi]";
- mes "It makes me miss my childhood.";
- next;
- emotion e_omg,0,"Recluse#bra";
- mes "[Jasi]";
- mes "Hoho!!!!";
- mes "I've been here for as long as I can remember...";
- mes "I don't have enough time to even do simple things like eat delicious fruit.";
- next;
- mes "[Jasi]";
- mes "It was a really delicious banana.";
- mes "But rules are rules!";
- mes "I must do my duty.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Please! I just need one flower~ What can I do to convince you?";
- next;
- mes "[Jasi]";
- mes "Rules are rules, what do you want from me?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Didn't that banana remind you of your childhood? What can I get for you?";
- next;
- mes "[Jasi]";
- mes "Now that you mention it, there is one fruit that I really miss.";
- mes "It was my favorite when I was young but I don't remember what it was called.";
- next;
- mes "[Jasi]";
- mes "It's brown and has a hard shell around it. It has juice inside and you can use it as a cup when you're done eating the fruit.";
- mes "Do you know what it is?";
- next;
- mes "[Jasi]";
- mes "If you bring 5 of those things, I will reconsider your suggestion.";
- delitem 513,10; //Banana
- brazil_regia = 5;
- changequest 2203,2204;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ok so I have to bring 5 fruits with hard shells.";
- mes "Hmm what is it?";
- close;
- }
- else if (brazil_regia == 5) {
- mes "[Jasi]";
- mes "It was my favorite when I was young but I don't remember what it was called.";
- next;
- mes "[Jasi]";
- mes "It's brown and has a hard shell around it. It has juice inside and you can use it as a cup when you're done eating the fruit.";
- mes "Do you know what it is?";
- close;
- }
- else if (brazil_regia == 7) {
- if (!checkweight(1201,1)) {
- mes "- wait a second!! -";
- mes "- you have too many items -";
- mes "- so you can't get any more items. -";
- mes "- make your body lighter -";
- mes "- then try again. -";
- close;
- }
- mes "- You take a beautiful water lily carefully in your hands. -";
- brazil_regia = 8;
- getitem 7553,1; //Lotus_Flower
- close;
- }
-}
-
-// Dungeon Access Quest :: brazil_tre.sc
-//============================================================
-brasilis,185,246,5 script Pedro#bra 1_M_SIZ,{
- if (brazil_ghost == 0) {
- OnTalk:
- mes "[Pedro]";
- mes "Wow it's really a great statue!";
- next;
- mes "[Mariana]";
- mes "It is, isn't it?";
- mes "This statue is called Verass Monument.";
- next;
- mes "[Mariana]";
- mes "A long time ago there was a really brave adventurer named Verass, thanks to his dedicated exploration, Brasilis was able to develop into this great city.";
- next;
- mes "[Pedro]";
- mes "Awesome!!";
- mes "i wanna become a real man like Verass.";
- next;
- mes "[Mariana]";
- mes "Pedro, you can become whatever you want.";
- next;
- mes "[Pedro]";
- mes "Mariana is so smart, isn't she? hehe.";
- next;
- mes "[Fabio]";
- mes "Ooooh! You love her don't you!";
- next;
- mes "[Daniel]";
- mes "Wooooaaaa Pedro and Mari sitting in a tree!";
- next;
- mes "[Fabio]";
- mes "Woooo k-i-s-s-i-n-g~!!!";
- next;
- mes "[Daniel]";
- mes "Nya nya nya!";
- next;
- mes "[Fabio]";
- mes "Hahahahaha.";
- next;
- mes "[Pedro]";
- mes "Stop acting like babies!";
- next;
- mes "[Mariana]";
- mes "Boys~!";
- next;
- mes "[Daniel]";
- mes "Yah yah...";
- mes "Hey guys, did you hear that something happened a few days ago?";
- next;
- mes "[Mariana]";
- mes "Oh yeah~ I heard that something really scary happened.";
- next;
- mes "[Fabio]";
- mes "Uh, yeah that's why Mariana got scared of going ot the bathroom for 3 days and everything was stinky. Ewwww~";
- next;
- mes "[Daniel]";
- mes "Ha ha ha! Smelly Mari!";
- next;
- mes "[Mariana]";
- mes "I hate you~!";
- mes "Stop spreading rumors about me. I'm not scared of the bathroom.";
- mes "Pedro, do you think that I stink?";
- next;
- mes "[Pedro]";
- mes "Uh? Uh?";
- mes "N......no... no way.";
- mes "Hey guys~ be nice to her~";
- next;
- mes "[Fabio]";
- mes "kkkickkkkkkkkick";
- next;
- mes "[Daniel]";
- mes "kkkickkkkkkkk";
- next;
- if(select("Walk by.:Ask about the gossip.") == 1) {
- mes "[Fabio]";
- mes "Mariana~ smells~ Nya nya~";
- next;
- mes "[Daniel]";
- mes "Oh man you stink too~! Nya nya~";
- close;
- }
- mes "[Fabio]";
- mes "Haven't you heard?";
- mes "The ghost story in the art museum.";
- next;
- mes "[Daniel]";
- mes "Ooohhhh! Scary~~~!";
- next;
- select("Can you tell me more?");
- mes "[Fabio]";
- mes "A coupla days ago we went to the art museum for a picnic at school.";
- mes "You know nothing special, just a ordinary field trip.";
- next;
- mes "[Fabio]";
- mes "Museums are boring so me and some friends snuck away from the group~!";
- next;
- mes "[Fabio]";
- mes "That's when we heard a scream echoing through the whole museum.";
- next;
- mes "[Daniel]";
- mes "kkakkakkaaaah!!";
- mes "kkieeeeeeh!";
- mes "kehkeh..";
- next;
- mes "[Mariana]";
- mes "I heard the scream too...";
- mes "You boys are always making noises where you're not supposed to.";
- next;
- mes "[Pedro]";
- mes "What else are we supposed to do? If we don't do it someone else will.";
- next;
- emotion e_an,0,"Mariana#bra";
- mes "[Mariana]";
- mes "Argh~ Boys are so frustrating sometimes.";
- next;
- select("So then what happened?");
- mes "[Fabio]";
- mes "Daniel and me guessed something weird was goin' on so we ran to where we thought the screams were comin' from.";
- next;
- mes "[Fabio]";
- mes "They were coming from the bathroom.";
- mes "Some kids got so scared that they started screaming too and closing their eyes. It got pretty bad.";
- next;
- mes "[Daniel]";
- mes "I think you pissed or pooped your pants. It smelled freakin' gross.";
- next;
- mes "[Fabio]";
- mes "Nah uh~ Your mom pissed her pants~ Nyah!";
- next;
- mes "[Daniel]";
- mes "Nah uh~ You~ pissed your pants~";
- next;
- mes "[Fabio]";
- mes "Anyway, so yeah, anyway that's how the rumor of the ghost in the museum started.";
- next;
- mes "[Daniel]";
- mes "Liar, there's no such thing as ghosts~";
- next;
- select("So was it a ghost?");
- mes "[Fabio]";
- mes "How should I know?";
- mes "No one could say they saw one and no one wanted to get in trouble from the teachers.";
- next;
- mes "[Pedro]";
- mes "I heard if you say special magic words that the ghost will come out.";
- next;
- mes "[Daniel]";
- mes "Quit butting into our conversation Pedro.";
- next;
- mes "[Fabio]";
- mes "Yah, what are you talking about, Pedro?";
- mes "So did you see the ghost?";
- next;
- mes "[Pedro]";
- mes "N... no. I'm scared of ghosts.";
- mes "But my friends said they saw one and they're not liars.";
- next;
- select("Did anyone tell you the magic words?");
- mes "[Pedro]";
- mes "I heard it in a kind of song.";
- mes "the special magic words are...";
- next;
- mes "[Pedro]";
- mes "'^3131FFMother the door won't open!^000000'";
- mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
- mes "";
- mes "'^3131FFMother the water is flooding!^000000'";
- mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
- mes "";
- mes "'^3131FFMother the drought has started!^000000'";
- mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
- mes "";
- mes "'^3131FFMother where are my friends?^000000'";
- mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
- mes "";
- mes "'^3131FFWhere are you mom?^000000'";
- next;
- mes "[Mariana]";
- mes "Umm it seems like a riddle.";
- next;
- select("Wanna help me find this ghost?");
- mes "[Pedro]";
- mes "You're on your own pal~.";
- next;
- mes "[Mariana]";
- mes "I don't like scary things!";
- next;
- mes "[Fabio]";
- mes "Pfft, I can't believe you're gonna believe that story.";
- next;
- mes "[Daniel]";
- mes "I'll do whatever Fabio does, as always!";
- next;
- mes "[Fabio]";
- mes "Maybe you're just scared...";
- brazil_ghost = 1;
- setquest 2208;
- close;
- }
- else if (brazil_ghost == 1) {
- mes "[Pedro]";
- mes "Do you wanna hear the magic words again?";
- next;
- mes "[Pedro]";
- mes "'^3131FFMother the door won't open!^000000'";
- mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
- mes "";
- mes "'^3131FFMother the water is flooding!^000000'";
- mes "'^FF0000If the moon disappears 3 times, don't worry.^000000'";
- mes "";
- mes "'^3131FFMother the drought has started!^000000'";
- mes "'^FF0000Don't worry, the waterfall will help it.^000000'";
- mes "";
- mes "'^3131FFMother where are my friends?^000000'";
- mes "'^FF0000Your 7 friends are sleeping. now it's time to wake them.^000000'";
- mes "";
- mes "'^3131FFWhere are you mom?^000000'";
- close;
- }
- else {
- mes "[Pedro]";
- mes "I wonder what I need to do to have a statue made of me?";
- close;
- }
-}
-
-brasilis,187,244,1 script Mariana#bra 1_F_MARIA,{
- if (brazil_ghost == 0) {
- doevent "Pedro#bra::OnTalk";
- end;
- }
- else if (brazil_ghost == 1) {
- mes "[Mariana]";
- mes "Can you guys stop talking about the ghosts?";
- mes "I've already got goosebumps all over.";
- close;
- }
- else {
- mes "[Mariana]";
- mes "Why do Fabio and Daniel always bother us?";
- close;
- }
-}
-
-brasilis,181,250,5 script Fabio#bra 4_M_KID1,{
- if (brazil_ghost == 0) {
- doevent "Pedro#bra::OnTalk";
- end;
- }
- else if (brazil_ghost == 1) {
- mes "[Fabio]";
- mes "You still wasting your time with that ghost story?";
- close;
- }
- else {
- mes "[Fabio]";
- mes "Mariana, wanna see something cool?";
- next;
- mes "[Mariana]";
- mes "kkkkkkkaaaaaacck!! Bugs!! Get 'em away!";
- close;
- }
-}
-
-brasilis,180,249,5 script Daniel#bra 4_M_KID1,{
- if (brazil_ghost == 0) {
- doevent "Pedro#bra::OnTalk";
- end;
- }
- else if (brazil_ghost == 1) {
- mes "[Daniel]";
- mes "Nyah nyah nyah~";
- close;
- }
- else {
- mes "[Daniel]";
- mes "Keke Here~ I found more bugs~";
- close;
- }
-}
-
-bra_in01,149,184,3 script Door#bra CLEAR_NPC,{
- if (brazil_ghost > 0) {
- mes "- A key is inserted in the locked door.-";
- next;
- switch(select("Turn the key.:Ignore it.")) {
- case 1:
- mes "You start saying the first line of the magic words.";
- input .@input$;
- next;
- mes "["+strcharinfo(0)+"]";
- mes .@input$;
- next;
- .@braspell$ = "Mother the door won't open!";
- .@chkspell = compare(.@braspell$,.@input$);
- if (!.@chkspell) {
- mes "Seems like you said something wrong.";
- close;
- }
- else {
- if (brazil_ghost == 2) {
- mes "[Sobbing Voice]";
- mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'";
- next;
- switch(select("Open the door:Knock on the door.:Turn the key.:Take the key out.")) {
- case 1:
- mes "The door is locked.";
- mes "So nothing happens.";
- close;
- case 2:
- mes "How many times should I try to knock?";
- input .@input,0,999;
- next;
- mes "You knocked on the door "+.@input+" times.";
- next;
- mes "But, nothing happens.";
- close;
- case 3:
- mes "How many times should I turn the key?";
- input .@input,0,999;
- next;
- if (.@input == 7) {
- mes "You turn the key 7 times.";
- next;
- mes "Click! Click! Click!";
- mes "Click! Click! Click!";
- mes "Click...!";
- next;
- mes "[Distant Sound]";
- mes "^FF0000kkkkhee- hihihihi!!!^000000";
- mes "You hear water flushing.";
- next;
- specialeffect2 EF_VENOMDUST;
- mes "Faint laughing can be heard off in the direction of the toilet.";
- brazil_ghost = 3;
- changequest 2208,60351;
- close;
- }
- else {
- mes "You turned over the key "+.@input+" times.";
- next;
- mes "But nothing doesn't happened.";
- close;
- }
- case 4:
- mes "How many times should I insert the key into the door?";
- input .@input,0,999;
- next;
- mes "You inserted the key "+.@input+" times.";
- next;
- mes "But nothing happened.";
- close;
- }
- }
- else {
- mes "Mother the door won't open!";
- close;
- }
- }
- case 2:
- mes "You do nothing.";
- close;
- }
- }
- else {
- mes "- A key is inserted in the locked door.-";
- close;
- }
-}
-
-bra_in01,144,187,3 script Toilet#bra CLEAR_NPC,{
- if (brazil_ghost > 0) {
- mes "- Looks like an ordinary toilet -";
- next;
- if (brazil_ghost > 6) {
- switch(select("Flush the toilet.:Doing nothing.")) {
- case 1:
- mes "After flushing the toilet, you suddenly feel dizzy and are suddenly swept away somewhere.";
- specialeffect2 EF_WATERFALL_SMALL_T2_90;
- close2;
- warp "bra_in01",206,102;
- end;
- case 2:
- mes "The water in the toilet looks gross.";
- close;
- }
- }
- switch(select("Use the toilet:Ignore.")) {
- case 1:
- mes "- What was the second line to that spell now? -";
- input .@input$;
- next;
- mes "["+strcharinfo(0)+"]";
- mes .@input$;
- next;
- .@braspell$ = "Mother the water is flooding!";
- .@chkspell = compare(.@braspell$,.@input$);
- if (!.@chkspell) {
- mes "Seems like you said something wrong.";
- close;
- }
- else {
- if (brazil_ghost == 3) {
- mes "[Sobbing Voice]";
- mes "^FF0000If the moon disappears 3 times... don't worry.....^000000";
- next;
- switch(select("Flush the toilet.:Close the lid.")) {
- case 1:
- mes "How many times should I flush?";
- input .@input,0,999;
- next;
- if (.@input == 3) {
- mes "You flush the toilet 3 times.";
- next;
- mes "qwaaaaaaaaa!";
- mes "kwaaaaaaaaaa!";
- mes "kwaaaaaaaaaaaaaaaaaaa!";
- next;
- mes "[Distant Sound]";
- mes "^FF0000kkkkhee- hihihihi!!!^000000";
- mes "Suddenly the sink sounds like water is flowing freely from it.";
- next;
- specialeffect2 EF_VENOMDUST;
- mes "Faint laughing can be heard off in the direction of the faucet.";
- brazil_ghost = 4;
- changequest 60351,60352;
- close;
- }
- else {
- mes "You flush the toilet "+.@input+" times.";
- next;
- mes "But nothing happens.";
- close;
- }
- case 2:
- mes "You close the lid of the toilet.";
- mes "Nothing seems to be happening.";
- close;
- }
- }
- else {
- mes "Nothing happens.";
- close;
- }
- }
- case 2:
- mes "You do nothing.";
- close;
- }
- }
- else {
- mes "- Looks like an ordinary toilet -";
- close;
- }
-}
-
-bra_in01,134,189,3 script Faucet#bra CLEAR_NPC,{
- if (brazil_ghost > 0) {
- mes "- It seems like an ordinary faucet -";
- next;
- switch(select("Examine it.:Ignore.")) {
- case 1:
- mes "- What was the next line to that spell now? -";
- input .@input$;
- next;
- mes "["+strcharinfo(0)+"]";
- mes .@input$;
- next;
- .@braspell$ = "Mother the drought has started!";
- .@chkspell = compare(.@braspell$,.@input$);
- if (!.@chkspell) {
- mes "Seems like you said something wrong.";
- close;
- }
- else {
- if (brazil_ghost == 4) {
- mes "[Sobbing Voice]";
- mes "^FF0000Don't worry... the waterfall will help it....^000000";
- next;
- switch(select("Tap on the faucet.:Turn on the water.")) {
- case 1:
- mes "How many times will you tap the faucet?";
- input .@input,0,999;
- next;
- mes "You tap the faucet "+.@input+" times.";
- next;
- mes "But nothing happens.";
- close;
- case 2:
- mes "How many times should I turn the water on?";
- input .@input,0,999;
- next;
- if (.@input == 1) {
- mes "You turn the faucet on once.";
- next;
- mes "swwwaaaaaaa-";
- next;
- mes "[Distant Sound]";
- mes "^FF0000kkkkhee- hihihihi!!!^000000";
- mes "You see the carpet move.";
- next;
- specialeffect2 EF_VENOMDUST;
- mes "Faint laughing can be heard off in the direction of the carpet.";
- brazil_ghost = 5;
- changequest 60352,60353;
- close;
- }
- else {
- mes "You turn the faucet on "+.@input+" times.";
- next;
- mes "But nothing happens.";
- close;
- }
- }
- }
- else {
- mes "Nothing happens.";
- close;
- }
- }
- case 2:
- mes "You do nothing.";
- close;
- }
- }
- else {
- mes "- It seems like an ordinary faucet -";
- close;
- }
-}
-
-bra_in01,138,184,3 script Carpet#bra CLEAR_NPC,{
- if (brazil_ghost > 0) {
- mes "- A carpet with an intricate pattern on it -";
- next;
- switch(select("Examine it.:Ignore.")) {
- case 1:
- mes "- What was the next line to that spell now? -";
- input .@input$;
- next;
- mes "["+strcharinfo(0)+"]";
- mes .@input$;
- next;
- .@braspell$ = "Mother where are my friends?";
- .@chkspell = compare(.@braspell$,.@input$);
- if (!.@chkspell) {
- mes "Seems like you said something wrong.";
- close;
- }
- else {
- if (brazil_ghost == 5) {
- mes "[Sobbing Voice]";
- mes "^FF0000your 7 friends....are...sleeping... now it...'s time ....to wake them........^000000";
- next;
- switch(select("Jump on the carpet.:Lie on the carpet.:Shake the carpet.")) {
- case 1:
- mes "How many times should I jump?";
- input .@input,0,999;
- next;
- mes "You jump on the carpet "+.@input+" times.";
- next;
- mes "But nothing happens.";
- close;
- case 2:
- mes "How many times should I lie on the carpet?";
- input .@input,0,999;
- next;
- mes "You lie on the carpet "+.@input+" times.";
- next;
- mes "But nothing happens.";
- close;
- case 3:
- mes "How many times should I shake the carpet?";
- input .@input,0,999;
- next;
- if (.@input == 7) {
- mes "You shake the carpet 7 times.";
- next;
- mes "- fly~ fly~ fly~ fly~ fly~ fly~ fly~ -";
- next;
- mes "[Distant Sound]";
- mes "^FF0000kkkkhee- hihihihi!!!^000000";
- next;
- specialeffect2 EF_VENOMDUST;
- mes "Faint laughing can be heard off in the direction of the mirror.";
- brazil_ghost = 6;
- changequest 60353,60354;
- close;
- }
- else {
- mes "You shake the carpet "+.@input+" times.";
- next;
- mes "But nothing happens.";
- close;
- }
- }
- }
- else {
- mes "Nothing happens.";
- close;
- }
- }
- case 2:
- mes "You do nothing.";
- close;
- }
- }
- else {
- mes "- A carpet with an intricate pattern on it -";
- close;
- }
-}
-
-bra_in01,151,180,3 script Mirror#bra CLEAR_NPC,{
- if (brazil_ghost > 0) {
- mes "- You can see a clean mirror without any marks or dust -";
- next;
- switch(select("Examine it.:Ignore.")) {
- case 1:
- mes "- What was the next line to that spell now? -";
- input .@input$;
- next;
- mes "["+strcharinfo(0)+"]";
- mes .@input$;
- next;
- .@braspell$ = "Where are you mom?";
- .@chkspell = compare(.@braspell$,.@input$);
- if (!.@chkspell) {
- mes "Seems like you said something wrong.";
- close;
- }
- else {
- if (brazil_ghost == 6) {
- mes "[Distant Sound]";
- mes "^FF0000kihe! hit! hit! hit! hit!^000000";
- next;
- mes "[Distant Sound]";
- mes "^FF0000kihe! hit! hit! hit! hit!^000000";
- mes "^FF0000kihe! hit! hit! hit! hit!^000000";
- next;
- mes "[Distant Sound]";
- mes "Behind you...";
- enablenpc "Ghost#bra";
- next;
- emotion e_omg,1;
- mes "["+strcharinfo(0)+"]";
- mes "The stories about the ghost are true~!";
- next;
- mes "[Ghost]";
- mes "^FF0000my baby....^000000";
- next;
- mes "[Ghost]";
- mes "^FF0000I can't see.... my eye....^000000";
- mes "^FF0000What's going on....?^000000";
- next;
- mes "- You take a deep breath and then look at the Ghost and notice it has an eye patch -";
- next;
- mes "[Ghost]";
- mes "^FF0000My eyes are so tight... can you take this off?^000000";
- next;
- mes "You step carefully towards the ghost.";
- next;
- mes "His face was covered with dust making strange contortions with it's face.";
- next;
- mes "[Ghost]";
- mes "^FF0000Come on help mom.....^000000";
- next;
- switch(select("Take the eye bandage off.:Run away~.")) {
- case 1:
- while(1) {
- .@cpudice = rand(1,6);
- .@pcdice = rand(1,6);
- if (.@cpudice != .@pcdice) {
- emotion (57+.@cpudice),0,"Ghost#bra";
- emotion (57+.@cpudice),1;
- break;
- }
- }
- if (.@cpudice > .@pcdice) {
- specialeffect2 EF_DEVIL;
- mes "[Ghost]";
- mes "^FF0000Go away!^000000";
- brazil_ghost = 1;
- changequest 60354,2208;
- percentheal -50,-50;
- close2;
- disablenpc "Ghost#bra";
- warp "bra_in01",12,183;
- end;
- }
- else {
- emotion e_bzz,1;
- mes "[Ghost]";
- mes "^FF0000Ahh!^000000";
- mes "The Ghost disappeared into the toilet.";
- brazil_ghost = 7;
- changequest 60354,60355;
- close2;
- disablenpc "Ghost#bra";
- warp "bra_in01",206,100;
- end;
- }
- case 2:
- mes "You run away from the ghost.";
- close2;
- brazil_ghost = 1;
- changequest 60354,2208;
- warp "bra_in01",12,183;
- disablenpc "Ghost#bra";
- end;
- }
- close;
- }
- else {
- mes "Nothing happens.";
- close;
- }
- }
- case 2:
- mes "You do nothing.";
- close;
- }
- }
- else {
- mes "- You can see a clean mirror without any marks or dust -";
- close;
- }
-}
-
-bra_in01,136,180,5 script Ghost#bra BANSHEE,{
- end;
-
-OnInit:
- disablenpc "Ghost#bra";
- end;
-}
-
-bra_in01,7,181,5 script Curator#bra 4_M_BRZ_MAN2,{
- if (BaseLevel < 40) {
- mes "[Curator]";
- mes "I'm sorry but this area is under construction right now.";
- close;
- }
- if ((brazil_ghost > 0) && (brazil_ghost < 7)) {
- if (countitem(11515) > 0) {
- mes "[Curator]";
- mes "What can I do for you?";
- next;
- select("I need to use the bathroom.");
- mes "[Curator]";
- mes "Sorry we are remodeling inside right now so, it's closed.";
- mes "Please use the other one.";
- next;
- switch(select("But I forgot something inside.:Give up.")) {
- case 1:
- mes "[Curator]";
- mes "That's tooooo bad.";
- mes "But my manager ordered me to stop anyone from entering this bathroom so, I should follow his orders.";
- next;
- select("It's such a hot day!");
- mes "[Curator]";
- mes "It's always hot in Brasilis but today is ridiculously hot.";
- mes "Maybe I need to drink some coconut juice to cool down.";
- next;
- mes "You give a coconut to the Curator.";
- next;
- mes "[Curator]";
- mes "Oh really can I have it?";
- mes "Thanks a lot!";
- next;
- mes "[Curator]";
- mes "Pay it forward right?";
- mes "Ok I'll let you through this one time.";
- next;
- mes "The curator looks around calmly then opens the door.";
- delitem 11515,1; //Coconut
- brazil_ghost = 2;
- close2;
- warp "bra_in01",138,176;
- end;
- case 2:
- mes "You give up trying to enter.";
- close;
- }
- }
- else {
- mes "[Curator]";
- mes "What can I do for you?";
- next;
- select("I need to use the bathroom.");
- mes "[Curator]";
- mes "Sorry we are remodeling inside right now so, it's closed.";
- mes "Please use the other one.";
- next;
- switch(select("But I forgot something inside.:Give up.")) {
- case 1:
- mes "[Curator]";
- mes "That's tooooo bad.";
- mes "But my manager ordered me to stop anyone from entering this bathroom so, I should follow his orders.";
- next;
- select("It's such a hot day!");
- mes "[Curator]";
- mes "It's always hot in Brasilis but today is ridiculously hot.";
- mes "Maybe I need to drink some coconut juice to cool down.";
- close;
- case 2:
- mes "You give up trying to enter.";
- close;
- }
- }
- }
- else if (brazil_ghost > 6) {
- mes "[Curator]";
- mes "Hey thanks for the Coconut earlier it really helped me cool down.";
- close;
- }
- else {
- mes "[Curator]";
- mes "Is it just me? Or is it hotter than it's ever been today!";
- close;
- }
-}
-
-bra_in01,12,185,0 script inbathroom#bra WARPNPC,1,1,{
-OnTouch_:
- if (brazil_ghost > 6)
- warp "bra_in01",138,176;
- else {
- mes "The entrance has been blocked.";
- close;
- }
- end;
-}
-
-bra_in01,138,174,0 warp outbathroom#bra 1,1,bra_in01,12,183
-bra_in01,206,98,0 warp tobath#bra 1,1,bra_in01,138,176
-
-bra_in01,206,188,1 script Open Manhole#todunbra CLEAR_NPC,{
- if (brazil_ghost == 7) {
- enablenpc "Ghost#bra_end";
- mes "[Ghost]";
- mes "I am a ghost who died while wandering the jungle many years ago.";
- next;
- mes "[Ghost]";
- mes "I found a pipeline in the jungle and followed the voice of a man to this very spot.";
- next;
- mes "[Ghost]";
- mes "That's also where I hurt one of my eyes while walking around in the dark.";
- next;
- mes "[Ghost]";
- mes "I wandered these sewers for days until I found the end of this line connected to the toilet in the museum. I shouted forever begging for help but no one answered my calls.";
- next;
- mes "[Ghost]";
- mes "You finally answered my call but it's already way too late. Thank you for at least checking. No one else has bothered to this day.";
- next;
- mes "[Ghost]";
- mes "There are many dangerous creatures at the end of this sewer.";
- mes "You seem brave though. I bet you wouldn't worry about the monsters there anyways.";
- next;
- mes "[Ghost]";
- mes "I guess now I can finally rest in peace.";
- mes "Thank you friend.";
- brazil_ghost = 8;
- //completequest 2208;
- completequest 60355;
- getexp 90000,0;
- disablenpc "Ghost#bra_end";
- close;
- }
- warp "bra_dun01",87,47;
- end;
-}
-
-
-bra_dun01,87,43,1 script Pipe#bra CLEAR_NPC,{
- warp "bra_in01",206,185;
- end;
-}
-
-bra_fild01,323,136,1 script Pipe#brafild CLEAR_NPC,{
- if (brazil_ghost > 6) {
- mes "You see a rusty pipe. It seems to be linked to somewhere beneath the jungle.";
- next;
- switch(select("Examine it:Ignore.")) {
- case 1:
- mes "You swim through a gap in the pipe and are swept by a sudden rush of water.";
- close2;
- warp "bra_in01",206,182;
- end;
- case 2:
- mes "It might be dangerous, I better not act rashly.";
- close;
- }
- }
- else {
- mes "You see a rusty pipe. It seems to be linked to somewhere beneath the jungle.";
- close;
- }
-}
-
-bra_in01,206,190,3 script Ghost#bra_end BANSHEE,{
- end;
-
-OnInit:
- disablenpc "Ghost#bra_end";
- end;
-}
-
-// Iara :: iara.sc
-//============================================================
-brasilis,315,334,5 script Shaman#nk 4_F_BRZ_INDOLD,{
- if (questprogress(4135,PLAYTIME) == 1) {
- mes "[Anori]";
- mes "I'm still preparing.";
- mes "I don't require your help at this time.";
- mes "Please come back later...";
- close;
- }
- else {
- if (questprogress(4135) == 2) erasequest 4135;
- if (questprogress(4133) == 1) {
- mes "[Anori]";
- mes "To block Iara ";
- mes "seducing the tribes";
- mes "we need a purifying potion...";
- next;
- mes "[Anori]";
- mes "Did you bring the materials";
- mes "to make the purifying potion?";
- next;
- if ((countitem(950) > 19) && (countitem(7172) > 9) && (countitem(1054) > 2)) {
- mes "[Anori]";
- mes "Um... it seems to be okay.";
- mes "I'll make you a potion which will";
- mes "weaken Iara's power.";
- next;
- mes "[Anori]";
- mes "Let's see grind this...";
- mes "and mix in that...";
- mes "then add some magic...";
- next;
- setquest 4135;
- erasequest 4133;
- setquest 4134;
- completequest 4134;
- delitem 950,20; //Heart_Of_Mermaid
- delitem 7172,10; //Leopard_Talon
- delitem 1054,3; //Lip_Of_Ancient_Fish
- getitem 11517,2; //Puri_Potion
- mes "[Anori]";
- mes "Here, it's completed.";
- mes "Take this.";
- mes "It will make Iara stop";
- mes "training at the cave";
- mes "for a while.";
- next;
- mes "[Anori]";
- mes "Please block the Iara threatening the security of the tribe.";
- close;
- }
- else {
- mes "[Anori]";
- mes "You haven't brought enough materials yet.";
- mes "We cannot make the purification potion with only these.";
- close;
- }
- }
- else {
- if (BaseLevel < 40) {
- mes "[Anori]";
- mes "Ah... we need a strong adventurer.";
- mes "The tribe is facing a major threat.";
- close;
- }
- if (questprogress(4134) == 2) {
- mes "[Anori]";
- mes "you are...";
- mes "the adventurer who came for the";
- mes "purification potion...";
- next;
- mes "[Anori]";
- mes "Maybe because of the purification potion...";
- mes "After that, the Iara stopped seducing tribesmen but the effect didn't last long.";
- next;
- mes "[Anori]";
- mes "Could you get the same";
- mes "materials as before...";
- mes "I need your power.";
- next;
- switch(select("No.:Okay, I'll do it.")) {
- case 1:
- mes "[Anori]";
- mes "This, ah...";
- mes "There is no other way.";
- close;
- case 2:
- mes "[Anori]";
- mes "You are truly brave!";
- mes "I, on behalf of the tribe,";
- mes "offer you my thanks.";
- next;
- mes "[Anori]";
- mes "Materials are the same as before.";
- mes "If you just get^ff0000 20 Hearts of Mermaids,";
- mes "10 Leopard Claws and";
- mes "3 Ancient Lips^000000,";
- mes "I will make you a potion that purifies evil spirits";
- mes "by using a secret formula handed down to the tribe.";
- next;
- mes "[Anori]";
- mes "The destiny of the tribe is up to you.";
- mes "please get the materials quickly.";
- mes "I will be preparing to make";
- mes "the purification potion right here.";
- setquest 4133;
- close;
- }
- }
- else {
- mes "[Anori]";
- mes "There are some people I haven't seen before around here.";
- mes "It's a good sign...";
- next;
- mes "[Anori]";
- mes "Hey you...";
- mes "Could you listen to my stories for a moment.";
- mes "There's an emergency in our tribe.";
- next;
- if(select("No.:Okay.") == 1) {
- mes "[Anori]";
- mes "You are a heartless person...";
- mes "You don't seem the helpful type.";
- mes "Just keep on going your way.";
- close;
- }
- mes "[Anori]";
- mes "Thank you, I met a kind person.";
- mes "It's a secret of our tribe that";
- mes "you cannot tell anyone.";
- next;
- mes "[Anori]";
- mes "Lately young men from";
- mes "the tribe are disappearing.";
- mes "Our entire tribe is being threatened.";
- next;
- mes "[Anori]";
- mes "It is likely because of a witch called Iara.";
- mes "She is a water nymph seducing the hearts of young tribesmen at a cave behind the waterfall.";
- next;
- mes "[Anori]";
- mes "How can I stop these young tribesmen?";
- mes "But I discovered a way to make a purification potion to reverse the effects of the Iara's spells.";
- next;
- mes "[Anori]";
- mes "This potion has been handed down from many generations in our tribe.";
- mes "This purification potion possesses the power to cleanse evil spirits.";
- next;
- mes "[Anori]";
- mes "If you could get the materials";
- mes "I will make you";
- mes "the purification potion.";
- mes "Could you do that for me?";
- next;
- switch(select("No.:Yes, I can.")) {
- case 1:
- mes "[Anori]";
- mes "Hm...";
- mes "Well, then.";
- mes "If you change your mind you can come to me again.";
- next;
- mes "[Anori]";
- mes "You shouldn't talk about";
- mes "what you heard now to anyone";
- mes "It's kind of embarrassing...";
- close;
- case 2:
- mes "[Anori]";
- mes "Oh! You are the savior";
- mes "of our tribe indeed.";
- mes "On behalf of the tribe, I offer you my thanks.";
- next;
- mes "[Anori]";
- mes "Well, what we need is this.";
- mes "It's all you can get from near here.";
- mes "Note down well.";
- next;
- mes "[Anori]";
- mes "^ff0000 20 Hearts of Mermaids";
- mes "10 Leopard Claws";
- mes "3 Ancient Lips^000000";
- mes "are the only ones that are needed as the materials.";
- next;
- mes "[Anori]";
- mes "When you get those, I will make you a potion that purifies evil spirits using a secret formula handed down to the tribe.";
- setquest 4133;
- next;
- mes "[Anori]";
- mes "The destiny of the tribe is up to you.";
- mes "I hope you move quickly.";
- mes "Even at this moment, the village men are being seduced and slipping way...";
- close;
- }
- }
- }
- }
-}
-
-bra_dun02,157,74,5 script Iara#nk 4_F_BRZ_WOMAN,2,2,{
- if (countitem(11517) > 0) {
- mes "[" + strcharinfo(0) + "]";
- mes "Should I use a Purification Potion?";
- next;
- switch(select("Yes.:No.")) {
- case 1:
- specialeffect EF_MAPPILLAR;
- mes "[Iara]";
- mes "Ah...this light is...";
- mes "It's like getting cleansed of evil thoughts";
- mes "from deep within my heart.";
- next;
- mes "[Iara]";
- mes "At last I can forget the curse that I placed on myself when I drowned in the water.";
- next;
- mes "[Iara]";
- mes "Do you think I can be born again as a kind water nymph?";
- next;
- specialeffect EF_GHOST;
- mes "[Iara]";
- mes "Ah... Thank you for helping me recover my consciousness for a while.";
- mes "But... I think that the curse has been with me too long.";
- mes "Get away from me quickly.";
- delitem 11517,1; //Puri_Potion
- percentheal 100,100;
- sc_start SC_INCFLEE,3600000,20;
- sc_start SC_CRITICALPERCENT,3600000,10;
- consumeitem 12043; //Str_Dish03
- consumeitem 12063; //Dex_Dish03
- consumeitem 12058; //Agi_Dish03
- consumeitem 12053; //Vit_Dish03
- consumeitem 12048; //Int_Dish03
- consumeitem 12068; //Luk_Dish03
- next;
- mes "[Iara]";
- mes "Ahhh~...";
- specialeffect EF_DEVIL;
- next;
- mes "[Iara]";
- mes "The curse is too strong for me to keep contained.";
- mes "Leave now while you are safe.";
- close;
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "(I guess I should ignore her.)";
- close;
- }
- }
- else {
- mes "[Iara]";
- mes "Aaaaaaaaaaaaaaaaaaaaaah.";
- mes "Eeeeeeeeeeeeeeeeeeeh.";
- mes "Oooooooooooooooooh.";
- if (rand(1,2) == 1)
- sc_start SC_CURSE,60000,0;
- else
- sc_start SC_CONFUSION,60000,0;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Ugh! What's this strange voice?";
- close;
- }
- end;
-
-OnTouch:
- if (countitem(11517) < 1) {
- mes "[Iara]";
- mes "Aaaaaaaaaaaaaaaaaaaaaah.";
- mes "Eeeeeeeeeeeeeeeeeeeh.";
- mes "Oooooooooooooooooh.";
- if (rand(1,2) == 1)
- sc_start SC_CURSE,60000,0;
- else
- sc_start SC_CONFUSION,60000,0;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Ugh! What's this strange voice?";
- close;
- }
- end;
-}
-
-bra_fild01,188,301,5 script Native Warrior#nk 4_M_BRZ_INDIAN,{
- mes "[Native Warrior]";
- mes "Ah... the face I would never forget even in my dreams.";
- next;
- mes "[Native Warrior]";
- mes "When will she come out of the waterfall again...?";
- next;
- if (questprogress(4133) || questprogress(4134)) {
- mes "[" + strcharinfo(0) + "]";
- mes "(Wh...what's this guy?)";
- }
- else {
- mes "[" + strcharinfo(0) + "]";
- mes "(This guy will never";
- mes "get over Iara's curse...)";
- }
- close;
-}
diff --git a/npc/re/quests/quests_dewata.txt b/npc/re/quests/quests_dewata.txt
deleted file mode 100644
index db78bce54..000000000
--- a/npc/re/quests/quests_dewata.txt
+++ /dev/null
@@ -1,2216 +0,0 @@
-//===== Hercules Script ======================================
-//= Dewata Quest NPCs
-//===== By: ==================================================
-//= Gennosuke Kouga, Muad_Dib
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Quest NPCs related to Dewata:
-//== "Dewata Legend"
-//== "Help Out the Old Man"
-//== "Traditional Weapon"
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//= 1.1 Standardized. [Euphy]
-//= 1.2 Updated to match the official script. [Lemongrass/Euphy]
-//============================================================
-
-// Dewata Legend Quest :: dewata_legend
-//============================================================
-dew_fild01,57,274,0 script #hideout_legend HIDDEN_NPC,6,6,{
-OnTouch:
- if (BaseLevel > 59 && dew_legend < 1) {
- mes "- You hear a faint conversation going on inside. -";
- next;
- mes "[Tribal Chief Paiko]";
- mes "Once again, I have failed to";
- mes "make the ^8B4513Jaty Crown^000000...";
- mes "I was sure that I could do it this time.";
- mes "Why won't it work?";
- next;
- mes "[Sage Kasyapa]";
- mes "The ^006400Jaty Crown^000000 has been known to have miraculous power since the time of the ancients.";
- mes "But it's been said only those who've earned a tribal honor";
- mes "would be able to use it.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "^0000FFKasyapa^000000!!";
- mes "Are you saying that even though I am the leader of our tribe, I have not yet received that honor?";
- next;
- mes "[Sage Kasyapa]";
- mes "Calm down ^0000FFChief Paiko^000000...";
- mes "As the Great and Powerful Chief, you should be more than enough to qualify.";
- next;
- mes "[Sage Kasyapa]";
- mes "In my younger years I could have easily solved the problem but this old man's mind cannot figure out what's missing.";
- next;
- mes "The conversation trails off and you don't hear any more.";
- dew_legend = 1;
- close;
- }
- end;
-}
-
-dew_in01,15,33,0 script #hidein_legend HIDDEN_NPC,5,5,{
-OnTouch:
- if (dew_legend == 3) {
- mes "Kasyapa and Chief Paiko begin talking as you are about to leave...";
- next;
- mes "[Sage Kasyapa]";
- mes "I am unsure of what is missing but that traveler could be big help in creating the ^006400Jaty Crown^000000.";
- mes "Of this I am certain.";
- mes "The reason is...";
- next;
- mes "[Tribal Chief Paiko]";
- mes "What is the reason?";
- next;
- mes "[Sage Kasyapa]";
- mes "This ^8B4513Cendrawasih Feather^000000 was owned by our first tribe leader when the crown was originally created.";
- mes "It was stored as a treasured heirloom of our tribe.";
- next;
- mes "[Sage Kasyapa]";
- mes "But when the traveler came near, this feather started to shine, and I kept thinking that this is not just a coincidence.";
- mes "This person will be the key to assisting us to make the crown.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "Could it happen for sure?";
- mes "If so, I will give everything";
- mes "to support them...";
- dew_legend = 4;
- close;
- }
- end;
-}
-
-dew_in01,22,48,3 script Sage Kasyapa#dew 4_M_DEWZATIMAN,{
- if (dew_legend == 0) {
- mes "[Sage Kasyapa]";
- mes "Ah, a stranger to our land.";
- mes "Are you lost?";
- mes "I hope you did not encounter much danger on your journey here.";
- close;
- } else if (dew_legend == 1) {
- mes "[Sage Kasyapa]";
- mes "Your earnest expression tells me";
- mes "that you have something to say";
- mes "you might as well tell me what it is.";
- next;
- if(select("I overheard talk about a crown?:Just looking for the gift shop.") == 2) {
- mes "[Tribal Chief Paiko]";
- mes "Really?";
- mes "It looked as if your eyes";
- mes "wanted to say something.";
- close;
- }
- mes "[Sage Kasyapa]";
- mes "Oh, you heard about the crown, eh?";
- mes "Ah, this old man's got loose lips";
- mes "we should have used a little more discretion...";
- next;
- select("Anything I can do to help?");
- mes "[Sage Kasyapa]";
- mes "I can see in your eyes";
- mes "that you are a trustworthy sort... but...";
- next;
- mes "There is a brief twinkling of light ^0000FFKasyapa^000000 all of sudden seems to be taken aback.";
- specialeffect2 EF_PNEUMA;
- next;
- mes "[Sage Kasyapa]";
- mes "Ah, the feather......!";
- mes "Instead of talking to me, why don't you talk to our tribe's leader, ^0000FFPaiko^000000.";
- dew_legend = 2;
- close;
- } else if (dew_legend == 2) {
- mes "[Sage Kasyapa]";
- mes "Instead of talking to me, why don't you talk to our tribe's leader, ^0000FFChief Paiko^000000.";
- close;
- } else if (dew_legend == 3) {
- mes "[Sage Kasyapa]";
- mes "If that's what Chief ^0000FFPaiko^000000 wants";
- mes "I don't have any more to say.";
- mes "Hmm....";
- mes "but...... this....";
- next;
- mes "[Sage Kasyapa]";
- mes "Nevermind, please have a good trip.";
- close;
- } else if (dew_legend == 4) {
- mes "[Sage Kasyapa]";
- mes "I've been wating for you traveler.";
- mes "Our tribe's leader has a favor";
- mes "to ask of you.";
- mes "Please talk to Chief ^0000FFPaiko^000000.";
- close;
- } else if (dew_legend == 5) {
- mes "[Sage Kasyapa]";
- mes "I heard you could help making a crown";
- mes "for our tribe leader.";
- mes "You will certainly be";
- mes "a big help to us...";
- mes "I trust my own eyes!";
- mes "And also the sparkling light...";
- next;
- mes "[Sage Kasyapa]";
- mes "The symbol of Dayak Tribe";
- mes "and a famous mystical creature.";
- mes "Find 15 of ^006400Cendrawasih Feather^000000";
- mes "and bring them to Chief ^0000FFPaiko^000000.";
- close;
- } else if (dew_legend == 6) {
- mes "[Sage Kasyapa]";
- mes "With the feathers that you have brought creating a ^006400Jaty Crown^000000 is going much more smoothly.";
- mes "Go see Chief ^0000FFPaiko^000000.";
- close;
- } else if (dew_legend == 7) {
- mes "[Sage Kasyapa]";
- mes "There is somehing";
- mes "I wish to give to you";
- mes "as a reward for your help.";
- mes "Please, it would honor us if you would take it.";
- next;
- if (checkweight(6406,1) == 0) {
- if (Weight + getiteminfo(6406,6) > MaxWeight) {
- mes "[Sage Kasyapa]";
- mes "You are carrying too much weight over the limit.";
- mes "I cannot get you your reward unless you reduce the amount of weighty items you are carrying.";
- close;
- } else {
- mes "[Sage Kasyapa]";
- mes "You are carrying too much in your inventory.";
- mes "I will give you the reward once you unburden yourself and return.";
- close;
- }
- }
- dew_legend = 8;
- getitem 6406,1; //Cendrawasih_SF
- completequest 9157;
- erasequest 9157;
- mes "[Sage Kasyapa]";
- mes "The reason I asked you to embark on this important mission is because of this feather.";
- mes "Handed down from generation to generation the legendary origin of the crown is this feather...";
- specialeffect2 EF_PNEUMA;
- next;
- mes "[Sage Kasyapa]";
- mes "I saw this feather begin to shine when you came here.";
- mes "I knew you were a person who";
- mes "would endeavour to help us.";
- mes "On behalf of my people";
- mes "I give my thanks.";
- next;
- mes "[Sage Kasyapa]";
- mes "Also, the feather you received isn't just valuable on its own, it also is an acknowledgment from our tribe.";
- next;
- mes "[Sage Kasyapa]";
- mes "Like ^8B4513Krakatau^000000 Volcano, when you venture into dangerous areas like that, if you display this feather, you can get help from the tribe.";
- mes "Anyway, I really thank you.";
- close;
- } else {
- mes "[Sage Kasyapa]";
- mes "Also, the feather you received isn't just valuable on its own, it also is an acknowledgment from our tribe.";
- next;
- mes "[Sage Kasyapa]";
- mes "Like ^8B4513Krakatau^000000 Volcano, when you venture into dangerous areas like that, if you display this feather, you can get help from the tribe.";
- mes "Anyway, I really thank you.";
- close;
- }
-}
-
-dew_in01,15,49,4 script Tribal Chief Paiko#dew 4_M_DEWZATICHIEF,{
- if (dew_legend < 2) {
- mes "[Tribal Chief Paiko]";
- mes "I am the leader of this tribe";
- mes "^0000FFPaiko^000000";
- close;
- } else if (dew_legend == 2) {
- mes "[Tribal Chief Paiko]";
- mes "I can see you are a traveler,";
- mes "from another land.";
- mes "What brings you here?";
- next;
- if(select("I overheard the story by accident:I have nothing to say.") == 2) {
- mes "[Tribal Chief Paiko]";
- mes "You are wasting your time here.";
- mes "There are many other attractions around our village.";
- close;
- }
- mes "[Tribal Chief Paiko]";
- mes "What do you mean?";
- mes "You heard the story about a crown?";
- mes "You must have heard incorrectly.";
- mes "I have nothing to say to you";
- mes "regarding such things.";
- next;
- select("Kasyapa was talking about a crown...");
- mes "[Tribal Chief Paiko]";
- mes "It seems that ^0000FFKasyapa^000000 has told you a tall tale and I appreciate your concern about our affairs.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "It's not something that a stranger like you could understand so make like a tree, and get out of here.";
- dew_legend = 3;
- close;
- } else if (dew_legend == 3) {
- mes "[Tribal Chief Paiko]";
- mes "There are many other attractions around our village.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "If it's about the crown I want you to stop asking about it.";
- mes "Please leave.";
- close;
- } else if (dew_legend == 4) {
- mes "[Tribal Chief Paiko]";
- mes "I've been wating for you, traveler";
- mes "according to sage ^0000FFKasyapa^000000";
- mes "You are willing to help us make a crown for our tribe.";
- select("Crown-a-whatsis?");
- mes "[Tribal Chief Paiko]";
- mes "The Tribe leader has the duty of making and protecting the ^006400Jaty Crown^000000 to uphold the tribe's pride and honor.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "But, ever since I became the tribe leader there have been difficulties making it.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "According to Sage ^0000FFKasyapa^000000, you can help us create a ^006400Jaty Crown^000000.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "Do you think you can help?";
- mes "Your efforts will not go unrewarded.";
- next;
- if(select("Ok, I will help:I am sorry, I cannot help now.") == 2) {
- mes "[Tribal Chief Paiko]";
- mes "That's really sad.";
- mes "If you ever change";
- mes "your mind, please";
- mes "come again.";
- mes "I will be waiting.";
- close;
- }
- mes "[Tribal Chief Paiko]";
- mes "Many thanks to you, stranger";
- mes "If Kasyapa trusts you then I know that you can help us make a";
- mes "^006400Jaty Crown^000000";
- mes "What you can do to";
- mes "help us is very simple.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "The symbol of the Jaty Tribe is also a famous mystical creature.";
- mes "Find 15 ^006400Cendrawasih Feather^000000s and bring them to me.";
- mes "Our faith is in you, stranger.";
- dew_legend = 5;
- setquest 9155;
- close;
- } else if (dew_legend == 5) {
- if (countitem(6405) < 15) {
- mes "[Tribal Chief Paiko]";
- mes "It seems that you have yet to find the materials to make the ^006400Jaty Crown^000000.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "The symbol of the Dayak Tribe is also a famous mystical creature.";
- mes "Find 15 ^006400Cendrawasih Feather^000000s and bring them to me.";
- close;
- }
- dew_legend = 6;
- delitem 6405,15; //Cendrawasih_F
- changequest 9155,9156;
- mes "[Tribal Chief Paiko]";
- mes "Oh! You've found all of them. Look! The feathers you have found are sparkling. Aren't they?";
- mes "Alright, let me begin crafting the ^006400Jaty Crown^000000 I feel that I am ready.";
- next;
- mes "Suddenly, a large noise begins to boom as you and ^0000FFPaiko^000000 are surrounded by warm and bright sparkling energy like a thousand tinkling fireflies.";
- specialeffect2 EF_BASH3D2;
- close;
- } else if (dew_legend == 6) {
- mes "[Tribal Chief Paiko]";
- mes "With your help the ^006400Jaty Crown^000000 is coming along nicely.";
- mes "It will take some time until the task is finished so please wait a little.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "After the ^006400Jaty Crown^000000 is complete, there is a gift that I want to give to you.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "Ah, also you should go see Sage ^0000FFKasyapa^000000 who really wants to reward you with something.";
- dew_legend = 7;
- changequest 9156,9157;
- close;
- } else if (dew_legend == 7) {
- mes "[Tribal Chief Paiko]";
- mes "Ah, you should talk to Sage ^0000FFKasyapa^000000 who really wants to reward you with something.";
- close;
- } else if (dew_legend == 8) {
- mes "[Tribal Chief Paiko]";
- mes "With your support I am not worrying about creating the ^006400Jaty Crown^000000.";
- mes "I really appreciate it.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "A delightful day like today should be celebrated. Don't you think?";
- mes "So I prepared to sample the special food of our tribe, called ^006400Satay^000000";
- next;
- mes "[Tribal Chief Paiko]";
- mes "But, this ^006400Satay^000000 is too tasty for just the two of us to share so we would like to share it with people out in the village.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "What do you think?";
- mes "In order to share news that";
- mes "the ^006400Jaty Crown^000000 is being successfully crafted and to share the delicious ^006400Satay^000000 with our friends, I need your help.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "Are you up for a short delivery job?";
- next;
- if(select("Of course, I can help:Sorry, I am too busy to help.") == 2) {
- mes "[Tribal Chief Paiko]";
- mes "I believed you would definitely help me...";
- mes "It's a little disappointing.";
- mes "If you ever change your mind";
- mes "come speak with me again.";
- close;
- }
- mes "[Tribal Chief Paiko]";
- mes "Oh!, I knew you'd help.";
- mes "Our tribe's warriors come to my mind before we share with anyone else.";
- mes "Please share Satay with the warriors in the village.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "For the moment I will give you 2 ^006400Satay^000000.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "You may be tempted by the aroma of our ^006400Satay^000000 and you may eat one but, if you eat more than that you won't be able to share the ^006400Satay^000000";
- mes "with our village friends.";
- dew_legend = 9;
- getitem 11533,2; //Satay
- setquest 9158;
- close;
- } else if (dew_legend == 9) {
- callsub L_Delivery,0;
- mes "[Tribal Chief Paiko]";
- mes "Our tribe warriors come to my mind to deliver the food to share Satay with warriors in the village.";
- close;
- } else if (dew_legend == 10) {
- mes "[Tribal Chief Paiko]";
- mes "Ah, the next person whom I want the ^006400Satay^000000 delivered to is someone who stays across from the river, the ^0000FFTribe Manager^000000.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "To this end, I will give you 2 more servings of ^006400Satay^000000.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "If you are attracted by the aroma of the ^006400Satay^000000, you may eat one but, if you eat more you won't be able to share ^006400Satay^000000 with our friends.";
- dew_legend = 11;
- getitem 11533,2; //Satay
- changequest 9159,9160;
- close;
- } else if (dew_legend == 11) {
- callsub L_Delivery,0;
- mes "[Tribal Chief Paiko]";
- mes "Second person to be delivered ^006400Satay^000000 is someone who stays across the river.";
- next;
- mes "That is the ^0000FFTribe Manager^000000.";
- mes "Please deliver it to them before it cools down.";
- close;
- } else if (dew_legend == 12) {
- mes "[Tribal Chief Paiko]";
- mes "Oh, you have delivered it already?";
- mes "The third person to deliver the ^006400Satay^000000 to is the ^0000FFGatekeeper of Krakatau Volcano^000000.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "I'll give you 2 more servings of ^006400Satay^000000 for this delivery.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "And just like before, don't give into the smell and try not to eat the ^006400Satay^000000.";
- dew_legend = 13;
- getitem 11533,2; //Satay
- changequest 9161,9162;
- close;
- } else if (dew_legend == 13) {
- callsub L_Delivery,1;
- mes "[Tribal Chief Paiko]";
- mes "The third person to deliver the ^006400Satay^000000 to is the ^0000FFGatekeeper of Krakatau Volcano^000000.";
- mes "Please deliver it before it cools down.";
- close;
- } else if (dew_legend == 14) {
- mes "[Tribal Chief Paiko]";
- mes "Oh, You have delivered it";
- mes "Last person to deliver ^006400Satay^000000 to is the ^0000FFBorobudur Temple Manager^000000 who is on ^8B4513Dewata Island^000000.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "I will give you 2 more ^006400Satay^000000";
- next;
- mes "[Tribal Chief Paiko]";
- mes "And just like before, don't give into the smell and try not to eat the ^006400Satay^000000.";
- dew_legend = 15;
- getitem 11533,2; //Satay
- changequest 9163,9164;
- close;
- } else if (dew_legend == 15) {
- callsub L_Delivery,1;
- mes "[Tribal Chief Paiko]";
- mes "The last person to be delivered ^006400Satay^000000 is";
- mes "^0000FFBorobudur Temple Manager^000000 who is in";
- mes "^8B4513Dewata Island^000000.";
- mes "Please deliver it before it cools down.";
- close;
- } else if (dew_legend == 16) {
- mes "[Tribal Chief Paiko]";
- mes "Oh, you have delivered it.";
- mes "You've done good work.";
- mes "It has been a good time for all of us to share and enjoy this happy occasion together. Thank you.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "While you were on the way back from delivering the ^006400Satay^000000,";
- mes "the Jaty Crown has been made. Its ambience and radiance make it a truly flawless crown.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "Also, you brought more than enough materials so after making the ^006400Jaty Crown^000000, we were able to craft a similar one for you to keep.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "It's not the same as the original, but it has its own specialty. It is my reward to thank you for what you have done.";
- next;
- if (checkweight(18520,1) == 0) {
- mes "[Tribal Chief Paiko]";
- mes "You are carrying too much weight to receive your reward.";
- mes "Please reduce your carried weight and come back again.";
- close;
- }
- mes "[Tribal Chief Paiko]";
- mes "Made with our tribe's secret marinade try the ^006400Satay^000000.";
- mes "It was made with all our heart, especially for you, but don't forget to share it with friends.";
- dew_legend = 17;
- getitem 18520,1; //Jaty_C
- getitem 11533,5; //Satay
- completequest 9165;
- erasequest 9165;
- next;
- }
- mes "[Tribal Chief Paiko]";
- mes "You've done good work.";
- mes "Whatever you do in the future, I wish for you to have a life which is full of fortune and joy.";
- mes "As Chief of the ^8B4513Jaty Tribe^000000, I wish you the best of luck!!";
- close;
-L_Delivery:
- mes "[Tribal Chief Paiko]";
- if (getarg(0) == 0) {
- mes "It seems that you have yet to deliver the ^006400Satay^000000.";
- mes "Did you run into any problems?";
- } else {
- mes "Haven't you delivered the ^006400Satay^000000 yet?";
- mes "Anything go wrong?";
- }
- next;
- switch(select("I ate them all.:Deliver to whom.:Nothing.")) {
- case 1:
- mes "[Tribal Chief Paiko]";
- mes "Huh... so you couldn't resist yourself, eh?";
- mes "Don't blame yourself too much. It is difficult to resist the ^006400Satay^000000's addicting aroma.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "Our tribe is short on food supplies so we can't give out more of our ^006400Satay^000000, but there's a rumor that the restaurant owner in Dewata Island is making and selling their own ^006400Satay^000000.";
- next;
- mes "[Tribal Chief Paiko]";
- mes "It is not as tasty as our tribe's recipe, but this is an urgent task so just find it and deliver it.";
- close;
- case 2:
- return;
- case 3:
- mes "[Tribal Chief Paiko]";
- mes "Alright! Deliver it right now!";
- close;
- }
-}
-
-dew_fild01,78,288,6 script Jaty Tribe Warrior#dew 4_M_DEWZATIMAN,{
- mes "[Jaty Tribe Warrior]";
- mes "We revere strength and bravery.";
- mes "We are ^FF0000Jaty^000000 Tribe.";
- if (dew_legend != 9 || !countitem(11533))
- close;
- next;
- mes "[Jaty Tribe Warrior]";
- mes "My trained eyes see that";
- mes "you seem about to say something.";
- mes "Speak, and state your business.";
- next;
- select("^0000FFTribal Chief Paiko^000000");
- mes "[Jaty Tribe Warrior]";
- mes "I've heard about your";
- mes "helpful deeds...";
- mes "As a representative of my tribe";
- mes "I express my thanks to you.";
- next;
- mes "[Jaty Tribe Warrior]";
- mes "Also, thank you for the ^006400Satay^000000";
- mes "My mouth is already watering thank you.";
- mes "There is something I would like to share with you regarding our tribe.";
- delitem 11533,1; //Satay
- dew_legend = 10;
- changequest 9158,9159;
- next;
- mes "[Jaty Tribe Warrior]";
- mes "Unlike the ancient times when our tribe's warriors fought and shed their blood the world has become more peaceful nowadays but our tribe's territory has shrunk drastically.";
- next;
- mes "[Jaty Tribe Warrior]";
- mes "Nevertheless we will continue keeping the warrior tradition of our tribe alive and we will preserve the pride we have earned through the sacrifice of those past warriors.";
- next;
- mes "[Jaty Tribe Warrior]";
- mes "I hope that your perserverance and pride remain with you in your travels.";
- close;
-}
-
-dew_fild01,185,300,6 script Tribe Manager#dew 4_M_DEWZATIMAN,{
- mes "[Tribe Manager]";
- mes "Keeping our culture and tradition is very important.";
- if (dew_legend != 11 || !countitem(11533)) {
- if (dew_legend < 11)
- mes "Although it is a little boring...";
- close;
- }
- next;
- mes "[Tribe Manager]";
- mes "It seems to me that you have something";
- mes "to say, don't you?";
- next;
- select("^0000FFTribal Chief Paiko^000000");
- mes "[Tribe Manager]";
- mes "I didn't know that there was";
- mes "such an effort being put forth";
- mes "and that you took a key role in the effort...";
- mes "You are the hero of the^8B4513Jaty Tribe^000000.";
- next;
- mes "[Tribe Manager]";
- mes "Wow~ the savory scent of";
- mes "delicious homemade ^006400Satay^000000!!";
- mes "Thank you for the meal.";
- mes "Please give my regards";
- mes "to our Tribe Leader.";
- delitem 11533,1; //Satay
- dew_legend = 12;
- changequest 9160,9161;
- next;
- mes "[Tribe Manager]";
- mes "There are few contacts between";
- mes "^8B4513Dewata Island^000000 and ^8B4513Jaty tribe^000000.";
- mes "We used to have a stronger bond";
- mes "in older times.";
- next;
- mes "[Tribe Manager]";
- mes "But with new culture and foreigners flowing in";
- mes "^8B4513Dewata Island^000000 has became a tourist attraction and we have lost touch with them.";
- next;
- mes "[Tribe Manager]";
- mes "The tourist attraction has expanded continously but the reason it hasn't influenced us here is due to this small temple which I am managing.";
- next;
- mes "[Tribe Manager]";
- mes "I couldn't let our tradition fade away like that easily.";
- mes "I hope keeping our tradition and culture alive lets people know how important these things are to us.";
- next;
- mes "[Tribe Manager]";
- mes "From now on, I hope people from ^8B4513Dewata Island^000000 and ^8B4513Jaty Tribe^000000 can get along and interact more often.";
- close;
-}
-
-//Original name: Gatekeeper of Krakatau Volcano
-dewata,235,56,4 script Gatekeeper of Krakatau#1 4_M_DEWOLDMAN,{
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "^8B4513Krakatau Volcano^000000 is";
- mes "a very dangerous area";
- mes "I cannot allow anyone to go in there.";
- next;
- if (dew_legend == 13 && countitem(11533))
- .@menu$ = ":^0000FFTribal Chief Paiko^000000";
- switch(select("Allow me through:I don't want to go in"+.@menu$)) {
- case 1:
- if (dew_legend < 8) {
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "^8B4513Krakatau Volcano^000000 is";
- mes "a very dangerous area";
- mes "so I can't allow you in";
- mes "unless you qualify for entry.";
- close;
- }
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "You are the traveler who was acknowledged by tribe leader as a friend of the tribe and received a ^006400Shining Cendrawasih Feather^000000.";
- next;
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "Well, I will let you pass but ^8B4513Krakatau Volcano^000000 is dangerous so please take care.";
- close2;
- warp "dew_dun01",289,160;
- end;
- case 2:
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "You have chosen wisely.";
- mes "^8B4513Krakatau Volcano^000000 is";
- mes "an extremely dangerous area.";
- close;
- case 3:
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "Oh! I didn't know about that!";
- mes "This is some of the best news";
- mes "I have heard recently.";
- next;
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "Um, what is this wonderful smell?";
- mes "Of course, it's our ^006400Satay^000000!";
- mes "I was slightly hungry";
- mes "so this should fill me up.";
- delitem 11533,1; //Satay
- dew_legend = 14;
- changequest 9162,9163;
- next;
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "Since you came all the way here";
- mes "I will share you an interesting story.";
- next;
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "It has become a lost tradition in recent years but until 10 or more years ago in order to become a ^8B4513Jaty Tribe^000000 warrior you had to climb Krakatau Volcano to prove your endurance.";
- next;
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "The eyes of those warriors were anxious yet determined before going up ^8B4513Krakatau Volcano^000000.";
- next;
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "I still cannot forget that look in their eyes I feel a little bit the same emotion from you Adventurer.";
- next;
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "I want you to live long and prosper.";
- mes "Be healthy and safe, traveler so you can live to tell the tale of your adventures.";
- close;
- }
-}
-
-//Original name: Gatekeeper of Krakatau Volcano
-dew_dun01,292,164,4 script Gatekeeper of Krakatau#2 4_M_DEWZATIMAN,{
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "Want to go back";
- mes "to Dewata?";
- next;
- switch(select("Yes:No")) {
- case 1:
- close2;
- warp "dewata",232,53;
- end;
- case 2:
- mes "[Gatekeeper of Krakatau Volcano]";
- mes "^8B4513Krakatau Volcano^000000 is";
- mes "a dangerous place.";
- mes "You should go back now.";
- close;
- }
-}
-
-dewata,78,192,6 script Borobudur Temple Manager 4_M_DEWMAN,{
- mes "[Borobudur Temple Manager]";
- mes "The weather today is so beautiful.";
- if (dew_legend != 15 || !countitem(11533))
- close;
- next;
- mes "[Borobudur Temple Manager]";
- mes "By the way, do you have";
- mes "something to tell me...?";
- next;
- select("^0000FFTribal Chief Paiko^000000");
- mes "[Borobudur Temple Manager]";
- mes "I never knew such a thing had happened.";
- mes "If you had told me in advance, I could have helped at least a little bit.";
- mes "Still things have gone well with your help.";
- next;
- mes "[Borobudur Temple Manager]";
- mes "Ah, it is the ^006400Satay^00000 that I sampled when the tribe invited me some time ago.";
- next;
- mes "[Borobudur Temple Manager]";
- mes "Good~~ This is the same taste I remember.";
- mes "To give my thanks I will pass along a story that may interest you";
- delitem 11533,1; //Satay
- dew_legend = 16;
- changequest 9164,9165;
- next;
- mes "[Borobudur Temple Manager]";
- mes "Legend tells of a strange bird called ^FF0000Garuda^000000.";
- mes "It has the torso, arms and legs of a human but has the head and beak of an eagle.";
- next;
- mes "[Borobudur Temple Manager]";
- mes "The Story of this bird describes it helping the gods exterminate wicked demons and snakes.";
- next;
- mes "[Borobudur Temple Manager]";
- mes "The tale has been passed down from generation to generation.";
- mes "Quite interesting, isn't it?";
- next;
- mes "[Borobudur Temple Manager]";
- mes "I am sure in the village of the ^8B4513Jaty Tribe^000000 there are many legendary stories.";
- mes "When I get to meet the Chief, I will hear many such stories for sure.";
- next;
- mes "[Borobudur Temple Manager]";
- mes "I am not certain of when we will cross paths again but I hope we will meet again someday.";
- mes "I wish you a pleasant journey, young traveler.";
- close;
-}
-
-// Help Out the Old Man :: dewata_drink
-//============================================================
-dewata,109,262,4 script Memo#dew_drink 4_M_DEWOLDMAN,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 5000) {
- if (dew_drink) {
- mes "[Memo]";
- mes "Why are you carrying so much? Doesn't that hurt your back?";
- close;
- } else {
- mes "[Memo]";
- mes "Is it a trend for youngsters to carry heavy things?";
- close;
- }
- }
- .@playtime = questprogress(5044,PLAYTIME);
- if (.@playtime == 0) {
- mes "[Memo]";
- mes "Will you help me again tomorrow?";
- mes "Poby still has a back pain.";
- mes "Backaches don't just go away after one day.";
- close;
- } else if (.@playtime == 1) {
- erasequest 5044;
- } else if (.@playtime == 2) {
- completequest 5044;
- erasequest 5044;
- }
- if (BaseLevel < 60) {
- mes "[Memo]";
- mes "Dewata is always crowded but today is quiet.";
- close;
- }
- if (dew_drink == 0) {
- if (rand(3)) {
- mes "[Memo]";
- mes "Oh god! We don't have a message from the Jaty tribe yet.";
- emotion e_swt2;
- next;
- mes "[Memo]";
- mes "They have never broken a promise for 10 years, I do not know the reason. What's happening?";
- next;
- mes "[Memo]";
- mes "I might spoil all the liquid if it is going on like this.";
- emotion e_sob;
- close;
- }
- mes "[Memo]";
- mes "What should I do? I still don't have any news from the Jaty tribe.";
- emotion e_swt2;
- next;
- mes "[Memo]";
- mes "Oh no~ All the liquid is going to spoil...";
- next;
- select("What happened?");
- mes "[Memo]";
- mes "Who are you?";
- emotion e_what;
- next;
- mes "[Memo]";
- mes "You are an adventurer, right?";
- mes "As you can see from the jars around me, I am making ^0000FFtraditional wine^000000 for a living.";
- next;
- mes "[Memo]";
- mes "Everyone knows about this, so ^0000FFDewata island^000000 attracts many tourists.";
- next;
- mes "[Memo]";
- mes "Especially this traditional wine, which has been made for four generations! But ^FF0000Ark^000000 is short of supply.";
- mes "Ark needs ^0000FFPalm Oils^000000, made from Oil Palm Fruit.";
- next;
- mes "[Memo]";
- mes "Unfortunately, we haven't been getting ^0000FFPalm Oil^000000 from the Jaty tribe village lately.";
- mes "The ingredients might be useless if it is delivered too late.";
- next;
- select("Sounds like a big problem.");
- mes "[Memo]";
- mes "It is more of a problem than you think. Sales are credit, but if we do not make due today, we'll lose the credit, the ingredients, and the tourists who do not get the Ark. So it's quite damaging.";
- next;
- mes "[Memo]";
- mes "... ...";
- emotion e_dots;
- next;
- emotion e_gasp;
- mes "[Memo]";
- mes "Ah, right! Are you busy now?";
- next;
- if(select("Sorry, I am busy.:No, I am not busy.") == 1) {
- mes "[Memo]";
- mes "Hmm, I have no choice.";
- mes "You don't care that others are in trouble. What has this world come to?";
- emotion e_pif;
- close;
- }
- mes "[Memo]";
- mes "That's good to hear.";
- mes "So since you are wandering here...";
- next;
- mes "[Memo]";
- mes "Do you mind if I ask you a favor~? Actually I have to visit the Jaty Tribe, but this unmatured ^FF0000Ark^000000 won't let me leave.";
- next;
- mes "[Memo]";
- mes "Will you go to Jaty village and ask ^0000FFLero^000000 what happened?";
- next;
- mes "[Memo]";
- mes "This guy has never broken a promise for 10 years, so he must have a really good reason not to come.";
- dew_drink = 1;
- setquest 5035;
- next;
- mes "[Memo]";
- mes "Find the best oil master.";
- mes "His name again is ^0000FFLero^000000.";
- close;
- } else if (dew_drink < 5) {
- mes "[Memo]";
- mes "So, what did Lero say?";
- next;
- mes "[Memo]";
- mes "... ... ... ...";
- emotion e_dots;
- next;
- mes "[Memo]";
- mes "You didn't find out what happened?";
- next;
- mes "[Memo]";
- mes "Find the best oil master. His name is ^0000FFLero^000000.";
- close;
- } else if (dew_drink == 5) {
- mes "[Memo]";
- mes "So, what did Lero say?";
- next;
- select("Palm tree... became.");
- mes "- You explain the situation to Mr. Memo -";
- next;
- mes "[Memo]";
- mes "Lero said sorry?";
- mes "Hmm, it's okay.";
- next;
- mes "[Memo]";
- mes "That must be ^0000FFPoby^000000. If he has been hurt, that's why there wasn't any message. Lero actually cares about him a lot...";
- next;
- mes "[Memo]";
- mes "He might be troublesome, but please visit the Jaty village. Lero must complete the oil.";
- next;
- mes "[Memo]";
- mes "If it is not, wait there and bring ^FF000030 bottles of oil^000000 to me.";
- dew_drink = 6;
- changequest 5040,5041;
- close;
- } else if (dew_drink == 6) {
- mes "[Memo]";
- mes "He might be troublesome, but please visit the Jaty village. Lero must complete the oil.";
- next;
- mes "[Memo]";
- mes "If it is not, wait there and bring ^FF000030 bottles of oil^000000 to me.";
- close;
- } else if (dew_drink == 7) {
- if (countitem(6401) < 30) {
- mes "[Memo]";
- mes "Oh, didn't I tell you to bring 30 bottles of oil? Did you forget?";
- next;
- mes "[Memo]";
- mes "Go back to Lero and get more, he will give you more if it was your mistake.";
- close;
- }
- mes "[Memo]";
- mes "You brought the oil. Good job, and thank you.";
- next;
- mes "[Memo]";
- mes "Excuse me, but I have an urgent matter to attend to. Can you wait for a while and talk to me when I'm done?";
- delitem 6401,30; //Palm_O
- changequest 5042,5043;
- dew_drink = 8;
- close;
- } else if (dew_drink == 8) {
- if (questprogress(5043,PLAYTIME) == 1) {
- mes "[Memo]";
- mes "... ... ...";
- emotion e_swt2;
- next;
- mes "- Memo is making an ark. -";
- close;
- } else if (!questprogress(5043,PLAYTIME)) {
- mes "- There is error in the quest. -";
- close;
- }
- mes "[Memo]";
- mes "Did I make you wait too long?";
- next;
- mes "[Memo]";
- mes "My family has been making Arks for four generations.";
- next;
- mes "[Memo]";
- mes "Grandfather had a hard living since he didn't get many good sales.";
- next;
- mes "[Memo]";
- mes "Dewata island people do not drink much in the hot weather.";
- next;
- mes "[Memo]";
- mes "When I was young, Dewata developed as a tourist attraction and that's when the ^FF00FFtour package^000000 Ark started selling well.";
- next;
- mes "[Memo]";
- mes "Good liquid needs fresh oil. I was able to make liquid for ten years and deliver it all on time.";
- next;
- mes "[Memo]";
- mes "Because today's oil has not arrived on time, I think I might have a hard time.";
- next;
- mes "[Memo]";
- mes "You helped me to make the liquid correctly.";
- next;
- mes "[Memo]";
- mes "This proverb ^0000FF'Mengatakan mudah, mengerjakan susah.'^000000 means it is easy to say something but hard to do anything.";
- next;
- mes "[Memo]";
- mes "In other words, it's easy to say that we'll help others but it's hard to actually do the action.";
- next;
- emotion e_thx;
- mes "[Memo]";
- mes "You really did a great job. I like you because you are different from today's youngins.";
- changequest 5043,5044;
- dew_drink = 10;
- getexp 50000,10000;
- getitem 617,1; //Old_Violet_Box
- next;
- mes "[Memo]";
- mes "Will you help me with my work from time to time?";
- mes "I will pay you for what you do for me.";
- close;
- } else if (dew_drink == 10) {
- for(.@i = 0; .@i<7; ++.@i)
- if (questprogress(5045+.@i))
- .@j |= (1<<.@i);
- if (.@j == 0) {
- mes "[Memo]";
- mes strcharinfo(0)+", to what do I owe the pleasure?";
- next;
- switch(select("Just came by to say hello.:I will help you.")) {
- case 1:
- mes "[Memo]";
- mes "I guess you are busy.";
- mes "If possible, will you get the oil from Lero? I will appreciate it...";
- close;
- case 2:
- mes "[Memo]";
- mes "Thank you. I know that you're busy and helping me can be a chore.";
- next;
- mes "[Memo]";
- mes "Can you help Lero and bring back palm tree oil...?";
- setquest 5045;
- close;
- }
- } else if ((.@j & 1) || (.@j & 2) || (.@j & 8) || (.@j & 32)) {
- mes "[Memo]";
- mes "Can you help Lero and bring back palm tree oil...?";
- close;
- } else if ((.@j & 4) || (.@j & 16) || (.@j & 64)) {
-
- // .@i[]: <required amount>,<quest ID>,<reward amount>
- if (.@j & 4)
- setarray .@i[0],10,5047,1;
- else if (.@j & 16)
- setarray .@i[0],15,5049,2;
- else
- setarray .@i[0],20,5051,3;
-
- if (countitem(6401) < .@i[0]) {
- mes "[Memo]";
- mes "You haven't brought enough oil.";
- next;
- mes "... ... ... ...";
- next;
- mes "[Memo]";
- mes "Poby owes me a few things, he'll give you some.";
- close;
- }
- mes "[Memo]";
- mes "Oh you brought the oil, good job.";
- next;
- mes "[Memo]";
- mes "You must've had a hard time bringing the oil so here take this drink.";
- delitem 6401,.@i[0]; //Palm_O
- erasequest .@i[1];
- setquest 5044;
- getitem 11534,.@i[2]; //Coco_Juice
- next;
- switch(rand(4)) {
- case 0:
- mes "[Memo]";
- mes "Ark is famous for tourists, a guy bought many bottles by himself.";
- next;
- mes "[Memo]";
- mes "Worrying that he'll drink alone? Too much drink always becomes poisonous.";
- break;
- case 1:
- mes "[Memo]";
- mes "The sun always rises in the East. The well known laziness wakes up early in the morning.";
- next;
- mes "[Memo]";
- mes "Does he come to reality? He is good but lazy.";
- break;
- case 2:
- mes "[Memo]";
- mes "The first blow is half the battle.";
- next;
- mes "[Memo]";
- mes "I think that you're destined to do great things.";
- break;
- case 3:
- mes "[Memo]";
- mes "There's a man saying blow hot and cold, it seems that a word is easy but it is not.";
- next;
- mes "[Memo]";
- mes "I believe that you will hold true to your promise.";
- break;
- }
- next;
- mes "[Memo]";
- mes "I want you to help me this time.";
- next;
- mes "[Memo]";
- mes "Poby still has back pains and it will take some days for him to recover.";
- close;
- }
- } else { // Should never happen.
- mes "[Memo]";
- mes "Dewata island is always crowded but today is quiet.";
- close;
- }
-}
-
-dew_fild01,114,275,4 script Lero#dew_drink 4_M_DEWMAN,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 5000) {
- mes "[Lero]";
- mes "You're carrying too many things...";
- close;
- }
- if (dew_drink == 1) {
- mes "[Lero]";
- mes "Oh no! I have so many orders and I'm running out of ingredients.";
- mes "Not yet? What's going on, Poby? Where did he go?";
- emotion e_an;
- next;
- select("Excuse me, but are you Lero?");
- mes "[Lero]";
- mes "When Poby gets back here, I'm gonna give him a beating he'll never forget!";
- emotion e_ag;
- next;
- mes "- Lero seems pretty mad at someone and ignores you -";
- next;
- mes "[Lero]";
- mes "Oops. Who are you?";
- emotion e_what;
- next;
- select("Memo sent me here.");
- mes "[Lero]";
- mes "Ah, right! I forgot about Memo because the workers who gather nuts have not come yet. Sorry.";
- next;
- mes "[Lero]";
- mes "To make fresh palm oils, I need fresh Palm Oil Fruit. Then I'll be able to get more fresh oil from its fresh fruit.";
- next;
- mes "[Lero]";
- mes "Between you and me, Mr. Memo is so fussy that he will not use any unfresh oil.";
- next;
- mes "[Lero]";
- mes "To make fresh oil, he always sends the workers to palm tree forest, but... the guys sent at dawn have not come back yet.";
- next;
- mes "[Lero]";
- mes "First, I thought that he was lazy and it made me very uneasy.";
- mes "Can you find the workers in the palm forest?";
- next;
- select("Yes, I will find them.");
- mes "[Lero]";
- mes "Thank you so much.";
- mes "Find Poby.";
- next;
- mes "[Lero]";
- mes "Poby might in ^0000FFPalm Forest^000000. The crop is best at the southern part of the forest.";
- dew_drink = 2;
- changequest 5035,5036;
- close;
- } else if (dew_drink == 2) {
- mes "[Lero]";
- mes "Did you find Poby?";
- emotion e_what;
- next;
- mes "[Lero]";
- mes "... ... ...";
- next;
- mes "[Lero]";
- mes "Oh, you haven't visited the east of ^0000FFPalm Forest^000000 yet. I'm pretty worried.";
- close;
- } else if (dew_drink == 3) {
- mes "[Lero]";
- mes "You're back... and... Poby...";
- mes "How is Poby?";
- emotion e_what;
- next;
- select("Poby.....");
- mes "[Lero]";
- mes "Ah! I didn't know that. I always tell Poby ^0000FF'Kemarau setahun rusak sehari.'^000000";
- next;
- mes "[Lero]";
- mes "He climbed the tree without any safety equipment, so he might've fallen down and gotten injured.";
- next;
- mes "[Lero]";
- mes "Hmm... Sorry I couldn't get the Palm Oil right now.";
- next;
- mes "[Lero]";
- mes "Will you deliver the message to Mr. Memo that it is impossible to get the oil due do to a lack of ingredients?";
- mes "No artisans can create anything without ingredients.";
- next;
- select("Why don't I get the ingredients?");
- mes "[Lero]";
- mes "Ah, that can be a good way, but it will be hard to gather nuts as a starter.";
- next;
- mes "[Lero]";
- mes "Hmm!!!";
- mes "I have a good idea.";
- next;
- mes "[Lero]";
- mes "You can ask Poby about the best method of gathering nuts where you met him in the forest. He should be able to teach you the technique.";
- dew_drink = 4;
- changequest 5037,5038;
- next;
- mes "[Lero]";
- mes "Although he is lazy and rather careless, he is the best worker.";
- close;
- } else if (dew_drink == 4) {
- if (questprogress(5038)) {
- mes "[Lero]";
- mes "You can ask Poby about the best method of gathering nuts where you met him in the forest. He should be able to teach you the technique.";
- next;
- mes "[Lero]";
- mes "Although he is lazy and rather careless, he is the best worker.";
- close;
- } else if (questprogress(5039)) {
- if (countitem(6402) < 60) {
- mes "[Lero]";
- mes "Did you gather the nuts already?";
- next;
- mes "[Lero]";
- mes "One, two...";
- next;
- mes "[Lero]";
- mes "This isn't the number I ordered from Poby.";
- next;
- mes "[Lero]";
- mes "It's going to be difficult if it is delayed more, so hurry up and bring me 60.";
- close;
- }
- mes "[Lero]";
- mes "One, two, three, four, . . . .";
- next;
- mes "[Lero]";
- mes "60 pieces of nuts, exactly. I will press the oil right now.";
- next;
- emotion e_sry;
- mes "[Lero]";
- mes "It takes some time, so go back to Mr. Memo and tell him the situation. Also tell him that I'm sorry for the delay.";
- delitem 6402,60; //Oil_Palm_F
- dew_drink = 5;
- changequest 5039,5040;
- close;
- }
- } else if (dew_drink == 5) {
- mes "[Lero]";
- mes "It takes some time, so go back to Mr. Memo and tell him the situation. Also tell him that I'm sorry for the delay.";
- close;
- } else if (dew_drink == 6) {
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 15000) {
- mes "[Lero]";
- mes "You are carrying too much right now to continue.";
- close;
- }
- mes "[Lero]";
- mes "You've come at the right time. I just finished making the palm tree oil.";
- next;
- mes "[Lero]";
- mes "It is heavier than you might think, so be careful when carrying it.";
- next;
- emotion e_sry;
- mes "[Lero]";
- mes "Oh, tell Mr. Memo that I'm sorry for the late delivery, and explain that it wasn't my fault.";
- changequest 5041,5042;
- dew_drink = 7;
- getitem 6401,30; //Palm_O
- close;
- } else if (dew_drink == 7) {
- if (questprogress(5042) && countitem(6401) > 29) {
- mes "[Lero]";
- mes "It is heavier than you might think, so be careful when carrying it.";
- next;
- emotion e_sry;
- mes "[Lero]";
- mes "Oh, tell Mr. Memo that I'm sorry for the late delivery, and explain that it wasn't my fault.";
- close;
- } else {
- .@num = 30 - countitem(6401);
- if (checkweight(6401,.@num) == 0) {
- mes "[Lero]";
- mes "You are carrying too much right now to continue.";
- close;
- }
- mes "[Lero]";
- mes "I clearly remembered giving you 30 bottles of palm tree oil, did you lose it all?";
- next;
- select("Sorry, it's my fault...");
- emotion e_an;
- mes "[Lero]";
- mes "This is the palm tree oil which was in short supply. Be careful pease. It was really hard to get this...";
- getitem 6401,.@num; //Palm_O
- close;
- }
- } else if (dew_drink == 8) {
- mes "[Lero]";
- mes "What did Mr. Memo say?";
- emotion e_what;
- next;
- mes "["+strcharinfo(0)+"]";
- emotion e_loud,1;
- mes "... ... ... ...";
- next;
- mes "[Lero]";
- mes "Ah... I understand...";
- emotion e_ok;
- close;
- } else if (dew_drink == 10) {
- for(.@i = 0; .@i<7; ++.@i)
- if (questprogress(5045+.@i))
- .@j |= (1<<.@i);
- if (.@j == 0) {
- mes "[Lero]";
- mes "What happened? I didn't get a memo from Mr. Memo that he was going to send someone here.";
- close;
- } else if (.@j & 1) {
- mes "[Lero]";
- mes "Hey, I've been waiting for you. I didn't know that Poby's injury would make my life so difficult.";
- next;
- .@quest = rand(3);
- mes "[Lero]";
- mes "I'm ashamed to ask you this, but can you bring ^0000FF"+(20+(.@quest*10))+" pieces of oil palm nuts^000000 please?";
- changequest 5045,5046+(.@quest*2);
- next;
- mes "[Lero]";
- mes "Once you bring the oil palm nuts, Mr. Memo will exchange them with oil.";
- close;
- } else if ((.@j & 2) || (.@j & 8) || (.@j & 32)) {
-
- // .@i[]: <required amount>,<quest ID>,<reward amount>,<free weight>
- if (.@j & 2)
- setarray .@i[0],20,5046,10,5000;
- else if (.@j & 8)
- setarray .@i[0],30,5048,15,7500;
- else
- setarray .@i[0],40,5050,20,10000;
-
- if (countitem(6402) < .@i[0]) {
- mes "[Lero]";
- mes "Once you bring the "+.@i[0]+" pieces of oil palm nuts, Mr. Memo will exchange them with oil.";
- close;
- }
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < .@i[3]) {
- mes "[Lero]";
- mes "You're carrying too much right now to continue.";
- close;
- }
- mes "[Lero]";
- mes "One, two, three, four, . . . .";
- next;
- mes "[Lero]";
- mes "Exactly "+.@i[0]+" pieces of oil palm nuts. Let you exchange them with oil right now.";
- changequest .@i[1], .@i[1]+1;
- delitem 6402,.@i[0]; //Oil_Palm_F
- getitem 6401,.@i[2]; //Palm_O
- next;
- mes "[Lero]";
- mes "As I told you before, it is heavier than you might think, so be careful when carrying this.";
- close;
- } else if ((.@j & 4) || (.@j & 16) || (.@j & 64)) {
- mes "[Lero]";
- mes "As I told you before, it is heavier than you might think, so be careful when carrying this.";
- close;
- }
- }
- mes "[Lero]";
- mes "What's going on with Poby...? Why hasn't he come back...?";
- next;
- mes "- Seems that he is waiting for someone-";
- close;
-}
-
-dew_fild01,259,48,4 script Poby#dew_drink 4_M_DEWBOY,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 500) {
- if (dew_drink > 0) {
- mes "[Poby]";
- mes "Why are you carrying so much?";
- close;
- } else {
- mes "[Poby]";
- mes "You're going to regret it if you are carrying so much.";
- close;
- }
- }
- if (dew_drink == 2) {
- mes "[Poby]";
- mes "Ah~ backache...";
- emotion e_swt2;
- next;
- select("Are you Poby?");
- mes "[Poby]";
- mes "Who are you?";
- next;
- mes "[Poby]";
- mes "I do not know you, but";
- mes "are you a fan of mine?";
- mes "I'm Poby, the best fruit hunter in the Jaty tribe.";
- next;
- mes "[Poby]";
- mes "You here for my autograph?";
- emotion e_what;
- next;
- select("Lero made me come here.");
- mes "[Poby]";
- mes "Ah! Mr. Lero made you come here. I can't move because I hurt my back while climbing a tree.";
- next;
- mes "[Poby]";
- mes "!#@$*&%!@$&!$%!$#*&!@#$";
- emotion e_sob;
- next;
- mes "[Poby]";
- mes "And I've still never had a girlfriend...";
- next;
- mes "[Poby]";
- mes "!#@$*&%!@$&!$%!$#*&!@#$";
- emotion e_sob;
- next;
- mes "[Poby]";
- mes "Ah! Sorry. Tell Mr. Lero that I will go back if I can find a way to move.";
- changequest 5036,5037;
- dew_drink = 3;
- next;
- mes "[Poby]";
- mes "I can't move at all 'cuz of this backache...";
- close;
- } else if (dew_drink == 3) {
- mes "[Poby]";
- mes "Ah! Sorry. Tell Mr. Lero that I will go back if I can find a way to move.";
- next;
- mes "[Poby]";
- mes "I can't move at all 'cuz of this backache...";
- emotion e_swt2;
- close;
- } else if (dew_drink == 4) {
- if (questprogress(5039)) {
- if (countitem(6402) > 59) { // Oil_Palm_F
- mes "[Poby]";
- mes "You got all the fruits. Bring them to Mr. Lero.";
- close;
- } else {
- mes "[Poby]";
- mes "It's easiest for beginners like you to shake or kick the tree.";
- next;
- mes "[Poby]";
- mes "It might be dangerous, so always wear a ^0000FFSafety Helmet^000000.";
- next;
- mes "[Poby]";
- mes "Gather ^FF000060 ^0000FFPalm Oil Fruit^000000 and bring them to Mr. Lero.";
- close;
- }
- }
- mes "[Poby]";
- mes "Ah~ backache...";
- emotion e_swt2;
- next;
- mes "[Poby]";
- mes "Oh!! You're-- Let me guess...";
- next;
- mes "[Poby]";
- mes "... ... ... ...";
- emotion e_dots;
- next;
- mes "[Poby]";
- mes "...you're back! You plan to catch ^0000FFPalm Oil Fruit^000000 instead of me, right?";
- next;
- mes "[Poby]";
- mes "It is hard for beginners to catch the fruit like me. No it's impossible.";
- next;
- mes "[Poby]";
- mes "Masters usually climb the tree to catch the fruit, but you're a beginner...";
- next;
- mes "[Poby]";
- mes "It's easiest for beginners to shake or kick the tree. It might be dangerous, so remember to wear a ^0000FFSafety Helmet^000000.";
- changequest 5038,5039;
- next;
- mes "[Poby]";
- mes "Ok! Gather ^FF000060^0000FF ^0000FFPalm Oil Fruit^000000 and bring that amount to Mr. Lero.";
- emotion e_gasp;
- close;
- } else if (dew_drink == 10) {
- mes "[Poby]";
- mes "Oh! "+strcharinfo(0)+", we meet again. What's going on?";
-
- if (questprogress(5047))
- .@count = 10;
- else if (questprogress(5049))
- .@count = 15;
- else if (questprogress(5051))
- .@count = 20;
- if (.@count) {
- if (countitem(6401) >= .@count) {
- // Custom translation
- mes "[Poby]";
- mes "Good work! Be careful while delivering them~";
- close;
- }
- .@new_count = .@count-countitem(6401);
- mes "- You explain the situation. -";
- next;
- mes "[Poby]";
- mes "Right... I owed Memo's grandfather. Wait, I hid some oil around here.";
- next;
- if (checkweight(6401,.@new_count) == 0) {
- mes "[Poby]";
- mes "I have some, but you seem to have too much stuff with you.";
- close;
- }
- mes "- rummaging... rummaging... -";
- next;
- mes "[Poby]";
- mes "Ah! Here is another one. Take care not to lose it again. And keep it a secret from Mr. Lero.";
- getitem 6401,.@new_count; //Palm_O
- next;
- mes "[Poby]";
- mes "Please~ "+strcharinfo(0)+".";
- close;
- }
- next;
- switch(select("Why'd you come here?:I want to know how to get fruit.")) {
- case 1:
- mes "[Poby]";
- mes "I'm taking a walk because I think it will make my back ache less.";
- close;
- case 2:
- mes "[Poby]";
- mes "It's easiest for beginners to shake or kick the tree.";
- next;
- mes "[Poby]";
- mes "It might be dangerous, so always wear a ^0000FFSafety Helmet^000000.";
- close;
- }
- }
- mes "[Poby]";
- mes "Ah~ my freakin' back is killing me.";
- emotion e_sob;
- close;
-}
-
-- script ::DewataPalm -1,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 5000) {
- mes "You are carrying too much.";
- close;
- }
-
- if (questprogress(5039)) .@count = 60;
- else if (questprogress(5046)) .@count = 20;
- else if (questprogress(5048)) .@count = 30;
- else if (questprogress(5050)) .@count = 40;
- if (.@count == 0) {
- mes "There's a palm tree";
- mes "facing the cool wind.";
- close;
- } else if (countitem(6402) >= .@count) {
- mes "The palm tree denies";
- mes "your greedy hands.";
- close;
- }
-
- if (isequipped(5009)) { // Safety_Helmet
- mes "There's a palm tree with fruits and flowers hanging from its branches.";
- mes "Be sure to wear a Safety Helmet while trying to pick the fruit.";
- } else {
- mes "There's a palm tree.";
- mes "You can kick or shake it.";
- mes "What do you want to do?";
- }
- next;
- switch(select("Shake the tree:Kick the tree")) {
- case 1:
- specialeffect EF_HITLINE2;
- .@message$ = "As you shake the palm tree...";
- mes "You shake the palm tree.";
- break;
- case 2:
- specialeffect EF_BASH;
- .@message$ = "As you give the palm tree a quick kick to its proverbial shin...";
- mes "You kick the palm tree swiftly with all you might.";
- break;
- }
- next;
- mes "... ... ...";
- next;
- mes .@message$;
- switch(rand(1,20)) {
- case 1:
- case 2:
- case 3:
- mes "a ^FF0000stone^000000 falls out.";
- getitem 7049,1; //Stone
- break;
- case 6:
- case 7:
- mes "a ^FF0000Great Leaf^000000 falls out.";
- getitem 7198,1; //Great_Leaf
- break;
- case 8:
- case 9:
- mes "a ^FF0000Worm Peeling^000000 falls out.";
- getitem 955,1; //Worm_Peelings
- break;
- case 4:
- case 5:
- case 11:
- case 12:
- case 13:
- mes "an ^0000FFOil Palm Fruit^000000 falls out.";
- getitem 6402,1; //Oil_Palm_F
- break;
- case 14:
- case 16:
- case 20:
- specialeffect2 EF_BASH;
- if (isequipped(5009)) { //Safety_Helmet
- mes "something falls on your head, but since you're wearing a Safety Helmet you're safe and sound.";
- emotion e_no1,1;
- break;
- } else {
- mes "something smashes down on your head, right where that soft spot is, $#*@! that's a one in a million shot.";
- percentheal -30,0;
- close2;
- donpcevent strnpcinfo(0)+"::OnDisable";
- warp "dew_fild01",371,211;
- end;
- }
- case 10:
- case 17:
- if (countitem(6402) <= .@count-5) {
- mes "tons of ^0000FFOil Palm Fruit^000000 crashes down from the tree.";
- getitem 6402,1; //Oil_Palm_F
- getitem 6402,1; //Oil_Palm_F
- getitem 6402,1; //Oil_Palm_F
- getitem 6402,1; //Oil_Palm_F
- getitem 6402,1; //Oil_Palm_F
- } else {
- mes "an ^0000FFOil Palm Fruit^000000 falls out.";
- getitem 6402,1; //Oil_Palm_F
- }
- break;
- default:
- mes "but nothing happens.";
- break;
- }
- close2;
- donpcevent strnpcinfo(0)+"::OnDisable";
- end;
-OnEnable:
- enablenpc strnpcinfo(0);
- stopnpctimer;
- end;
-OnDisable:
- disablenpc strnpcinfo(0);
- initnpctimer;
- end;
-OnTimer60000:
-OnTimer180000:
-OnTimer120000:
-OnTimer240000:
- if(rand(2))
- donpcevent strnpcinfo(0)+"::OnEnable";
- end;
-OnTimer300000:
- donpcevent strnpcinfo(0)+"::OnEnable";
- end;
-}
-dew_fild01,247,62,0 duplicate(DewataPalm) Palm Tree#drink01 CLEAR_NPC
-dew_fild01,276,73,0 duplicate(DewataPalm) Palm Tree#drink02 CLEAR_NPC
-dew_fild01,278,63,0 duplicate(DewataPalm) Palm Tree#drink03 CLEAR_NPC
-dew_fild01,301,88,0 duplicate(DewataPalm) Palm Tree#drink04 CLEAR_NPC
-dew_fild01,314,72,0 duplicate(DewataPalm) Palm Tree#drink05 CLEAR_NPC
-dew_fild01,320,68,0 duplicate(DewataPalm) Palm Tree#drink06 CLEAR_NPC
-dew_fild01,334,107,0 duplicate(DewataPalm) Palm Tree#drink07 CLEAR_NPC
-dew_fild01,345,88,0 duplicate(DewataPalm) Palm Tree#drink08 CLEAR_NPC
-dew_fild01,344,71,0 duplicate(DewataPalm) Palm Tree#drink09 CLEAR_NPC
-dew_fild01,358,93,0 duplicate(DewataPalm) Palm Tree#drink10 CLEAR_NPC
-dew_fild01,338,121,0 duplicate(DewataPalm) Palm Tree#drink11 CLEAR_NPC
-dew_fild01,358,136,0 duplicate(DewataPalm) Palm Tree#drink12 CLEAR_NPC
-dew_fild01,326,147,0 duplicate(DewataPalm) Palm Tree#drink13 CLEAR_NPC
-dew_fild01,307,146,0 duplicate(DewataPalm) Palm Tree#drink14 CLEAR_NPC
-dew_fild01,325,159,0 duplicate(DewataPalm) Palm Tree#drink15 CLEAR_NPC
-dew_fild01,339,163,0 duplicate(DewataPalm) Palm Tree#drink16 CLEAR_NPC
-dew_fild01,346,193,0 duplicate(DewataPalm) Palm Tree#drink17 CLEAR_NPC
-dew_fild01,355,193,0 duplicate(DewataPalm) Palm Tree#drink18 CLEAR_NPC
-dew_fild01,363,219,0 duplicate(DewataPalm) Palm Tree#drink19 CLEAR_NPC
-dew_fild01,341,261,0 duplicate(DewataPalm) Palm Tree#drink20 CLEAR_NPC
-dew_fild01,289,302,0 duplicate(DewataPalm) Palm Tree#drink21 CLEAR_NPC
-dew_fild01,70,196,0 duplicate(DewataPalm) Palm Tree#drink22 CLEAR_NPC
-dew_fild01,97,145,0 duplicate(DewataPalm) Palm Tree#drink23 CLEAR_NPC
-dew_fild01,119,42,0 duplicate(DewataPalm) Palm Tree#drink24 CLEAR_NPC
-dew_fild01,188,72,0 duplicate(DewataPalm) Palm Tree#drink25 CLEAR_NPC
-dew_fild01,238,80,0 duplicate(DewataPalm) Palm Tree#drink26 CLEAR_NPC
-dew_fild01,252,97,0 duplicate(DewataPalm) Palm Tree#drink27 CLEAR_NPC
-dew_fild01,256,98,0 duplicate(DewataPalm) Palm Tree#drink28 CLEAR_NPC
-dew_fild01,279,93,0 duplicate(DewataPalm) Palm Tree#drink29 CLEAR_NPC
-dew_fild01,299,107,0 duplicate(DewataPalm) Palm Tree#drink30 CLEAR_NPC
-dew_fild01,355,113,0 duplicate(DewataPalm) Palm Tree#drink31 CLEAR_NPC
-dew_fild01,278,136,0 duplicate(DewataPalm) Palm Tree#drink32 CLEAR_NPC
-dew_fild01,258,128,0 duplicate(DewataPalm) Palm Tree#drink33 CLEAR_NPC
-dew_fild01,240,125,0 duplicate(DewataPalm) Palm Tree#drink34 CLEAR_NPC
-dew_fild01,225,117,0 duplicate(DewataPalm) Palm Tree#drink35 CLEAR_NPC
-dew_fild01,219,121,0 duplicate(DewataPalm) Palm Tree#drink36 CLEAR_NPC
-dew_fild01,226,99,0 duplicate(DewataPalm) Palm Tree#drink37 CLEAR_NPC
-dew_fild01,209,137,0 duplicate(DewataPalm) Palm Tree#drink38 CLEAR_NPC
-dew_fild01,206,156,0 duplicate(DewataPalm) Palm Tree#drink39 CLEAR_NPC
-dew_fild01,209,201,0 duplicate(DewataPalm) Palm Tree#drink40 CLEAR_NPC
-
-// Traditional Weapon Quest :: dewata_weapon
-//============================================================
-dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 10000) {
- mes "- Hold it right there!! -";
- mes "- You're carrying too many items and don't have enough inventory space to receive any rewards. -";
- mes "- Please make more inventory space available and come back to take this challenge. -";
- close;
- }
- if (BaseLevel < 60) {
- mes "[Gatti]";
- mes "Where in the hell am I? Everybody here is avoiding me.";
- close;
- }
- if (dew_weapon == 0) {
- mes "[Gatti]";
- mes "Hey there, young "+((Sex)?"man":"lady")+"~ Are you from around here?";
- next;
- select("No, I'm not.");
- mes "[Gatti]";
- mes "I'd like to ask";
- mes "you a question.";
- mes "Where is this place?";
- next;
- mes "- He seems to be asking for the Island name. -";
- next;
- input .@island_name$;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "It's called "+ .@island_name$ +". What's wrong?";
- next;
- if (.@island_name$ == "Dewata Island") {
- mes "[Gatti]";
- mes "This is Dewata Island? You're sure this is Dewata Island?";
- next;
- mes "[Gatti]";
- mes "Hahahahahahahahaha...!!!";
- next;
- mes "- The old man started to laugh like a crazy person after hearing the name of the Island. You decide to ask a little bit later. -";
- dew_weapon = 1;
- close;
- } else {
- mes "[Gatti]";
- mes "Is that so... "+ .@island_name$ +"? "+ .@island_name$ +"... "+ .@island_name$ +"... "+ .@island_name$ +"...";
- next;
- mes "- The old man gave a deep sigh of resignation and continued speaking. -";
- next;
- mes "[Gatti]";
- mes "Damn... My plan is ruined. I invested all my fortunes to get there, but I failed. I can't do anything now, my boat has been wrecked.";
- next;
- mes "- The old man starts to cry. -";
- mes "- Feeling awkward, you quickly leave. -";
- close;
- }
- } else if (dew_weapon == 1) {
- select("Well... Sir...");
- mes "[Gatti]";
- mes "Cough... cough...";
- next;
- mes "[Gatti]";
- mes "Oh... Sorry~ Sorry. I was so happy that I finally arrived at Dewata Island.";
- next;
- mes "[Gatti]";
- mes "This is not a short story. Oh! I have to introduce myself first. I am Mastersmtih Gatti, also an Adventurer.";
- next;
- mes "[Gatti]";
- mes "I found a mysterious Weapon blueprint, but I don't remember exactly when I acquired it.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Weapon Blueprint?";
- next;
- mes "[Gatti]";
- mes "Yes! I traveled all around to find the materials for the weapon, but...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "But?";
- next;
- mes "[Gatti]";
- mes "I coudn't find the last material anywhere.";
- next;
- mes "[Gatti]";
- mes "I was about to give up, but there was some fine print on the blueprint saying that it could be found on the Dewata Island.";
- next;
- mes "[Gatti]";
- mes "I don't know why somebody put such an important thing in fine print. Anyway, after reading that, I invested all my fortunes to find that Island.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oh... Is that so?";
- next;
- mes "[Gatti]";
- mes "This island is strange. I arrived here a week ago, and everybody here has been avoiding me.";
- next;
- mes "[Gatti]";
- mes "Last week was so hard, but you saved me by telling me this is Dewata Island.";
- mes "Thank you for telling me, and thank you for passing here at just the right time.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Uh... No problem.";
- next;
- mes "[Gatti]";
- mes "Well... There was a little problem of my ship getting wrecked, but that's neither here nor there.";
- next;
- mes "[Gatti]";
- mes "Now that I found out this is Dewata Island, I should find the material for this great weapon.";
- next;
- mes "[Gatti]";
- mes "... ... ... ... ...";
- next;
- if (dew_legend < 9) {
- mes "[Gatti]";
- mes "Ah! the material that I am looking for is Comodo Leather.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Comodo Leather?";
- next;
- mes "[Gatti]";
- mes "Yes. In the blueprint, it's written that only the recognized few of the Dewata Natives are worthy enough to fight against the Comodo Dragon.";
- next;
- mes "[Gatti]";
- mes "In order to fight the Comodo Dragon, you have to get recognized by the natives. I assume it'll be hard to get the recognition.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Of course, it must be...";
- next;
- mes "[Gatti]";
- mes "Let me ask you a favor. If you get the recognition first, please don't forget to visit me.";
- close2;
- setquest 5052;
- dew_weapon = 2;
- end;
- }
- mes "[Gatti]";
- if(Sex == 0)
- mes "Lady, you possess a strong energy.";
- else
- mes "You possess a strong energy.";
- mes "Have you seen a monster called a Comodo Dragon on this Island?";
- next;
- select("Yes, I have.");
- mes "[Gatti]";
- mes "Oh! Really?";
- mes "I'm so lucky to have met you. This is going so well.";
- next;
- mes "[Gatti]";
- mes "Would you please help me?";
- next;
- mes "[Gatti]";
- mes "The weapon material that I was looking for is ^0000FFComodo Leather^000000. Bring me 100 of them, and I will make you a fancy weapon.";
- setquest 5053;
- dew_weapon = 3;
- next;
- mes "[Gatti]";
- mes "I heard Comodo Dragons are very powerful monsters. Please be careful.";
- close;
- } else if (dew_weapon == 2) {
- if (dew_legend < 9) {
- mes "[Gatti]";
- mes "Did you get recognized by the natives?";
- next;
- mes "[Gatti]";
- mes "... .... ...";
- next;
- mes "[Gatti]";
- mes "I guess not yet. I'm asking around everywhere, but I couldn't find a way to get recognized from natives. I don't know when I could finish making this weapon.";
- next;
- mes "[Gatti]";
- mes "If you get the recognition before me, please DON'T forget to visit me.";
- close;
- }
- mes "[Gatti]";
- mes "So, did you get recognized by the natives?";
- next;
- mes "[Gatti]";
- mes "... .... ...";
- next;
- mes "[Gatti]";
- mes "Oh yes! Finally.";
- if (Sex == 0)
- mes "Lady, you also possess a strong energy.";
- else
- mes "You also possess a strong energy.";
- mes "Did you finally get the recognition from natives?";
- next;
- select("Yes.");
- mes "[Gatti]";
- mes "Oh! Just as I expected!";
- mes "I was so lucky to meet you. Everything is going so well.";
- next;
- mes "[Gatti]";
- mes "I know I have no right to ask you for this, but meeting like this is a destiny...";
- next;
- mes "- Gatti mumbles. -";
- next;
- mes "[Gatti]";
- mes "The weapon material that I so longed for is ^0000FFComodo Leather^000000. Please get me 100 of them.";
- next;
- mes "[Gatti]";
- mes "I'm so eager to make the weapon in the weapon blueprint.";
- changequest 5052,5053;
- dew_weapon = 3;
- next;
- mes "[Gatti]";
- mes "Please, before my passion fades out.";
- next;
- mes "[Gatti]";
- mes "Oh! And Comodo Dragon is a very powerful monster, so please be careful.";
- close;
- } else if (dew_weapon == 3) {
- if (countitem(6403) > 99) {
- mes "[Gatti]";
- mes "By the looks of your walk, you must have brought me 100 Comodo Leather. Hand it over to me.";
- delitem 6403,100;
- erasequest 5053;
- dew_weapon = 4;
- next;
- mes "- Gatti takes the Comodo Leather from you. -";
- close;
- } else if (countitem(6403)) {
- mes "[Gatti]";
- mes "So, that is the Comodo Leather. But not enough.";
- next;
- mes "[Gatti]";
- mes "I know I'm asking you a favor, but I need 100 of them.";
- close;
- } else {
- mes "[Gatti]";
- mes "Please be careful because Comodo Dragon is very powerful monster. And don't forget to bring me 100 Comodo Leather on your way back.";
- close;
- }
- } else if (dew_weapon == 4) {
- mes "[Gatti]";
- mes "Oh~ Look at this. How resilient... So soft.";
- next;
- mes "[Gatti]";
- mes "Comodo Leather is the best material ever.";
- next;
- mes "[Gatti]";
- mes "Yes, how should I process this?";
- next;
- mes "[Gatti]";
- mes "Hmm... Like this?";
- next;
- mes "[Gatti]";
- mes "Or like that? Yes! This is the way!";
- next;
- mes "- Mastersmith Gatti is enjoying to process the Leathers you've brought to make the weapon. -";
- mes "- You should wait a little while. -";
- dew_weapon = 5;
- close;
- } else if (dew_weapon == 5) {
- mes "["+strcharinfo(0)+"]";
- mes "Well... Gatti?";
- next;
- mes "[Gatti]";
- mes "Oh! Sorry, sorry! This leather is so interesting.";
- next;
- mes "[Gatti]";
- mes "I made a hilt out of the leather you brought me.";
- next;
- mes "[Gatti]";
- mes ".... .... .... ....";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hilt?";
- next;
- mes "[Gatti]";
- mes "You don't know what a hilt is? That's what you call the handle of a weapon.";
- next;
- mes "- Gatti shows a thing that looks like a handle of a weapon. -";
- next;
- mes "[Gatti]";
- mes "I tried making it like what's written in the blueprint, but I need more material.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Really?";
- next;
- mes "[Gatti]";
- mes "... ... ... ...";
- next;
- mes "[Gatti]";
- mes "Yes... To be frank with you, I ruined a lot of them trying different things.";
- next;
- mes "[Gatti]";
- mes "I know this is a lot to ask, but can you get me 100 more Comodo Leather, 20 Steel, and 10 Oridecon?";
- next;
- mes "[Gatti]";
- mes "I'll make you a best weapon ever.";
- setquest 5054;
- dew_weapon = 6;
- getitem 6404,1; //Caress_H
- next;
- mes "[Gatti]";
- mes "Oh! I almost forgot. Don't forget to bring the hilt that I just made you.";
- next;
- mes "[Gatti]";
- mes "A weapon must have a handle.";
- close;
- } else if (dew_weapon == 6) {
- disable_items;
- mes "[Gatti]";
- mes "You brought all the material already?";
- mes "You were also curious about the finished weapon? Haha.";
- next;
- mes "[Gatti]";
- mes ".... .... ....";
- next;
- if (countitem(6403) < 100 || countitem(999) < 20 || countitem(984) < 10 || countitem(6404) < 1) {
- mes "[Gatti]";
- mes "Hmm... I need more of those. If my ship didn't get wrecked, I could made it on my own, but...";
- next;
- mes "- Gatti mumbles to himself. -";
- next;
- mes "[Gatti]";
- mes "100 Comodo Leather, 20 Steel, and 10 Oridecon are what I need.";
- next;
- mes "[Gatti]";
- mes "If you bring them all, I'll make the best weapon ever.";
- close;
- }
- mes "[Gatti]";
- mes "Great! We have enough. Wait a little.";
- next;
- specialeffect2 EF_REPAIRWEAPON;
- next;
- emotion e_swt2;
- next;
- mes "[Gatti]";
- mes "I finished making the weapon. This is called Caress according to the blueprint.";
- next;
- mes "[Gatti]";
- mes "I keep finding new stuffs when I lay my eyes on this blueprint.";
- next;
- mes "[Gatti]";
- mes "Now, I learned how to make the weapon, ask me any time if you need it.";
- erasequest 5054;
- dew_weapon = 7;
- delitem 6403,100; //Comodo_L
- delitem 999,20; //Steel
- delitem 984,10; //Oridecon
- delitem 6404,1; //Caress_H
- getitem 13067,1; //Caress
- close;
- } else if (dew_weapon >= 7) {
- mes "[Gatti]";
- mes "You're "+strcharinfo(0)+",";
- mes "So, how's the Caress that I made you?";
- switch(select("It's great!:I need another Caress.:Can I make it stronger?")) {
- case 1:
- mes "[Gatti]";
- mes "Yes, yes of course it's great.";
- mes "I made that weapon so it should be good.";
- close;
- case 2:
- disable_items;
- if (countitem(6404)) {
- if (countitem(6403) < 70 || countitem(984) < 10 || countitem(999) < 20 || countitem(6404) < 1) {
- mes "[Gatti]";
- mes "You only have a Hilt. You'll need to bring me 10 Oridecon, 20 Steel, and 70 Comodo Leather.";
- next;
- mes "[Gatti]";
- mes "If you bring them, I'll make a brand new Caress.";
- close;
- }
- mes "[Gatti]";
- mes "You have all the materials. Wait just a little.";
- next;
- specialeffect2 EF_REPAIRWEAPON;
- next;
- emotion e_swt2;
- next;
- mes "[Gatti]";
- mes "Here is the Caress! Ask me any time.";
- delitem 6403,70; //Comodo_L
- delitem 999,20; //Steel
- delitem 984,10; //Oridecon
- delitem 6404,1; //Caress_H
- getitem 13067,1; //Caress
- close;
- } else {
- if (countitem(6403) < 50 || countitem(7201) < 1) {
- mes "[Gatti]";
- mes "You want me to make one more Caress for you? In that case I need a Hilt. 50 Comodo Leather, and 1 Log. These are what I need to make a Hilt.";
- close;
- }
- mes "[Gatti]";
- mes "You brought the material for the Hilt. I'll make it right away.";
- next;
- mes "[Gatti]";
- mes "Put this here, and process it like this...";
- next;
- mes "[Gatti]";
- mes "Here you go. I can make a Caress if you bring me 10 Oridecon, 20 Steel, and 70 Comodo Leather.";
- delitem 6403,50; //Comodo_L
- delitem 7201,1; //Log
- getitem 6404,1; //Caress_H
- close;
- }
- case 3:
- mes "[Gatti]";
- mes "So, you want to reinforce your weapon? The weapon gets broken from time to time during the process, but it doesn't happen that often.";
- if(select("Please reinforce the weapon.:May be next time.") == 2) {
- mes "[Gatti]";
- mes "Whenever you want to reinforce the Caress, just bring me the Caress and 100,000 zeny.";
- close;
- }
- mes "[Gatti]";
- mes "If you want to do it, I'll have to tell you some cautionary things before reinforcing the Caress.";
- next;
- mes "[Gatti]";
- mes "^FF0000First!^009977 I need 1 Caress and 100,000 zeny to reinforce the Caress. As you know, I don't have any money right now because my ship got wrecked.^000000";
- next;
- mes "[Gatti]";
- mes "^FF0000Second!^009977 If you have a Caress that is refined or inserted with cards in your inventory which you don't want to reinforce, it could get destroyed or it's upgrades can get changed during the reinforcing process.";
- next;
- mes "[Gatti]";
- mes "If you don't want that to happen, put the refined Caress elsewhere before the reinforcing.^000000";
- next;
- mes "[Gatti]";
- mes "^FF0000Third!^009977 Sometimes reinfocing fails. The weapon doesn't get destroyed everytime you fail. However you should know that the weapon gets destroyed from time to time if you fail.^000000";
- next;
- if(select("Please reinforce the weapon.:Maybe next time.") == 2) {
- mes "[Gatti]";
- mes "Whenever you want to reinforce the Caress, just bring me the Caress and 100,000 zeny.";
- close;
- }
- break;
- }
-
- if (countitem(13067) < 1 || Zeny < 100000) {
- mes "[Gatti]";
- mes "You don't have all the materials. It's impossible to reinforce if you don't have them all. If you want to reinforce, bring 100,000 zeny and 1 Caress.";
- close;
- }
- specialeffect2 EF_REPAIRWEAPON;
- progressbar "0xFFFF00",3;
- Zeny -= 100000;
-
- // Socket 3
- .@i = rand(4300);
- if (.@i < 150) .@s3 = 4700; // STR + 1
- else if (.@i < 300) .@s3 = 4730; // AGI + 1
- else if (.@i < 450) .@s3 = 4740; // VIT + 1
- else if (.@i < 600) .@s3 = 4710; // INT + 1
- else if (.@i < 750) .@s3 = 4720; // DEX + 1
- else if (.@i < 900) .@s3 = 4750; // LUK + 1
- else if (.@i < 1050) .@s3 = 4761; // MATK + 2%
- else if (.@i < 1200) .@s3 = 4764; // CRIT + 5
- else if (.@i < 1350) .@s3 = 4786; // MDEF + 2
- else if (.@i < 1500) .@s3 = 4791; // DEF + 3
- else if (.@i < 1650) .@s3 = 4795; // HP + 100
- else if (.@i < 1750) .@s3 = 4800; // SP + 50
- else if (.@i < 1850) .@s3 = 4797; // HP + 300
- else if (.@i < 1950) .@s3 = 4793; // DEF + 9
- else if (.@i < 2050) .@s3 = 4788; // MDEF + 6
- else if (.@i < 2150) .@s3 = 4752; // LUK + 3
- else if (.@i < 2250) .@s3 = 4722; // DEX + 3
- else if (.@i < 2350) .@s3 = 4712; // INT + 3
- else if (.@i < 2450) .@s3 = 4742; // VIT + 3
- else if (.@i < 2550) .@s3 = 4732; // AGI + 3
- else if (.@i < 2650) .@s3 = 4702; // STR + 3
- else if (.@i < 2700) .@s3 = 4703; // STR + 4
- else if (.@i < 2750) .@s3 = 4733; // AGI + 4
- else if (.@i < 2800) .@s3 = 4743; // VIT + 4
- else if (.@i < 2850) .@s3 = 4713; // INT + 4
- else if (.@i < 2900) .@s3 = 4723; // DEX + 4
- else if (.@i < 2950) .@s3 = 4753; // LUK + 4
- else if (.@i < 3000) .@s3 = 4789; // MDEF + 8
- else if (.@i < 3001) .@s3 = 4704; // STR + 5
- else if (.@i < 3002) .@s3 = 4734; // AGI + 5
- else if (.@i < 3003) .@s3 = 4744; // VIT + 5
- else if (.@i < 3004) .@s3 = 4714; // INT + 5
- else if (.@i < 3005) .@s3 = 4724; // DEX + 5
- else if (.@i < 3006) .@s3 = 4754; // LUK + 5
- else if (.@i < 3007) .@s3 = 4806; // MATK + 3%
- else if (.@i < 3008) .@s3 = 4765; // CRIT + 7
- else if (.@i < 3009) .@s3 = 4766; // ATK + 2%
- else if (.@i < 3010) .@s3 = 4801; // SP + 100
- else if (.@i < 3140) .@s3 = 4796; // HP + 200
- else if (.@i < 3270) .@s3 = 4792; // DEF + 6
- else if (.@i < 3400) .@s3 = 4787; // MDEF + 4
- else if (.@i < 3530) .@s3 = 4751; // LUK + 2
- else if (.@i < 3660) .@s3 = 4721; // DEX + 2
- else if (.@i < 3790) .@s3 = 4711; // INT + 1
- else if (.@i < 3920) .@s3 = 4741; // VIT + 2
- else if (.@i < 4050) .@s3 = 4731; // AGI + 2
- else if (.@i < 4180) .@s3 = 4701; // STR + 2
- else .@s3 = 0;
-
- // Socket 4
- .@j = rand(4100);
- if (.@j < 130) .@s4 = 4700; // STR + 1
- else if (.@j < 260) .@s4 = 4730; // AGI + 1
- else if (.@j < 390) .@s4 = 4740; // VIT + 1
- else if (.@j < 520) .@s4 = 4710; // INT + 1
- else if (.@j < 650) .@s4 = 4720; // DEX + 1
- else if (.@j < 780) .@s4 = 4750; // LUK + 1
- else if (.@j < 910) .@s4 = 4760; // MATK + 1%
- else if (.@j < 1040) .@s4 = 4764; // CRIT + 5
- else if (.@j < 1170) .@s4 = 4766; // ATK + 2%
- else if (.@j < 1300) .@s4 = 4786; // MDEF + 2
- else if (.@j < 1430) .@s4 = 4791; // DEF + 3
- else if (.@j < 1560) .@s4 = 4795; // HP + 100
- else if (.@j < 1690) .@s4 = 4800; // SP + 50
- else if (.@j < 1790) .@s4 = 4796; // HP + 200
- else if (.@j < 1890) .@s4 = 4792; // DEF + 6
- else if (.@j < 1990) .@s4 = 4787; // MDEF + 4
- else if (.@j < 2090) .@s4 = 4767; // ATK + 3%
- else if (.@j < 2190) .@s4 = 4765; // CRIT + 7
- else if (.@j < 2290) .@s4 = 4751; // LUK + 2
- else if (.@j < 2390) .@s4 = 4721; // DEX + 2
- else if (.@j < 2490) .@s4 = 4711; // INT + 2
- else if (.@j < 2590) .@s4 = 4741; // VIT + 2
- else if (.@j < 2690) .@s4 = 4731; // AGI + 2
- else if (.@j < 2790) .@s4 = 4701; // STR + 2
- else if (.@j < 2860) .@s4 = 4702; // STR + 3
- else if (.@j < 2930) .@s4 = 4732; // AGI + 3
- else if (.@j < 3000) .@s4 = 4742; // VIT + 3
- else if (.@j < 3140) .@s4 = 4712; // INT + 3
- else if (.@j < 3210) .@s4 = 4722; // DEX + 3
- else if (.@j < 3280) .@s4 = 4788; // MDEF + 8
- else if (.@j < 3350) .@s4 = 4793; // DEF + 9
- else if (.@j < 3420) .@s4 = 4797; // HP + 300
- else if (.@j < 3490) .@s4 = 4801; // SP + 100
- else if (.@j < 3540) .@s4 = 4798; // HP + 400
- else if (.@j < 3590) .@s4 = 4789; // MDEF + 8
- else if (.@j < 3640) .@s4 = 4753; // LUK + 4
- else if (.@j < 3690) .@s4 = 4723; // DEX + 4
- else if (.@j < 3740) .@s4 = 4713; // INT + 4
- else if (.@j < 3790) .@s4 = 4743; // VIT + 4
- else if (.@j < 3840) .@s4 = 4733; // AGI + 4
- else if (.@j < 3890) .@s4 = 4703; // STR + 4
- else if (.@j < 3900) .@s4 = 4704; // STR + 5
- else if (.@j < 3910) .@s4 = 4734; // AGI + 5
- else if (.@j < 3920) .@s4 = 4744; // VIT + 5
- else if (.@j < 3930) .@s4 = 4714; // INT + 5
- else if (.@j < 3940) .@s4 = 4724; // DEX + 5
- else if (.@j < 3950) .@s4 = 4754; // LUK + 5
- else .@s4 = 0;
-
- delitem 13067,1; //Caress
- if (.@s3 == 0 && .@s4 == 0) {
- mes "[Gatti]";
- mes "Oh my~~ Almost succeeded... But failed. Sorry, sorry...";
- emotion e_omg;
- close;
- }
- getitem2 13067,1,1,0,0,0,0,.@s3,.@s4;
- mes "[Gatti]";
- mes "Reinforcing the Caress has been successful. See you later.";
- close;
- }
-}
diff --git a/npc/re/quests/quests_dicastes.txt b/npc/re/quests/quests_dicastes.txt
deleted file mode 100644
index c07d4af6a..000000000
--- a/npc/re/quests/quests_dicastes.txt
+++ /dev/null
@@ -1,7645 +0,0 @@
-//===== Hercules Script ======================================
-//= El Dicastes Quest NPCs
-//===== By: ==================================================
-//= 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:
-//== Sapha's Visit, Doha's Secrect Order, Frede's Request,
-//== Department Quests, Document Quests,
-//== Chesire's Call, Cat Hands Enchantment
-//== Cat Hand Agent
-//===== Additional Comments: =================================
-//= 1.0 First version. 14107 lines, oh, the pain...
-//= 1.1 Standardized and reduced by 7000+ lines. [Euphy]
-//= 1.2 Further optimization. [Euphy]
-//= 1.2a Small bug fix. [Euphy]
-//= 1.3 Temporarly disabled Izlude Fish Tail?#33 NPC because of
-//= the new Izlude Town Map. [Masao]
-//= 1.4 Fixed minor typos. [Joseph]
-//= 1.5 Removed "Mysterious Documents" duplicated in magic_books. [Euphy]
-//= 1.6 Fixed missing checks for quest: Sapha's Visit. [Joseph]
-//= 1.7 Updated to match the official script. [Joseph]
-//= 1.8 Optimized and fixed invalid checkquest. [Joseph]
-//= 1.8a Disabled "Fish Tails" until Izlude RE coordinates are found. [Euphy]
-//= 1.8b Updated "Calyon" NPC and fixed a check. [Euphy]
-//= 1.9 Updated "Fish Tails" with RE coordinates.
-//= 1.9a Minor fix. [Joseph]
-//= 2.0 Fixed variables. [Joseph]
-//= 2.1 Added reset option to "Kareka". [Euphy]
-//= 2.2 Added Izlude duplicates. [Euphy]
-//= 2.3 Added GM management NPCs. [Euphy]
-//============================================================
-
-// Entrance
-//============================================================
-manuk,321,182,5 script Entrance Manager#ep133 4_MAN_GALTUN,{
- if (!isequipped(2782)) {
- mes "[Average Galten]";
- mes "¢¤¡ð¡ú? ¢£ ¡ù¡ð...";
- mes "¡ï¡ò¡Ð ¢¤ ?";
- mes "¡ñ¡ï..?";
- close;
- }
- if (ep13_3_invite >= 4) {
- mes "[Entrance Manager]";
- mes "Are you visiting the capital city, El Dicastes?";
- next;
- if(select("Yes.:No.") == 2) {
- mes "[Entrance Manager]";
- mes "Then use the tunnel next time.";
- close;
- }
- mes "[Entrance Manager]";
- mes "Be careful.";
- close2;
- warp "dic_dun01",33,212;
- end;
- }
- mes "[Entrance Manager]";
- mes "Sorry.";
- mes "I cannot let you pass because you are not a Sapha.";
- close;
-}
-
-dic_dun01,266,113,5 script Curious Sapha#ep13_3_ 4_MAN_BENKUNI,{
- if (!isequipped(2782)) {
- mes "[Curious Sapha]";
- mes "¡ö¡ñ¡Ð ¡ò ¡õ?";
- next;
- mes "- Cannot understand a word. -";
- close;
- }
- mes "[Curious Sapha]";
- mes "Hello?";
- next;
- switch(select("What are you doing here?:Buy research items.:Hello!:I want to help your research.")) {
- case 1:
- mes "[Curious Sapha]";
- mes "Do you see that dirty vigilante over there?";
- next;
- mes "[Curious Sapha]";
- mes "He was attacked by Scarabas after falling into Scaraba Hall.";
- mes "And he was the only one attacked even with others around him.";
- next;
- mes "[Curious Sapha]";
- mes "I think he slipped and fell on some secretion of the Queen Scaraba. I thought it was an accident was looking into it.";
- next;
- mes "[Curious Sapha]";
- mes "If the research results are correct, the Scarabas are very sensitive to the smell.";
- mes "Or else say they go crazy over it. Almost as if they were losing it...";
- next;
- mes "[Curious Sapha]";
- mes "I came to research the relationship between the Queen secretion component and the Scarabas.";
- mes "So I created this into a perfume to carry it easily.";
- next;
- mes "[Curious Sapha]";
- mes "I might be able to use this perfume's reaction to Scarabas and make progress in research.";
- close;
- case 2:
- if (checkweight(1201,1) == 0) {
- mes "[Curious Sapha]";
- mes "You don't seem to have enough space.";
- close;
- }
- if (MaxWeight - Weight < 2000) {
- mes "[Curious Sapha]";
- mes "Your bags already seem too heavy.";
- close;
- }
- mes "[Curious Sapha]";
- mes "You want to buy the Scaraba Perfume? A gift for home?";
- mes "Well, it has become a rare perfume.";
- next;
- mes "[Curious Sapha]";
- mes "I'll give you a deal and sell it by 500 Zeny each. But, try not to carry it with you into Scaraba Hall.";
- mes "How many do you want? You can buy up to 100.";
- next;
- input .@input;
- .@deal = 500 * .@input;
- if (.@deal == 0) {
- mes "[Curious Sapha]";
- mes "You changed your mind?";
- close;
- }
- if (Zeny < .@deal) {
- mes "[Curious Sapha]";
- mes "You don't have enough money.";
- close;
- }
- mes "[Curious Sapha]";
- mes "Will you buy "+.@input+"?";
- next;
- if(select("Yes:No") == 2) {
- mes "[Curious Sapha]";
- mes "You changed your mind?";
- close;
- }
- Zeny -= .@deal;
- getitem 6437,.@input; //Scaraba_Perfume
- mes "[Curious Sapha]";
- mes "Here you go. Scaraba might flock around you so don't use it near Scaraba Hall.";
- close;
- case 3:
- mes "[Curious Sapha]";
- mes "Hello? You must be a traveler. This place is dangerous so please find your way out of this tunnel.";
- close;
- case 4:
- mes "[Curious Sapha]";
- mes "Do you have any useful information?";
- mes "Please let me know!";
- input .@str$;
- next;
- mes "[Curious Sapha]";
- mes "It says ^0000FF"+.@str$+"^000000.";
- next;
- switch(rand(1,3)) {
- case 1:
- mes "[Curious Sapha]";
- mes "That is great information!";
- mes "I must start on the research.";
- close;
- case 2:
- mes "[Curious Sapha]";
- mes "I already know about that information but I'm really grateful for you to come all the way here to tell me.";
- close;
- case 3:
- mes "[Curious Sapha]";
- mes "Hmm... do you think so?";
- mes "I have some doubts about your information. I'll think it over.";
- close;
- }
- }
-}
-
-sec_in02,16,43,5 script Scaraba Dungeon Entrance 4_MAN_BENKUNI,{
- callfunc "F_GM_NPC";
- mes "Setting you for dungeon entry.";
- mes "You will be able to go through if the password is correct.";
- if (callfunc("F_GM_NPC",1854,0) == 1) {
- ep13_3_secret = 6;
- getitem 2782,1; //Ring_Of_Wise_King
- getitem 6437,2; //Scaraba_Perfume
- mes "Setting Complete";
- } else
- mes "Wrong Password";
- close;
-}
-
-// Vigilantes
-//============================================================
-- script Vigilante#main -1,{
- if (compare(strnpcinfo(0),"ep133_26")) {
- if (!isequipped(2782)) {
- mes "[Vigilante]";
- mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?";
- mes "¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û...";
- next;
- mes "The Vigilante says something and then shakes his head.";
- mes "Looks like a negative reaction from the looks of his firm pose holding his shield in front of him.";
- close;
- }
- mes "[Vigilante]";
- mes "Manuk is just before us.";
- mes "Are you heading to Manuk?";
- next;
- if (select("Yes.:No.") == 1) {
- mes "[Vigilante]";
- mes "I will send you to Manuk.";
- close2;
- warp "manuk",326,180;
- end;
- }
- mes "[Vigilante]";
- mes "Good luck.";
- close;
- }
- if (!isequipped(2782)) {
- mes "[Vigilante]";
- mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?";
- mes "¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û...";
- mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..! ";
- next;
- mes "Cannot communicate with him.";
- close;
- }
- if (ep13_3_secret < 6) {
- mes "The area below is restricted because it is dangerous.";
- mes "I cannot let you pass because you are here as guests.";
- mes "Please follow the tunnel to get to the capital city.";
- close;
- }
- mes "[Vigilante]";
- mes "Do you need something from the cave?";
- next;
- if (select("Yes.:No.") == 1) {
- mes "[Vigilante]";
- mes "Be careful.";
- close2;
- warp "dic_dun02",101,142;
- end;
- }
- mes "[Vigilante]";
- mes "Please step aside because it is dangerous.";
- mes "You won't know when those Scarabas will start rampaging..";
- close;
-
-}
-dic_dun01,286,104,5 duplicate(Vigilante#main) Vigilante#ep133_23 4_MAN_GALTUN
-dic_dun01,294,106,3 duplicate(Vigilante#main) Vigilante#ep133_24 4_MAN_GALTUN1
-dic_dun01,30,216,5 duplicate(Vigilante#main) Vigilante#ep133_26 4_MAN_GALTUN1
-
-dic_dun01,284,102,5 script Dirty Vigilante#ep13_3 4_MAN_GALTUN,{
- if (!isequipped(2782)) {
- mes "[Vigilante]";
- mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û.";
- mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..! ";
- next;
- mes "Cannot understand a word.";
- close;
- }
- if (ep13_3_secret < 6) {
- mes "[Vigilante]";
- mes "Hey! This is no place for a rookie like you.";
- mes "Those Scaraba can snatch you away!";
- close;
- }
- if (countitem(6437)) {
- mes "[Vigilante]";
- mes "Do you need something from the cave?";
- next;
- if (select("Yes.:No.") == 1) {
- mes "[Vigilante]";
- mes "Ewww, what's this smell?";
- mes "Be careful. The smell from the Scaraba Secretion was picked up by other Scarabas.";
- next;
- if (select("Enter after spraying perfume.:Do not enter because it's dangerous.") == 1) {
- if (!countitem(6437)) {
- mes "- Your Scaraba Perfume disappeared. -";
- close;
- }
- mes "[Vigilante]";
- mes "Okay. Then good luck to you. Be careful.";
- delitem 6437,1; //Scaraba_Perfume
- close2;
- warp "dic_dun03",101,142;
- end;
- }
- }
- mes "[Vigilante]";
- mes "Please step aside because it is dangerous.";
- mes "You won't know when those Scarabas will start to rampage.";
- close;
- }
- mes "[Vigilante]";
- mes "Phew, what happened?! Why are they all over me?";
- next;
- mes "[Vigilante]";
- mes "I already had bad luck in falling into Scaraba Hall and being drenched with this awful ^FF0000stench^000000 my head is starting to ache!";
- next;
- mes "- The vigilante complained while brushing off the traces of the Scarabas.";
- close;
-}
-
-mid_camp,216,246,0 script #ep133_event03 HIDDEN_WARP_NPC,2,2,{
- end;
-OnTouch:
- if (ep13_3_secret == 23) {
- donpcevent "Suspicious Guy#ep133_::OnEnable";
- cutin "ep13_loki01",2;
- mes "[Low Voice]";
- mes "Hey.";
- mes "Are you the human that met the newly appointed minister of Dicastes?";
- mes "What does he look like?";
- next;
- mes "You feel yourself pressured by this";
- mes "suspicious guy and starts to talk about Ahat voluntarily.";
- next;
- cutin "ep13_loki02",2;
- mes "[Black Clothed Guy]";
- mes "...Really?";
- mes "You've found it at last.";
- ep13_3_secret = 24;
- next;
- cutin "",255;
- donpcevent "Suspicious Guy#ep133_::OnDisable";
- mes "The guy in all black disappeared suddenly.";
- mes "Who was that?";
- close;
- }
- end;
-}
-
-mid_camp,218,250,3 script Suspicious Guy#ep133_ 4_M_ROKI,{
- mes "[Suspicious Guy]";
- mes ".....";
- hideonnpc strnpcinfo(0);
- close;
-OnInit:
-OnDisable:
- hideonnpc strnpcinfo(0);
-OnEnable:
- hideoffnpc "Suspicious Guy#ep133_";
- end;
-}
-
-- script Guard#ep133_11 4_MAN_GALTUN1,{
- if (!isequipped(2782)) {
- mes "[Capital City Guard]";
- mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?";
- mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!";
- next;
- mes "- Cannot communicate with him. -";
- close;
- }
- if (ep13_3_invite < 4) {
- mes "[Capital City Guard]";
- mes "Access to the city is restricted from other races without permits.";
- mes "Please go back.";
- close;
- }
- else if (ep13_3_invite == 5) {
- mes "[Capital City Guard]";
- mes "Access to the city is restricted from other races without permits.";
- mes "Please go back.";
- next;
- mes "[Capital City Guard]";
- mes "Hmmm? You are human.";
- mes "If you went through that tunnel, you are here by Ravail's invitation?";
- next;
- select("Yes.");
- mes "[Capital City Guard]";
- mes "No wonder Vyhannus approved you.";
- mes "Understood.";
- mes "I approve your entrance and will guide you on what you should first do in El Dicastes.";
- next;
- mes "[Capital City Guard]";
- mes "First enter the fortress,";
- mes "and register yourself at Dicastes Diel located at the highest location in the north.";
- mes "You must first register to b able to move freely.";
- next;
- mes "[Capital City Guard]";
- mes "You'll see Diel if you follow here towards the north.";
- mes "You won't get lost.";
- mes "You need to find the register window at the Diel public service center.";
- close2;
- warp "dicastes01",199,41;
- end;
- }
- else if (ep13_3_invite > 5) {
- mes "[Capital City Guard]";
- mes "Are you returning to El Dicastes?";
- next;
- .@m = select("Yes. Going to the castle.:No.") - 1;
- mes "[Capital City Guard]";
- mes "Good luck.";
- close2;
- if (!.@m) warp "dicastes01",199,41;
- end;
- }
- mes "[Capital City Guard]";
- mes "Unknown situation occurred. Case " + strnpcinfo(2);
- mes "Please inquiry with a GM.";
- close;
-}
-dic_fild01,146,281,5 duplicate(Guard#ep133_11) Capital City Guard#1 4_MAN_GALTUN1
-dic_fild01,153,281,3 duplicate(Guard#ep133_11) Capital City Guard#2 4_MAN_GALTUN
-
-dic_in01,254,119,0 script Item Storage#01 CLEAR_NPC,{
- mes "This is the item storage.";
- mes "There is some writing on the paper.";
- next;
- mes "+ Shay's precious safe +";
- mes "For those you want to use this safe!";
- mes "1. Is my cooking delicious?";
- mes "2. You have enough basic skills, right?";
- mes "3. It will be ^0000FF500 Zeny^000000, please!";
- next;
- mes "You'll have to put in some coins to use it.";
- mes "Insert Coins: Will you";
- mes "put in 500 Zeny?";
- next;
- if(select("Use safe:No way.")==2) {
- mes "["+strcharinfo(0)+"]";
- mes "I will use it later.";
- close;
- }
- if (Zeny < 500) {
- mes "Not enough Zeny.";
- close;
- }
- Zeny -= 500;
- close2;
- openstorage;
- end;
-}
-
-sec_in02,10,42,1 script 13.3 Related Reset 4_MAN_BENKUNI,{
- callfunc "F_GM_NPC";
- mes "[Reset]";
- mes "Resets all quest windows including daily and map quests for 13.3.";
- freeloop(1);
- for(.@i = 12099; .@i <= 12216; ++.@i) {
- if (questprogress(.@i))
- erasequest .@i;
- }
- freeloop(0);
- close;
-}
-
-// Civil Services
-//============================================================
-function script que_dic {
- if (!getarg(0)) {
- if (questprogress(getarg(1),HUNTING) != 2) return;
- mes getarg(3);
- }
- else if (getarg(0) == 1) {
- if (!questprogress(getarg(1))) return;
- if (countitem(getarg(3)) < getarg(4)) {
- mes "It looks like you are short on the amount.";
- close;
- }
- mes getarg(5);
- mes getarg(6,"");
- delitem getarg(3), getarg(4);
- }
- else if (getarg(0) == 2) {
- for(.@i = 1; .@i < getargcount(); ++.@i) {
- if (questprogress(getarg(.@i)))
- erasequest getarg(.@i);
- }
- return;
- }
- getexp getarg(2),0;
- erasequest getarg(1);
- specialeffect2 EF_STEAL;
- getitem 6304,1;
- close;
-}
-
-dic_in01,48,263,5 script Hunting Dept. 1 Manager 4_MAN_BENKUNI,{
- if (checkweight(1201,1) == 0) {
- mes "You have too many kinds of items. Let's try again after you reduce the number of items.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight.";
- close;
- }
- if (!isequipped(2782)) {
- mes "¡õ¢£¡ô";
- mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
- next;
- mes "I don't feel confident in talking since you wouldn't understand anything.";
- close;
- }
- if (ep13_3_invite < 6) {
- mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go.";
- close;
- }
- if (BaseLevel < 97) {
- mes "[Hunting Dept. 1 Manager]";
- mes "Umm...What are you up to? Anything to do with me?";
- close;
- }
- if (!questprogress(12159,PLAYTIME)) {
- mes "[Hunting Dept. 1 Manager]";
- mes "So you didn't get";
- mes "any requests yet.";
- mes "Laponte will have piles";
- mes "of requests and might give";
- mes "you one. Try meeting him.";
- close;
- }
- else if (questprogress(12159,PLAYTIME) == 2) {
- mes "[Hunting Dept. 1 Manager]";
- mes "Time limit has expired for the existing request.";
- next;
- mes "[Hunting Dept. 1 Manager]";
- mes "If any incomplete request is found, it will be consider that you failed it and the request will be deleted.";
- next;
- mes "[Hunting Dept. 1 Manager]";
- mes "You can get a new request after the existing request record being removed, go to see Laponte.";
- que_dic(2,12099,12100,12101,12102,12103,12104,12105,12159);
- close;
- }
- mes "[Hunting Dept. 1 Manager]";
- mes "Welcome.";
- mes "How can I help you?";
- next;
- select("I completed the request.");
- mes "[Hunting Dept. 1 Manager]";
- mes "Ah...";
- mes "You are done with the request?";
- mes "Let me check your records first.";
- next;
- mes "[Hunting Dept. 1 Manager]";
- .@s$ = "Oh, you completed all your requests. Confirmation complete.";
- que_dic(0,12099,4000,.@s$);
- que_dic(0,12100,49000,.@s$);
- que_dic(0,12101,18000,.@s$);
- que_dic(0,12102,45000,.@s$);
- que_dic(0,12103,4000,.@s$);
- que_dic(0,12104,73000,.@s$);
- que_dic(0,12105,59000,.@s$);
- mes "Um....." + strcharinfo(0) + "";
- mes "You will be in trouble if you lie about the request...";
- close;
-}
-
-dic_in01,51,266,6 script Hunting Dept. 2 Manager 4_MAN_BENKUNI,{
- if (checkweight(1201,1) == 0) {
- mes "You have too many kinds of items. Let's try again after you reduce the number of items.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight.";
- close;
- }
- if (!isequipped(2782)) {
- mes "¡õ¢£¡ô";
- mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
- next;
- mes "I don't feel confident in talking since you wouldn't understand anything.";
- close;
- }
- if (ep13_3_invite < 6) {
- mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go.";
- close;
- }
- if (BaseLevel < 100) {
- mes "[Hunting Dept. 2 Manager]";
- mes "Ha ha, you will need to train a little more to work with me.";
- close;
- }
- if (!questprogress(12160,PLAYTIME)) {
- mes "[Hunting Dept. 2 Manager]";
- mes "So you didn't get";
- mes "any requests yet.";
- mes "Kalipo will have piles";
- mes "of requests and might give";
- mes "you one. Try to find him.";
- close;
- }
- else if (questprogress(12160,PLAYTIME) == 2) {
- mes "[Hunting Dept. 2 Manager]";
- mes "Kalipo seems to have another request for you.";
- next;
- mes "[Hunting Dept. 2 Manager]";
- mes "I will erase any other records including previous requests from Kalipo that you haven't completed yet.";
- next;
- mes "[Hunting Dept. 2 Manager]";
- mes "Your request history is cleared now. Please visit Kalipo.";
- que_dic(2,12106,12107,12108,12109,12110,12111,12160);
- close;
- }
- mes "[Hunting Dept. 2 Manager]";
- mes "Welcome.";
- mes "How can I help you?";
- next;
- select("I completed the request.");
- mes "[Hunting Dept. 2 Manager]";
- mes "Ah...";
- mes "You are done with the request?";
- mes "Let me check your records first.";
- next;
- mes "[Hunting Dept. 2 Manager]";
- .@s$ = "Oh, you completed all your requests. Confirmation complete.";
- que_dic(0,12106,77000,.@s$);
- que_dic(0,12107,47000,.@s$);
- que_dic(0,12108,50000,.@s$);
- que_dic(0,12109,53000,.@s$);
- que_dic(0,12110,30000,.@s$);
- que_dic(0,12111,42000,.@s$);
- mes "Umm.." + strcharinfo(0) + "";
- mes "Please check your request history again. There is a discrepancy with our documents.";
- close;
-}
-
-dic_in01,51,270,7 script Supply Dept. 1 Manager 4_MAN_BENKUNI,{
- if (checkweight(1201,1) == 0) {
- mes "You have too many kinds of items. Let's try again after you reduce the number of items.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight.";
- close;
- }
- if (!isequipped(2782)) {
- mes "¡õ¢£¡ô";
- mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
- next;
- mes "I don't feel confident in talking since you wouldn't understand anything.";
- close;
- }
- if (ep13_3_invite < 6) {
- mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go.";
- close;
- }
- if (BaseLevel < 80) {
- mes "[Supply Dept. 1 Manager]";
- mes "You gotta be strong enough to deal with Supply Dept. 1.";
- close;
- }
- if (!questprogress(12161,PLAYTIME)) {
- mes "[Supply Dept. 1 Manager]";
- mes "So you didn't get";
- mes "any requests yet.";
- mes "Pura will have piles";
- mes "of requests and might give";
- mes "you one. Try meeting him.";
- close;
- }
- else if (questprogress(12161,PLAYTIME) == 2) {
- mes "[Supply Dept. 1 Manager]";
- mes "Pura is looking for you.";
- next;
- mes "[Supply Dept. 1 Manager]";
- mes "I erased all records related with the previous request. Go to meet Pura.";
- next;
- que_dic(2,12117,12118,12119,12120,12121,12122,12123,12124,12125,12126,12161);
- close;
- }
- mes "[Supply Dept. 1 Manager]";
- mes "Welcome.";
- mes "How can I help you?";
- next;
- select("I completed the request.");
- mes "[Supply Dept. 1 Manager]";
- mes "Ah...";
- mes "You are done with the request?";
- mes "Let me check your records first.";
- next;
- mes "[Supply Dept. 1 Manager]";
- .@s$ = "It's done. You can't start any other request till tomorrow, why don't you go to the famous pub and rest?";
- que_dic(1,12117,26300,6086,6,.@s$);
- que_dic(1,12118,25600,6090,3,.@s$);
- que_dic(1,12119,51100,6073,16,.@s$);
- que_dic(1,12120,26300,1037,6,.@s$);
- que_dic(1,12121,79900,7032,26,.@s$);
- que_dic(1,12122,26300,6075,6,.@s$);
- que_dic(1,12123,79900,7326,26,.@s$);
- que_dic(1,12124,53000,12353,1,.@s$);
- que_dic(1,12125,56700,936,18,.@s$);
- que_dic(1,12126,37500,954,11,.@s$);
- mes "Cannot find any record...";
- mes "Nothing... There is nothing that I can say ^990000Request completed!^000000.";
- close;
-}
-
-dic_in01,48,273,8 script Supply Dept. 2 Manager 4_MAN_BENKUNI,{
- if (!checkweight(1201,1)) {
- mes "You have too many kinds of items. Let's try again after you reduce the number of items.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight.";
- close;
- }
- if (!isequipped(2782)) {
- mes "¡õ¢£¡ô";
- mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
- next;
- mes "I don't feel confident in talking since you wouldn't understand anything.";
- close;
- }
- if (ep13_3_invite < 6) {
- mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go.";
- close;
- }
- if (BaseLevel < 80) {
- mes "[Supply Dept. 2 Manager]";
- mes "No way, You can't stand the job of Supply Dept. 2 with that weak body.";
- close;
- }
- if (!questprogress(12162,PLAYTIME)) {
- mes "[Supply Dept. 2 Manager]";
- mes "So you didn't get";
- mes "any requests yet.";
- mes "Tragis will have piles";
- mes "of requests and might give";
- mes "you one. Try meeting him.";
- close;
- }
- else if (questprogress(12162,PLAYTIME) == 2) {
- mes "[Supply Dept. 2 Manager]";
- mes "I erased all records related with the previous request. Tragis is looking for you so hurry up to meet him.";
- next;
- que_dic(2,12127,12128,12129,12130,12131,12132,12133,12134,12135,12136,12162);
- close;
- }
- mes "[Supply Dept. 2 Manager]";
- mes "Welcome.";
- mes "How can I help you?";
- next;
- select("I completed the request.");
- mes "[Supply Dept. 2 Manager]";
- mes "Ah...";
- mes "You are done with the request?";
- mes "Let me check your records first.";
- next;
- mes "[Supply Dept. 2 Manager]";
- .@s$ = "" + strcharinfo(0) + ", you handle your requests quite well. You are not like the pub owner who just sends requests here every day.";
- que_dic(1,12127,65300,6023,5,.@s$);
- que_dic(1,12128,65300,6020,21,.@s$);
- que_dic(1,12129,82800,1042,27,.@s$);
- que_dic(1,12130,79900,912,26,.@s$);
- que_dic(1,12131,42800,943,13,.@s$);
- que_dic(1,12132,51100,6041,16,.@s$);
- que_dic(1,12133,79900,7100,26,.@s$);
- que_dic(1,12134,37500,7198,11,.@s$);
- que_dic(1,12135,51100,7188,16,.@s$);
- que_dic(1,12136,31000,518,2,.@s$);
- mes "I would like to complete a request for you but you have none going on now.";
- close;
-}
-
-dic_in01,43,273,1 script Transport Dept. 1 Mgr 4_MAN_BENKUNI,{
- if (!checkweight(1201,1)) {
- mes "You have too many kinds of items. Let's try again after you reduce the number of items.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight.";
- close;
- }
- if (!isequipped(2782)) {
- mes "¡õ¢£¡ô";
- mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
- next;
- mes "I don't feel confident in talking since you wouldn't understand anything.";
- close;
- }
- if (ep13_3_invite < 6) {
- mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go.";
- close;
- }
- if (BaseLevel < 80) {
- mes "[Transport Dept. 1 Manager]";
- mes "You're not qualified. You won't last a day with your strength working here at Transport Dept. 1.";
- close;
- }
- if (!questprogress(12163,PLAYTIME)) {
- mes "[Transport Dept. 1 Manager]";
- mes "So you didn't get";
- mes "any requests yet.";
- mes "Calyon will have piles";
- mes "of requests and might give";
- mes "you one. Try meeting him.";
- close;
- }
- else if (questprogress(12163,PLAYTIME) == 2) {
- mes "[Transport Dept. 1 Manager]";
- mes "I erased all records related with the previous request. Calyon is looking for you so hurry up to meet him.";
- next;
- que_dic(2,12137,12138,12139,12140,12141,12142,12143,12144,12145,12146,12147,12163);
- close;
- }
- mes "[Transport Dept. 1 Manager]";
- mes "Welcome.";
- mes "How can I help you?";
- next;
- select("I completed the request.");
- mes "[Transport Dept. 1 Manager]";
- mes "Ah...";
- mes "You are done with the request?";
- mes "Let me check your records first.";
- next;
- mes "[Transport Dept. 1 Manager]";
- .@s$ = "Quantity check finished. Ahhh, you going to rest? Then why don't you visit the famous pub of the Capital? They have no yummy food though....";
- que_dic(1,12137,30000,7143,4,.@s$);
- que_dic(1,12138,25000,744,5,.@s$);
- que_dic(1,12139,47500,748,1,.@s$);
- que_dic(1,12140,27500,736,15,.@s$);
- que_dic(1,12141,27000,746,10,.@s$);
- que_dic(1,12142,27500,740,15,.@s$);
- que_dic(1,12143,21600,925,50,.@s$);
- que_dic(1,12144,21400,965,50,.@s$);
- que_dic(1,12145,20900,964,20,.@s$);
- que_dic(1,12146,22400,911,30,.@s$);
- que_dic(1,12147,20800,910,40,.@s$);
- mes "Um...... What do you want me to do?";
- next;
- mes "[Transport Dept. 1 Manager]";
- mes "....";
- next;
- mes "[Transport Dept. 1 Manager]";
- mes "You've got nothing that I can handle...";
- close;
-}
-
-dic_in01,40,270,2 script Transport Dept. 2 Mgr 4_MAN_BENKUNI,{
- if (!checkweight(1201,1)) {
- mes "You have too many kinds of items. Let's try again after you reduce the number of items.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight.";
- close;
- }
- if (!isequipped(2782)) {
- mes "¡õ¢£¡ô";
- mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
- next;
- mes "I don't feel confident in talking since you wouldn't understand anything.";
- close;
- }
- if (ep13_3_invite < 6) {
- mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go.";
- close;
- }
- if (BaseLevel < 80) {
- mes "[Transport Dept. 2 Manager]";
- mes "You're not qualified. You won't last a day with your strength working here at Transport Dept. 2.";
- close;
- }
- if (!questprogress(12164)) {
- mes "[Transport Dept. 2 Manager]";
- mes "So you didn't get";
- mes "any requests yet.";
- mes "Moltuka will have piles";
- mes "of requests and might give";
- mes "you one. Try meeting him.";
- close;
- }
- else if (questprogress(12164,PLAYTIME) == 2) {
- mes "[Transport Dept. 2 Manager]";
- mes "I erased all records related with the previous request. Moltuka is looking for you so hurry up to meet him.";
- next;
- que_dic(2,12148,12149,12150,12151,12152,12153,12154,12155,12156,12157,12158,12164);
- close;
- }
- mes "[Transport Dept. 2 Manager]";
- mes "Welcome.";
- mes "How can I help you?";
- next;
- select("I completed the request.");
- mes "[Transport Dept. 2 Manager]";
- mes "Ah...";
- mes "You are done with the request?";
- mes "Let me check your records first.";
- next;
- mes "[Transport Dept. 2 Manager.]";
- .@s$ = "Well received. One less thing to worry about now.";
- que_dic(1,12148,23000,528,100,.@s$);
- que_dic(1,12149,20750,512,100,.@s$);
- que_dic(1,12150,20750,515,100,.@s$);
- que_dic(1,12151,20750,535,100,.@s$);
- que_dic(1,12152,24500,516,50,.@s$);
- que_dic(1,12153,20750,513,100,.@s$);
- que_dic(1,12154,21250,517,50,.@s$);
- que_dic(1,12155,24000,737,20,.@s$);
- que_dic(1,12156,20037,747,5,.@s$);
- que_dic(1,12157,23000,6265,2,.@s$);
- que_dic(1,12158,23000,6264,2,.@s$);
- mes "This is the first time in my 200 years of working at this department that a person comes back to complete a request without starting any.";
- close;
-}
-
-
-dic_in01,40,193,1 script Papyrus#0001 4_MAN_NITT,{
- if (!checkweight(1201,1)) {
- mes "You have too many items in your inventory.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "Your inventory is too heavy.";
- close;
- }
- if (!isequipped(2782)) {
- mes "¡õ¢£¡ô";
- mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
- next;
- mes "I don't feel confident in talking since you wouldn't understand anything.";
- close;
- }
- if (ep13_3_invite < 6) {
- mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go...";
- close;
- }
- if (BaseLevel < 80) {
- mes "You won't need those documents even if you could read them. Looks like you haven't gotten enough training";
- close;
- }
- .@map_hi = rand(1,4);
- mes "[Papyrus]";
- if (.@map_hi == 1) mes "Welcome, I am Papyrus, the manager of the Archive room here.";
- else if (.@map_hi == 2) mes "The number of adventurers visiting the Archive room has increased";
- else if (.@map_hi == 3) mes "This is the very place where Ancient Sapha forefathers created history";
- else mes "The Archive room holds transcendent knowledge beyond that of Midgard and Asgard";
- next;
- if (countitem(6308) > 29) {
- mes "[Papyrus]";
- mes "Oh... You've brought back plenty of unknown relics";
- next;
- mes "[Papyrus]";
- mes "We exchange 11 Sapha Certifications for 30 Unknown Relics. Do you want to exchange?";
- next;
- if (select("Next time:Exchange now") == 1) {
- mes "[Papyrus]";
- mes "Ok, have it your way. I'm here if you change your mind";
- close;
- }
- mes "[Papyrus]";
- mes "Ok here's your 11 Sapha Certifications.";
- delitem 6308,30; //Unidentified_Relic
- getitem 6304,11; //Sapa_Feat_Cert
- close;
- }
- if (countitem(6308) > 2) {
- mes "[Papyrus]";
- mes "Wow~ ";
- mes "You've found an Unknown Relic.";
- mes "Do you want to exchange it with for 1 Sapha Certification?";
- next;
- if (select("Next time:Exchange now") == 1) {
- mes "[Papyrus]";
- mes "Ok, have it your way. I'm here if you change your mind";
- close;
- }
- mes "[Papyrus]";
- mes "Ok here's your 1 Sapha Certifications.";
- delitem 6308,3; //Unidentified_Relic
- getitem 6304,1; //Sapa_Feat_Cert
- close;
- }
- mes "[Papyrus]";
- mes "How can I help you? ";
- next;
- switch (select("What is this place for? :How do I view documents?:What is an Unknown Relic? ")) {
- case 1:
- mes "[Papyrus]";
- mes "This is an important place where data of various relics collected, since our ancient forefathers, are kept.";
- next;
- mes "[Papyrus]";
- mes "You can say it's something similar to the human's museum. Take your time to look through our ancient records.";
- next;
- mes "[Papyrus]";
- mes "You'll never know if you'll find something that catches your adventurous eye.";
- break;
- case 2:
- mes "[Papyrus]";
- mes "Some documents are written in Ancient Sapha Language so humans have trouble viewing all of the documents.";
- next;
- mes "[Papyrus]";
- mes "You can find recent documents on the left where I am standing.";
- mes "You can also take notes on documents you found interesting.";
- next;
- mes "[Papyrus]";
- mes "I would appreciate it if you bring back any Unknown Relics you happen to find while exploring using your notes from here to me.";
- break;
- case 3:
- mes "[Papyrus]";
- mes "Unknown Relics are relics that have not yet been verified and they are valuable research material for us.";
- next;
- mes "[Papyrus]";
- mes "Many of us researchers are studying life and death, the birth and extinction of the universe through the ancient relics";
- next;
- mes "[Papyrus]";
- mes "If you find and bring an unknown relic to me, in exchange I will give you ^9900991 Sapha Certification^000000s for every ^9900993 Unknown Relic^000000s you bring.";
- next;
- mes "[Papyrus]";
- mes "If you bring ^99009930 relics^000000, I will exchange it for ^99009911 Sapha Certification^000000s.";
- break;
- }
- close;
-}
-
-// Document Packages
-//============================================================
-- script Document Package#main -1,{
- function eldicastes_dp;
- if (isequipped(2782) < 1) {
- mes "You can't make sense of the writing.";
- close;
- }
- if (BaseLevel < 80) {
- mes "This document archive doesn't look like it has any value to anyone with enough adventurer experience.";
- close;
- }
- if (ep13_3_invite < 6) {
- mes "When you try to open and read a document, a Sapha manager motions to call Guard Galten. Let's get out of here quickly.";
- close;
- }
- if (questprogress(12165,PLAYTIME) == 2) {
- mes "Feeling a bit better";
- erasequest 12165;
- close;
- }
- else if (questprogress(12165,PLAYTIME)) {
- mes "Ugh... feel dizzy from simply staring at the document. Will come back after cooling down";
- close;
- }
- specialeffect2 EF_DISPELL;
- progressbar "ffff00",4;
- .@doc = rand(1,70);
- if (.@doc > 50 && .@doc <= 60) {
- mes "No documents look out of the ordinary.";
- close;
- } 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;
- }
- 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.");
- else if (.@doc == 3) eldicastes_dp(12186,"Orc's Fangs","Green skinned monster living in the woods. The creature is humanlike but is very hostile to humans.","Known to have a friendly relationship between the two races long ago.");
- else if (.@doc == 4) eldicastes_dp(12172,"Frog Eggs","An egg from an amphibian living in warm areas. Unknown if this egg can hatch in Manuk's cold regions.","");
- else if (.@doc == 5) eldicastes_dp(12208,"Snail's Shells","Hard Carapace that protects the body of a huge snail. Creature fun to research out of pure curiousity.","");
- else if (.@doc == 6) eldicastes_dp(12188,"Powder of Butterfly","Powder from the winged insects from Midgard. Some humans use it for makeup or medicine.","");
- else if (.@doc == 7) eldicastes_dp(12167,"Reptile Tongue","Tongue of a monster living in the desert terrain of Midgard. Often used as medicine after drying.","");
- else if (.@doc == 8) eldicastes_dp(12168,"Scorpion Tail","Poisonous reptile tail from a creature living in the deserts.","Records say that humans can lose their life when attacked.");
- else if (.@doc == 9) eldicastes_dp(12173,"Jellopy","Unknown substance in Manuk regions but found throughout Midgard.","Research required to see possibilities on using it for construction material.");
- else if (.@doc == 10) eldicastes_dp(12166,"Tree Root","Humans are using this for firewood or construction material. Found commonly in the woods of Midgard.","");
- else if (.@doc == 11) eldicastes_dp(12169,"Stem","There is nothing like Midgard plants in Manuk.","These plants are used for food and medicine and some are even poisonous.");
- else if (.@doc == 12) eldicastes_dp(12170,"Pointed Scale","Stem from a bumpy life form. Research required as the usage is unknown.","");
- else if (.@doc == 13) eldicastes_dp(12171,"Resin","Sap from an old tree collected and solidified. Very valuable in the human world.","");
- else if (.@doc == 14) eldicastes_dp(12174,"Fish Tail","Humans eat meat called fish.","Can be used as important food supply for foreign adventurers visiting in the city.");
- else if (.@doc == 15) eldicastes_dp(12175,"Worm Peeling","They say some Worm Peelings are valuable.","But this is based on the human's standard of value. Research required.");
- else if (.@doc == 16) eldicastes_dp(12176,"Gill","There are Midgard creatures that live in the sea and breathe through gills.","Further research on their ecology will be useful.");
- else if (.@doc == 17) eldicastes_dp(12177,"Tooth of Bat","Traces of a nocturnal creature unknown to Manuk. Not a strong creature from the size of its teeth.","");
- else if (.@doc == 18) eldicastes_dp(12178,"Fluff","Many of Midgard creatures are covered with soft hair.","Hair can be used as great cold protection. Further research required.");
- else if (.@doc == 19) eldicastes_dp(12179,"Chrysalis","Large insect sack that is alive and contains who knows what.","Not active at all but the life structure within it is very unique and worth researching.");
- else if (.@doc == 20) eldicastes_dp(12180,"Feather of Birds","Bird feather located throughout Midgard.","The feathers aren't great for cold protection but can be used as decorative accessories or tools for writing.");
- else if (.@doc == 21) eldicastes_dp(12181,"Talon","Pointy talon convenient for making holes or simple accessories.","Very useful with the nails from large creatures from Manuk.");
- else if (.@doc == 22) eldicastes_dp(12182,"Sticky Webfoot","Strange body structure found from Midgard amphibians. Evolved to better adapt to ocean life.","");
- else if (.@doc == 23) eldicastes_dp(12183,"Animal Skin","Leather from a mammal.","Very warm and soft and can be used in various ways. Processed in Midgard and valuable.");
- else if (.@doc == 24) eldicastes_dp(12184,"Wolf Claw","Claw from a creature called wolf.","Usage is unknown but many curious Saphas are taking an interest in it.");
- else if (.@doc == 25) eldicastes_dp(12185,"Mushroom Spore","Spores from a mushroom found throughout Midgard.","Looks like it can be cultivated here with a little research.");
- else if (.@doc == 26) eldicastes_dp(12187,"Evil Horn","Item made from Evil Horns that appear in areas that aren't holy.","Sold at a high price but doesn't seem to be practical.");
- else if (.@doc == 27) eldicastes_dp(12214,"Cactus Needle","Surface of a plant that survives in deserts with almost no moisture.","");
- else if (.@doc == 28) eldicastes_dp(12189,"Bill of Birds","Pointy bill convenient for making holes or simple accessories. Looks similar to bird claws.","");
- else if (.@doc == 29) eldicastes_dp(12190,"Snake Scale","Scales from a reptile that moves without legs.","Scales are shed from the creature and are used for simple craftwork.");
- else if (.@doc == 30) eldicastes_dp(12191,"Insect Feeler","Bug feeler from an insect with keen nerves.","Research subject for its unique structure different from Manuk creatures.");
- else if (.@doc == 31) eldicastes_dp(12192,"Immortal Heart","Heart that never stops beating. Obtained from mystical creatures called mermaids.","The driving force of the heart is still unknown and worth researching.");
- else if (.@doc == 32) eldicastes_dp(12193,"Rotten Bandage","Bandage used for dead bodies. Looks like humans believed in the dead coming back for their bodies.","");
- else if (.@doc == 33) eldicastes_dp(12194,"Decayed Nail","Nail from a dead body. Important material for research on time of death and health conditions.","Useful in discovering human ecology.");
- else if (.@doc == 34) eldicastes_dp(12215,"Stone Heart","They say a huge stone in a dead area in Midgard moves by itself.","The heart of the huge stone would be a rare research subject.");
- else if (.@doc == 35) eldicastes_dp(12196,"Tentacle","Feeler from ocean creatures. Unlike those from insects, these show active movement.","");
- else if (.@doc == 36) eldicastes_dp(12197,"Shell","Shell protecting insects or crustacean creatures.","These creatures have a shell surrounding their skin and are very flexible in movement. Worth researching.");
- else if (.@doc == 37) eldicastes_dp(12198,"Scale Shell","Shiny scales found from some reptiles.","The fluorescent substance contained on the surface can be used in various places.");
- else if (.@doc == 38) eldicastes_dp(12199,"Venom Canine","Canine tooth with poison. Humans use this to make weapons for killing.","");
- else if (.@doc == 39) eldicastes_dp(12200,"Sticky Mucus","Sticky liquid with a bit of viscosity left.","Can be used as key material for construction and currently is used for some Manuk architecture style. Commonly found throughout Midgard.");
- else if (.@doc == 40) eldicastes_dp(12201,"Bee Sting","Stinger taken from a living insect.","Some humans use it for medical treatment for its medicinal effect.");
- else if (.@doc == 41) eldicastes_dp(12202,"Grasshopper's Leg","Back legs of an insect that can leap far. Fun to research its structure.","");
- else if (.@doc == 42) eldicastes_dp(12203,"Royal Jelly","A kind of wonder drug collected from a queen bee.","Humans love this but no efficacy found for Manuk.");
- else if (.@doc == 43) eldicastes_dp(12204,"Yoyo Tail","Tail from a humanlike creature.","Research on why humans do not have this trace on them would be amusing but would hurt current alliance with the humans.");
- else if (.@doc == 44) eldicastes_dp(12205,"Solid Shell","Shell evolved by some kind of environmental factor.","This can be great material to make various tool or armory.");
- else if (.@doc == 45) eldicastes_dp(12206,"Yam","Edible when ripe, yellow food.","Humans like this very much. Haven't tried it yet but smells like ripe sweet Potatoes.");
- else if (.@doc == 46) eldicastes_dp(12207,"Raccoon Leaf","They say there is an animal that can change its form with this pasted on it.","Worth research to validate if this rumor is true.");
- else if (.@doc == 47) eldicastes_dp(12210,"Bear's Footskin","Humans collect hunted bear paws.","Usage is unknown. The humans that collect the paws are subjects for research.");
- else if (.@doc == 48) eldicastes_dp(12211,"Feather","Warm hair as soft as downy hair.","Must be used for cold protection. Collectable throughout Midgard.");
- else if (.@doc == 49) eldicastes_dp(12212,"Red Herb","Kind of medicinal red plant.","Humans use this to make recovery medicine. Plant worth researching.");
- else if (.@doc == 50) eldicastes_dp(12213,"Carrot","Red colored plant. Pub owner requests it all the time. Worth research.","");
- close;
-
- function eldicastes_dp {
- if (questprogress(getarg(0))) {
- mes "You've found a document you already have.";
- close;
- }
- mes "^660066"+getarg(2)+"^000000";
- mes "^660066"+getarg(3)+"^000000";
- next;
- 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;
- }
-}
-dic_in01,31,192,0 duplicate(Document Package#main) Document Package#0001 CLEAR_NPC
-dic_in01,31,187,0 duplicate(Document Package#main) Document Package#0002 CLEAR_NPC
-dic_in01,25,192,0 duplicate(Document Package#main) Document Package#0003 CLEAR_NPC
-dic_in01,25,187,0 duplicate(Document Package#main) Document Package#0004 CLEAR_NPC
-
-// Unknown Relics
-//============================================================
-function script unknown_d {
- if (!questprogress(getarg(0))) {
- mes "You see some traces of digging.";
- close;
- }
- specialeffect2 EF_SPRINKLESAND;
- specialeffect2 EF_BEGINSPELL_N1;
- progressbar "ffff00",4;
- erasequest getarg(0);
- mes "You were able to find information on the "+getitemname(getarg(1))+".";
- specialeffect2 EF_STEAL;
- getitem getarg(1),rand(1,4);
- if (!rand(2)) {
- next;
- mes "In addition, you've obtained an unknown relic to report back to the Saphas.";
- specialeffect2 EF_STEAL;
- getitem 6308,1; //Unidentified_Relic
- }
- close;
-}
-prt_fild03,144,95,0 script Tree Roots CLEAR_NPC,{ unknown_d(12166,902); }
-prt_fild09,371,255,0 script Reptile Tongues CLEAR_NPC,{ unknown_d(12167,903); }
-prt_fild09,352,241,0 script Scorpion Tails CLEAR_NPC,{ unknown_d(12168,904); }
-pay_fild02,177,108,0 script Stems CLEAR_NPC,{ unknown_d(12169,905); }
-pay_fild02,105,113,0 script Pointed Scales CLEAR_NPC,{ unknown_d(12170,906); }
-pay_fild01,152,171,0 script Resin CLEAR_NPC,{ unknown_d(12171,907); }
-gef_fild01,104,111,0 script Spawn CLEAR_NPC,{ unknown_d(12172,908); }
-prt_fild08,299,332,0 script Jellopy CLEAR_NPC,{ unknown_d(12173,909); }
-izlude,136,160,0 script Fish Tails CLEAR_NPC,{ unknown_d(12174,1023); } // Old coordinates: (132,136)
-izlude_a,136,160,0 script Fish Tails#a CLEAR_NPC,{ unknown_d(12174,1023); }
-izlude_b,136,160,0 script Fish Tails#b CLEAR_NPC,{ unknown_d(12174,1023); }
-izlude_c,136,160,0 script Fish Tails#c CLEAR_NPC,{ unknown_d(12174,1023); }
-izlude_d,136,160,0 script Fish Tails#d CLEAR_NPC,{ unknown_d(12174,1023); }
-prt_fild05,303,169,0 script Worm Peelings CLEAR_NPC,{ unknown_d(12175,955); }
-iz_dun03,155,165,0 script Gills CLEAR_NPC,{ unknown_d(12176,956); }
-mjo_dun01,222,226,0 script Tooth of Bat CLEAR_NPC,{ unknown_d(12177,913); }
-prt_fild06,182,290,0 script Fluff CLEAR_NPC,{ unknown_d(12178,914); }
-prt_fild06,127,85,0 script Chrysalis CLEAR_NPC,{ unknown_d(12179,915); }
-moc_fild07,201,360,0 script Feather of Bird CLEAR_NPC,{ unknown_d(12180,916); }
-moc_fild12,116,122,0 script Talons CLEAR_NPC,{ unknown_d(12181,917); }
-prt_fild04,315,245,0 script Sticky Webfoot CLEAR_NPC,{ unknown_d(12182,918); }
-mjolnir_08,108,99,0 script Animal Skin CLEAR_NPC,{ unknown_d(12183,919); }
-moc_fild03,175,201,0 script Wolf Claws CLEAR_NPC,{ unknown_d(12184,920); }
-pay_fild08,188,153,0 script Mushroom Spores CLEAR_NPC,{ unknown_d(12185,921); }
-gef_fild03,251,109,0 script Orc's Fangs CLEAR_NPC,{ unknown_d(12186,922); }
-c_tower2,170,9,0 script Evil Horns CLEAR_NPC,{ unknown_d(12187,923); }
-gef_fild05,111,96,0 script Powder of Butterfly CLEAR_NPC,{ unknown_d(12188,924); }
-moc_fild11,237,273,0 script Bill of Birds CLEAR_NPC,{ unknown_d(12189,925); }
-pay_fild06,306,233,0 script Snake Scales CLEAR_NPC,{ unknown_d(12190,926); }
-pay_fild07,126,49,0 script Insect Feelers CLEAR_NPC,{ unknown_d(12191,928); }
-iz_dun02,112,96,0 script Immortal Hearts CLEAR_NPC,{ unknown_d(12192,929); }
-moc_pryd02,134,112,0 script Rotten Bandages CLEAR_NPC,{ unknown_d(12193,930); }
-moc_pryd02,36,75,0 script Decayed Nails CLEAR_NPC,{ unknown_d(12194,957); }
-moc_pryd02,148,184,0 script Horrendous Mouths CLEAR_NPC,{ unknown_d(12195,958); }
-iz_dun01,210,77,0 script Tentacles CLEAR_NPC,{ unknown_d(12196,962); }
-iz_dun01,191,92,0 script Shells CLEAR_NPC,{ unknown_d(12197,935); }
-mjolnir_04,191,154,0 script Scale Shells CLEAR_NPC,{ unknown_d(12198,936); }
-mjolnir_04,162,168,0 script Venom Canines CLEAR_NPC,{ unknown_d(12199,937); }
-prt_fild02,102,97,0 script Sticky Mucus CLEAR_NPC,{ unknown_d(12200,938); }
-mjolnir_09,99,100,0 script Bee Stings CLEAR_NPC,{ unknown_d(12201,939); }
-prt_fild07,76,122,0 script Grasshopper's Legs CLEAR_NPC,{ unknown_d(12202,940); }
-prt_fild03,64,35,0 script Royal Jelly CLEAR_NPC,{ unknown_d(12203,526); }
-prt_fild03,180,163,0 script Yoyo Tails CLEAR_NPC,{ unknown_d(12204,942); }
-prt_fild03,226,170,0 script Solid Shells CLEAR_NPC,{ unknown_d(12205,943); }
-prt_fild03,262,201,0 script Nice Sweet Potato CLEAR_NPC,{ unknown_d(12206,549); }
-prt_fild03,284,190,0 script Raccoon Leaf CLEAR_NPC,{ unknown_d(12207,945); }
-gef_fild09,67,46,0 script Snail's Shells CLEAR_NPC,{ unknown_d(12208,946); }
-prt_fild03,366,237,0 script Horns CLEAR_NPC,{ unknown_d(12209,947); }
-pay_fild07,269,164,0 script Bear's Footskin CLEAR_NPC,{ unknown_d(12210,948); }
-prt_fild02,142,116,0 script Feathers CLEAR_NPC,{ unknown_d(12211,949); }
-prt_fild02,97,209,0 script Red Herbs CLEAR_NPC,{ unknown_d(12212,507); }
-prt_fild02,280,328,0 script Carrots CLEAR_NPC,{ unknown_d(12213,515); }
-moc_fild01,169,62,0 script Cactus Needles CLEAR_NPC,{ unknown_d(12214,952); }
-cmd_fild08,324,163,0 script Stone Hearts CLEAR_NPC,{ unknown_d(12215,953); }
-
-dic_in01,138,225,3 script Diel Guard#ep133_19 4_MAN_GALTUN1,{
- if (!isequipped(2782)) {
- mes "[Diel Guard]";
- mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?";
- mes "¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û...";
- mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!";
- next;
- mes "Cannot communicate with him.";
- close;
- }
- if (ep13_3_secret < 13) {
- mes "[Diel Guard]";
- mes "You cannot go further.";
- mes "This is the highest minister's office.";
- mes "Only those with permission are allowed in.";
- mes "Please go back.";
- close;
- }
- else if (ep13_3_secret == 13) {
- mes "[Diel Guard]";
- mes "Please stop.";
- mes "Only those with permission are allowed to enter.";
- next;
- if (select("I have permission.:Go back.") == 1) {
- mes "[Diel Guard]";
- mes "Wait...";
- mes strcharinfo(0) + "......ah... I see your name on the list.";
- mes "I'm sorry.";
- mes "Please go through.";
- close2;
- warp "dic_in01",241,177;
- end;
- }
- mes "[Diel Guard]";
- mes "Sigh...";
- mes "Please understand.";
- mes "There are many that try to meet the minister.";
- mes "That is why security is heavy.";
- close;
- }
- else if (ep13_3_secret > 13) {
- mes "[Diel Guard]";
- mes "Ah, you are " + strcharinfo(0) + "..";
- mes "I received an order from Ahat to let you through anytime.";
- mes "Please go up.";
- close2;
- warp "dic_in01",241,177;
- end;
- }
- mes "[Diel Guard]";
- mes "You cannot go further.";
- mes "This is the highest minister's office.";
- mes "Only those with permission are allowed in.";
- mes "Please go back.";
- close;
-}
-
-dic_in01,242,182,0 script Elevator#5f_to_4f CLEAR_NPC,{
- select("Administrative Office");
- warp "dic_in01",138,221;
- end;
-}
-
-dic_in01,263,193,3 script Diel Guard#ep133_20 4_MAN_GALTUN,{
- if (!isequipped(2782)) {
- mes "[Diel Guard]";
- mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?";
- mes "¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û...";
- mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!";
- next;
- mes "Cannot communicate with him.";
- close;
- }
- if (ep13_3_secret < 13) {
- mes "[Diel Guard]";
- mes "Please stop.";
- mes "You cannot go further.";
- close;
- }
- else if ((ep13_3_secret > 11) && (ep13_3_secret < 19)) {
- mes "[Diel Guard]";
- mes "Are you here to meet Ahat?";
- mes "You are on the list.";
- close2;
- warp "dic_in01",299,251;
- end;
- }
- else if (ep13_3_secret > 18) {
- if (ep13_3_ahtdayq == 1) {
- mes "[Diel Guard]";
- mes "You just came back from Ahat's errand?";
- mes "He is waiting inside.";
- mes "Please go in.";
- }
- else if (countitem(6304) > 0) {
- mes "[Diel Guard]";
- mes "Are you here to meet Ahat?";
- mes "You are on the list.";
- mes "Please go in.";
- delitem 6304,1; //Sapa_Feat_Cert
- }
- else {
- mes "[Diel Guard]";
- mes "You need 1 exploit certification to meet Ahat.";
- mes "At least this is a special treatment for you.";
- close;
- }
- close2;
- warp "dic_in01",299,251;
- end;
- }
- mes "[Diel Guard]";
- mes "This is a restricted area.";
- mes "You need permission to go any further.";
- close;
-}
-
-dic_in01,299,268,0 script #ep133_event01 HIDDEN_WARP_NPC,4,4,{
- end;
-OnTouch:
- if (ep13_3_secret == 13) {
- mes "As soon as you enter the room, someone";
- mes "pushes down your head to force you to bow.";
- soundeffect "wander_man_move.wav",0;
- sc_start SC_BLIND,60000,0;
- next;
- mes "[Ringing Voice]";
- mes "That is fine, Cheshire.";
- mes "Are you here to see me?";
- next;
- mes "[Ringing Voice]";
- mes "Hold up your head and come closer.";
- mes "Conversations are meant to have with eye contact.";
- next;
- cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),1;
- mes "You hold up your head at the sound of Ahat's voice";
- mes "But you see a human in high-ranking Sapha clothing in front of you.";
- sc_end SC_BLIND;
- emotion e_omg,1;
- ep13_3_secret = 14;
- erasequest 7198;
- close2;
- cutin "",255;
- }
- end;
-}
-
-dic_in01,294,276,5 script Secret Adjutant#ep133_2 4_M_CATMAN2,{
- // if ((GetInventoryRemainCount 1301 3 == 2) || (GetInventoryRemainCount 1301 3 == 3)) {
- if ((MaxWeight - Weight) < 1000) {
- mes "- You can too many items to proceed with the quest. -";
- close;
- }
- cutin "ep13_cheshire_h",0;
- if (ep13_3_secret < 16) {
- mes "[Cheshire]";
- mes "........";
- mes "........Humph.";
- close2;
- }
- else if (ep13_3_secret == 16) {
- mes "- Cheshire stands quietly next to Ahat with his head and face covered with a bandana.";
- mes "You see a tail behind Cheshire's hip for a split second. -";
- next;
- select("Tail?");
- mes "[Cheshire]";
- mes "What are you looking at?!";
- mes "What tail are you talking about.";
- next;
- select("Have you ever been near the triangle?");
- mes "[Cheshire]";
- mes ".. Hey, what are you talking about?";
- mes "What do you want to say?";
- next;
- cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2;
- mes "[Ahat]";
- mes "" + strcharinfo(0) + "....";
- mes "All you need to do is follow Cheshire's orders.";
- mes "Don't ask stupid questions. This is an order.";
- mes "Cheshire. continue.";
- next;
- cutin "ep13_cheshire_h",0;
- mes "[Cheshire]";
- mes "Hmm..here is what you need to do.";
- mes "There is a huge crack south from the city.";
- mes "There are many..";
- mes "accidents happening near the crack.";
- next;
- mes "[Cheshire]";
- mes "I need you to go and clear out any traces.";
- mes "You'll find ^4d4dffclotted bloodstains, remnants of spells, and pieces of skin^000000.";
- next;
- mes "[Cheshire]";
- mes "Clear them out without anyone knowing.";
- mes "And bring them here instead of throwing them away anywhere.";
- mes "Bring back at least 10 of each.";
- ep13_3_secret = 17;
- setquest 7199;
- next;
- mes "[Cheshire]";
- mes "You mustn't be seen by anyone.";
- mes "You mustn't tell the Saphas.";
- mes "Work in absolute secrecy!";
- close2;
- }
- else if (ep13_3_secret == 17) {
- if (countitem(6306) > 9 && countitem(6305) > 9 && countitem(6307) > 9) {
- mes "[Cheshire]";
- mes "..... ..you";
- mes "Are useful, aren't you?";
- mes "That will be all for today.";
- mes "We will need to work little by little so we don't draw attention.";
- delitem 6306,10; //Solid_Bloodstain
- delitem 6305,10; //Frozen_Skin_Piece
- delitem 6307,10; //Suspicious_Magic_Stone
- ep13_3_secret = 18;
- erasequest 7199;
- setquest 7200;
- ep13_3_ahtdayq = 2;
- close2;
- }
- else {
- mes "[Cheshire]";
- mes "Erase the various traces nearby the crack.";
- mes "Your job is to collect and bring back clotted bloodstains, remnants of magic spells, and pieces of skin.";
- next;
- mes "[Cheshire]";
- mes "This cannot be done in a day so please bring back at least 10 of each.";
- mes "Got it?";
- close2;
- }
- }
- else if (ep13_3_secret == 18) {
- mes "[Cheshire]";
- mes "Your work is done with me.";
- mes "Do you have something for Ahat?";
- close2;
- }
- else {
- if (ep13_3_ahtdayq == 1) {
- if ((countitem(6306) > 9) && (countitem(6305) > 9) && (countitem(6307) > 9)) {
- mes "[Cheshire]";
- mes "Ok. Confirmed.";
- mes "Good.";
- mes "You used an exploit certification to get here, didn't you?";
- mes "I'll return it to you.";
- next;
- mes "[Cheshire]";
- mes "We will do this again tomorrow.";
- mes "Ahat seems to trust you very much.";
- mes "Let's do are best.";
- delitem 6306,10; //Solid_Bloodstain
- delitem 6305,10; //Frozen_Skin_Piece
- delitem 6307,10; //Suspicious_Magic_Stone
- ep13_3_ahtdayq = 2;
- getitem 6304,1; //Sapa_Feat_Cert
- getexp 70000,0;
- getexp 0,30000;
- erasequest 7201;
- setquest 7200;
- close2;
- }
- else {
- mes "[Cheshire]";
- mes "As always, go and collect traces nearby the crack north from here.";
- mes "Clotted Bloodstain, Piece of Frozen Skin, Strange Magic Stone..";
- mes "10 of each.";
- close2;
- }
- }
- else if (ep13_3_ahtdayq == 2) {
- if (questprogress(7200,PLAYTIME) == 1) {
- mes "[Cheshire]";
- mes "Not just yet.";
- mes "We must plan the cleanup near the crack carefully.";
- mes "Come back later.";
- close2;
- }
- else if (questprogress(7200,PLAYTIME) == 2) {
- mes "[Cheshire]";
- mes "Back to work today.";
- mes "Clotted Bloodstain, Piece of Frozen Skin, Strange Magic Stone..";
- mes "Bring them back quietly.";
- next;
- mes "[Cheshire]";
- mes "Collect 10 of each as always.";
- mes "Got it?";
- ep13_3_ahtdayq = 1;
- if (questprogress(7200,PLAYTIME)) erasequest 7200;
- setquest 7201;
- next;
- mes "You've received a request from Cheshire to clean up the crack area.";
- mes "Ahat and Cheshire still have no clue.";
- close2;
- }
- else {
- mes "This mustn't happen.Case4";
- mes "Request help from GM.";
- close2;
- }
- }
- else {
- mes "This mustn't happen.Case5";
- mes "Request help from GM.";
- close2;
- }
- }
- cutin "",255;
- end;
-}
-
-dic_in01,300,280,5 script Minister Ahat#ep133_21 4_HUMAN_GERUTOO,{
- // if ((GetInventoryRemainCount 1301 3 == 2) || (GetInventoryRemainCount 1301 3 == 3)) {
- if ((MaxWeight - Weight) < 1000) {
- mes "- You can too many items to proceed with the quest. -";
- close;
- }
- if (ep13_3_secret < 13) {
- mes "[Minister Ahat]";
- mes "Who?";
- mes "I don't remember giving you permission to enter.";
- close2;
- warp "dic_in01",262,191;
- end;
- }
- else if (ep13_3_secret == 13) {
- mes "As soon as you try to approach Ahat, someone";
- mes "pushes down your head to force you to bow.";
- soundeffect "wander_man_move.wav",0;
- sc_start SC_BLIND,60000,0;
- next;
- mes "[Ringing Voice]";
- mes "That is fine, Cheshire.";
- mes "Are you here to see me?";
- next;
- mes "[Ringing Voice]";
- mes "Hold up your head and come closer.";
- mes "Conversations are meant to have with eye contact.";
- next;
- cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2;
- mes "You hold up your head at the sound of Ahat's voice";
- mes "But you see a human in high-ranking Sapha clothing in front of you.";
- sc_end SC_BLIND;
- emotion e_omg,1;
- ep13_3_secret = 14;
- erasequest 7198;
- close2;
- }
- else if (ep13_3_secret == 14) {
- cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2;
- mes "[Ahat]";
- mes "Surprised?";
- mes "Because I look like a human just like you?";
- next;
- select("You aren't a Sapha?:Human?!!!!!:Pretty..!!:So handsome..!");
- mes "[Ahat]";
- mes "Hahaha... that's fine.";
- mes "I understand you can't help being surprised at my appearance.";
- mes "How do I look to you?";
- next;
- mes "[Ahat]";
- mes "A perfect male?";
- mes "A perfect female?";
- mes "Doesn't matter.";
- next;
- mes "[Ahat]";
- mes "Who you see in front of you is not me.";
- mes "Lie to a lie.";
- mes "A vision in a wavering reflection.";
- next;
- mes "[Ahat]";
- mes "Just an image from a memory in your fixed concept..";
- mes "Look deep into your depths.";
- next;
- mes "Ahat's voice rings pleasantly in your ears.";
- mes "Each syllable he says takes effect on your body.";
- next;
- mes "You see someone smiling peaceful at you from afar...";
- next;
- mes "[Soft Voice]";
- mes "Who is the master?";
- next;
- mes "- Ahat seems to be casting a powerful spell.";
- mes "This might be his real ability. -";
- next;
- select("Stop that!:Demon go away!");
- mes "[Ahat]";
- mes ".. useless resistance...";
- mes "But this is fun from time to time.";
- mes "I can always cast a spell on you anytime.";
- next;
- mes "[Ahat]";
- mes "Now.. hold up your head and look into my eyes..";
- mes "....";
- next;
- while (.@ahtlove < 4) {
- ++.@ahtlove;
- mes "- Ahat tries to hypnotize you again.";
- mes "He must have erased himself by doing this over and over again.-";
- next;
- if (.@ahtlove == 1) {
- select("Overcome with willpower.");
- mes "[Ahat]";
- mes "Amusing.";
- mes "Don't you think, Cheshire?";
- mes "Hahaha. Playing hard to get.. this will be fun..";
- next;
- }
- else if (.@ahtlove == 2) {
- select("You close your eyes..");
- mes "[Ahat]";
- mes "No, no.. you mustn't close them.";
- mes "Cheshire.";
- next;
- mes "- As soon as the order was made";
- mes "Ahat's aide comes to make you stare at Ahat.-";
- next;
- }
- else if (.@ahtlove == 3) {
- select("Try to sing a song.");
- mes "[Ahat]";
- mes "Humans are funny.";
- mes "But you need to listen to me so I will make you quiet for awhile.";
- next;
- mes "[Ahat]";
- mes "No use on resisting.";
- mes "Just leave everything to me.";
- next;
- }
- else {
- select("Try to twist your body.");
- mes "[Ahat]";
- mes "Amusing.";
- mes "Don't you think, Cheshire?";
- mes "Hahaha. Playing hard to get.. this will be fun..";
- next;
- mes "[Ahat]";
- mes "Stop that because you look pathetic.";
- mes "Just relax and let loose for my spell.";
- next;
- }
- }
- mes "[Ahat]";
- mes "You are resisting.";
- mes "So you didn't just come here.";
- mes "Let's see how much you can stand.";
- next;
- mes "[Ahat]";
- mes "Who is your master?";
- next;
- if (select("Pretend to be under the spell.:Well, you tell me") == 1) {
- mes "- You start acting like you are hypnotized.";
- mes "Ahat looks satisfied. -";
- next;
- }
- else {
- mes "[" + strcharinfo(0) + "]";
- mes "You!!!";
- mes "I'm in love!";
- mes "I will die for you!";
- next;
- mes "- You start acting like you are hypnotized.-";
- next;
- mes "[Ahat]";
- mes "........ ah, no.";
- mes "No need to kill yourself";
- mes "Now you are under my spell.";
- mes "....";
- next;
- }
- mes "[Ahat]";
- mes "Who are you to me?";
- next;
- if (select("A foot stool!:Loyal servant.") == 1) {
- mes "[Ahat]";
- mes "I don't need a foot stool.";
- mes "Let's talk after a minute.";
- }
- else {
- mes "[Ahat]";
- mes "I see.";
- mes "You are my loyal servant.";
- mes "My hands and feet.";
- }
- ep13_3_secret = 15;
- close2;
- }
- else if (ep13_3_secret == 15) {
- cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2;
- mes "[Ahat]";
- mes "My loyal evil servant.";
- mes "Come closer.";
- next;
- if (select("What am I doing?:Your wish is my command.") == 1) {
- mes "[Ahat]";
- mes "Aren't you stubborn.";
- mes "My spell doesn't work on you?";
- mes "Or it was broken..";
- mes "Or because you don't have your strength back.";
- next;
- mes "- Ahat casts another powerful spell.-";
- next;
- mes "[Ahat]";
- mes "Who is your master?";
- next;
- select("My master is Ahat.");
- }
- mes "[Ahat]";
- mes "Good. You are now allowed to come and go freely.";
- mes "You will work for me starting now.";
- next;
- mes "[Ahat]";
- mes "Here is your first mission.";
- mes "A crack of dimension occurred south from El Dicastes. Do you know about it?";
- next;
- mes "[Ahat]";
- mes "There are many traces around the crack.";
- mes "You're mission is to go find these tracks and erase them.";
- next;
- mes "[Ahat]";
- mes "Cheshire, let him know the details of this mission.";
- mes "^4d4dffI'm very tired from casting a spell because I'm not fully awaken.^000000";
- next;
- mes "[Ahat]";
- mes "You will now talk about us meeting to the Naga people.";
- mes "Tell them that I look like a Sapha and always work alone in my office.";
- next;
- mes "[Ahat]";
- mes "Never talk about Cheshire.";
- mes "Cheshire is never here.";
- mes "You must follow Cheshire's orders from now on.";
- mes "Go now.";
- next;
- mes "- Ahat doesn't suspect a thing yet.";
- mes "He seems to believe that his spell was complete. -";
- ep13_3_secret = 16;
- close2;
- }
- else if (ep13_3_secret == 16) {
- cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2;
- mes "[Ahat]";
- mes "You must follow Cheshire's orders from now on.";
- mes "Go now.";
- next;
- mes "- Ahat doesn't suspect a thing yet.";
- mes "He seems to believe that his spell was complete. -";
- close2;
- }
- else if (ep13_3_secret == 17) {
- cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2;
- mes "[Ahat]";
- mes "Cheshire's orders are important for future plans.";
- mes "Make no mistakes and never leave traces that may lead to me.";
- mes "This is your master's orders.";
- close2;
- }
- else if (ep13_3_secret == 18) {
- cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2;
- mes "[Ahat]";
- mes "Do you have something to say?";
- mes "You've done well in the crack area.";
- next;
- select("What are those?");
- mes "[Ahat]";
- mes "Well...";
- mes "You don't need to know now.";
- mes "Or probably never need to know.";
- mes "Ho ho.";
- next;
- mes "[Ahat]";
- mes "Where will your sword point at..";
- mes "the day you get to know..";
- mes "Now leave me since I'm tired.";
- next;
- mes "[Ahat]";
- mes "I'm still the Jarute of Dicastes and have piles of work to do.";
- mes "Because it is difficult to satisfy everyone with only one loaf of bread.";
- next;
- mes "[Ahat]";
- mes "And this is something to reward you for your deeds.";
- mes "Nothing much but I hope you like it.";
- ep13_3_secret = 19;
- getitem 2790,1; //Bradium_Brooch
- close2;
- }
- else {
- cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2;
- mes "[Ahat]";
- mes "Follow Cheshire's orders for the time being and clear the area nearby the crack.";
- next;
- mes "-Ahat still thinks you are under her spell.";
- mes "Let's follow along with Cheshire's orders and act normal. -";
- close2;
- }
- cutin "",255;
- end;
-}
-
-dic_in01,138,188,0 script #ep133_event02 HIDDEN_WARP_NPC,4,4,{
-OnTouch:
- if (ep13_3_secret == 19) {
- if (!isequipped(2782)) {
- mes "[Quiet Voice]";
- mes "¡þ¡ù¡ó ¢¤¡ö¡ø....";
- mes "¡ò¡õ¡ú ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û...";
- }
- else {
- mes "[Quiet Voice]";
- mes "Sorry.";
- mes "Just a moment.";
- }
- close2;
- warp "dic_in01",155,188;
- }
- end;
-}
-
-dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{
- if (!isequipped(2782)) {
- mes "[Jarute HesLanta]";
- mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?";
- mes "¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û...";
- mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!";
- next;
- mes "Cannot communicate with him.";
- mes "Sapha's minister looks hopeless.";
- mes "Gestures with an expression of abandonment.";
- next;
- select("Is he asking me to leave?:Or doesn't have a clue on something?");
- mes "I follow the gesture the minister did and then the minister sighs and nods her head.";
- close2;
- warp "dic_in01",144,188;
- end;
- }
- if (ep13_3_secret < 19) {
- mes "[HesLanta]";
- mes "You are from the Midgard expedition.";
- mes "I heard many stories of you being active around here.";
- next;
- mes "[HesLanta]";
- mes "Ah, it is a bit far, isn't it?";
- mes "There is an invisible wall between this room and the corridor.";
- mes "But of course I can move around freely.";
- next;
- mes "[HesLanta]";
- mes "There is nothing threatening Diel but we've put this wall up just in case.";
- mes "By the way this isn't magical but is made by a magnetic field.";
- next;
- mes "[HesLanta]";
- mes "Oh no, I'm talking too much.";
- mes "Sorry. There aren't many people that come here. I got excited.";
- next;
- mes "[HesLanta]";
- mes "You've come to help Ahat?";
- mes "Haha.. good luck.";
- close;
- }
- else if (ep13_3_secret == 19 || ep13_3_secret == 20) {
- if (ep13_3_secret == 19) {
- mes "[HesLanta]";
- mes "I'm sorry to bring you here suddenly.";
- mes "But I wanted to check someone.";
- next;
- mes "[HesLanta]";
- mes "Jarute.. What did Ahat look like to you?";
- next;
- .@m = select("I don't understand your question.:My master.") - 1;
- if (.@m) {
- mes "[HesLanta]";
- mes "....huh....?";
- mes "You do? I guess I made a mistake.";
- mes "Sorry.";
- next;
- mes "HesLanta is upset with my reply.";
- mes "His expression is complex and dark.";
- ep13_3_secret = 20;
- close;
- }
- mes "[HesLanta]";
- mes "I'll rephrase my question.";
- mes "Have you found anything strange about Ahat?";
- next;
- select("Why are you asking?");
- mes "[HesLanta]";
- mes "Well, because I don't trust Ahat.";
- mes "There are too many odd things about Ahat.";
- next;
- select("Are you allowed to say that?");
- }
- else if (ep13_3_secret == 20) {
- mes "[HesLanta]";
- mes "Ah, sorry.";
- mes "You can't get out?";
- mes "It was designed that way.";
- mes "I will send you out";
- next;
- select("I was joking before.");
- mes "[" + strcharinfo(0) + "]";
- mes "I want to know about Ahat too.";
- mes "I want to talk about him with you.";
- mes "But aren't you too defenseless while I'm talking like this?";
- next;
- }
- mes "[HesLanta]";
- mes "Well. Are you Ahat's servant?";
- mes "Then that is strange too.";
- mes "Why would Ahat use a non-Sapha as a servant?";
- mes "Why are you serving Ahat?";
- next;
- select("What if I hurt you?");
- mes "[HesLanta]";
- mes "Try it if you can.";
- mes "My office is special and you won't be able to leave here.";
- mes "And nobody can come in to help you either.";
- next;
- mes "[HesLanta]";
- mes "But this room is open to anyone.";
- mes "If you have any bad intentions in hurting me then brave Galtens will come";
- mes "and teach you a lesson.";
- next;
- mes "[HesLanta]";
- mes "Another thing. If things flow like that then you and Ahat won't stand a chance.";
- next;
- mes "[HesLanta]";
- mes "I'm now risking my life";
- mes "to unveil Ahat's identity.";
- mes "Sapha's don't fear death.";
- next;
- mes "[HesLanta]";
- mes "If I were to die at your hands";
- mes "I will have no regrets as long as I reveal the truth.";
- next;
- select("Okay. Stop it.");
- mes "[HesLanta]";
- mes "Now you understand.";
- mes "I'll ask you again.";
- mes "Have you found anything suspicious about Ahat?";
- next;
- mes "[HesLanta]";
- mes "Ahat almost never meets anyone else except for Ravail.";
- mes "But he allowed you to visit him means there is something going on.";
- next;
- select("He casted a spell on me.");
- mes "[HesLanta]";
- mes "Hypnotize? Why would he?";
- mes "Wait, that means you are under Ahat's spell...!!";
- mes "Oh no!";
- next;
- select("No!:That's not it!");
- mes "[" + strcharinfo(0) + "]";
- mes "I'm not under the spell!";
- mes "I only pretend that I am. I'm also investigating Ahat!";
- next;
- mes "[HesLanta]";
- mes "Huh? What does that mean?";
- mes "Are you acting right now?";
- next;
- mes "You take out the traces you've found near the crack.";
- mes "And start to explain what Ahat ordered you to do.";
- next;
- mes "[HesLanta]";
- mes "... you went through that..";
- mes "He is strange.";
- mes "I only thought he was a Sapha colleague that avoided the curse.";
- mes "So everything started from the crack.";
- next;
- select("He is human.");
- mes "[" + strcharinfo(0) + "]";
- mes "El Dicastes only recently allowed humans to visit.";
- mes "Why would a human take the place of a Sapha Jarute?";
- next;
- mes "[HesLanta]";
- mes "Human?";
- mes "He is a Sapha. And a very beautiful and noble one.";
- mes "When we first found him at the crack. We all thought the same thing.";
- next;
- mes "[HesLanta]";
- mes "The only Sapha that avoided the curse.";
- mes "Because Ahat doesn't use Bradium.";
- mes "Our race will get stiff and die by this curse";
- mes "but he is delicate, elegant and beautiful.";
- next;
- mes "[HesLanta]";
- mes "There was a bright light when the earth split with a huge roaring sound north from here.";
- mes "And this beautiful Sapha was found next to the crack.";
- next;
- mes "[HesLanta]";
- mes "He was not a Sapha from Dicastes.";
- mes "We took him to Ravail and wise Ravail concluded.";
- next;
- mes "[HesLanta]";
- mes "When we came here to avoid the god's curse,";
- mes "we have found a friend that was lucky enough to not be cursed.";
- next;
- mes "[HesLanta]";
- mes "Ahat climbed the ladder up to where he is now after gaining Ravail's trust.";
- mes "His working abilities is amazing.";
- mes "He is the perfect Sapha.";
- ep13_3_secret = 21;
- next;
- mes "HesLanta starts to think deeply after saying this.";
- close;
- }
- else if (ep13_3_secret == 21) {
- mes "[HesLanta]";
- mes "Ah, sorry.";
- mes "I was thinking.";
- mes "Crack.. hypnotism.. and the evidence you showed me.";
- next;
- mes "[HesLanta]";
- mes "I don't know why you think Ahat is human but";
- mes "that can also be part of his spell.";
- next;
- mes "[HesLanta]";
- mes "The reason he casted a spell..";
- mes "was to clean up the traces near the crack.";
- mes "and he chose a non-Sapha, you..";
- next;
- mes "[HesLanta]";
- mes "Because we Saphas mustn't know about the crack traces.";
- mes "That means, Ahat is..";
- mes "^4d4dffcleaning up his traces that started from the crack^000000.";
- next;
- select("Erasing his own traces from the crack!!");
- mes "[HesLanta]";
- mes "Yes.";
- mes "He is trying to cover up something related to the crack.";
- mes "But what is it?";
- next;
- mes "[HesLanta]";
- mes "When Ahat was first found near the crack, he had ^4d4dffno memory^000000.";
- mes "Isn't that strange?";
- next;
- mes "[HesLanta]";
- mes "I only get suspicious more and more when I hear your story.";
- mes "But why I can't agree with this story is...";
- next;
- mes "[HesLanta]";
- mes "Ahat is pure.";
- mes "He is truly working for Sapha and Dicastes.";
- next;
- select("Then why are you investigating Ahat?");
- mes "[HesLanta]";
- mes "Ahat is loyal and is working wonders for the Sapha community but.";
- next;
- mes "[HesLanta]";
- mes "Ravail's trust and popularity from other Saphas is";
- mes "is concentrating Dicastes's power to one place.";
- next;
- mes "[HesLanta]";
- mes "The power is focused on Ahat.";
- mes "When power should be spread out evenly throughout departments.";
- next;
- mes "[HesLanta]";
- mes "That is how everyone can monitor and check each other...";
- mes "and try their best and not stray to the wrong side of the road";
- mes "that is how we can live together.";
- next;
- mes "[HesLanta]";
- mes "But if power is concentrated to one place and used wrongly?";
- mes "All administrative are decided upon Ahat. Then what can he do with just a nod or shake of his head";
- next;
- mes "[HesLanta]";
- mes "I'm scared of that.";
- mes "He is beautiful. But beauty comes with thorns.";
- next;
- mes "[HesLanta]";
- mes "Ahat has slowly become the center.";
- mes "If what he was holding in his was not bread but a sword..";
- mes ".......";
- next;
- mes "[HesLanta]";
- mes "I've gone too emotional.";
- mes "Sorry.";
- mes "My mind is so complicated now after hearing your story.";
- next;
- select("Do you know about Cheshire?");
- mes "[HesLanta]";
- mes "You mean the aide?";
- mes "Yes I do but most Sapha's don't.";
- mes "Everyone near Ahat knows Cheshire.";
- next;
- mes "[HesLanta]";
- mes "^4d4dffCheshire is a feline Ahat brought with him^000000.";
- mes "Ahat took care of injured Cheshire and brought him with him.";
- mes "We have cats around so we didn't think much of him.";
- next;
- mes "[HesLanta]";
- mes "Because this land is their second homeland.";
- mes "There may be other felines living elsewhere.";
- mes "But he always covers his face with a bandana because he looks different from Saphas.";
- next;
- mes "[HesLanta]";
- mes "But why are you asking?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Nothing.";
- mes "I was only curious personally.";
- mes "What are you going to do now?";
- next;
- mes "[HesLanta]";
- mes "I will continue to keep an eye on Ahat.";
- mes "Until I know the truth that is.";
- next;
- mes "You try to summarize what you talked about with HesLanta while he thinks things through.";
- next;
- while (1) {
- if (.@yes == 5) {
- mes "[" + strcharinfo(0) + "]";
- mes "To summarize.";
- mes "The report robber is Cheshire.";
- mes "Cheshire is Ahat's servant and they are related to the crack.";
- mes "They are trying to hide something or someone at the crack";
- mes "and the crack was created by the evil lord Morroc!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Ahat is the evil lord?";
- mes "No...";
- mes "This is unbelievable.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I must go back to the expedition camp to report to Doha!";
- ep13_3_secret = 22;
- setquest 7203;
- close;
- }
- else if (.@yes == 0) {
- mes "[" + strcharinfo(0) + "]";
- mes "First the report culprit was..";
- next;
- switch (select("Cheshire:Ahat:BK")) {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "It was Cheshire";
- mes "Cheshire is a feline.";
- mes "and the bandana was to hid his ears.";
- ++.@yes;
- break;
- case 2:
- mes "[" + strcharinfo(0) + "]";
- mes "Ahat? It can't be him.";
- mes "Ahat doesn't fit the witness information.";
- mes "Let's rethink this.";
- break;
- case 3:
- mes "[" + strcharinfo(0) + "]";
- mes "BK?";
- mes "Nonsense";
- mes "Let's rethink this.";
- break;
- }
- next;
- }
- else if (.@yes == 1) {
- mes "[" + strcharinfo(0) + "]";
- mes "Why would Cheshire try to steal the report?";
- next;
- if (select("No idea.:To make the conflict between 3 countries worse") == 1) {
- mes "[" + strcharinfo(0) + "]";
- mes "We don't know the actual reason at this point.";
- mes "But what will Cheshire gain out of this?";
- }
- else {
- mes "[" + strcharinfo(0) + "]";
- mes "To bring conflict between the three countries?";
- mes "What will Cheshire gain out of this?";
- }
- ++.@yes;
- next;
- }
- else if (.@yes == 2) {
- mes "[" + strcharinfo(0) + "]";
- mes "Cheshire's master is Ahat.";
- mes "So all his actions are to..";
- next;
- if (select("Cheshire is plotting on his own.:Ahat must be ordering him.") == 1) {
- mes "[" + strcharinfo(0) + "]";
- mes "Cheshire arbitrary?";
- mes "Are you sure?";
- }
- else {
- mes "[" + strcharinfo(0) + "]";
- mes "Yes. Ahat must have order him.";
- mes "But why would Ahat do that?";
- mes "Conflict between three countries? Or the report content?";
- ++.@yes;
- }
- next;
- }
- else if (.@yes == 3) {
- mes "[" + strcharinfo(0) + "]";
- mes "Let's think Ahat over.";
- mes "Ahat came from the crack.";
- mes "and has no records before that.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "And tries to erase all traces found near the crack.";
- mes "And Ahat wants to eliminate...";
- next;
- if (select("Ahat himself.:Morroc because of the crack?") == 1) {
- mes "[" + strcharinfo(0) + "]";
- mes "Yes, Ahat might be a trace of himself.";
- mes "Saphas want to hide something that is why they hired me";
- mes "that doesn't belong to any influence can be used as a puppet to do his dirty work.";
- }
- else {
- mes "[" + strcharinfo(0) + "]";
- mes "A bit dramatic but we cannot rule out the evil lord Morroc.";
- mes "Because the crack was created by the evil lord Morroc himself.";
- }
- ++.@yes;
- next;
- }
- else if (.@yes == 4) {
- mes "[" + strcharinfo(0) + "]";
- mes "Ahat and the crack and then Morroc..";
- mes "I can tell there is a relationship between them but I can't pinpoint it.";
- mes "And in the expedition's report...";
- next;
- if (select("Content of conflict between three countries.. :Content about evil lord Morroc..") == 1) {
- mes "[" + strcharinfo(0) + "]";
- mes "There was something about the conflict between three countries..";
- mes "But.. I don't think it all adds up?";
- mes "Let's think it over.";
- }
- else {
- mes "[" + strcharinfo(0) + "]";
- mes "Yes. There is a report from the tracking team led by Echinacea.";
- mes "It was about the evil lord Morroc.";
- ++.@yes;
- }
- next;
- }
- else {
- mes "[" + strcharinfo(0) + "]";
- mes "Oh no. I don't know.";
- mes "Let's think it over.";
- .@yes = 0;
- next;
- }
- }
- }
- else if (ep13_3_secret == 22) {
- cutin "ep13_heslanta",2;
- mes "[HesLanta]";
- mes "You made a decision.";
- mes "What are you going to do now?";
- mes "If possible, please help Ahat and keep a close eye on him.";
- next;
- mes "[HesLanta]";
- mes "I will prepare myself to confront him whenever he becomes a threat.";
- mes "This is the best I can do now.";
- next;
- mes "[HesLanta]";
- mes "I only hope nothing sad will happen.";
- mes "........";
- next;
- mes "[HesLanta]";
- mes "I'm sorry to take your time. I will send you out now.";
- mes "It was great to talk with you today.";
- next;
- switch (select("Me too.")) {
- }
- mes "[HesLanta]";
- mes "Let's keep our meeting a secret, alright?";
- mes "Hahaha.";
- close2;
- warp "dic_in01",144,188;
- cutin "",255;
- end;
- }
- .@yessay = rand(1,3);
- if (.@yessay == 1) {
- mes "[HesLanta]";
- mes "I'm very tired because I had too much work today.";
- mes "Ravail can only favor Ahat because he does this all by himself.";
- next;
- mes "[HesLanta]";
- mes "I must do my best too.";
- mes "I don't want to do less than Ahat.";
- mes "I meant in many aspects.";
- close;
- }
- else if (.@yessay == 2) {
- mes "[HesLanta]";
- mes "Ahat takes a walk with Cheshire sometimes.";
- mes "They don't go far but often to the Jorhi Forest around dawn.";
- next;
- mes "[HesLanta]";
- mes "You get to see him walking if you are lucky.";
- mes "Cheshire wears convenient clothes when walking, if that satisfies your curiosity.";
- close;
- }
- mes "[HesLanta]";
- mes "You are always up and about.";
- mes "I'm always watching Ahat.";
- mes "Do you think I'm overdoing it?";
- next;
- mes "[HesLanta]";
- mes "No, I wish I was wrong.";
- mes "But this unknown anxiety makes me more suspicious about Ahat.";
- next;
- mes "[HesLanta]";
- mes "It is very tragic and sad to become suspicious of someone.";
- mes "It is more worse if you can never share the sadness with anyone.";
- next;
- if (select("You are fine.:Then give up now.") == 1) {
- mes "[HesLanta]";
- mes "Really?";
- mes "I feel a lot better.";
- mes "This is called pampering, right?";
- close;
- }
- mes "[HesLanta]";
- mes "Sorry.";
- mes "I must have taken much of your time.";
- mes "I must become more stronger.";
- close;
-}
-
-dicastes01,223,190,1 script Calyon#pa8029 4_MAN_NITT,{
- if (checkweight(1201,1) == 0) {
- mes "You have too many kinds of items. Let's try again after you reduce the number of items.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight.";
- close;
- }
- if (!isequipped(2782)) {
- mes "¡õ¢£¡ô";
- mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
- next;
- mes "I don't feel confident in talking since you wouldn't understand anything.";
- close;
- }
- if (ep13_3_invite < 6) {
- mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go.";
- close;
- }
- mes "[Calyon]";
- if (BaseLevel < 80) {
- mes "Ha ha, come back again after you are trained more. I have no request that fits you.";
- close;
- }
- if (questprogress(12163,PLAYTIME) == 2) {
- mes "Calculate your request activities with the ^800080Transport Dept. 1 Manager^000000 at Operations and then come back.";
- close;
- } else if (questprogress(12163,PLAYTIME)) {
- mes "We're done for the day. You can report back to the ^800080Transport Dept. 1 Manager^000000 at Operations. Good luck.";
- close;
- }
- mes "Welcome.";
- mes "What brings you here?";
- next;
- if(select("Please explain the request to me.", "Please give me a request.") == 1) {
- mes "[Calyon]";
- mes "The Transport Dept. 1 and 2";
- mes "brings in rare items";
- mes "that are not available";
- mes "here.";
- next;
- mes "[Calyon]";
- mes "It is one of the";
- mes "key departments that";
- mes "obtains the rich supplies";
- mes "mostly from the Midgard Continent.";
- next;
- mes "[Calyon]";
- mes "Please see me any time";
- mes "once you are ready.";
- close;
- }
- mes "[Calyon]";
- mes "Finally, I have a request for you. It is an important one so I need you to be focused.";
- next;
- .@calyonrequest = rand(1,11);
- mes "[Calyon]";
- if (.@calyonrequest == 1) {
- setquest 12139;
- setquest 12163;
- mes "The high minister is looking for the Midgard product, Witherless Roses these days.";
- mes "Not sure if it's a good gift but some have seen him with it on his head and showing it off.";
- next;
- mes "[Calyon]";
- mes "So... I know this is difficult to ask for but please bring me 1 Witherless Rose. This is just between you and me.";
- next;
- mes "You have received a request named ^800080Respect for Taste^000000.";
- } else if (.@calyonrequest == 2) {
- setquest 12137;
- setquest 12163;
- mes "The industrial research center researches ways of refining Bradium efficiently but they are always short on test materials.";
- next;
- mes "[Calyon]";
- mes "I heard there is a merchant in the adventurer's city who sells Glass Tubes. I will need 4 of them.";
- next;
- mes "You have received a request named ^800080Tools for Experiment^000000.";
- } else if (.@calyonrequest == 3) {
- setquest 12138;
- setquest 12163;
- mes "The pub owner said he wants to give a gift to all his regular Sapha customers.";
- next;
- mes "[Calyon]";
- mes "But doesn't know what to give. If you see any interesting gifts in Midgard, can bring back 5 of them?";
- next;
- mes "You have received a request named ^800080Fine Gift Samples^000000.";
- } else if (.@calyonrequest == 4) {
- setquest 12140;
- setquest 12163;
- mes "A request from the pub owner. He says he can't use disposable leaf plates for regular customers.";
- next;
- mes "[Calyon]";
- mes "He is asking for 15 solid, white chinas from Midgard.";
- next;
- mes "You have received a request named ^800080Courtesy for Regular^000000.";
- } else if (.@calyonrequest == 5) {
- setquest 12141;
- setquest 12163;
- mes "I have a personal request. I heard there is a round transparent handicraft in Midgard.";
- mes "I think they are called Glass Beads.";
- next;
- mes "[Calyon]";
- mes "We have similar manufactured items here but nothing compared to the elaborate sphere there.";
- mes "Please get me 10 of them.";
- next;
- mes "You have received a request named ^800080Special Package^000000.";
- } else if (.@calyonrequest == 6) {
- setquest 12142;
- setquest 12163;
- mes "Hmm... I don't know how to start. The high minister is requesting for puppets from Midgard.";
- mes "I don't know what it is but since the high minister is asking for it, it must be used for a very important purpose.";
- next;
- mes "[Calyon]";
- mes "Please bring 15 of them.";
- next;
- mes "You have received a request named ^800080Dangerous Request^000000.";
- } else if (.@calyonrequest == 7) {
- setquest 12143;
- setquest 12163;
- mes "I heard there is a trend among many of my colleagues here about a musical accessory made from a Bill of Birds from Midgard.";
- next;
- mes "[Calyon]";
- mes "I'm thinking of distributing them within the Operations building.";
- mes "Can you buy and bring back 50 of them?";
- next;
- mes "You have received a request named ^800080Strange Trend^000000.";
- } else if (.@calyonrequest == 8) {
- setquest 12144;
- setquest 12163;
- mes "The pub owner said he wanted to decorate the pub with something called Clam Shells.";
- mes "Please bring back about 50 of them.";
- next;
- mes "[Calyon]";
- mes "I have no idea how he will use them but I think he has a very unique taste after being acquainted with many adventurers.";
- next;
- mes "You have received a request named ^800080Unknown Usage^000000.";
- } else if (.@calyonrequest == 9) {
- setquest 12145;
- setquest 12163;
- mes "We don't have cuisine for ourselves but many adventurers seem to enjoy the art of eating.";
- mes "So the pub owner needs a plate for his new cuisine.";
- next;
- mes "[Calyon]";
- mes "He asked for 20 Crab Shells.";
- mes "I have no idea where you can get them but... good luck.";
- next;
- mes "You have received a request named ^800080Other World Cuisine^000000.";
- } else if (.@calyonrequest == 10) {
- setquest 12146;
- setquest 12163;
- mes "I think the most useful Midgard item is Scells.";
- next;
- mes "[Calyon]";
- mes "Use Scells to fill any crack or holes in a building and then mix and plaster grinded Garlet to it and the building is maintained quick and simple.";
- mes "Can you bring back 30 of them?";
- next;
- mes "You have received a request named ^800080Filling in Cracks^000000.";
- } else if (.@calyonrequest == 11) {
- setquest 12147;
- setquest 12163;
- mes "Garlets are an element in building maintenance.";
- mes "It is one of the most important materials in buildings.";
- next;
- mes "[Calyon]";
- mes "Before Garlets were available, we crushed and used Zargons but they have become difficult to come by.";
- mes "Please bring back 40 of them.";
- next;
- mes "You have received a request named ^800080Adhesive Material^000000.";
- }
- mes "You can check details of the request and who to report back to by opening the ^800080Quest Window^000000.";
- close;
-}
-
-dicastes01,211,178,2 script Moltuka#pa0829 4_MAN_NITT,{
- if (!checkweight(1201,1)) {
- mes "You have too many kinds of items. Let's try again after you reduce the number of items.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight.";
- close;
- }
- if (!isequipped(2782)) {
- mes "¡õ¢£¡ô";
- mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
- next;
- mes "I don't feel confident in talking since you wouldn't understand anything.";
- close;
- }
- if (ep13_3_invite < 6) {
- mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go.";
- close;
- }
- if (BaseLevel < 80) {
- mes "[Moltuka]";
- mes "Ha ha, come back again after you are trained more. I have no request that fits you.";
- close;
- }
- if (questprogress(12164,PLAYTIME) == 2) {
- mes "[Moltuka]";
- mes "Have you met the ^990099Transport Dept. 2 Manager^000000 at Operations? I will give you a new request after you clear your request history.";
- close;
- }
- else if (questprogress(12164,PLAYTIME)) {
- mes "[Moltuka]";
- mes "I don't have any requests for you now. Report back to the ^990099Transport Dept. 2 Manager^000000 at Operations after you complete all requests.";
- close;
- }
- mes "[Moltuka]";
- mes "Welcome.";
- mes "What brings you here?";
- next;
- if (select("Please explain the request to me.:Please give me a request.") == 1) {
- mes "[Moltuka]";
- mes "You'd rather go to see Calyon for him to explain you about Transport 1,2 Department.";
- next;
- mes "[Moltuka]";
- mes "Since I am not good at speaking.";
- close;
- }
- mes "[Moltuka]";
- mes "Request...Yeah, there is some. Wait a second.";
- next;
- mes "[Moltuka]";
- mes "........ (rummaging)";
- next;
- mes "[Moltuka]";
- mes "..............(rustling sound)";
- next;
- .@tut_13 = rand(1,11);
- if (.@tut_13 == 1) {
- setquest 12148;
- setquest 12164;
- mes "[Moltuka]";
- mes "Those Tatachos are so quick if we want to catch them which is pretty hard.";
- next;
- mes "[Moltuka]";
- mes "So the galtens here lure them with Monster's Feed. It's said that there is an expert who does that job, please get 100 Monster's feed.";
- next;
- mes "I got you a request named ^880088Bait for Tatacho Hunting^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close2;
- setquest 12148;
- setquest 12164;
- end;
- }
- else if (.@tut_13 == 2) {
- setquest 12149;
- setquest 12164;
- mes "[Moltuka]";
- mes "The pub owner wants some apple to learn how to cook well.";
- next;
- mes "[Moltuka]";
- mes "But I never heard of any adventurers from Midgard who were fond of his food. Anyway he says that he will try, so get 100 apples for him.";
- next;
- mes "I got you a request named ^880088Swordmanship Practice^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close2;
- setquest 12149;
- setquest 12164;
- end;
- }
- else if (.@tut_13 == 3) {
- setquest 12150;
- setquest 12164;
- mes "[Moltuka]";
- mes "This is a request from the pub owner. He wants some reddish vegetable in order to have a colorful dish.";
- next;
- mes "[Moltuka]";
- mes "Well..... Carrot, is it? Anyway it's being called with that name in your land... I don't really have any expectation. Sorry. I just was talking myself before. Please do prepare 100 of them.";
- next;
- mes "I got you a request named ^880088Pretty reddish vegetable^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close2;
- setquest 12150;
- setquest 12164;
- end;
- }
- else if (.@tut_13 == 4) {
- setquest 12151;
- setquest 12164;
- mes "[Moltuka]";
- mes "It's said that there had been an explosion in the pub. People say it was because of some vegetable named Pumpkin which was being thoroughly roasted on the fire.";
- next;
- mes "[Moltuka]";
- mes "for this incident, no pumpkin left. So it will be appreciated if you can find 100 pumpkins.";
- next;
- mes "I got you a request named ^880088Tenacity of the pub owner^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close2;
- setquest 12151;
- setquest 12164;
- end;
- }
- else if (.@tut_13 == 5) {
- setquest 12152;
- setquest 12164;
- mes "[Moltuka]";
- mes "The pub owner has requested that.... He misses sweet potato which he used to eat when he was young. He wants 50 sweet potatos.";
- next;
- mes "[Moltuka]";
- mes "I can understand him since he is away from home for long time. By chance you visit Midgard, please try to get them.";
- next;
- mes "I got you a request named ^880088Taste like home cooking^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close2;
- setquest 12152;
- setquest 12164;
- end;
- }
- else if (.@tut_13 == 6) {
- setquest 12153;
- setquest 12164;
- mes "[Moltuka]";
- mes "The pub owner wants to cook something strange. He said it will be Roasted Banana but I reckon he's cooked something similar before... ";
- next;
- mes "[Moltuka]";
- mes "Well, I can't remember much. Anyway... You need to get 100 Bananas.";
- next;
- mes "I got you a request named ^880088Harzardous plant when burnt^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close2;
- setquest 12153;
- setquest 12164;
- end;
- }
- else if (.@tut_13 == 7) {
- setquest 12154;
- setquest 12164;
- mes "[Moltuka]";
- mes "This request is from the pub owner. He wants some meat.";
- next;
- mes "[Moltuka]";
- mes "Nothing else in his request direction. It will be enough with 50 chunks. I wonder if he really is running his business...";
- next;
- mes "I got you a request named ^880088Unexpectedly Normal^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close2;
- setquest 12154;
- setquest 12164;
- end;
- }
- else if (.@tut_13 == 8) {
- setquest 12155;
- setquest 12164;
- mes "[Moltuka]";
- mes "I'd like to give a present to the pub owner. This is a personal request so you don't have to get stressed for this. Few days ago, I saw the pub owner frustrated with all broken ladles.";
- next;
- mes "[Moltuka]";
- mes "It seemed that he made it himself by I felt pitiful for him, so I want you to get 20 black ladles which can be purchased in Midgard.";
- next;
- mes "I got you a request named ^880088Gift with heart^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close2;
- setquest 12155;
- setquest 12164;
- end;
- }
- else if (.@tut_13 == 9) {
- setquest 12156;
- setquest 12164;
- mes "[Moltuka]";
- mes "The high minister wanted mirrors made from Midgard crystal. There are many Manukan mirrors but he seems to prefer to Midgard ones.";
- next;
- mes "[Moltuka]";
- mes "I am actually a bit worried but there must be a reason for our 'wise' high minister.";
- next;
- mes "I got you a request named ^880088Respect for Taste 2^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close2;
- setquest 12156;
- setquest 12164;
- end;
- }
- else if (.@tut_13 == 10) {
- setquest 12157;
- setquest 12164;
- mes "[Moltuka]";
- mes "The pub owner is requesting something this time. He wants 2 Pineapples and wants you to know that...";
- next;
- mes "[Moltuka]";
- mes "I might try to make a special cocktail. I am confident of doing it since I did make good poison.";
- next;
- mes "I got you a request named ^880088Resolution of the pub owner^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close2;
- setquest 12157;
- setquest 12164;
- end;
- }
- else if (.@tut_13 == 11) {
- setquest 12158;
- setquest 12164;
- mes "[Moltuka]";
- mes "Again....The pub owner's request. He wants 2 Melons and wants you to know that...";
- next;
- mes "[Moltuka]";
- mes "I might try to make a special cocktail. I am confident of doing it since I did make good poison.";
- next;
- mes "I got you a request named ^880088Rage of the pub owner^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close2;
- setquest 12158;
- setquest 12164;
- end;
- }
-}
-
-dicastes01,175,217,5 script Kalipo#pa0829 4_MAN_NITT,{
- if (!checkweight(1201,1)) {
- mes "You have too many kinds of items. Let's try again after you reduce the number of items.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight.";
- close;
- }
- if (!isequipped(2782)) {
- mes "¡õ¢£¡ô";
- mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
- next;
- mes "I don't feel confident in talking since you wouldn't understand anything.";
- close;
- }
- if (ep13_3_invite < 6) {
- mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go.";
- close;
- }
- if (BaseLevel < 100) {
- mes "[Kalipo]";
- mes "Ha ha ha, many other adventurers are giving a helping hand. I'll see you next time.";
- close;
- }
- if (questprogress(12160,PLAYTIME) == 2) {
- mes "[Kalipo]";
- mes "Please come back after checking";
- mes "previous requests with the ^990099Hunting Dept. 2 Manager^000000.";
- close;
- }
- else if (questprogress(12160,PLAYTIME)) {
- mes "[Kalipo]";
- mes "I do not have any additional requests. Please report to the ^990099Hunting Dept. 2 Manager^000000 at Operations to report request completion.";
- close;
- }
- mes "[Kalipo]";
- mes "Welcome.";
- mes "Are you here for a request?";
- next;
- if (select("Please explain the request to me.:Please give me a request.") == 1) {
- mes "[Kalipo]";
- mes "As you know better";
- mes "and Laponte explained to you";
- mes "already";
- mes "I just can offer you";
- mes "one single request a day.";
- next;
- mes "[Kalipo]";
- mes "For sure";
- mes "you will get more interesting";
- mes "request, after";
- mes "you raise your levels";
- mes "don't feel bad with";
- mes "the simple request at first";
- close;
- }
- mes "[Kalipo]";
- mes "I will check the list of";
- mes "requests that came in today.";
- next;
- mes "[Kalipo]";
- mes "Hmm..";
- mes "I actually have something";
- mes "just right for you.";
- next;
- .@tut_lv = (BaseLevel);
- .@rand = rand(100,BaseLevel);
- if (.@rand < 109) {
- setquest 12106;
- setquest 12160;
- mes "[Kalipo]";
- mes "Our scout who went to Rapine is being attacked by cute child looking monsters.";
- next;
- mes "[Kalipo]";
- mes "So we need to hunt them inevitably, and you are the one for hunting them since you are not from Rapine.";
- next;
- mes "I got you a request named ^990099A child on the flower^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@rand < 112) {
- setquest 12107;
- setquest 12160;
- mes "[Kalipo]";
- mes "Are you aware of the child looking flower, Pinguicula? People say there has been a mutant of that flower.";
- next;
- mes "[Kalipo]";
- mes "They are very violent and aggressive so the troops from Rapine have been sent to slay them. Please go to check up and treat it before they are spread all over the area.";
- next;
- mes "I got you a request named ^990099Twisted Love^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@rand < 116) {
- setquest 12108;
- setquest 12160;
- mes "[Kalipo]";
- mes "Some mineral collectors are missing, and it seems to be done by nepenthes for sure.";
- next;
- mes "[Kalipo]";
- mes "Nepenthes is similar to Mandragora. We gotta do something in order to protect people from more damage.";
- next;
- mes "I got you a request named ^990099Dangerous Plant Removal^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@rand < 119) {
- setquest 12109;
- setquest 12160;
- mes "[Kalipo]";
- mes "They've discovered the centipede larva habitat. We can remove them now so there will be less mom centipedes.";
- next;
- mes "[Kalipo]";
- mes "Would you find them and kill them? You will have to be careful with the mom centipedes around them.";
- next;
- mes "I got you a request named ^990099Larva Extermination^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@rand < 124) {
- setquest 12110;
- setquest 12160;
- mes "[Kalipo]";
- mes "Miners heading to Nidhogg's nest, it's been reported that the miners were attacked by a strange thing.";
- next;
- mes "[Kalipo]";
- mes "It's said that it was human looking water, but it must be an evil thing which is not water spirit. Perhaps the Nidhogg Dungeon is the origin so please visit there to check up.";
- next;
- mes "I got you a request named ^990099Demon of Water^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else {
- setquest 12111;
- setquest 12160;
- mes "[Kalipo]";
- mes "Tatachos were originally beautiful birds, and they could fly. But since they settled here where there is no natural enemy, they started to be fat and lazy,";
- next;
- mes "[Kalipo]";
- mes "And finally they became like now, so ugly birds. You will be a good natural enemy for them.";
- next;
- mes "I got you a request named ^990099Bird with ugly face^000000 You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
-}
-
-dicastes01,187,230,5 script Laponte#pa0829 4_MAN_NITT,{
- if (checkweight(1201,1) == 0) {
- mes "You have too many kinds of items. Let's try again after you reduce the number of items.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight.";
- close;
- }
- if (!isequipped(2782)) {
- mes "¡õ¢£¡ô";
- mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
- next;
- mes "I don't feel confident in talking since you wouldn't understand anything.";
- close;
- }
- if (ep13_3_invite < 6) {
- mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go.";
- close;
- }
- if (BaseLevel < 97) {
- mes "[Laponte]";
- mes "Ha ha ha, many other adventurers are giving a helping hand. I'll see you next time.";
- close;
- }
- if (questprogress(12159,PLAYTIME) && questprogress(12159,PLAYTIME) != 2) {
- mes "[Laponte]";
- mes "I do not have any additional requests. Please report to the ^990099Hunting Dept. 1 Manager^000000 at Operations to report request completion.";
- close;
- }
- else if (questprogress(12159,PLAYTIME) == 2) {
- mes "[Laponte]";
- mes "Please come back after checking";
- mes "previous requests with the ^990099Hunting Dept. 1 Manager^000000.";
- close;
- }
- mes "[Laponte]";
- mes "Welcome.";
- mes "Are you here for a request?";
- next;
- if (select("Please explain the request to me.:Please give me a request.") == 1) {
- mes "[Laponte]";
- mes "I'm responsible of allocating";
- mes "requests from other departments";
- mes "related to hunting";
- mes "monsters to";
- mes "adventurers.";
- next;
- mes "[Laponte]";
- mes "Each adventurer is randomly assigned";
- mes "to one request each day";
- mes "and the range of the request";
- mes "assigned is limited to";
- mes "the adventurer's training level.";
- next;
- mes "[Laponte]";
- mes "Advanced jobs are assigned";
- mes "to adventurers who";
- mes "advance in their battle skills";
- mes "so no need to be upset if";
- mes "your first few requests are small.";
- close;
- }
- mes "[Laponte]";
- mes "I will check the list of";
- mes "requests that came in today.";
- next;
- mes "[Laponte]";
- mes "Hmm..";
- mes "I actually have something";
- mes "just right for you.";
- next;
- .@rand = rand(97,BaseLevel);
- if (.@rand < 103) {
- setquest 12099;
- setquest 12159;
- mes "[Laponte]";
- mes "This is a very small request. Baby dragons that hatch near Yggdrasilberry roots are reported to be hatching nearby.";
- next;
- mes "[Laponte]";
- mes "Eliminating the baby dragon is important but we mustn't ignore that removing the root cause will prevent this request from coming up again in the future.";
- next;
- mes "I got you a request named ^880088Remove Root Cause^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@rand < 109) {
- setquest 12100;
- setquest 12159;
- mes "[Laponte]";
- mes "Received reports of sightings of an unknown huge winged insect near the Rapine camp recently.";
- next;
- mes "[Laponte]";
- mes "We don't know how far the infestation of this insect may spread so please exterminate as many as you spot.";
- next;
- mes "I got you a request named ^880088Violent Winged Insect^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@rand < 115) {
- setquest 12101;
- setquest 12159;
- mes "[Laponte]";
- mes "This just came in from colleagues working in the mine.";
- next;
- mes "[Laponte]";
- mes "The baby dragons living near Yggdrasilberry roots are destroying the grounds near the mines. It will get dangerous if we don't take care of it.";
- next;
- mes "[Laponte]";
- mes "Please wipe out the baby dragons near Yggdrasilberry.";
- next;
- mes "I got you a request named ^880088Work Interference^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@rand < 118) {
- setquest 12102;
- setquest 12159;
- mes "[Laponte]";
- mes "A new race called Naga was found inhabiting the swamp near the Rapine camp.";
- next;
- mes "[Laponte]";
- mes "The problem is that they are primitive intellectuals and are violent.";
- next;
- mes "[Laponte]";
- mes "We will have many conflicts with them in the future if they expand their colony. Please go eliminate the adult Nagas.";
- next;
- mes "I got you a request named ^880088Intelligent Snakes^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@rand < 121) {
- setquest 12103;
- setquest 12159;
- mes "[Laponte]";
- mes "We get continuous reports of sightings of a legendary winged white horse near by the Rapine base.";
- next;
- mes "[Laponte]";
- mes "Can you go there in person and take a look? ... ";
- next;
- mes "[Laponte]";
- mes "It could be a hallucination so please make sure to touch it with your bare hand to make sure it is a living creature.";
- next;
- mes "I got you a request named ^880088Legendary Creature^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@rand < 125) {
- setquest 12104;
- setquest 12159;
- mes "[Laponte]";
- mes "Centipede's reproduction is another problem but also their appetite is threatening own survival.";
- next;
- mes "[Laponte]";
- mes "They absorb Bradium minerals and damage our mining grounds";
- next;
- mes "[Laponte]";
- mes "Many of our Sapha colleagues have lost their lives to the Centipedes. Please exterminate them.";
- next;
- mes "I got you a request named ^880088Insects with an Appetite^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else {
- setquest 12105;
- setquest 12159;
- mes "[Laponte]";
- mes "Got a report that Bradium raw minerals in the mines are alive.";
- next;
- mes "[Laponte]";
- mes "Looks like Bradium raw minerals were turned into Golems by an ancient spell and now we may need to close down our mines because of them. Can you please go and eliminate them? ";
- next;
- mes "I got you a request named ^880088Moving Rocks^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
-}
-
-dicastes01,208,230,3 script Pura#pa0829 4_MAN_NITT,{
- if (!checkweight(1201,1)) {
- mes "You have too many kinds of items. Let's try again after you reduce the number of items.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight.";
- close;
- }
- if (!isequipped(2782)) {
- mes "¡õ¢£¡ô";
- mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
- next;
- mes "I don't feel confident in talking since you wouldn't understand anything.";
- close;
- }
- if (ep13_3_invite < 6) {
- mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go.";
- close;
- }
- if (BaseLevel < 80) {
- mes "[Pura]";
- mes "That's okay.";
- mes "We are not that unfortunate to receive help from you.";
- close;
- }
- if (questprogress(12161,PLAYTIME) == 2) {
- mes "[Pura]";
- mes "Have you already met the ^990099Supply Dept. 1 Manager^000000 at Operations? I will give you a new request after you clear your request history.";
- close;
- }
- else if (questprogress(12161,PLAYTIME)) {
- mes "[Pura]";
- mes "I don't have any requests for you now. Report back to the ^990099Supply Dept. 1 Manager^000000 at Operations after you complete all requests.";
- close;
- }
- mes "[Pura]";
- mes "Welcome.";
- mes "What brings you here?";
- next;
- if (select("Please explain the request to me.:Please give me a request.") == 1) {
- mes "[Pura]";
- mes "Adventurers help me";
- mes "deliver various items";
- mes "produced here to";
- mes "other parts of the";
- mes "area.";
- next;
- mes "[Pura]";
- mes "There is no restrictions";
- mes "to the job but";
- mes "some jobs are difficult than others.";
- next;
- mes "[Pura]";
- mes "Please see me any time";
- mes "once you are ready.";
- close;
- }
- mes "[Pura]";
- mes "I will check the list of";
- mes "requests that came in today.";
- next;
- mes "[Pura]";
- mes "Hmm..";
- mes "I actually have something";
- mes "just right for you.";
- next;
- .@tut_13 = rand(1,10);
- if (.@tut_13 == 1) {
- setquest 12117;
- setquest 12161;
- mes "[Pura]";
- mes "They say that this area was a wetland very long ago. But for some reason the environment has changed gradually over the years.";
- next;
- mes "[Pura]";
- mes "There is a patch of land nearby the Rapine camp that is still preserved. Can you bring back a Withered Flower sample? It will be a good sample to research on environmental changes.";
- next;
- mes "I got you a request named ^880088Withered Flower^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@tut_13 == 2) {
- setquest 12118;
- setquest 12161;
- mes "[Pura]";
- mes "The Bradium refine machinery is broken and now we are short supplying refined Bradium to our colleagues working at the mine.";
- next;
- mes "[Pura]";
- mes "So we are using all our adventurers to help collect refined Bradium. Please bring back 3 refined Bradiums from the Bradium Golem.";
- next;
- mes "I got you a request named ^880088Welcomed Mineral^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@tut_13 == 3) {
- setquest 12119;
- setquest 12161;
- mes "[Pura]";
- mes "I have a request to bring in 16 Dragon's Manes.";
- next;
- mes "[Pura]";
- mes "Dragon's Mane is only dropped in small volumes by the Dracos and is very valuable. It is used in our indigenous designs in our flags, clothes and field equipment.";
- next;
- mes "I got you a request named ^880088Valuable Textile^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@tut_13 == 4) {
- setquest 12120;
- setquest 12161;
- mes "[Pura]";
- mes "This is a request from the pub for the food of people from other worlds. They want Dragon Tails to use as a cooking ingredient for field food that can be stored extensively.";
- next;
- mes "[Pura]";
- mes "So humans like this. Please bring back 6 of them.";
- next;
- mes "I got you a request named ^880088Curious Meat^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@tut_13 == 5) {
- setquest 12121;
- setquest 12161;
- mes "[Pura]";
- mes "The path that goes out of the city is now a hazardous icy road because of the snow we've been getting.";
- next;
- mes "[Pura]";
- mes "Spreading Pieces of Egg Shells will help and we need a lot of them. Around 26 or so will do.";
- next;
- mes "I got you a request named ^880088Materials to Clear Snow^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@tut_13 == 6) {
- setquest 12122;
- setquest 12161;
- mes "[Pura]";
- mes "The Bradium Processing Machinery emits tremendous heat when used and cannot be stabilized with any kind of water.";
- next;
- mes "[Pura]";
- mes "So we mix Crystalized Teardrops obtained from Aqua Elementals from melted snow. This is a material we need daily so please bring back 6 of them.";
- next;
- mes "I got you a request named ^880088Best Cooler Material^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@tut_13 == 7) {
- setquest 12123;
- setquest 12161;
- mes "[Pura]";
- mes "The Supply Manager has urgently requested paint to use on building maintenance throughout the city.";
- next;
- mes "[Pura]";
- mes "He can make enough paint by using the Fluorescent Liquid obtained from Aqua Elementals. Please bring back 26 containers of it.";
- next;
- mes "I got you a request named ^880088Best Paint^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@tut_13 == 8) {
- setquest 12124;
- setquest 12161;
- mes "[Pura]";
- mes "The valuable interior water bottle in the minister's room is broken. They won't be able to find who did it because there are so many visitors every day.";
- next;
- mes "[Pura]";
- mes "Can you please bring me this valuable item from Aqua Elemental? I only need 1.";
- next;
- mes "I got you a request named ^880088Rare Valuable^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@tut_13 == 9) {
- setquest 12125;
- setquest 12161;
- mes "[Pura]";
- mes "Lining supplies for armor for the Guards are all out.";
- next;
- mes "[Pura]";
- mes "The scale shell from Naga are perfect lining material. Please bring back 18 of them.";
- next;
- mes "I got you a request named ^880088Armory Material^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else {
- setquest 12126;
- setquest 12161;
- mes "[Pura]";
- mes "I got you a request named lining material for armor supplied to the guard commanders. They are different from ordinary lining.";
- next;
- mes "[Pura]";
- mes "Please bring me 11 shining scales of Naga. I don't think it will be much trouble for you.";
- next;
- mes "I got you a request named ^880088Advanced Armory Material^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- close;
-}
-
-dicastes01,225,211,3 script Tragis#pa0829 4_MAN_NITT,{
- if (!checkweight(1201,1)) {
- mes "You have too many kinds of items. Let's try again after you reduce the number of items.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight.";
- close;
- }
- if (!isequipped(2782)) {
- mes "¡õ¢£¡ô";
- mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
- next;
- mes "I don't feel confident in talking since you wouldn't understand anything.";
- close;
- }
- if (ep13_3_invite < 6) {
- mes "Sapha keeps a distance from you even when you try to talk. Looks like he called on Guard Galten. Time to go.";
- close;
- }
- if (BaseLevel < 80) {
- mes "[Tragis]";
- mes "It is pretty embarassing that you are looking for a request with your level, you know that?";
- close;
- }
- if (questprogress(12162,PLAYTIME) == 2) {
- mes "[Tragis]";
- mes "Calculate your request activities with the ^990099Supply Dept. 2 Manager^000000 at Operations and then come back.";
- close;
- }
- else if (questprogress(12162,PLAYTIME)) {
- mes "[Tragis]";
- mes "I don't have any requests for you now. Report back to the ^990099Supply Dept. 2 Manager^000000 at Operations after you complete all requests.";
- close;
- }
- mes "[Tragis]";
- mes "Welcome.";
- mes "What brings you here?";
- next;
- if (select("Please explain the request to me.:Please give me a request.") == 1) {
- mes "[Tragis]";
- mes "Pura will explain the detail about the supply job. I'm soooo busy as you can see.";
- close;
- }
- mes "[Tragis]";
- mes "I just got a request. It's good that none of us wasted time.";
- next;
- .@tut_13 = rand(1,10);
- if (.@tut_13 == 1) {
- setquest 12127;
- setquest 12162;
- mes "[Tragis]";
- mes "It's time to repair the trumpets for Mine supervisors.";
- next;
- mes "[Tragis]";
- mes "Because those trumpets are necessary to control the miners. The mystic horn from Cornus is the perfect trumpet material, please get 5 pieces of them.";
- next;
- mes "I got you a request named ^880088Supervisor's Tool^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@tut_13 == 2) {
- setquest 12128;
- setquest 12162;
- mes "[Tragis]";
- mes "It seems that there isn't enough amount of fur which is for the adventurers.";
- next;
- mes "[Tragis]";
- mes "It will be necessary to get some fur from Tatacho. 21 lumps will be enough.";
- next;
- mes "I got you a request named ^880088Preparation for Heating^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@tut_13 == 3) {
- setquest 12129;
- setquest 12162;
- mes "[Tragis]";
- mes "There was a request from the pub to collect 27 bug legs.";
- next;
- mes "[Tragis]";
- mes "They don't wanna reveal the reason why they need them. Anyway, thank you.";
- next;
- mes "I got you a request named ^880088Suspicious Food^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@tut_13 == 4) {
- setquest 12130;
- setquest 12162;
- mes "[Tragis]";
- mes "Zargon is very popular among the residents here. It's a beautiful, round shaped ball and can be used as a adhesive when its powder is mixed with water.";
- next;
- mes "[Tragis]";
- mes "Heard that it's very common material from the adventurers' land. Would you get some? It will be enough with 26 Zargons.";
- next;
- mes "I got you a request named ^880088Useful Material^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@tut_13 == 5) {
- setquest 12131;
- setquest 12162;
- mes "[Tragis]";
- mes "There is a request which is to find a material to be used for every quarter's building repair work.";
- next;
- mes "[Tragis]";
- mes "Please get 13 Solid shells which can be obtained from Centipede and Centipede Larva. It will be very useful for the repair work.";
- next;
- mes "I got you a request named ^880088Essential Material for Construction^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@tut_13 == 6) {
- setquest 12132;
- setquest 12162;
- mes "[Tragis]";
- mes "There is a request which is to find a material to be used for every quarter's building repair work.";
- next;
- mes "[Tragis]";
- mes "You need to get 16 Strong vines which can be got from nepenthes. It's a vital material for building repair work.";
- next;
- mes "I got you a request named ^880088Essential Material for Construction 2^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@tut_13 == 7) {
- setquest 12133;
- setquest 12162;
- mes "[Tragis]";
- mes "The guard need many sharp leaves for a decoration reason. Some other adventurers started searching them.";
- next;
- mes "[Tragis]";
- mes "They need pretty many quantity of the leaves so they want 26 sharp leaves from you. I know it's hard. Wish you good luck!";
- next;
- mes "I got you a request named ^880088Decoration arrangement^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@tut_13 == 8) {
- setquest 12134;
- setquest 12162;
- mes "[Tragis]";
- mes "The pub owner is in trouble due to many adventurers from outside.";
- next;
- mes "[Tragis]";
- mes "He wishes to have an utensil which can be used simply and instantly, something like a wide leaf.";
- next;
- mes "I got you a request named ^880088Instant Receptacle^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else if (.@tut_13 == 9) {
- setquest 12135;
- setquest 12162;
- mes "[Tragis]";
- mes "There have been couple of attacks in mine. It must be those Nepenthes that were trying to attack miners.";
- next;
- mes "[Tragis]";
- mes "In order to make the medicine, we need 16 brown roots. Find and bring them.";
- next;
- mes "I got you a request named ^880088Not enough medicine^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
- else {
- setquest 12136;
- setquest 12162;
- mes "[Tragis]";
- mes "The pub owner came by and blamed and blamed about the big appetite of you guys.";
- next;
- mes "[Tragis]";
- mes "He said he has no more stock of honey and fruits. 2 jugs of honey will be enough to soothe him.";
- next;
- mes "I got you a request named ^880088Honey robber^000000. You can check details of the request and who to report back to by opening the ^990099Quest Window^000000.";
- close;
- }
-}
-
-// Doha's Secret Orders
-//============================================================
-mid_campin,168,170,3 script Inspector Doha#ep133 1_M_ORIENT01,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
- mes "- You can too many items to proceed with the quest. -";
- close;
- }
- if (ep13_3_secret < 1) {
- mes "[Doha]";
- mes "What is it?";
- mes "You don't look like you have any business with me.";
- mes "If you don't, please leave now.";
- close;
- }
- else if (ep13_3_secret == 1) {
- mes "[Doha]";
- mes "Who is asking?";
- mes "If you are in the wrong room, please leave now.";
- next;
- if (select("Came to meet the inspector.:Sorry.") == 1) {
- mes "[Doha]";
- mes "Me?";
- mes "Are you the person the captain was speaking of?";
- mes "What was the name...";
- mes strcharinfo(0) + "?";
- next;
- mes "[Doha]";
- mes "Hmm.. I don't know why you were chosen but I guess they trusted you enough.";
- mes "I heard you were chosen to visit El Dicastes, the capital city of Sapha.";
- next;
- mes "[Doha]";
- mes "I have a secret mission for you regarding this visit.";
- mes "More like an order.";
- next;
- mes "[Doha]";
- mes "I'm the inspector dispatched from the home country because of the report case.";
- mes "We are working on investigating the truth behind the reported case.";
- next;
- select("Report case?");
- mes "[Doha]";
- mes "You haven't heard of it?";
- mes "I thought you already knew..";
- mes "So you're not the one that collected the report back then?";
- next;
- mes "[Doha]";
- mes "When the expedition was dispatched before";
- mes "there was a general report on our research results on various categories";
- mes "and the messenger that was carrying this report back to home country was attacked.";
- next;
- mes "[Doha]";
- mes "Luckily the report wasn't stolen completely";
- mes "and we did get the report after painstakingly restoring it.";
- mes "The important thing is who did this.";
- next;
- mes "[Doha]";
- mes "As you already know the expedition here is an alliance of 3 countries.";
- mes "And we aren't all in good terms.";
- mes "That is why Hibba Agip was put in charge by the captain and upper management because he isn't attached to any of the countries.";
- next;
- mes "[Doha]";
- mes "But the important thing is which country was behind this";
- mes "and why would they do such a thing when we must promote peace and cooperation.";
- next;
- mes "[Doha]";
- mes "That is why I was dispatched here to investigate on.";
- mes "I've come across an unexpected information during my investigation.";
- next;
- mes "[Doha]";
- mes "Do you know the Cat Merchant?";
- mes "They are also doing business nearby.";
- mes "One of the Cat Merchants";
- mes "spilled this information to me.";
- next;
- mes "[Doha]";
- mes "I was investigating at the location assumed to be where the attack took place";
- mes "when I met a cat. Well.. I don't know what else I'm supposed to call them.";
- next;
- mes "[Doha]";
- mes "But it turns out, I was lucky to meet this cat.";
- mes "Because he turned out to be a witness to the case.";
- next;
- select("Witness!:Who did it?");
- mes "[Doha]";
- mes "Sigh...";
- mes "He did witness the case but the description I got was...";
- mes "suspicious at first.";
- next;
- mes "[Doha]";
- mes "Well... the cat said in his own words.";
- mes "he might be one of us because he was very agile and quick.";
- next;
- select("Same race? Cat?");
- mes "[Doha]";
- mes "Yes.";
- mes "I heard the cat say that with my own ears.";
- mes "He said he went back to the place to see if it was a lost friend of his.";
- next;
- mes "[Doha]";
- mes "Hmm... my throat is soar from talking too much.";
- mes "Let's continue later after I get some rest.";
- mes "I think I need a cup of water.";
- ep13_3_secret = 2;
- close;
- }
- mes "[Doha]";
- mes "Thank you.";
- mes "I'm a little tired now.";
- mes "I hope to see you next time.";
- close;
- }
- else if (ep13_3_secret == 2) {
- mes "[Doha]";
- mes "Wow.... they say this is the water melted from the snow from the snowy fields.";
- mes "Very refreshing, don't you agree?";
- mes "....";
- next;
- mes "[Doha]";
- mes "Then back to the story.";
- mes "So I asked why the cat thought it was his own kind.";
- next;
- mes "[Doha]";
- mes "He said the attacker had a wonderful tail and attractive ears.";
- mes "Hard to believe.";
- next;
- select("It was a cat?");
- mes "[Doha]";
- mes "No. I asked the same question.";
- mes "And he said the attacker looked more like me.";
- mes "Meaning humanlike to be precise.";
- next;
- mes "[Doha]";
- mes "Yes. A human male.";
- mes "He said ^4d4dff the attacker had attractive ears and a sleek and glossary tail^000000!";
- next;
- select("Could it be a hobby?");
- mes "[Doha]";
- mes "Are you talking about the Kitty Band that was popular in Prontera?";
- mes "If a full grown male was wearing one of those... and also a tail?";
- next;
- if (select("Was he in disguise?:Taste should be respected.") == 1) {
- mes "[Doha]";
- mes "I agree.";
- mes "I think one of the countries is behind this.";
- mes "I honestly think both the Sapha and Rapine won't get anything out of this.";
- next;
- mes "[Doha]";
- mes "I guess it will only be a way of hiding you are from.";
- mes "Disguised as a cat, that is!";
- next;
- }
- else {
- mes "[Doha]";
- mes "....................";
- mes "............Of course";
- mes "different tastes should be respected.";
- next;
- mes "[Doha]";
- mes "....Ahem.";
- mes "My conclusion is";
- mes "Someone disguised themselves ridiculously in order to hide where they came from!";
- next;
- }
- mes "[Doha]";
- mes "So what we need to do now is";
- mes "Finding a guy with cat ears.";
- mes "But I'm not so sure he will have them on him now.";
- next;
- mes "[Doha]";
- mes "But as the Cat Merchant mentioned, we shouldn't rule out the possibility that he might be from a third party.";
- mes "Then what could his motives be.";
- next;
- mes "[Doha]";
- mes "Let's start simple before it gets too complicated.";
- mes "I heard you are visiting El Dicastes, the capital city of Sapha.";
- next;
- mes "[Doha]";
- mes "Whether it is a cat or dog";
- mes "Please try to collect information on a guy with animal ears.";
- next;
- mes "[Doha]";
- mes "I will continue on searching and investigating Manuk and Splendide from here.";
- mes "I need you to investigate during your journey and also at El Dicastes.";
- next;
- mes "[Doha]";
- mes "This is a very important mission.";
- mes "There is a delicate conflict between the three countries";
- mes "and there might be a possibility of an unknown third party.";
- next;
- mes "[Doha]";
- mes "And why did the attacker only interfered instead of stealing the whole report.";
- mes "we need to the purpose.";
- next;
- mes "[Doha]";
- mes "Please bring back some clues. Anything you come by during your journey";
- mes "Please report back to me if you have anything leads.";
- ep13_3_secret = 3;
- changequest 7185,7186;
- close;
- }
- else if (ep13_3_secret == 3) {
- mes "[Doha]";
- mes "I will investigate Manuk and Splendide.";
- mes "So you will have to look for clues in El Dicastes.";
- next;
- mes "[Doha]";
- mes "About the guy with animal ears.";
- mes "It will be a tough mission but I know you will do well.";
- close;
- }
- else if (ep13_3_secret > 3 && ep13_3_secret < 22) {
- mes "[Doha]";
- mes "How is the investigation going?";
- mes "Please try your best.";
- mes "not to break the parallel relationship between countries.";
- close;
- }
- else if (ep13_3_secret == 22) {
- if (countitem(6306) && countitem(6305) && countitem(6307)) {
- mes "[Doha]";
- mes "How is the investigation going?";
- mes "Do you have any significant status?";
- next;
- mes "You share the details regarding Diel, Cheshire, Ahat and the crack of dimension.";
- mes "You give him a clot of blood, shells and a magical stone as evidence.";
- next;
- mes "[Doha]";
- mes "Hmm..";
- mes "I actually gave the same mission to all other people heading for El Dicastes.";
- next;
- mes "[Doha]";
- mes "They have all brought information based on assumptions.";
- mes "Meaning your evidences are not much different from the others.";
- next;
- mes "[Doha]";
- mes "At least we found out one thing.";
- mes "At least we now know that the attacker is not from the three countries of Midgard.";
- mes "But this is only an assumption.";
- next;
- mes "[Doha]";
- mes "Details of the report will be verified by a superior authority and a schedule for the next step will be given.";
- mes "Thank you.";
- next;
- mes "[Doha]";
- mes "Please have this.";
- mes "This is a reward for your services up to now.";
- mes "You deserve this for the hardship you are going through in another world.";
- delitem 6306,1; //Solid_Bloodstain
- delitem 6305,1; //Frozen_Skin_Piece
- delitem 6307,1; //Suspicious_Magic_Stone
- ep13_3_secret = 23;
- getitem 2553,1; //Dragon_Manteau
- erasequest 7202;
- completequest 7203;
- next;
- mes "[Doha]";
- mes "....";
- mes "Sapha and Rapine, which ever.";
- mes "I have something more urgent.";
- next;
- select("Can you repeat that?");
- mes "[Doha]";
- mes "..? ";
- mes "I didn't say a thing.";
- mes "I guess you heard wrong.";
- mes "Will you leave now? Because I have to organize a report.";
- close;
- }
- mes "You are missing evidence to submit with your report:";
- mes "Clotted Bloodstain, Piece of Frozen Skin, Strange Magic Stone.";
- mes "You will have to collect the items again.";
- close;
- }
- mes "[Doha]";
- mes "There won't be any changes to the current policy.";
- mes "Home land will continue to review the contents of your reports.";
- mes "[Doha]";
- mes "All we can do for now is";
- mes "do our best, right?";
- mes "He says its kindly but his eyes have a get out and do your work kind of look.";
- close;
-}
-
-dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{
- // if ((GetInventoryRemainCount 1301 3 == 2) || (GetInventoryRemainCount 1301 3 == 3)) {
- if ((MaxWeight - Weight) < 1000) {
- mes "- You can too many items to proceed with the quest. -";
- close;
- }
- cutin "ep13_shy",2;
- mes "[Shay]";
- switch (rand(1,5)) {
- case 1: mes ".. Burman Flone."; break;
- case 2: mes "What?"; break;
- case 3: mes "Boring. What is it?"; break;
- case 4: mes "Sigh... Ready to order?"; break;
- case 5:
- mes "Another failure?.";
- mes "I'm talking to myself. Don't bother.";
- mes "What do you want?";
- break;
- }
- next;
- switch (select("Order.:Talk.:Never mind.")) {
- case 1:
- mes "[Shay]";
- 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;
- if (select("Tropical Sorgrat - 2000z:Vermilion on the Beach - 2000z:Anything else?") == 3) {
- mes "[Shay]";
- mes "Here.. ";
- mes "......Hmmm...";
- mes "Nah.";
- break;
- }
- setarray .@str$[1], "Tropical Sorgrat","Vermillion on the Beach.";
- setarray .@item[1], 12112,12113;
- if (Zeny > 1999) {
- mes "[Shay]";
- mes "Here is your "+.@str$[@menu]+".";
- Zeny -= 2000;
- getitem .@item[@menu],1; //Tropical_Sograt
- break;
- }
- mes "[Shay]";
- mes .@str$[@menu]+" is 2000 Zeny.";
- mes "What is it so expensive?";
- mes "Then you try to bring it all the way here.";
- break;
- case 2:
- if (ep13_3_invite < 6) {
- mes "[Shay]";
- mes "If you haven't registered at Diel yet, you better do it soon.";
- mes "That is the only way to start receiving requests and guarantee your safety here.";
- next;
- mes "[Shay]";
- mes "To avoid conflicts apart from diplomatic trouble";
- mes "it is always better to respect each sides agreement.";
- mes "Don't you agree?";
- break;
- }
- else {
- if (ep13_3_secret < 3) {
- mes "[Shay]";
- mes "Not that busy but I don't want to do it.";
- break;
- }
- else if (ep13_3_secret == 3) {
- mes "[Shay]";
- mes "I don't want to talk about personal stuff.";
- mes "But do you have any questions?";
- next;
- switch (select("Tell me about yourself:About Sapha:About other races:....Hmm..")) {
- case 1:
- mes "[Shay]";
- mes "Me?";
- mes ".If you are asking about my name, it is written on my badge here.";
- mes "It's Shay.";
- next;
- select("Not that");
- mes "[Shay]";
- mes "Hmm. Then should I tell you the story on how I settled here?";
- mes "The first to apply to expedite here";
- mes "where the Assassins.";
- next;
- mes "[Shay]";
- mes "I was one of them.";
- mes "That is how I got to reach this place before anyone else did";
- mes "And that is how the base of the expedition camp was built.";
- next;
- mes "[Shay]";
- mes "But you know.";
- mes "I thought I'd return to my hometown and retire.";
- mes "But El Dicastes contacted me.";
- next;
- mes "[Shay]";
- mes "They requested if I could open a place for us outsides to feel comfortable with.";
- mes "They also were considerate enough to build it in Midgard style.";
- next;
- mes "[Shay]";
- mes "So the framework and style,";
- mes "architect was brought in..";
- mes "and then I found myself managing the whole project?";
- next;
- mes "[Shay]";
- mes "And...";
- mes "that is how I got here.";
- mes "I've been here ever since!";
- next;
- mes "[Shay]";
- mes "I don't remember what my original job was.";
- mes "Little rusty on the Katar, I guess...";
- next;
- mes "Shay suddenly has a lonely expression and sighs deeply about his situation.";
- mes "Looks very tired.";
- break;
- case 2:
- mes "[Shay]";
- mes "Sapha?";
- mes "You are surrounded by Saphas.";
- mes "......";
- next;
- mes "[Shay]";
- mes "What are you asking me?";
- mes "Just ask any Sapha passing by.";
- mes "Ask 'what are you'.";
- break;
- case 3:
- mes "[Shay]";
- mes "Other races?";
- mes "Talking about Sapha?";
- next;
- if (select("With cat ears.:With butterfly wings.") == 1) {
- mes "[Shay]";
- mes "Cat?";
- mes "Are you talking about the Cat Merchant?";
- mes "They are camped outside of the capital gate.";
- next;
- mes "[Shay]";
- mes "They even mined and fished near the expedition camp.";
- mes "They are currently trying to expand their business";
- next;
- mes "[Shay]";
- mes "Well.. bigger then them?";
- mes "Not sure. Haven't heard of it.";
- mes "Why don't you ^4d4dffask Sapha's around here?^000000";
- ep13_3_secret = 4;
- erasequest 7186;
- setquest 7187;
- break;
- }
- mes "[Shay]";
- mes "Butterfly wings? Are you talking about Rapine?";
- mes "Don't know them?";
- mes "You really no nothing.";
- next;
- mes "[Shay]";
- mes "If you want to know about Rapine, go to Splendide.";
- mes "They are rough and tough.";
- break;
- case 4:
- mes "[Shay]";
- mes "What...";
- mes "I'm not that busy but don't bother me too much.";
- break;
- }
- break;
- }
- else if (ep13_3_secret == 4) {
- mes "[Shay]";
- mes "What is it now?";
- mes "Any luck?";
- next;
- setarray .@ward$,
- "7188","The Knits at the square are interested in Ahat.",
- "7189","I heard from Pioms that most of the Saphas are interested in the minister.",
- "7190","Galtens are interested in the Cat Merchant for their cat ears.";
- mes "[" + strcharinfo(0) + "]";
- mes "I'm trying to organize the information I've collected.";
- .@size = getarraysize(.@ward$);
- for (.@i = 0; .@i < .@size; .@i += 2)
- if (questprogress(atoi(.@ward$[.@i]))) {
- ++.@sealall;
- mes .@ward$[.@i+1];
- }
- if (!.@sealall) mes "But what should I do with the collected information?";
- next;
- if (.@sealall < 3) {
- mes "[" + strcharinfo(0) + "]";
- mes "Moan...";
- mes "[Shay]";
- mes "You look lost like as if nothing makes sense anymore.";
- mes "They solution is simply to ask around.";
- next;
- mes "[Shay]";
- mes "There are many Saphas working at the factory, drill hall, square and anywhere else.";
- mes "There are the Cat Merchants outside of the castle, too.";
- break;
- }
- mes "[" + strcharinfo(0) + "]";
- mes "Everybody";
- mes "is talking about the minister these days!";
- mes "What is with this Ahat anyway.";
- next;
- mes "[Shay]";
- mes "I haven't even seen the minister.";
- mes "I heard many say that he is beautiful.";
- next;
- mes "[Shay]";
- mes "Anyway........";
- mes "Try this.";
- mes "I've been working on this for some time and hope that this can go on the menu.";
- next;
- mes "- Shay places a baked pie with the base made out of carrots.";
- mes "Topped with something that looks like apples or bananas.";
- mes "You immediate think it is too risky to try. ?";
- next;
- select("The minced ingredient is...");
- mes "[Shay]";
- mes "An apple pie.";
- mes "I garnished it with bananas.";
- mes "Doesn't look like it but this is an apple pie.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "But why is there a carrot in a pie.";
- mes "And there is no hint of apples.";
- next;
- mes "[Shay]";
- mes "Stop!!!!!!!!!!!!!";
- specialeffect2 EF_HIT1;
- specialeffect2 EF_HIT2;
- percentheal -30,0;
- next;
- mes "-Shay got all upset and threw something sticky and smelly.";
- mes "The pie left Shay's palm and landed square in your face. -";
- next;
- mes "[Shay]";
- mes "Oops.. umph.. hmph...";
- mes "Phew... sigh...";
- mes "...........";
- next;
- mes "[Shay]";
- mes "S..Sorry. Aello told me to help you but..";
- mes ".......";
- mes "I couldn't help myself.";
- next;
- mes "[Shay]";
- mes "Ha.. there is a cat named BK among the Cat Merchants.";
- mes "He might have the information you want.";
- mes "... Go.. meet BK.";
- next;
- mes "[Shay]";
- mes "And if he ignores you, tell him that ^4d4dffShay's special drink will be delivered^000000.";
- ep13_3_secret = 5;
- erasequest 7188;
- erasequest 7189;
- erasequest 7190;
- changequest 7187,7191;
- break;
- }
- else if (ep13_3_secret > 4 && ep13_3_secret < 9) {
- mes "[Shay]";
- mes "You can find the Cat Merchants outside of the gate.";
- mes "They seem like a small group of wanders.";
- mes "You'll see their tent southeast from the gate.";
- next;
- mes "[Shay]";
- mes "BK is the one that holds information around there.";
- mes "He will be able to help you.";
- break;
- }
- else if (ep13_3_secret == 9) {
- mes "[Shay]";
- mes "You say BK said that?";
- mes "So it is...";
- mes "I did think Ahat was beautiful than normal.";
- next;
- mes "[Shay]";
- mes "But according to the Saphas' stories I hear in this pub";
- mes "they all have a different version of Ahat.";
- next;
- mes "[Shay]";
- mes "But BK said Ahat isn't a Sapha?";
- mes "That only means that its not the looks that is different but may be completely a different race.";
- next;
- mes "[Shay]";
- mes "We can only investigate.";
- mes "They say he came from the crack so let's investigate the crack.";
- next;
- mes "[Shay]";
- mes "But there is a crack here too?";
- mes "..Too many ill-fates.";
- mes "Bit sorrowful.";
- ep13_3_secret = 10;
- changequest 7192,7193;
- break;
- }
- else if (ep13_3_secret == 10) {
- mes "[Shay]";
- mes "It is always better to go to the site.";
- mes "Because it is difficult to meet the minister.";
- next;
- mes "[Shay]";
- mes "The crack here must have been created when the crack in Morroc appeared.";
- mes "If he did it.";
- next;
- mes "[Shay]";
- mes "You'll find a crack northeast from El Dicastes.";
- mes "Try investigating there.";
- break;
- }
- else if (ep13_3_secret == 11) {
- mes "[Shay]";
- mes "Any luck?";
- next;
- setarray .@quest, 7194,7195,7196;
- setarray .@item, 6306,6305,6307;
- setarray .@str$, "bloodstain","frozen piece of skin","strange magical stone fragment";
-
- .@size = getarraysize(.@item);
- for (.@i = 0; .@i < .@size; ++.@i) {
- if (countitem(.@item[.@i])) {
- mes "- You show the " + .@str$[.@i] + " you collected from near the crack.-";
- .@crack = 1;
- next;
- break;
- }
- }
- if (!.@crack) {
- mes "- You do not have the item needed for the quest. Case3";
- mes "If your quest item was destroyed, request help from GM.-";
- break;
- }
- mes "[Shay]";
- mes ".. I didn't expect this.";
- mes "Then who is Ahat..?";
- mes "...I smell something fishy.";
- next;
- mes "[Shay]";
- mes "I don't know since I haven't seen Ahat in person but";
- mes "we must find out what all this means.";
- next;
- select("Do you trust BK?");
- mes "[Shay]";
- mes "At least BK doesn't lie.";
- mes "The BK I know never lies.";
- mes "Why are these found near the crack?";
- mes "Why was Ahat near the crack..";
- next;
- select("Do you want to meet in person?");
- mes "[Shay]";
- mes "You can't just waltz in him.";
- mes "It's even harder for outsiders like us to meet him.";
- mes "Hm...";
- next;
- mes "[Shay]";
- mes "We can try collected exploit certifications.";
- mes "Those who did great deeds get the opportunity to meet the minister.";
- next;
- mes "[Shay]";
- mes "The Cat Merchants are also collected exploit certifications. They want to meet the minister in person so they can negotiate business.";
- next;
- mes "[Shay]";
- mes "You can receive exploit certifications from handling requests throughout the city.";
- mes "If you want to meet the minister Ahat...";
- next;
- mes "[Shay]";
- mes "You'll need at least ^4d4dff3 exploit certifications^000000.";
- mes "Go ^4d4dffask around in Diel^000000 for more information.";
- next;
- mes "[Shay]";
- mes "Sapha that registers adventurers in Diel.";
- mes "Was his name ^4d4dffRhawyne^000000. Ask him.";
- next;
- select("Don't you have any exploit certification of Sapha?");
- mes "[Shay]";
- mes "................";
- mes "Do you think I'm that free?";
- mes "I'm not the one receiving request, I'm the one that makes the requests!!";
- next;
- mes "[Shay]";
- mes "Tsk.";
- mes "First, think of what you have to do.";
- mes "Meet Ahat by collecting exploit certifications.";
- mes "And then find doubt what is the relationship between him and the crack.";
- ep13_3_secret = 12;
- for (.@i = 0; .@i < getarraysize(.@quest); ++.@i)
- if (questprogress(.@quest[.@i])) erasequest .@quest[.@i];
- setquest 7197;
- break;
- }
- else if (ep13_3_secret == 12) {
- mes "[Shay]";
- mes "Start with collecting exploit certifications.";
- mes "You'll need at least 3 certifications to meet the minister.";
- next;
- mes "[Shay]";
- mes "Once you have your certifications, go make a request to meet the minister at the Adventurer's reception desk in Diel.";
- mes "Rhawyne will help you.";
- break;
- }
- else if (ep13_3_secret == 13) {
- mes "[Shay]";
- mes "So.. you got permitted?";
- mes "I'm also curious who this Ahat character is.";
- next;
- mes "[Shay]";
- mes "Good. I'll prepare some food until you come back.";
- mes "I just found this amazing chocolate recipe a few days ago.";
- next;
- select("Oh..no..");
- mes "[Shay]";
- mes "When I was in Morroc.";
- mes "A colleague from the guild used to make chocolate stuff you see?";
- mes "I thought it would be simple since he was making it.";
- next;
- select("So.....");
- mes "[Shay]";
- mes "Wait till you taste it.";
- mes "Now, get going.";
- break;
- }
- else if ((ep13_3_secret > 13) && (ep13_3_secret < 17)) {
- mes "[Shay]";
- mes "How was the minister?";
- next;
- if (select("Strange.:..Beautiful...") == 1) {
- mes "[Shay]";
- mes "So.. how strange.";
- mes "..was it bad or good?";
- mes "No, that isn't important. Try to remember what you were there for.";
- break;
- }
- mes "[Shay]";
- mes "Huh? Really?";
- mes "You can tell the beauty even if the race is different.";
- mes "Do you job instead of dreaming about his appearance.";
- break;
- }
- else if ((ep13_3_secret > 16) && (ep13_3_secret < 19)) {
- mes "[Shay]";
- mes "Hmm...";
- mes "Clearing the crack area?";
- mes "Sounds weird.";
- mes "Something smells fishy.";
- next;
- mes "[Shay]";
- mes "Don't forget to bring back evidence.";
- mes "And to pretend you are hypnotized.";
- mes "Good. This is our secret.";
- next;
- mes "[Shay]";
- mes "Funny how things come about.";
- mes "But you really are talkative.";
- mes "You are telling me everything. Tsk.";
- break;
- }
- else if (ep13_3_secret > 18 && ep13_3_secret < 22) {
- mes "[Shay]";
- mes "Did you know?";
- mes "There is another skillful Jarute.";
- mes "Name is HesLanta.";
- next;
- mes "[Shay]";
- mes "He sometimes come back and shares his stories.";
- mes "But I think he also has a story to tell.";
- next;
- mes "[Shay]";
- mes "It's only a thought but";
- mes "It might be good to talk to those near Ahat too.";
- next;
- mes "[Shay]";
- mes "How about talking to the Jarute named HesLanta?";
- mes "You don't have nothing to lose, anyway.";
- break;
- }
- else if (ep13_3_secret == 22) {
- mes "[Shay]";
- mes "Why are you here again?";
- mes "Are you working?";
- next;
- if (select("Mission completed!:Came to thank you.") == 1) {
- mes "[Shay]";
- mes "Really?";
- mes "Good for you.";
- mes ".....";
- mes "Mission. Haven't heard that word for ages.";
- next;
- mes "[Shay]";
- mes "Now go.";
- mes "I'm busy.";
- mes "New ingredients are coming in today.";
- mes "Go now.";
- break;
- }
- mes "[Shay]";
- mes "If you are that grateful, each all my new cuisines till the last bite.";
- next;
- select("Ah, that is um...");
- mes "[Shay]";
- mes "Huh? Get lost.";
- mes "Ungrateful....";
- break;
- }
- .@shysay = rand(1,3);
- if (.@shysay == 1) {
- mes "[Shay]";
- mes "What do you want?";
- next;
- switch (select("Tell me about yourself:About Sapha:....Hmm..")) {
- case 1:
- mes "[Shay]";
- mes "Me?";
- mes "Didn't I tell you before?";
- next;
- select("Nope..");
- mes "[Shay]";
- mes "No, I told you my story before.";
- mes "But since you have bad memory, I'll tell you again.";
- next;
- mes "[Shay]";
- mes "Hmm. Then should I tell you the story on how I settled here?";
- mes "The first to apply to expedite here";
- mes "where the Assassins.";
- next;
- mes "[Shay]";
- mes "I was one of them.";
- mes "That is how I got to reach this place before anyone else did";
- mes "And that is how the base of the expedition camp was built.";
- next;
- mes "[Shay]";
- mes "But you know.";
- mes "I thought I'd return to my hometown and retire.";
- mes "But El Dicastes contacted me.";
- next;
- mes "[Shay]";
- mes "They requested if I could open a place for us outsides to feel comfortable with.";
- mes "They also were considerate enough to build it in Midgard style.";
- next;
- mes "[Shay]";
- mes "So the framework and style,";
- mes "architect was brought in..";
- mes "and then I found myself managing the whole project?";
- next;
- mes "[Shay]";
- mes "And...";
- mes "that is how I got here.";
- mes "I've been here ever since!";
- next;
- mes "[Shay]";
- mes "I don't remember what my original job was.";
- mes "Little rusty on the Katar, I guess...";
- next;
- mes "Shay suddenly has a lonely expression and sighs deeply about his situation.";
- mes "Looks very tired.";
- break;
- case 2:
- mes "[Shay]";
- mes "Sapha?";
- mes "You are surrounded by Saphas.";
- mes "......";
- next;
- mes "[Shay]";
- mes "What are you asking me?";
- mes "Just ask any Sapha passing by.";
- mes "Ask 'what are you'.";
- break;
- case 3:
- mes "[Shay]";
- mes "What...";
- mes "I'm not that busy but don't bother me too much.";
- break;
- }
- break;
- }
- else if (.@shysay == 2) {
- mes "[Shay]";
- mes "What did you bring here now?";
- mes ".........";
- mes "What? No?";
- next;
- mes "[Shay]";
- mes "Tsk.... boring.";
- break;
- }
- else {
- mes "[Shay]";
- mes "Why is strawberry chocolate so difficult to make?";
- mes "Why is my chocolate falling apart?";
- next;
- mes "[Shay]";
- mes "Also this chocolate pie.";
- mes "How do I bake it just the right golden color?";
- mes "Why can't it be white or black?";
- mes "It isn't the pie that is important. It's the chocolate that is.";
- next;
- mes "[Shay]";
- mes "How did my colleague make this?!";
- mes "............";
- mes "...Do girls like this?";
- next;
- if (select("They normally do like homemade chocolate.:No. only aliens.") == 1) {
- mes "[Shay]";
- mes "I see.";
- mes "So...";
- mes "Are you married?";
- break;
- }
- mes "[Shay]";
- mes "You're alone, right?";
- mes "....";
- mes "Sorry.";
- mes "We're in the same boat.";
- break;
- }
- }
- case 3:
- mes "[Shay]";
- mes "Suit yourself.";
- break;
- }
- close2;
- cutin "",255;
- end;
-}
-
-dicastes01,207,210,5 script Walking Knit#ep133_15 4_MAN_BENKUNI,{
- if (!isequipped(2782)) {
- mes "[Knit]";
- mes "¡õ¢£¡ô";
- mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£";
- next;
- mes "Cannot communicate with him.";
- close;
- }
- if (ep13_3_secret == 4) {
- mes "[Knit]";
- mes "Welcome, human.";
- mes "I'm finally used to meeting other races like you.";
- next;
- if (select("Are there races other than humans?:What are you doing?") == 1) {
- mes "[Knit]";
- mes "There were Rapine before you came.";
- mes "And of course there are still.";
- mes "But they are over the Kamidal mountains.";
- next;
- mes "[Knit]";
- mes "And then the cats..";
- mes "Ah, did you see the group of cats in front of the castle?";
- mes "They are really soft and cuddly unlike us.";
- next;
- if (questprogress(7188)) {
- mes "[Knit]";
- mes "And especially their ear and tail!!";
- next;
- select("Have you seen this man?");
- mes "[Knit]";
- mes "Eh? Huh?";
- mes "Man? Human male?";
- mes "A human male with cat ears?";
- mes "Never heard such thing..";
- next;
- mes "[Knit]";
- mes "Humans are amazing!";
- mes "Didn't even think of that...!";
- mes ".....";
- next;
- mes "[Knit]";
- mes "But they are really lovely.";
- mes "Those cute cats..";
- next;
- mes "[Knit]";
- mes "But Ahat is also loveable even for a Sapha.";
- mes "....if my hair is like a dry winter tree..";
- mes "Ahat's hair is like new sprouts in early spring.....";
- next;
- mes "[Knit]";
- mes "I can't believe how he does his work for Dicastes";
- mes "and still maintain such great hair.";
- mes "I can almost see a glow.";
- next;
- mes "[Knit]";
- mes "Ah.....his skin is divine.";
- mes "But he never comes out from his office high up in Dicastes Diel.";
- next;
- mes "[Knit]";
- mes "But I guess it would be better for Ahat's complexion...";
- mes "to stay warm and safe like a crystal bird in Diel instead of being out in the winter weather!";
- next;
- mes "- Continues to talk about Ahat.";
- mes "Don't think I'll get any more information. -";
- setquest 7188;
- close;
- }
- mes "[Knit]";
- mes "They are really lovely.";
- mes "Those cute cats..";
- next;
- mes "[Knit]";
- mes "But Ahat is also loveable even for a Sapha.";
- mes "....if my hair is like a dry winter tree..";
- mes "Ahat's hair is like new sprouts in early spring.....";
- next;
- mes "[Knit]";
- mes "Ah.. I'm so jealous, envious..";
- close;
- }
- mes "[Knit]";
- mes "As you can see, I'm taking a walk.";
- mes "I should walk from time to time to prevent myself from getting stiff.";
- mes "I really don't like to get stiff.";
- close;
- }
- mes "[Knit]";
- mes "Don't you think cats are amazing.";
- mes "I heard from where you came from, you have pets..";
- next;
- mes "[Knit]";
- mes "Is it okay to raise other creatures?";
- mes "Do they want that?";
- mes "It's a difficult issue..";
- close2;
-}
-
-dicastes01,112,248,5 script Resting Piom#ep133_16 4_MAN_PIOM5,{
- mes "[Piom]";
- if (!isequipped(2782)) {
- mes "¡ñ¡÷¢¤ ¡ö ¢±¡ñ¡ú?";
- mes "¡ò¢³~!";
- mes "¡Ð¢²¢¤ ¢± ¡ü¡ñ¡õ ¢³ ¡ð !!!";
- next;
- mes "Cannot communicate with him.";
- close;
- }
- if (ep13_3_secret == 4) {
- mes "[Piom]";
- mes "Phew.. I need to rest.";
- mes "Huh? You're... human!";
- mes "Why are you here?";
- next;
- if (questprogress(7189)) {
- select("About a human with cat ears..");
- mes "[Piom]";
- mes "HAHAHAHA!!!";
- mes "HAHAHAHA!!!";
- mes "There are so many asking about that recently.";
- mes "Is there any conflict with the Cat Merchants?";
- next;
- mes "[Piom]";
- mes "Haha.. ... funny.";
- mes "Human with cat ears. Never heard of such thing.";
- mes "But you seem to be new around here.";
- next;
- mes "[Piom]";
- mes "Don't waste your time on something ridiculous as that";
- mes "That's it! I think you are the right person.";
- next;
- mes "[Piom]";
- mes "The minister stays at the top of Diel";
- mes "Try meeting the minister.";
- mes "He is a wonderful person.";
- mes "A role model to all Saphas!";
- next;
- mes "[Piom]";
- mes "You need to know about Saphas if you are staying in El Dicastes, right?";
- mes "Don't spend time with a dusty Piom like me, and go meet Ahat.";
- mes "You will love him.";
- next;
- mes "- Continues to talk about Ahat.";
- mes "Don't think I'll get any more information. -";
- setquest 7189;
- close;
- }
- mes "[Piom]";
- mes "Don't follow cats around";
- mes "Go and meet Ahat.";
- mes "He is really beautiful.";
- close;
- }
- mes "[Piom]";
- mes "As you can see, I'm taking a rest.";
- mes "I like my job but it is so tiresome.";
- mes "But I'm happier than when I was a Knit.";
- next;
- mes "[Piom]";
- mes "I can't think straight.";
- mes "I didn't like working through documents the Knits do.";
- mes "But then Galtens have to carry heavy weapons.";
- next;
- mes "[Piom]";
- mes "The last thing I did was mine and refine Bradium";
- mes "and I loved it!";
- mes "And to think that my work keeps everyone healthy";
- mes "is rewarding.";
- close;
-}
-
-dicastes01,249,140,3 script Training Galten#ep133_17 4_MAN_GALTUN,{
- if (!isequipped(2782)) {
- mes "[Galten]";
- mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü";
- mes "¡ø¡ô¡ü";
- next;
- mes "Cannot communicate with him.";
- close;
- }
- if (ep13_3_secret == 4) {
- mes "[Galten]";
- mes "Hmm...another peaceful day.";
- mes "Hmm? Aren't you the outsider that came here awhile ago?";
- mes "Have you come to see the training grounds?";
- next;
- if (questprogress(7190)) {
- select("About a human with cat ears..");
- mes "[Galten]";
- mes "Cat ears?";
- mes "Is there someone like that?";
- mes "Humans are like that?";
- next;
- mes "[Galten]";
- mes "What? No?";
- mes "Then why are you looking him..";
- mes "Why don't you go meet Ahat instead of wasting your time.";
- next;
- mes "[Galten]";
- mes "Anyone that wants to be strong";
- mes "should meet Ahat.";
- mes "He is a very strong Sapha.";
- next;
- mes "[Galten]";
- mes "He may be a Jarute working through piles of documents";
- mes "but he must be hiding his power!";
- next;
- mes "[Galten]";
- mes "Everyone says Ahat is like a delicate spring sprout";
- mes "but I don't agree!";
- mes "I've never seen a stronger Sapha before.";
- mes "But I don't quite understand why he didn't become a Galten...";
- next;
- mes "- Continues to talk about Ahat.";
- mes "Don't think I'll get any more information. -";
- setquest 7190;
- close;
- }
- mes "[Galten]";
- mes "Ahat...";
- mes "He is a strong Sapha.";
- mes "He may be a minister working through piles of documents";
- mes "but he must be hiding his power!";
- next;
- mes "[Galten]";
- mes "Everyone says Ahat is like a delicate spring sprout";
- mes "but I don't agree!";
- mes "I've never seen a stronger Sapha before.";
- mes "But I don't quite understand why he didn't become a Galten...";
- next;
- mes "[Galten]";
- mes "Maybe he is physically strong but has a warm heart..";
- mes "but you never know...";
- close;
- }
- mes "[Galten]";
- mes "You seem to be an experienced adventurer.";
- mes "I would like to try you out";
- mes ".. Hahahah";
- mes "Just joking. I cannot fight a guest to our land.";
- close;
-}
-
-dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{
- if (ep13_3_secret < 3) {
- mes "[BK]";
- mes "Ha. I'm the information collector of the Cat Merchants.";
- mes "Ask me anything...but..";
- mes "Meow.. I'm not an easy cat you see.";
- next;
- mes "[BK]";
- mes "Go away, Ha";
- close;
- }
- else if ((ep13_3_secret == 3) || (ep13_3_secret == 4)) {
- mes "[BK]";
- mes "Hmph...";
- mes "What is it?";
- mes "... Oh, a human in the capital city of Sapha.";
- mes "Meow...";
- next;
- if (select("About a man with cat ears:What are you?") == 1) {
- mes "[BK]";
- mes "Ha, I'm BK. The Cat Merchants' infamous information collector.";
- mes "But I have no information to share with you.";
- next;
- mes "[BK]";
- mes "I'm not an easy cat you see.";
- mes "Meow... meow";
- mes "Meow.. cat ears. Hahaha.. I heard of some.. meow..";
- next;
- mes "[BK]";
- mes "I'm not telling you~!";
- close;
- }
- mes "[BK]";
- mes "Ha. I'm the information collector of the Cat Merchants.";
- mes "Ask me anything...but..";
- mes "Meow.. I'm not an easy cat you see.";
- close;
- }
- else if (ep13_3_secret == 5) {
- mes "[BK]";
- mes "Ha. I'm the information collector of the Cat Merchants.";
- mes "..............";
- mes "I don't give out information just to anyone.";
- mes "Meow...";
- next;
- mes "- BK of the Cat Merchant group is being difficult.";
- mes "What did Shay tell you to do?-";
- next;
- input .@inputstr$;
- if (.@inputstr$ == "Shay's special drink will be delivered" || .@inputstr$ == "Shay's special drink will be delivered.") {
- mes "[" + strcharinfo(0) + "]";
- mes "Hmm. If you don't cooperate,";
- mes "Shay's special drink will be delivered.";
- mes "By Shay himself!";
- next;
- mes "[BK]";
- mes "What?!";
- mes "What do you want.";
- mes "Why are you harassing me.";
- mes "Bully... sob";
- emotion e_sob;
- next;
- mes "[BK]";
- mes "Okay. I will cooperate.";
- mes "But with some conditions.";
- mes "First, you must tell Shay that I cooperated with you.";
- next;
- mes "[BK]";
- mes "Second, we must meet the minister to expand our business.";
- mes "But need exploit certifications to meet him.";
- next;
- mes "[BK]";
- mes "So I'll sell my information for exploit certifications.";
- mes "Tell me when you are ready.";
- ep13_3_secret = 6;
- close;
- }
- mes "[" + strcharinfo(0) + "]";
- mes "" + .@inputstr$ + ".....?";
- mes "Hmm.. I think you are wrong?";
- mes "What was it..";
- next;
- mes "[BK]";
- mes "What. Are you threatening me with that?";
- mes "Meow.. You don't know my well enough~!!";
- close;
- }
- else if (ep13_3_secret == 6) {
- mes "[BK]";
- mes "... So what do you want to know?";
- next;
- switch (select("About other feline races")) {
- }
- mes "[BK]";
- mes "Feline? Are you asking about us cats?";
- mes "Well~";
- mes "Don't know about races..but.. hahah..";
- next;
- mes "- BK asks for an exploit certification. -";
- next;
- if (select("No way.:Give.") == 1) {
- mes "[BK]";
- mes "Humph";
- mes "We made a deal.";
- mes "Give an Exploit certification of Sapha to BK.";
- close;
- }
- if (countitem(6304)) {
- mes "[BK]";
- mes "Haha.. good, good.";
- mes "I don't know anything outside of our race";
- mes "but I did see ^4d4dffsomeone with cute ears that has been visiting the Dicastes Diel^000000.";
- next;
- mes "[BK]";
- mes "I even saw him meet the ^4d4dffnew minister^000000 alone.";
- mes "Hu hu...";
- mes "Satisfied?";
- delitem 6304,1; //Sapa_Feat_Cert
- ep13_3_secret = 7;
- next;
- mes "- BK says this and takes the exploit certification out of your hand.";
- mes "Information on the person with animal ears Doha mentioned!-";
- close;
- }
- mes "[BK]";
- mes "I will give you information";
- mes "and you give me an exploit certification";
- mes "great teamwork, don't you agree?";
- next;
- mes "[BK]";
- mes "If you want to know my information, you have to give me an exploit certification.";
- close;
- }
- else if (ep13_3_secret == 7 || ep13_3_secret == 8) {
- if (ep13_3_secret == 7) {
- mes "[BK]";
- mes "...Didn't I just tell you about the man with cat ears?";
- mes "I've seen him with the minister in Diel.";
- next;
- if (select("About Ravail?:Who is the minister?") == 1) {
- mes "[BK]";
- mes "Ravail is the high minister.";
- mes "Something like a Chief.";
- mes "They also call him elder.";
- mes "We would call him leader?";
- next;
- mes "[BK]";
- mes ".......ah.........";
- mes "I should have gotten an exploit certification before answering.";
- close;
- }
- mes "[BK]";
- mes "The infamous";
- mes "^4d4dffAhat^000000.";
- mes "The new minister...";
- mes "(BK rubs his front paws together)";
- next;
- if (select("Give a certification.:No way.") == 2) {
- mes "[BK]";
- mes "No, no, contract violation.";
- mes "I have nothing to say if you don't give me a certification.";
- close;
- }
- if (!countitem(6304)) {
- mes "[BK]";
- mes "I have nothing to say if you don't give me a certification.";
- close;
- }
- mes "[BK]";
- mes "The new minister is not from around here.";
- mes "There is a huge crack down there.";
- next;
- mes "[BK]";
- mes "The new minister was picked up ^4d4dffnear the crack^000000.";
- mes "He must be an alien!";
- delitem 6304,1; //Sapa_Feat_Cert
- ep13_3_secret = 8;
- next;
- select("What do you think so?");
- }
- else if (ep13_3_secret == 8) {
- mes "[BK]";
- mes "What is it now?";
- mes "Another minister story?";
- next;
- if (select("That the minister is an alien?:Nothing...") == 2) {
- mes "[BK]";
- mes "MEOW~";
- mes "I thought you brought Shay's food here as a reward.";
- mes "(BK shivers at the thought)";
- next;
- mes "[BK]";
- mes "Eeeew...";
- mes "I can't even imagine it.";
- mes "...........Ha! Don't tell Shay this!";
- close;
- }
- }
- if (countitem(6304)) {
- mes "[BK]";
- mes "Because he isn't Sapha!";
- next;
- select("He isn't a Sapha?");
- mes "[BK]";
- mes "Yes.";
- mes "But isn't it strange.";
- mes "All the Saphas here think he is a beautiful Sapha...";
- mes "But I've seen him from a distance and he wasn't.";
- next;
- mes "[BK]";
- mes "To me, he is a feline.";
- mes "He might even be a lost friend of mine.";
- next;
- mes "[BK]";
- mes "Well, I don't understand why because all Saphas";
- mes "are beautiful.";
- delitem 6304,1; //Sapa_Feat_Cert
- ep13_3_secret = 9;
- changequest 7191,7192;
- next;
- mes "- BK says this and takes the exploit certification out of your hand.";
- mes "Shocking information that the Sapha minister Ahat is not a Sapha!-";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "...I must find out.";
- mes ".. Near the crack he said...";
- mes "Should I talk to Shay?";
- close;
- }
- mes "- BK holds up a front paw at my question.";
- mes "The pink jelly like paws are asking for an exploit certification.-";
- close;
- }
- else if (ep13_3_secret == 9) {
- mes "[BK]";
- mes "Why are you always coming back?";
- mes "Why don't you go to the crack yourself if you are curious about the new minister?";
- mes "You'll find something there since he was from there. Meow";
- close;
- }
- mes "[BK]";
- mes "MEOW~";
- mes "I thought you brought Shay's food here as a reward.";
- mes "(BK shivers at the thought)";
- next;
- mes "[BK]";
- mes "Eeeew...";
- mes "I can't even imagine it.";
- mes "...........Ha! Don't tell Shay this!";
- close;
-}
-
-- script ep133_crack#main -1,{
- // if ((GetInventoryRemainCount 1301 3 == 2) || (GetInventoryRemainCount 1301 3 == 3)) {
- if ((MaxWeight - Weight) < 1000) {
- mes "- You can too many items to proceed with the quest. -";
- close;
- }
- .@n$ = strnpcinfo(1);
- setarray .@npc$, "Rock Pile", "Dirt Pile", "Split Earth";
- setarray .@item, 6307, 6306, 6305;
- .@size = getarraysize(.@npc$);
- for (.@i = 0; .@i < .@size; ++.@i)
- if (.@n$ == .@npc$[.@i]) .@type = .@i;
-
- if (ep13_3_secret == 10) {
- if (.@npc$[.@type] == "Rock Pile") {
- mes "There are many piles of rock around because of the unstable crustal movements.";
- mes "This rock pile is also one of them.";
-
- }
- else if (.@npc$[.@type] == "Dirt Pile") {
- mes "There a several dirt piles nearby the crack.";
- mes "This is one of them.";
- }
- else if (.@npc$[.@type] == "Split Earth") {
- mes "Surface of the earth is split by the shock from the dimensional crack.";
- mes "The split earth is solid and icy making it look like sharp blades.";
- }
- mes "Don't see anything suspicious.";
- next;
- .@menu$ = (.@npc$[.@type] == "Rock Pile")? "Try to knock down the rock pile.:Study the pile closely." : "Stomp on it with your feet.:Poke around in the dirt pile.";
- if (select(.@menu$) == 1) {
- if (.@npc$[.@type] == "Rock Pile") mes "Knock down the pebbles that make up the pile of rocks and spread them out.";
- else if (.@npc$[.@type] == "Dirt Pile") mes "You step on the dug up dirt pile and make the ground flat.";
- else if (.@npc$[.@type] == "Split Earth") mes "You step on the dry, split surface and make the ground flat.";
- donpcevent strnpcinfo(0)+"::OnDisable";
- close;
- }
- if (.@npc$[.@type] == "Rock Pile") {
- mes "You feel an evil energy from the small stone fragments.";
- mes "Doesn't look natural but more like remnants from a powerful magic spell nearby.";
- mes "You feel evil energy. Does this have anything to do with Ahat?";
- mes "You collected a stone that emits strange energy.";
- }
- else if (.@npc$[.@type] == "Dirt Pile") {
- mes "You poke around the dirt pile to find blood clotted in the dirt.";
- mes "You feel evil energy. Does this have anything to do with Ahat?";
- mes "You collect the clotted bloodstains.";
- }
- else if (.@npc$[.@type] == "Split Earth") {
- mes "There is something stuck by the frost on the sharp, crack surface.";
- mes "You take a closer look and see it looks like the skin of a creature that crawls on the ground.";
- mes "You feel evil energy. Does this have anything to do with Ahat?";
- mes "You collect the clotted bloodstains.";
- }
- ep13_3_secret = 11;
- getitem .@item[.@type], 1;
- erasequest 7193;
- setquest 7194;
- donpcevent strnpcinfo(0)+"::OnDisable";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Hmm.. I may need to discuss these with Shay.";
- close;
- }
- else if (ep13_3_secret == 11) {
- mes "[" + strcharinfo(0) + "]";
- if (.@npc$[.@type] == "Rock Pile") mes "This is where you picked up the strange magical stone.";
- else if (.@npc$[.@type] == "Dirt Pile") mes "Collected Clotted Bloodstains from the dirt pile here.";
- else if (.@npc$[.@type] == "Split Earth") mes "It is the place where the frozen skin was found.";
- mes "Also feel a strange energy around.";
- mes "Let's go back to the pub and talk with Shay.";
- close;
- }
- else if (ep13_3_secret == 17) {
- if (countitem(.@item[.@type]) < 10) {
- if (.@npc$[.@type] == "Rock Pile") {
- mes "There are many piles of rock around because of the unstable crustal movements.";
- mes "This is one of them.";
- mes "You feel an evil energy from the small stone fragments.";
- }
- else if (.@npc$[.@type] == "Dirt Pile") {
- mes "There a several dirt piles nearby the crack.";
- mes "This is one of them.";
- mes "You find a clotted bloodstain beneath the dirt pile.";
- }
- else if (.@npc$[.@type] == "Split Earth") {
- mes "Surface of the earth nearby the dimensional crack is split by some kind of impact.";
- mes "This is one of them.";
- mes "There is something stuck by the frost on the sharp, crack surface.";
- }
- getitem .@item[.@type], 1;
- donpcevent strnpcinfo(0)+"::OnDisable";
- next;
- if (.@npc$[.@type] == "Rock Pile") mes "You collect stone fragments.";
- else if (.@npc$[.@type] == "Dirt Pile") mes "Collect bloodstains.";
- else if (.@npc$[.@type] == "Split Earth") mes "Collect a piece of skin.";
- if (countitem(.@item[.@type]) == 10) {
- mes "Collected enough for Cheshire but";
- mes "you may need some more to report separately.";
- if (!questprogress(7202)) setquest 7202;
- close;
- }
- mes "Not enough was collected to fill Cheshire's request.";
- close;
- }
- else if (countitem(.@item[.@type]) == 10) {
- if (questprogress(7202)) {
- setarray .@str$, "stone fragments","bloodstains","pieces of skin";
- mes "Need more " + .@str$[.@type] + " to report back to Doha at the expedition camp.";
- }
- else {
- if (.@npc$[.@type] == "Rock Pile") mes "Need more stone fragments to report back to Doha at the expedition camp.";
- else if (.@npc$[.@type] == "Dirt Pile") mes "You've collected enough for Cheshire but need more to report back to Doha.";
- else if (.@npc$[.@type] == "Split Earth") mes "You've collected enough pieces of skin for Cheshire but need more to report back to Doha.";
- setquest 7202;
- }
- 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$[.@type] == "Split Earth") mes "You collect another piece of skin frozen in the frost in the crack of the split earth.";
- getitem .@item[.@type], 1;
- donpcevent strnpcinfo(0)+"::OnDisable";
- close;
- }
- mes "No need to collect more.";
- }
- if (ep13_3_ahtdayq == 1) {
- if (countitem(.@item[.@type]) < 10) {
- if (.@npc$[.@type] == "Rock Pile") {
- mes "You feel an evil energy from the small stone fragments.";
- mes "Collect the stone fragment and knock down and spread out the stone pile to make it look natural.";
- }
- else if (.@npc$[.@type] == "Dirt Pile") {
- mes "You find a clotted bloodstain beneath the dirt pile.";
- mes "You collect the clotted bloodstains and then step on the dirt pile to leave no trace.";
- }
- else if (.@npc$[.@type] == "Split Earth") {
- mes "There is some kind of skin stuck by the frost on the sharp, crack surface.";
- mes "You collect the frozen piece of skin and then step on the ground to leave no trace.";
- }
- getitem .@item[.@type], 1;
- donpcevent strnpcinfo(0)+"::OnDisable";
- close;
- }
- setarray .@str$, "stone fragments","bloodstains","pieces of skin";
- mes "No need to collect more " + .@str$[.@type] + ".";
- close;
- }
- mes "Found traces of something.";
- mes "Was arranged neatly.";
- close;
-OnEnable:
- hideoffnpc strnpcinfo(0);
- end;
-OnDisable:
- hideonnpc strnpcinfo(0);
- initnpctimer;
- end;
-OnReset:
- hideoffnpc strnpcinfo(0);
- stopnpctimer;
- end;
-OnTimer60000:
-OnTimer120000:
-OnTimer180000:
-OnTimer240000:
- if (!rand(2)) {
- hideoffnpc strnpcinfo(0);
- stopnpctimer;
- }
- end;
-
-OnTimer300000:
- hideoffnpc strnpcinfo(0);
- stopnpctimer;
- end;
-}
-dic_fild02,269,55,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef1 CLEAR_NPC
-dic_fild02,236,29,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef2 CLEAR_NPC
-dic_fild02,220,34,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef3 CLEAR_NPC
-dic_fild02,228,55,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef4 CLEAR_NPC
-dic_fild02,228,63,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef5 CLEAR_NPC
-dic_fild02,210,75,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef6 CLEAR_NPC
-dic_fild02,213,35,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef7 CLEAR_NPC
-dic_fild02,171,49,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef8 CLEAR_NPC
-dic_fild02,266,44,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef9 CLEAR_NPC
-dic_fild02,174,79,0 duplicate(ep133_crack#main) Rock Pile#ep133_ef10 CLEAR_NPC
-dic_fild02,215,85,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef1 CLEAR_NPC
-dic_fild02,207,41,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef2 CLEAR_NPC
-dic_fild02,232,41,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef3 CLEAR_NPC
-dic_fild02,245,68,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef4 CLEAR_NPC
-dic_fild02,184,63,0 duplicate(ep133_crack#main) Dirt Pile#ep133_ef5 CLEAR_NPC
-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_fild02,194,86,0 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
-dic_fild02,254,45,0 duplicate(ep133_crack#main) Split Earth#ep133_ef4 CLEAR_NPC
-dic_fild02,178,119,0 duplicate(ep133_crack#main) Split Earth#ep133_ef5 CLEAR_NPC
-dic_fild02,200,81,0 duplicate(ep133_crack#main) Split Earth#ep133_ef6 CLEAR_NPC
-dic_fild02,205,54,0 duplicate(ep133_crack#main) Split Earth#ep133_ef7 CLEAR_NPC
-dic_fild02,224,74,0 duplicate(ep133_crack#main) Split Earth#ep133_ef8 CLEAR_NPC
-dic_fild02,244,59,0 duplicate(ep133_crack#main) Split Earth#ep133_ef9 CLEAR_NPC
-dic_fild02,249,43,0 duplicate(ep133_crack#main) Split Earth#ep133_ef10 CLEAR_NPC
-
-// Frede's Request
-//============================================================
-dicastes01,117,262,0 script Frede#13_3 4_MAN_PIOM5,2,2,{
- if (isequipped(2782)) {
- if (ep13_3_invite <= 5) {
- mes "[Frede]";
- mes "Moan... moan...";
- close;
- }
- if (ep13_3_bra < 1) {
- mes "[Frede]";
- mes "Moan... moan...";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Are you alright?";
- mes "You don't look well. Do you need help?";
- next;
- mes "[Frede]";
- mes "Ah... thank you.";
- mes "It's because of my injured leg.";
- next;
- mes "[Frede]";
- mes "Do you mind helping me get to the building over there?";
- mes "I will feel better if I rest a little.";
- ep13_3_bra = 1;
- close2;
- warp "dic_in01",165,101;
- end;
- }
- else if (ep13_3_bra < 4) {
- mes "[Frede]";
- mes "I'm getting tired. Can we continue talking inside.";
- close2;
- warp "dic_in01",165,101;
- end;
- }
- else if (ep13_3_bra < 9) {
- mes "[Frede]";
- mes "How is my little favor going?";
- mes "We can have a chat after you are done with it.";
- close;
- }
- mes "[Frede]";
- mes "" + strcharinfo(0) + ", the guys said they wanted to meet up together sometime.";
- mes "Make sure you ckear your schedule.";
- close;
- }
- mes "[Frede]";
- mes "¢£¡ô¡ñ ¡û";
- mes "¡ú¡ö¡ø ¢£ ¡ô";
- close;
-OnTouch:
- if (isequipped(2782) && ep13_3_invite > 5 && ep13_3_bra < 1) {
- mes "[Frede]";
- mes "Moan... moan...";
- close;
- }
- end;
-}
-
-dic_in01,165,104,0 script Frede#13_3_in 4_MAN_PIOM,{
- if (isequipped(2782)) {
- if (ep13_3_bra < 1) {
- mes "[Frede]";
- mes "Zzz...Zzz...";
- close;
- }
- else if (ep13_3_bra == 1) {
- mes "[Frede]";
- mes "Phew...";
- mes "Thank you so much.";
- mes "I'm glad I got a shot of the ^f57d7dBradium^000000 before it was too late.";
- percentheal -90,0;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Huff...Huff...";
- mes "I'm glad that you feel better.";
- next;
- mes "[Frede]";
- mes "Oh my!! Why are you sweating so much!";
- mes "You look a little pale too......";
- emotion e_omg;
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "No, it's nothing.";
- mes "I'm only a little tired, that's all.";
- next;
- mes "[Frede]";
- mes "Here, sit and eat this.";
- mes "The cats outside gave it to me. It doesn't do much good for Saphas but I heard it's suppose to help you humans.";
- ep13_3_bra = 2;
- setquest 11171;
- getitem 513,1; //Banana
- close;
- }
- else if (ep13_3_bra == 2) {
- mes "[" + strcharinfo(0) + "]";
- mes "But the injury on your leg doesn't look new. Why did you come out with a wounded leg?";
- next;
- mes "[Frede]";
- mes "I can still move around with this leg and I wanted to help the village.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "But you should stay home and recover.";
- next;
- mes "[Frede]";
- mes "The fact is, my leg will never recover.";
- mes "I can only keep my injury from getting worse.";
- next;
- mes "[Frede]";
- mes "But I'm grateful that I can still move around.";
- mes "Ha......";
- mes "When did we start to be afraid of 'death'.";
- next;
- mes "[Frede]";
- mes "Saphas have never had any 'sicknesses' and we don't die unless there is a terrible accident.";
- next;
- mes "[Frede]";
- mes "This is also the reason why we Saphas can maintain a perfect community.";
- mes "We didn't have to be greedy.";
- next;
- mes "[Frede]";
- mes "But suddenly we are hit with this epidemic and many Saphas have lost their loved ones ever since.";
- next;
- mes "[Frede]";
- mes "We weren't prepared for such a disaster.";
- mes "It was chaos. Nobody knew what to do but watch them die.";
- next;
- mes "[Frede]";
- mes "It was worse for us because we never experienced death from getting old.";
- mes "I also thought my ^f57d7dStill Friends^000000 would wake up one day.";
- next;
- mes "[Frede]";
- mes "But after a while, we realized it was a sickness that led to death and started to search for a cure but the situation was out of control.";
- next;
- mes "[Frede]";
- mes "We are very advanced in science technology but we lack knowledge in the medical field.";
- next;
- mes "[Frede]";
- mes "A medicine was completed only after we lost many lives but it isn't enough to completely cure the sickness.";
- next;
- mes "[Frede]";
- mes "As long as I don't forget to take my Bradium, I can keep from getting any worse.";
- next;
- mes "[Frede]";
- mes "I recently did some ^f57d7drepair work in the cave next to the village^000000, but I forgot to take Bradium while I was working.";
- next;
- mes "[Frede]";
- mes "I usually carry extra Bradium with me when I go outside of town for work but you can easily lose sense of time in a cave.";
- next;
- mes "[Frede]";
- mes "......umm......";
- mes "..............";
- next;
- mes "[Frede]";
- mes "Oh no!!!!!!!!!!!!!!!!";
- mes "Come... to think of it....";
- mes "My friends!!!!!!!!!!";
- next;
- mes "[Frede]";
- mes "I haven't seen my friends who I worked with in the cave.";
- next;
- mes "[Frede]";
- mes "They have to return to the village once every few days to replenish their Bradium.";
- mes "Maybe......they forgot?";
- next;
- mes "[Frede]";
- mes "Oh... what should I do......";
- mes "I would run there myself if only my legs would move normally.";
- next;
- mes "[Frede]";
- mes "Would you mind visiting the cave to see if my friends are alright?";
- next;
- if (select("Will do.:No can't do.") == 1) {
- mes "[Frede]";
- mes "Thank you so much.";
- mes "My memory is a bit fuzzy since its been a while since I came back to the village,";
- next;
- mes "[Frede]";
- mes "but you will find a ^f57d7dcave nearby the village with repairmen work going on^000000.";
- next;
- mes "[Frede]";
- mes "I saw friends leaving the village after returning for more Bradium a few days ago.";
- next;
- mes "[Frede]";
- mes "I only hope they are all healthy and well.";
- ep13_3_bra = 4;
- changequest 11171,11172;
- close;
- }
- mes "[Frede]";
- mes "I guess I can't do anything about it.";
- mes "But drag myself there.";
- ep13_3_bra = 3;
- close;
- }
- else if (ep13_3_bra == 3) {
- mes "[Frede]";
- mes "Oh... what should I do......";
- mes "I would run there myself if only my legs would move normally.";
- next;
- mes "[Frede]";
- mes "Would you mind visiting the cave to see if my friends are alright?";
- next;
- if (select("Will do..:No can't do.")) {
- mes "[Frede]";
- mes "Thank you so much.";
- mes "My memory is a bit fuzzy since its been a while since I came back to the village,";
- next;
- mes "[Frede]";
- mes "but you will find a ^f57d7dcave nearby the village with repairmen work going on^000000.";
- next;
- mes "[Frede]";
- mes "I saw friends leaving the village after returning for more Bradium a few days ago.";
- next;
- mes "[Frede]";
- mes "I only hope they are all healthy and well.";
- ep13_3_bra = 4;
- changequest 11171,11172;
- close;
- }
- mes "[Frede]";
- mes "I guess I can't do anything about it.";
- mes "But drag myself there.";
- close;
- }
- else if (ep13_3_bra == 4) {
- setarray .@quest_id, 11159,11160,11161,11162,11163,11164;
- .@size = getarraysize(.@quest_id);
- for (.@i = 0; .@i < .@size; ++.@i)
- if (!questprogress(.@quest_id[.@i])) {
- .@fail = true;
- break;
- }
- if (!.@fail) {
- mes "[Frede]";
- mes "I knew they were working all along and forgot to return back to the village.";
- mes "They must have been short on Bradium.";
- next;
- mes "[Frede]";
- mes "Hmmm..";
- next;
- mes "[Frede]";
- mes "I'm sorry to ask again but can you take some Bradium to my friends?";
- next;
- mes "[Frede]";
- mes "They may be safe now, but they might forget and fall ill suddenly.";
- next;
- mes "[Frede]";
- mes "Ask ^f57d7dBouy at the building located northwest of the village^000000 and he will give you some refined Bradium.";
- mes "I can't thank you enough.";
- ep13_3_bra = 5;
- changequest 11172,11173;
- for (.@i = 0; .@i < .@size; ++.@i)
- erasequest .@quest_id[.@i];
- close;
- }
- mes "[Frede]";
- mes "Thank you so much.";
- mes "My memory is a bit fuzzy since its been a while since I came back to the village,";
- next;
- mes "[Frede]";
- mes "You can find them in the cave nearby the village with repair work going on.";
- next;
- mes "[Frede]";
- mes "I saw friends leaving the village after returning for more Bradium a few days ago.";
- next;
- mes "[Frede]";
- mes "I hope they are all doing well.";
- mes "Please get back to me once you meet my friends.";
- close;
- }
- else if (ep13_3_bra == 5) {
- mes "[Frede]";
- mes "I knew they were working all along and forgot to return back to the village.";
- mes "They must have been short on Bradium.";
- next;
- mes "[Frede]";
- mes "Hmmm..";
- next;
- mes "[Frede]";
- mes "I'm sorry to ask again but can you take some Bradium to my friends?";
- next;
- mes "[Frede]";
- mes "They may be safe now, but they might forget and fall ill suddenly.";
- next;
- mes "[Frede]";
- mes "Ask the ^f57d7dBouy at the building located northwest of the village^000000 and he will give you some refined Bradium.";
- mes "I can't thank you enough.";
- close;
- }
- else if (ep13_3_bra == 6) {
- mes "[Frede]";
- mes "So they are out of Braidum.";
- mes "Will they need to wait till other Piom or Galtens return?";
- close;
- }
- else if (ep13_3_bra == 7) {
- mes "[Frede]";
- mes "So they are out of Braidum.";
- mes "Will they need to wait till other Piom or Galtens return?.";
- close;
- }
- else if (ep13_3_bra == 8) {
- if (checkweight(1201,1) == 0) {
- mes "[Frede]";
- mes "You have too many kinds of items.";
- mes "Please return after reducing the number of items.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "[Frede]";
- mes "You have too many items.";
- mes "Please return after reducing the weight of your items.";
- close;
- }
- setarray .@quest_id, 11165,11166,11167,11168,11169,11170;
- .@size = getarraysize(.@quest_id);
- for (.@i = 0; .@i < .@size; ++.@i)
- if (!questprogress(.@quest_id[.@i])) {
- .@fail = true;
- break;
- }
- if (!.@fail) {
- mes "[Frede]";
- mes "" + strcharinfo(0) + " I'm forever in your debt!";
- mes "I just came back after meeting my friends!";
- mes "Tyler needs some medical treatment but everyone else is safe.";
- next;
- mes "[Frede]";
- mes "I don't even want to imagine what could have happened if you, " + strcharinfo(0) + ", weren't here to help.";
- mes "I don't want to lose any more friends.";
- next;
- mes "[Frede]";
- mes "Please take this as a token of my gratitude and friendship.";
- mes "It's nothing much but I want you to have it.";
- mes "We may be from different races but we can be great friends.";
- completequest 11176;
- ep13_3_bra = 9;
- getitem 2788,1; //Bradium_Earing
- for (.@i = 0; .@i < .@size; ++.@i)
- erasequest .@quest_id[.@i];
- close;
- }
- mes "[Frede]";
- mes "Please give this Bradium to my friends.";
- mes "They must take this or else they may get sick.";
- close;
- }
- mes "[Frede]";
- mes "" + strcharinfo(0) + ", the guys said they wanted to meet up together sometime.";
- mes "Make sure you clear your schedule.";
- close;
- }
- mes "[Frede]";
- mes "¢£¡ô¡ñ ¡û ";
- mes "¡ú¡ö¡ø ¢£ ¡ô";
- close;
-}
-
-dic_dun01,205,43,5 script Brian#ep13_3_ 4_MAN_PIOM4,{
- if (isequipped(2782)) {
- if (ep13_3_bra < 4) {
- mes "[Brian]";
- mes "You never know what kind of accident might happen if we don't do a thorough job.";
- next;
- mes "[Brian]";
- mes "Not only is creating things important, but regular maintenance is also very important.";
- close;
- }
- else if (ep13_3_bra < 8) {
- if (questprogress(11159) || ep13_3_bra != 4) {
- mes "[Brian]";
- mes "Oh... that reminds me, how many days passed since I came here...";
- mes "Do you happen to know what day it is today?";
- close;
- }
- mes "[Brian]";
- mes "You never know what kind of accident might happen if we don't do a thorough job.";
- next;
- mes "[Brian]";
- mes "Not only is creating things important, but regular maintenance is also very important.";
- next;
- mes "[Brian]";
- mes "Hmm. But what brings an outsider here?";
- next;
- mes "[Brian]";
- mes "Oh, you are here for Frede?";
- mes "How is he doing?";
- next;
- mes "[Brian]";
- mes "I saw him a few days ago but I'm always worried about my old friend.";
- next;
- mes "[Brian]";
- mes "I hope he is getting used to his new work.";
- mes "I shouldn't be worried because he is very hardworking but...";
- next;
- mes "[Brian]";
- mes "He got sick by overworking himself already. But you don't have to tell him I said this.";
- next;
- mes "[Brian]";
- mes "I just hope his condition doesn't get worse.";
- next;
- mes "[Brian]";
- mes "Oh... that reminds me, how many days passed since I came here...";
- mes "Do you happen to know what day it is today?";
- setquest 11159;
- close;
- }
- else if (ep13_3_bra == 8) {
- if (questprogress(11165)) {
- mes "[Brian]";
- mes "I'm out of Bradium already.";
- mes "Frede has been nagging me about this all the time but now I see why.";
- mes "haha.";
- next;
- mes "[Brian]";
- mes "Please tell Frede that I will return to the village after I recover.";
- close;
- }
- mes "[Brian]";
- mes "I remember you.";
- mes "What brings you here this time?";
- next;
- select("You give Bradium to Brian.");
- mes "[" + strcharinfo(0) + "]";
- mes "Frede asked me to give you this.";
- next;
- mes "[Brian]";
- mes "Come to think of it, I do feel a bit heavy.";
- mes "I've been standing here all day and I could have stiffened up without knowing it.";
- next;
- mes "[Brian]";
- mes "I'm out of Bradium already.";
- mes "Frede has been nagging me about this all the time but now I see why.";
- mes "Ha ha..";
- next;
- mes "[Brian]";
- mes "Please tell Frede that I will return to the village after I recover.";
- next;
- setquest 11165;
- close;
- }
- mes "[Brian]";
- mes "You saved me from the inevitable.";
- mes "If I didn't take Bradium then, I would have been frozen and gradually died.";
- next;
- mes "[Brian]";
- mes "I am able to work now after I recovered while I was in the village.";
- mes "Thank you so much.";
- close;
- }
- mes "[Brian]";
- mes "¡ô¡õ¡ó ¡ø ¡ð¢±¡û ¡ö ¡ð";
- mes "¡ð¡þ¡þ ¡ù ¡Ð¡ñ¡ï ¢¤";
- mes "¡ô¡ò¢² ¡ø";
- close;
-}
-
-dic_dun01,153,107,4 script Tyler#13_3 4_MAN_PIOM6,{
- if (isequipped(2782)) {
- if (ep13_3_bra < 4) {
- mes "[Tyler]";
- mes "I still see things to fix after fixing all day!";
- mes "It's logical to fix things that needs to be fixed!!";
- next;
- mes "[Tyler]";
- mes "Labor is rewarding at the end!";
- mes "Hahahahaha!!!!!";
- close;
- }
- else if (ep13_3_bra == 4) {
- if (questprogress(11161)) {
- mes "[Tyler]";
- mes "If you happen to bump into him in the village, please tell him I'm fine and not to worry.";
- close;
- }
- mes "[Tyler]";
- mes "I still see things to fix after fixing all day!";
- mes "It's logical to fix things that needs to be fixed!!";
- next;
- mes "[Tyler]";
- mes "Labor is rewarding at the end!";
- mes "Ha ha ha ha ha!!!!!";
- next;
- mes "[Tyler]";
- mes "Huh?! Who are you?";
- mes "Why is an outsider here?";
- next;
- mes "[Tyler]";
- mes "You came because of Frede?";
- next;
- mes "[Tyler]";
- mes "I can't believe him.";
- mes "He should take care of himself.";
- next;
- mes "[Tyler]";
- mes "We two go way back.";
- mes "He has always been the diligent one.";
- next;
- mes "[Tyler]";
- mes "We used to work together in a snack bar before.";
- mes "He always said he wanted to do something related to ^f57d7dstone^000000 or ^f57d7dheavy metal^000000.";
- next;
- mes "[Tyler]";
- mes "But Pioms are not really good at brainwork so he was looking someplace else.";
- next;
- mes "[Tyler]";
- mes "All of our friends applied for this job because we could do something related with stones and metal by working in a tunnel.";
- next;
- mes "[Tyler]";
- mes "He may be categorizing stones in the village now, but I'm sure he is happy with his work.";
- next;
- mes "[Tyler]";
- mes "If you happen to bump into him in the village, please tell him I'm fine and not to worry.";
- next;
- mes "[Tyler]";
- mes "Do you mind scratching my back?";
- mes "I have an itch probably from a bug bite.";
- mes "But I doubt there is a bug big enough to bite me on the back.";
- setquest 11161;
- close;
- }
- else if (ep13_3_bra < 8) {
- mes "[Tyler]";
- mes "If you happen to bump into him in the village, please tell him I'm fine and not to worry.";
- next;
- mes "[Tyler]";
- mes "Do you mind scratching my back?";
- mes "I have an itch probably from a bug bite.";
- mes "But I doubt there is a bug big enough to bite me on the back.";
- close;
- }
- else if (ep13_3_bra == 8) {
- if (questprogress(11167)) {
- mes "[Tyler]";
- mes "Oh!! I was out of Bradium. How did you know!";
- mes "Thanks!";
- next;
- mes "[Tyler]";
- mes "I always end up short even if I bring extra.";
- mes "I will have to go back to the village after I'm done with this to bring back more.";
- close;
- }
- mes "[Tyler]";
- mes "We meet again!";
- next;
- mes "[Tyler]";
- mes "I've been waiting for you!";
- mes "Scratch my back please~";
- mes "It felt so good the last time you scratched it for me.";
- next;
- switch (select("You give Bradium to Tyler.")) {
- case 1:
- break;
- }
- mes "[" + strcharinfo(0) + "]";
- mes "Frede asked me to give you this.";
- next;
- mes "[Tyler]";
- mes "Oh!! I was out of Bradium. How did you know!";
- mes "Thanks!";
- next;
- mes "[Tyler]";
- mes "I always end up short even if I bring extra.";
- mes "I will have to go back to the village after I'm done with this to bring back more.";
- setquest 11167;
- close;
- }
- mes "[Tyler]";
- mes "I visited the village afterwards.";
- mes "But the itch on my back wasn't a bug bite.";
- next;
- mes "[Tyler]";
- mes "Something terrible might have happened if it was too late.";
- mes "I must visit the village often just so that my friends don't worry.";
- close;
- }
- mes "[Tyler]";
- mes "¡ï¡þ¡÷";
- mes "¡þ¡ó¡Ð ¡þ ¡Ð¡ø¢± ¡ü ";
- mes "¡ó¡ø¢¤ ¡ó ";
- close;
-}
-
-dic_dun01,235,243,0 script John#13_3 4_MAN_PIOM,{
- if (isequipped(2782)) {
- if (ep13_3_bra < 4) {
- mes "[John]";
- mes "-muffling-";
- mes "-tap tap-";
- next;
- mes "[John]";
- mes "-crunch-";
- mes "-blob-";
- next;
- mes "[John]";
- mes "-slide-";
- mes "-thud-";
- close;
- }
- else if (ep13_3_bra == 4) {
- if (questprogress(11160)) {
- mes "[John]";
- mes "Oh well...";
- mes "There... is nothing to worry about.";
- next;
- mes "[John]";
- mes "Don't worry.";
- close;
- }
- mes "[John]";
- mes "-muffling-";
- mes "-tap tap-";
- next;
- mes "[John]";
- mes "-crunch-";
- mes "-blob-";
- next;
- mes "[John]";
- mes "-slide-";
- mes "-thud-";
- next;
- mes "[John]";
- mes "Wh..Who is it?";
- next;
- mes "[John]";
- mes "Oh, are you a friend of Frede's?";
- next;
- mes "[John]";
- mes "Oh well...";
- mes "There... is nothing to worry about.";
- next;
- mes "[John]";
- mes "Don't worry.";
- next;
- mes "[John]";
- mes "-whiz-";
- mes "-clink-";
- setquest 11160;
- close;
- }
- else if (ep13_3_bra < 8) {
- mes "[John]";
- mes "Oh well...";
- mes "There... is nothing to worry about.";
- next;
- mes "[John]";
- mes "Don't worry.";
- next;
- mes "[John]";
- mes "-whiz-";
- mes "-clink-";
- close;
- }
- else if (ep13_3_bra == 8) {
- if (questprogress(11166)) {
- mes "[John]";
- mes "......";
- mes "Thanks....";
- close;
- }
- mes "[John]";
- mes "......";
- next;
- select("You give Bradium to John.");
- mes "[" + strcharinfo(0) + "]";
- mes "Frede asked me to give you this.";
- next;
- mes "[John]";
- mes "......";
- mes "Thanks....";
- setquest 11166;
- close;
- }
- mes "[John]";
- mes "...";
- mes "I'm... okay now...";
- mes "Thanks...";
- close;
- }
- mes "[John]";
- mes "¡ù¡õ¡Ð ¢³ ¡ó";
- mes "¡ï¡ï¡ò ¡÷ ¡þ¡ð¡ö ¢£ ¡ñ¡ü¡ú ¡ó ¢¤¡ü ¡ó ";
- close;
-}
-
-dic_dun02,110,127,5 script Rose#13_3 4_MAN_PIOM6,{
- if (isequipped(2782)) {
- if (ep13_3_bra < 4) {
- mes "[Rose]";
- mes "Lalala~";
- mes "Yeah~!";
- next;
- mes "[Rose]";
- mes "He he he!";
- mes "I'm so awesome!";
- mes "This is a perfect fix!";
- mes "I see no errors in my work!";
- close;
- }
- else if (ep13_3_bra == 4) {
- if (questprogress(11162)) {
- mes "[Rose]";
- mes "Tell him there is no problem at all except that I am too good at my job.";
- mes "Because I'm perfect.";
- close;
- }
- mes "[Rose]";
- mes "Lalala~";
- mes "Yeah~!";
- next;
- mes "[Rose]";
- mes "He he he!";
- mes "I'm so awesome!";
- mes "This is a perfect fix!";
- mes "I see no errors in my work!";
- next;
- mes "[Rose]";
- mes "Who are you!";
- mes "You can never hide beauty. Please try not to stare intensely at me. I know I'm beautiful.";
- next;
- mes "[Rose]";
- mes "What? You came on behalf of Frede?";
- mes "You mean you're not my admirer?";
- mes "Tsk....";
- next;
- mes "[Rose]";
- mes "Tell him there is no problem at all except that I am too good at my job.";
- mes "Because I'm perfect.";
- setquest 11162;
- close;
- }
- else if ((ep13_3_bra > 4) && (ep13_3_bra < 8)) {
- mes "[Rose]";
- mes "Tell him there is no problem at all except that I am too good at my job.";
- mes "Because I'm perfect.";
- close;
- }
- else if (ep13_3_bra == 8) {
- if (questprogress(11168)) {
- mes "[Rose]";
- mes "I'll return to the village soon.";
- mes "We can meet up then~";
- close;
- }
- mes "[Rose]";
- mes "Ah~";
- mes "So you came back because you missed me?";
- next;
- mes "[Rose]";
- mes "Don't have to be shy.";
- mes "If you really have feelings, race differences shouldn't be a problem.";
- next;
- select("You give Bradium to Rose.");
- mes "[" + strcharinfo(0) + "]";
- mes "You give Bradium to Rose.";
- next;
- mes "[Rose]";
- mes "Aww... you shouldn't have.";
- mes "My ^f57d7dheartbeat^000000 skipped.";
- mes "You are already taking care of me.";
- mes "He he he";
- next;
- mes "[Rose]";
- mes "I'll return to the village soon.";
- mes "We can meet up then~";
- setquest 11168;
- close;
- }
- mes "[Rose]";
- mes "You're here?";
- mes "Just in time when I was about to return to the village because I missed you.";
- next;
- mes "[Rose]";
- mes "We must be connected?";
- mes "^f57d7dHahaha¢½^000000";
- close;
- }
- mes "[Rose]";
- mes "¡ù¡ó¡ð ¢² ¡ð";
- mes "¡û¡ö¡÷ ¡ù ¢³";
- mes "¢£¡ó¢²";
- close;
-}
-
-dic_dun01,64,107,7 script Bain#13_3 4_MAN_PIOM4,{
- if (isequipped(2782)) {
- if (ep13_3_bra < 4) {
- mes "[Bain]";
- mes "You take sturdy lumber and erect it to make a pillar.";
- mes "Simple, isn't it?";
- next;
- mes "[Bain]";
- mes "To fix the erected lumber, you need to use wedges to keep it in place.";
- mes "Simple, isn't it?";
- close;
- }
- else if (ep13_3_bra == 4) {
- if (questprogress(11163)) {
- mes "[Bain]";
- mes "Just tell him I'm doing well.";
- mes "Simple, isn't it?";
- close;
- }
- mes "[Bain]";
- mes "You take sturdy lumber and erect it to make a pillar.";
- mes "Simple, isn't it?";
- next;
- mes "[Bain]";
- mes "To fix the erected lumber, you need to use wedges to keep it in place.";
- mes "Simple, isn't it?";
- next;
- mes "[Bain]";
- mes "What is it? Do you have any questions?";
- next;
- mes "[Bain]";
- mes "Frede asked you to come?";
- mes "Just tell him I'm doing well.";
- mes "Simple, isn't it?";
- setquest 11163;
- close;
- }
- else if (ep13_3_bra < 8) {
- mes "[Bain]";
- mes "Just tell him I'm doing well.";
- mes "Simple, isn't it?";
- close;
- }
- else if (ep13_3_bra == 8) {
- if (questprogress(11169)) {
- mes "[Bain]";
- mes "But I will be in trouble if I don't go back to the village for Bradium.";
- next;
- mes "[Bain]";
- mes "Thank you.";
- mes "Hope to see you again.";
- close;
- }
- mes "[Bain]";
- mes "I found a dark brown stain on my shoulder.";
- mes "It doesn't come off. I'll have to go back to the village to get treatment.";
- next;
- select("Give Bradium.");
- mes "[" + strcharinfo(0) + "]";
- mes "Frede asked me to give you this.";
- next;
- mes "[Bain]";
- mes "I found a dark brown stain on my shoulder.";
- mes "It doesn't come off. I'll have to go back to the village to get treatment.";
- next;
- mes "[Bain]";
- mes "But I will be in trouble if I don't go back to the village for Bradium.";
- next;
- mes "[Bain]";
- mes "Thank you.";
- mes "Hope to see you again.";
- setquest 11169;
- close;
- }
- mes "[Bain]";
- mes "We meet again.";
- mes "I wouldn't have had the chance to return to the village if you didn't give me the Bradium before.";
- next;
- mes "[Bain]";
- mes "I am forever grateful.";
- mes "I'm willing to teach you how to erect a pillar anytime you want.";
- next;
- mes "[Bain]";
- mes "I don't teach these things to just anyone!!";
- mes "Ha ha ha!!";
- mes "Aren't you excited about it?";
- close;
- }
- mes "[Bain]";
- mes "¡ó¡ø¢± ¡÷ ";
- mes "¡ö¡ñ¡Ð ¡ò ¡õ";
- close;
-}
-
-dic_dun01,58,225,4 script Lash#13_3 4_MAN_PIOM5,{
- if (isequipped(2782)) {
- if (ep13_3_bra < 4) {
- mes "[Lash]";
- mes "Sigh......";
- mes "I'm so tired...";
- mes "But fatigue helps me to move forward.";
- next;
- mes "[Lash]";
- mes "The sweat, heavy breathing, and continuous tiredness proves that I'm a true Sapha.";
- mes "And I actually enjoy it. Ha ha ha ha.";
- close;
- }
- else if (ep13_3_bra == 4) {
- if (questprogress(11164)) {
- mes "[Lash]";
- mes "If you'd like to tell him how I'm doing, look at my forearm. Doesn't it spell out 'Strong' on it?";
- next;
- mes "[Lash]";
- mes "Just tell him what you see!";
- mes "Ha ha ha ha ha!";
- close;
- }
- mes "[Lash]";
- mes "Sigh......";
- mes "I'm so tired...";
- mes "But fatigue helps me to move forward.";
- next;
- mes "[Lash]";
- mes "The sweat, heavy breathing, and continuous tiredness proves that I'm a true Sapha.";
- mes "And I actually enjoy it. Ha ha ha ha.";
- next;
- mes "[Lash]";
- mes "But what is your business here?";
- mes "You want to share the labor and sweat?";
- next;
- mes "[Lash]";
- mes "Hm?";
- mes "Oh, you are Frede's messenger?";
- mes "To bad.";
- mes "I thought you were like me judging from your forearm.";
- next;
- mes "[Lash]";
- mes "If you'd like to tell him how I'm doing, look at my forearm. Doesn't it spell out 'Strong' on it?";
- next;
- mes "[Lash]";
- mes "Just tell him what you see!";
- mes "Ha ha ha ha ha!";
- setquest 11164;
- close;
- }
- else if (ep13_3_bra < 8) {
- mes "[Lash]";
- mes "If you'd like to tell him how I'm doing, look at my forearm. Doesn't it spell out 'Strong' on it?";
- mes "[Lash]";
- mes "Just tell him what you see!";
- mes "Ha ha ha ha ha!";
- close;
- }
- else if (ep13_3_bra == 8) {
- if (questprogress(11170)) {
- mes "[Lash]";
- mes "Wow!!!!";
- mes "You've saved me!";
- mes "[Lash]";
- mes "I would have perished into ashes here if it weren't for you!";
- close;
- }
- mes "[Lash]";
- mes "Moan...";
- mes "Is... this what they call fatigue!";
- mes "Never knew I would feel this. Sob.";
- next;
- select("You give Bradium to Lash.");
- mes "[" + strcharinfo(0) + "]";
- mes "Frede asked me to give you this.";
- next;
- mes "[Lash]";
- mes "Wow!!!!";
- mes "You've saved me!";
- next;
- mes "[Lash]";
- mes "I would have perished into ashes here if it weren't for you!";
- setquest 11170;
- close;
- }
- mes "[Lash]";
- mes "Ha ha ha!!";
- mes "You are my savior!";
- mes "Our friendship will last forever regardless of race!";
- close;
- }
- mes "[Lash]";
- mes "¡ô¡õ¡ó ¡ø ¡ð¢±¡û ¡ö ¡ð";
- mes "¡ð¡þ¡þ ¡ù ¡Ð¡ñ¡ï ¢¤ ";
- mes "¡ô¡ò¢² ¡ø ";
- mes "¡÷";
- mes "¡õ¢³¡ñ ¡õ ¡ñ";
- close;
-}
-
-dic_in01,349,129,5 script Bouy#13_3 4_MAN_BENKUNI,{
- if (isequipped(2782)) {
- if (ep13_3_bra < 5) {
- mes "[Bouy]";
- mes "Outsiders are prohibited here.";
- mes "If you have come here by mistake, please find your way out now.";
- close;
- }
- else if (ep13_3_bra == 5) {
- mes "[Bouy]";
- mes "Outsiders are prohibited here.";
- mes "If you have come here by mistake, please find your way out now.";
- next;
- select("I came on behalf of Frede.");
- mes "[Bouy]";
- mes "I didn't know. Excuse me.";
- mes "What did he ask you to do?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "He asked me to deliver Bradium to his friends working in the cave outside the village.";
- next;
- mes "[Bouy]";
- mes "Oh no. I don't have any portable Bradium because of insufficient supplies.";
- next;
- mes "[Bouy]";
- mes "I will only be able to get the Bradium that is being refined now in a few days. We let Pioms returning from outside work stay and rest in the village.";
- next;
- mes "[Bouy]";
- mes "But I see they haven't returned yet.";
- mes "They must be out of Bradium by now.";
- mes "This isn't good.";
- next;
- mes "[Bouy]";
- mes "Worst case, they wouldn't come back to the village at all.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Is there another way?";
- next;
- mes "[Bouy]";
- mes "It takes a lot of time to refine a large Bradium mineral but small pieces of Bradium will be quick.";
- next;
- mes "[Bouy]";
- mes "Bradium mineral can be collected anywhere in this area but the effectiveness of refined pieces is low.";
- next;
- mes "[Bouy]";
- mes "You can easily collect ^f57d7dpieces of Bradium from monsters nearby^000000.";
- next;
- mes "[Bouy]";
- mes "About ^f57d7d30 pieces of Bradium^000000 will be enough to share with 6 people.";
- ep13_3_bra = 6;
- changequest 11173,11174;
- close;
- }
- else if (ep13_3_bra == 6) {
- if (countitem(6319) > 29) {
- mes "[Bouy]";
- mes "You've brought back the Bradium.";
- mes "I've been waiting for the Galtens to return because I'm not accustomed to battle since I'm Venknick. Thank you very much.";
- next;
- mes "[Bouy]";
- mes "Handwork is much faster to refine pieces of Bradium instead of using a machine. I will only need two hours to finish."; //Official: "an hour", but gives 2-hour quest.
- next;
- mes "[Bouy]";
- mes "Please go rest while I get to work.";
- delitem 6319,30; //Small_Bradium
- changequest 11174,11175;
- ep13_3_bra = 7;
- close;
- }
- mes "[Bouy]";
- mes "Bradium mineral can be collected anywhere in this area but the effectiveness of refined pieces is low.";
- next;
- mes "[Bouy]";
- mes "You can easily collect ^f57d7dpieces of Bradium from monsters nearby^000000.";
- next;
- mes "[Bouy]";
- mes "About ^f57d7d30 pieces of Bradium^000000 will be enough to share with 6 people.";
- close;
- }
- else if (ep13_3_bra == 7) {
- if (questprogress(11175,PLAYTIME) == 2) {
- mes "[Bouy]";
- mes "I did it!";
- mes "I was a bit nervous because it has been a long time since I did manual work but I think I did a good job.";
- mes "Please take these to them.";
- ep13_3_bra = 8;
- changequest 11175,11176;
- close;
- }
- mes "[Bouy]";
- mes "I'm still working on it so please rest a little more.";
- close;
- }
- mes "[Bouy]";
- mes "Saphas cannot live unless we consume Bradium continuously.";
- mes "That is why we needed spaces for us to inject Bradium all over the village.";
- next;
- mes "[Bouy]";
- mes "But those working outside of the village cannot return often to refill their Bradium so we provide Bradium that is portable.";
- next;
- mes "[Bouy]";
- mes "But there was a problem with the Bradium mining in the Manuk area recently and we have a shortage of supplies. We don't have enough to give out.";
- next;
- mes "[Bouy]";
- mes "That is why many Pioms working in the outskirts of the village return for more supplies,";
- next;
- mes "[Bouy]";
- mes "and the time spent on transportation is what is slowing down work.";
- next;
- mes "[Bouy]";
- mes "To tell you the truth, transportation time doesn't make much difference but it adds up in the end.";
- next;
- mes "[Bouy]";
- mes "We call this the ^f57d7dCreamy Effect^000000.";
- close;
- }
- mes "[Bouy]";
- mes "¡ø¡ö¡þ ¡ù ¡ú¡ð¡ï ¡ø";
- mes "¡ï¡ú¡ö ¡ù";
- mes "¡õ¡ï¡õ ¡ò";
- close;
-}
-
-// Sapha's Visit
-//============================================================
-- script Expedition#ep133_is -1,{
- if (ep13_3_invite) {
- if (compare(strnpcinfo(1),"Maha")) {
- mes "[Maha]";
- mes "But I do think the Sapha race is overly kind, almost unnaturally.";
- mes "Guess it'll be fine.";
- close;
- }
- mes "[Ben]";
- mes "There is nothing strange!";
- mes "I'd love to be like you and respected by many people.";
- next;
- mes "[Ben]";
- mes "I can also visit the Sapha if I work well here, can't I?";
- close;
- }
- mes "[Ben]";
- mes "Hmm. Hey, Maha,";
- mes "what do you think?";
- mes "Why do you think he is here?";
- next;
- mes "[Maha]";
- mes "Don't know. Not interested.";
- next;
- mes "[Ben]";
- mes "Don't you find that guy strange?";
- mes "I've never seen his race before I joined the expedition.";
- next;
- mes "[Maha]";
- mes "Ah. Really?";
- mes "Then it's only you.";
- mes "There must be a reason why he is here.";
- next;
- mes "[Ben]";
- mes "................";
- mes "Oh no you don't...";
- next;
- mes "[Maha]";
- mes "They may make an announcement soon.";
- mes "All we need to do is wait for the announcement.";
- mes "It will give us the answers.";
- next;
- if(select("What is it?:Stay silent and listen.") == 2) {
- mes "[Ben]";
- mes "Hmm...";
- mes "That can be true but aren't you thinking too much?";
- next;
- mes "[Maha]";
- mes "I don't like to get into trouble.";
- mes "I only follow orders.";
- mes "Besides, there is nothing out of the ordinary.";
- next;
- mes "[Maha]";
- mes "From what I can tell";
- mes "That tree-like giant race called Sapha are kind.";
- mes "There won't be any trouble. Relax.";
- close;
- }
- mes "[Ben]";
- mes "Huh? Did you hear us?";
- mes "Nothing really or maybe something...";
- mes "So...";
- next;
- mes "[Ben]";
- mes "Research members dispatched to Manuk just came back.";
- mes "But...";
- next;
- select("But?");
- mes "[Ben]";
- mes "Well... they came back with a Manuk messenger!";
- mes "...Sapha of Manuk.";
- next;
- if (select("Where is he?!:Is this top secret information?!") == 1) {
- mes "[Ben]";
- mes "He's in the command center right now.";
- mes "We should go there.";
- close;
- }
- mes "[Ben]";
- mes "Excuse me.";
- mes "There was no order to restrict or keep it a secret.";
- mes "And it looks like they are making an official visit.";
- next;
- mes "[Ben]";
- mes "We might be able to know something if we go to the command center now";
- mes "Try seeing ^4d4dffAello^000000.";
- close;
-}
-mid_camp,220,246,5 duplicate(Expedition#ep133_is) Expedition Guard Ben 4_M_RACHMAN2
-mid_camp,223,246,4 duplicate(Expedition#ep133_is) Expedition Guard Maha 4_M_LGTGUARD
-
-mid_campin,93,114,3 script Guard Aello#ep133_is03 4_M_RUSMAN1,{
- if (ep13_ryu > 99 || ep13_start > 99) {
- if (ep13_3_invite == 0) {
- mes "[Aello]";
- mes "Ah, you. Good timing.";
- mes "I have something urgent to tell you.";
- next;
- mes "[Aello]";
- mes "Do you happen to know that a messenger from Manuk is here?";
- mes "Not a big secret but..";
- next;
- mes "[Aello]";
- mes "The Sapha from Manuk wants to talk to you.";
- mes "Agiff says anyone of from the expedition can meet him but..";
- mes "I think someone with more experience should go.";
- next;
- mes "[Aello]";
- mes "I know your abilities";
- mes "and trust you.";
- mes "The delegation is in the room at the right on the second floor.";
- next;
- mes "[Aello]";
- mes "There will be a guard standing in front";
- mes "just tell him you got authorization.";
- mes "He is interested in humans, so try to be courteous while talking to him.";
- ep13_3_invite = 1;
- setquest 7182;
- close;
- }
- else if (ep13_3_invite == 1) {
- mes "[Aello]";
- mes "It's the room at the right on the second floor.";
- mes "There is a guard in front of the room.";
- mes "He'll let you pass if you tell him you have authorization.";
- next;
- mes "[Aello]";
- mes "Try not to give unnecessary information";
- mes "and only do small talk.";
- close;
- }
- mes "[Aello]";
- mes "I knew I could count on you.";
- mes "You're activities will help us tremendously in expanding our territory.";
- close;
- }
- mes "[Aello]";
- mes "I am only interested in the most skillful";
- mes "and trustworthy person among the Ash-Vacuum expedition.";
- next;
- mes "[Aello]";
- mes "But.. you are a new face around here.";
- mes "Hmm... sorry but you won't do.";
- mes "You'll have to get yourself familiar with this camp first.";
- close;
-}
-
-mid_campin,111,120,3 script Soldier#ep133_is04 4_M_EIN_SOLDIER,{
- if (ep13_3_invite == 1) {
- mes "[Soldier]";
- mes "Sorry, but this room is currently restricted from visitors.";
- next;
- if (select("I have authorization.:Is that so.") == 1) {
- mes "[Soldier]";
- mes "You do?";
- mes "What is your name.";
- mes "Thank you.";
- mes "So you are " + strcharinfo(0) + ".";
- next;
- mes "[Soldier]";
- mes "You may go in now.";
- close2;
- warp "mid_campin",165,126;
- end;
- }
- mes "[Soldier]";
- mes "You mustn't enter without Aello's permission.";
- mes "No exceptions.";
- close;
- }
- else if (ep13_3_invite > 1) {
- mes "[Soldier]";
- mes "You're back.";
- mes "Are you acquainted with the Sapha messenger now?";
- mes "We have high expectations from you.";
- close2;
- warp "mid_campin",165,126;
- end;
- }
- mes "[Soldier]";
- mes "Sorry.";
- mes "This room is restricted from visitors.";
- close;
-}
-
-function script eldicastes_c {
- switch(getarg(0)) {
- case 1:
- mes "[Hound]";
- mes "Let's continue..";
- mes "Although the details are already settled.";
- next;
- mes "[Vyhannus]";
- mes "Ah, yes.";
- mes "Where was I?";
- mes "Ah, yes.";
- mes "El Dicastes!";
- mes "El Dicastes is the capital city of Sapha.";
- next;
- mes "[Vyhannus]";
- mes "A city like a sparkling jewel in white snow.";
- mes "Manuk was originally a village created to mine Bradium.";
- mes "El Dicastes has now grown to be the Sapha home ground.";
- next;
- mes "[Vyhannus]";
- mes "Ravail holds all authority in El Dicastes";
- mes "and makes decisions on reports from Manuk.";
- next;
- mes "[Vyhannus]";
- mes "Kind race born from a world other than ours";
- mes "we are grateful for your kindness";
- mes "in helping and cooperating with us.";
- next;
- mes "[Vyhannus]";
- mes "Ravail, representative of Sapha";
- mes "would like to invite humans to El Dicastes,";
- mes "Sapha's capital city.";
- next;
- select("Invite? Visit? City?!:What is that suppose to mean, Hound?");
- mes "[Hound]";
- mes "Just as he said.";
- mes "Our expedition team has helped the Saphas for some time.";
- mes "Collect Bradium for their survival or";
- next;
- mes "[Hound]";
- mes "Eliminate vicious beasts that threaten them.";
- mes ".. ......";
- next;
- mes "[Hound]";
- mes "So they have given us an official invitation to visit their capital city in return.";
- mes "That is why I've been selecting expedition members to send to El Dicastes, the capital city of Sapha.";
- next;
- select("..You mean..");
- mes "[Vyhannus]";
- mes "Yes.";
- mes "That is what he meant.";
- mes "Agiff also approved before he left.";
- mes "" + strcharinfo(0) + ", you are invited.";
- next;
- mes "[Vyhannus]";
- mes "You are kind and respect others";
- mes "polite and trustworthy and most of all, fun in character.";
- next;
- mes "[Vyhannus]";
- mes "You are perfect. Ravail will approve too.";
- mes "That is why I'm here.";
- next;
- mes "[Vyhannus]";
- mes "I invite you to El Dicastes, our capital city.";
- mes "" + strcharinfo(0) + "";
- next;
- select("Never would have imagined.");
- mes "[Hound]";
- mes "Shouldn't you already be used to the unexpected by now?";
- mes "Come on... you're not a rookie.. haha.";
- next;
- mes "[Hound]";
- mes "If you are going to leave, better be now.";
- mes "Come back to me once you are ready to leave.";
- mes "I will let you know your mission.";
- ep13_3_invite = 3;
- close;
- case 2:
- mes "[Vyhannus]";
- mes "First go to Manuk and meet General Guard Avalanche.";
- mes "Avalanche will be heavily armed because he is Galten.";
- mes "You can't miss him.";
- next;
- mes "[Vyhannus]";
- mes "Once you tell Avalanche that you are a guest of the city, he will let you pass the path to El Dicastes.";
- next;
- mes "[Vyhannus]";
- mes "You cannot go pass without his approval so make sure you get his permission.";
- mes "He will let you pass with my recommendations.";
- next;
- mes "[Vyhannus]";
- mes "I'm a little excited.";
- mes "on what our meeting will bring in the future.";
- mes "Only hope it won't be like a blizzard in the middle of the night.";
- ep13_3_invite = 4;
- changequest 7182,7183;
- close;
- case 3:
- mes "[Hound]";
- mes "My name is Hound.";
- mes "Are you here by Aello's request?";
- next;
- select("Yes. He told me to meet the Sapha.");
- mes "[Hound]";
- mes "Okay. You should be able to talk to him, right?";
- mes "Shall we start with introducing ourselves?";
- mes "This is...";
- mes ""+strcharinfo(0)+"...";
- next;
- mes "[Vyhannus]";
- mes "My name is Vyhannus.";
- mes strcharinfo(0)+"..?";
- mes "Glad to meet you.";
- next;
- if(select("Same here.:A tree monster!")==1) {
- mes "[Vyhannus]";
- mes "Amazing.";
- mes "Like with Hound, that ring you humans made...";
- mes "is like a ring of wisdom.";
- }
- else {
- mes "[Hound]";
- mes "What are you saying?";
- mes "That was rude!";
- next;
- mes "[Vyhannus]";
- mes "Oh. Monster?";
- mes "That is something new.";
- mes "Hound. I'm fine. You humans are amusing.";
- next;
- }
- mes "[Vyhannus]";
- mes "Shall we skip to the point?";
- mes "The reason why I am here...";
- next;
- mes "[Someone's voice]";
- mes "Excuse me, hold on a second.";
- enablenpc "Hibba Agip#ep133_is07";
- next;
- mes "[Hound]";
- mes "Commander!";
- mes "You've come at such short notice.";
- mes "Is there a situation?";
- emotion e_omg,0,"Hound#ep133_is06";
- next;
- mes "[Hibba Agip]";
- mes "Huh? Nothing.";
- mes "Was there anything.";
- mes "You said you wanted to send a trustworthy person, right?";
- mes "I wanted to see the person Aello chosen to send.";
- next;
- mes "[Hibba Agip]";
- mes "Hm... Ah.";
- mes "Is it you?";
- mes "I see, just as Aello explained.";
- mes "Well, I think we are in good hands if it is you.";
- next;
- select("What are you implying?");
- mes "[Vyhannus]";
- mes "So... It's like this.";
- mes "Both Saphas and humans had many differences in the past.";
- next;
- mes "[Vyhannus]";
- mes "We've worried about becoming enemies with your race after you've suddenly appeared";
- mes "and were afraid of your abilities.";
- next;
- mes "[Vyhannus]";
- mes "But you have respected us Saphas";
- mes "and helped Manuk with many deeds.";
- mes "We've come to recognize humans as good people.";
- next;
- mes "[Hibba Agip]";
- mes "Yes, we made efforts.";
- mes "We also tried to keep a neutral attitude.";
- mes "Because it is always better to strengthen amnity as a third party then taking sides in a conflict.";
- next;
- mes "[Hound]";
- mes "Well..";
- mes "Not totally wrong, I guess...";
- next;
- mes "[Vyhannus]";
- mes "(Vyhannus smiles)";
- mes "We have told Ravail about you humans.";
- mes "Ravail is the highest elder of glorious ^4d4dffEl Dicastes^000000.";
- next;
- select("El Dicastes?:Ravail?");
- mes "[Hibba Agip]";
- mes "Ah, sorry for interrupting.";
- mes "I have to go now.";
- mes "Hound, I approve.";
- mes "I think he will do just fine.";
- next;
- mes "[Hibba Agip]";
- mes "Then it's settled with him.";
- mes "And... ah yes, you.";
- mes "Please go meet the inspector in the next room after this.";
- mes "Got it?";
- next;
- mes "[Hibba Agip]";
- mes "I'm leaving now.";
- mes "Vyhannus? I'll come by to see you again.";
- mes "And you should ^4d4dffmeet Inspector Doha after talking with Vyhannus^000000.";
- mes "Then bye everyone.";
- ep13_3_invite = 2;
- ep13_3_secret = 1;
- setquest 7185;
- next;
- disablenpc "Hibba Agip#ep133_is07";
- emotion e_swt2,0,"Hound#ep133_is06";
- emotion e_swt2,0,"Sapha from Manuk";
- mes "Commander Hibba Agip quickly left the room after saying what he wanted to say.";
- mes "First, let's listen to Vyhannus's story.";
- close;
- }
-}
-
-mid_campin,168,128,3 script Sapha from Manuk 4_MAN_JERUTOO,{
- if (isequipped(2782)) {
- if (!ep13_3_invite) {
- mes "-Looks like the Sapha messenger from Manuk.-";
- next;
- mes "[Hound]";
- mes "Sorry but will you leave now?";
- mes "You don't seem to have authorization from the captain or Aello?";
- close;
- }
- if (ep13_3_invite == 1) {
- mes "[Sapha]";
- mes "- This person look like the Sapha messenger from Manuk. -";
- mes "You just stand there without";
- mes "knowing what he says, so the";
- mes "expedition guard next to you starts to talk. -";
- next;
- callfunc "eldicastes_c",3;
- }
- else if (ep13_3_invite == 2) {
- mes "[Vyhannus]";
- mes "Your commander is like the wind.";
- mes "We have someone like that in Manuk, too.";
- 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;
- }
- else if (ep13_3_invite == 4) {
- mes "[Vyhannus]";
- mes "Avalanche will be at the Manuk Operations building.";
- mes "Once he approves, you can use the tunnel that leads to the capital city.";
- 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?";
- mes "It was originally a mineral mine.";
- mes "But we found ourselves on the opposite side while mining away.";
- next;
- mes "[Vyhannus]";
- mes "We found better mines afterwards and that is how Manuk came about.";
- mes "The tunnel is reorganized with paths between the capital city and Manuk.";
- next;
- mes "[Vyhannus]";
- mes "That is it.";
- close;
- }
- else if (ep13_3_invite == 6) {
- mes "[Vyhannus]";
- mes "You received the Light of El Dicastes.";
- mes "With this, you can return to Diel from anywhere, anytime.";
- mes "Looks like an item made for your convenience.";
- next;
- mes "[Vyhannus]";
- mes "Ravail seems to like you very much.";
- mes "The Light of El Dicastes is convenient to use instead of moving through long tunnels.";
- next;
- mes "[Vyhannus]";
- mes "Oh, the tunnel?";
- mes "It was originally a mineral mine.";
- mes "But we found ourselves on the opposite side while mining away.";
- next;
- mes "[Vyhannus]";
- mes "We found better mines afterwards and that is how Manuk came about.";
- mes "The tunnel is reorganized with paths between the capital city and Manuk.";
- next;
- mes "[Vyhannus]";
- mes "That is it.";
- close;
- }
- mes "[Vyhannus]";
- mes "The tunnel that connects Manuk and the capital city.";
- mes "It was originally a mineral mine.";
- mes "But we found ourselves on the opposite side while mining away.";
- next;
- mes "[Vyhannus]";
- mes "We found better mines afterwards and that is how Manuk came about.";
- mes "The tunnel is reorganized with paths between the capital city and Manuk.";
- next;
- mes "[Vyhannus]";
- mes "That is it.";
- }
- mes "[Sapha]";
- mes "¢¤¡ð¡ú? ¢£ ¡ù¡ð...";
- mes "¡ï¡ò¡Ð ¢¤ ?";
- mes "¡ñ¡ï..?";
- next;
- mes "[Hound]";
- mes "Where is your interpreter ring?";
- mes "I'm not going to be your personal translator.";
- close;
-}
-
-mid_campin,168,125,3 script Hound#ep133_is06 4_M_MOCASS1,{
- if (!isequipped(2782)) {
- mes "[Hound]";
- mes "Where is the interpreter ring?";
- mes "We should create it if we don't have one.";
- mes "I would like to speak in person.";
- close;
- }
- if (!ep13_3_invite) {
- mes "[Hound]";
- mes "Sorry but will you leave now?";
- mes "You don't seem to have authorization from the captain or Aello?";
- close2;
- }
- else if (ep13_3_invite == 1) {
- callfunc "eldicastes_c",3;
- }
- 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.";
- mes "Tell Avalanche that you are the one invited by Vyhannus.";
- next;
- mes "[Hound]";
- mes "Then you'll go through a simply process of confirmation and will be permitted to go through the tunnel to the capital city.";
- mes "Passing through the tunnel is easy as long as you are polite.";
- next;
- mes "[Hound]";
- mes "And don't forget what the captain said.";
- mes "Inspector Doha is in the next room.";
- close;
- }
- else if (ep13_3_invite > 4) {
- mes "[Hound]";
- mes "I've just returned from Manuk from a long term dispatch";
- mes "and haven't gotten any rest yet.";
- mes "El Dicastes.. I will find the time to visit once your advance party settles in.";
- next;
- mes "[Hound]";
- mes "I have to take care of Vyhannus here.";
- mes "We might see the day when Saphas like Vyhannus will be living with us on our continent.";
- close;
- }
- mes "[Hound]";
- mes "I've just returned from Manuk from a long term dispatch";
- mes "and haven't gotten any rest yet.";
- mes "El Dicastes.. I will find the time to visit once your advance party settles in.";
- next;
- mes "[Hound]";
- mes "I have to take care of Vyhannus here.";
- mes "We might see the day when Saphas like Vyhannus will be living with us on our continent.";
- close;
-}
-
-mid_campin,165,127,5 script Hibba Agip#ep133_is07 4_M_REDSWORD,{
- mes "[Hibba Agip]";
- mes "Hmm..?";
- mes "I should go now.";
- close2;
-OnInit:
- disablenpc strnpcinfo(0);
- end;
-}
-
-man_in01,315,52,3 script Guard Captain Avalanche 4_MAN_GALTUN,{
- mes "[Guard Captain Avalanche]";
- if (!isequipped(2782)) {
- mes "¢¤¡ð¡ú? ¢£ ¡ù¡ð...";
- mes "¡ï¡ò¡Ð ¢¤ ?";
- mes "¡ñ¡ï..?";
- close;
- }
- if (ep13_3_invite == 4) {
- mes "[Avalanche]";
- mes "You are human.";
- mes "What do you want here?";
- next;
- select("I've come with Vyhannus's invitation.");
- mes "[Avalanche]";
- mes "Ah. Jarute Vyhannus.";
- mes "I thought it would be better for him to take a guard with him but.";
- next;
- mes "[Avalanche]";
- mes "I guess Vyhannus had trust in you humans.";
- mes "I'm fine as long as Vyhannus approved you.";
- next;
- mes "[Avalanche]";
- mes "I authorize you to pass through to El Dicastes, the capital city.";
- mes "There is a tunnel that leads to the capital city right outside this building which goes down by the east mountain range of this village.";
- next;
- mes "[Avalanche]";
- mes "It is a tunnel that reaches the capital city. There is no other detour because Kamidal mountain is so huge.";
- next;
- mes "[Avalanche]";
- mes "The tunnel is well maintained but there was a time when part of the tunnel which connects";
- mes "with the lowest cave of the mountain collapsed and reports of wild monsters was received.";
- next;
- mes "[Avalanche]";
- mes "So I recommend that you move in a group.";
- mes "It is dangerous and can be a long journey.";
- mes "That is all I have to say for now.";
- next;
- mes "[Avalanche]";
- mes "Please let me know any news about the capital city when you come back.";
- mes "Hahaha..";
- ep13_3_invite = 5;
- changequest 7183,7184;
- close2;
- }
- else if (ep13_3_invite == 5) {
- mes "[Avalanche]";
- mes "Go out of this building and straight below the mountain east from the village.";
- mes "You will know where it is if you see soldiers guarding the tunnel.";
- next;
- mes "[Avalanche]";
- mes "I hope that the Light of El Dicastes will show you the way.";
- close;
- }
- else if (ep13_3_invite == 6) {
- mes "[Avalanche]";
- mes "Oh... You have the Light of El Dicastes.";
- mes "it would be helpful for your travel.";
- next;
- mes "[Avalanche]";
- mes "The path to the capital city was previously a mine.";
- mes "so we have reports of wild monsters appearing although the tunnel is well maintained.";
- next;
- mes "[Avalanche]";
- mes "Always take care of yourself at all times.";
- mes "Haha.. but then you humans are very strong.";
- close;
- }
- mes "[Avalanche]";
- mes "The path to the capital city was previously a mine.";
- mes "so we have reports of wild monsters appearing although the tunnel is well maintained.";
- next;
- mes "[Avalanche]";
- mes "Always take care of yourself at all times.";
- mes "Haha... but then you humans are very strong.";
- close;
-}
-
-dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{
- if (!isequipped(2782)) {
- mes "[Clerk Knit]";
- mes "¡ð¡ñ¡ô ¡õ ¡ü¢±¢³ ¡ö ¡ò...?";
- mes "¢¤¡ö¡ø ... ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û...";
- next;
- mes "- Cannot communicate with him. -";
- close;
- }
- mes "[Clerk Rhawyne]";
- mes "How can I help you?";
- next;
- switch (select("Register as an adventurer.:Talk.:Cancel.")) {
- case 1:
- if (ep13_3_invite < 5) {
- mes "[Clerk Rhawyne]";
- mes "Do you want to register as an adventurer?";
- mes "Strange.";
- mes "You are not on our list of visitors.";
- mes "Did you enter without permission?";
- next;
- mes "[Clerk Rhawyne]";
- mes "All other races without official permission are restricted.";
- mes "I will send for a Galten right away.";
- next;
- mes "The Sapha clerk is ready to call on a Guard Galten any time.";
- mes "It's best to avoid this situation.";
- close;
- }
- else if (ep13_3_invite == 5) {
- mes "[Clerk Rhawyne]";
- mes "Do you want to register as an adventurer?";
- mes "I will compare with the invitation list from Manuk.";
- mes "What is your name?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "It is " + strcharinfo(0) + ".";
- next;
- mes "[Clerk Rhawyne]";
- mes "Yes.. " + strcharinfo(0) + "...";
- mes "I found it.";
- mes "Welcome to El Dicastes, capital city of Sapha.";
- next;
- mes "[Clerk Rhawyne]";
- mes "You will be treated the same as other Saphas here";
- mes "and is allowed to do as you wish";
- mes "and can have contracts with official requests from Dicastes.";
- next;
- mes "[Clerk Rhawyne]";
- mes "This is a little souvenir for visiting El Dicastes.";
- mes "You can use it to return to El Dicastes whenever you wish.";
- next;
- ep13_3_invite = 6;
- getitem 2844,1; //El_Dicastes_Light
- completequest 7184;
- mes "[Clerk Rhawyne]";
- mes "There is a special place for humans located beneath the residential area of Pioms.";
- mes "It is called in your language...";
- mes "Pub. Hope you get to visit there.";
- close;
- }
- mes "[Clerk Rhawyne]";
- mes "Strange.";
- mes "Aren't you already registered?";
- mes "I see your name in the records.";
- close;
- case 2:
- if (ep13_3_secret == 12) {
- mes "[Clerk Rhawyne]";
- mes "I recognize you.";
- mes "How can I help you?";
- next;
- if (select("I want to meet the minister.:Nothing particular.") == 1) {
- mes "[Clerk Rhawyne]";
- mes "You want to meet the minister?";
- mes "Which minister?";
- mes "Ravail cannot be met in person even with exploit certifications.";
- next;
- if (select("Ahat:Another minister") == 1) {
- if (countitem(6304) > 2) {
- mes "[Clerk Rhawyne]";
- mes "You've really collected 3 exploit certification of Sapha already.";
- mes "Alright. I will send a request.";
- next;
- mes "[Clerk Rhawyne]";
- mes "Please take the elevator up to the Administrative Office.";
- mes "There is another elevator in the corridor next to the Administrative Office.";
- next;
- mes "[Clerk Rhawyne]";
- mes "It is a separate elevator that leads to the high minister's office";
- mes "You will be guided in front of the office.";
- delitem 6304,3; //Sapa_Feat_Cert
- ep13_3_secret = 13;
- changequest 7197,7198;
- close;
- }
- mes "[Clerk Rhawyne]";
- mes "You need 3 exploit certification of Sapha to meet Ahat.";
- mes "You know what exploit certification of Sapha is, right?";
- mes "Well, please try to help around El Dicastes to collect them.";
- close;
- }
- mes "[Clerk Rhawyne]";
- mes "Another minister? Who?";
- next;
- select("Sorry, but I know no one else.");
- mes "[Clerk Rhawyne]";
- mes "You are difficult.";
- mes "Unlike other Saphas, ministers are very busy.";
- close;
- }
- mes "[Clerk Rhawyne]";
- mes "What are you curious about today?";
- close;
- }
- else if (ep13_3_secret == 13) {
- mes "[Clerk Rhawyne]";
- mes "Ahat is on the same floor as high minister Ravail.";
- mes "Take the elevator up to the Administrative Office and then you will be guided in front of the separate elevator.";
- close;
- }
- mes "[Clerk Rhawyne]";
- mes "What are you curious about today?";
- next;
- switch (select("About official requests:About the adventurer's pub:Ahat?:Exploit certification of Sapha?:End conversation.")) {
- case 1:
- mes "[Clerk Rhawyne]";
- mes "If Diel or ministers need help on operations in the capital";
- mes "they post a notice on the public board.";
- next;
- mes "[Clerk Rhawyne]";
- mes "Anyone who can take the job can take up the request.";
- mes "Adventurers who are officially registered can also take jobs.";
- next;
- mes "[Clerk Rhawyne]";
- mes "After you handle a request";
- mes "you are given an exploit certification for helping El Dicastes.";
- next;
- mes "[Clerk Rhawyne]";
- mes "It is better spend spare time on these official requests.";
- mes "Because you are contributing to the community.";
- next;
- mes "[Clerk Rhawyne]";
- mes "Due to the increase of visitors from other worlds,";
- mes "some requests are targeted for you.";
- mes "You can take your pick.";
- close;
- case 2:
- mes "[Clerk Rhawyne]";
- mes "The adventurer's pub is open for the convenience of visitors like you.";
- mes "It is located in the Piom residential area below the mine and factory zone.";
- next;
- mes "[Clerk Rhawyne]";
- mes "We thought the living environment here would be unfamiliar and inconvenient for you.";
- mes "So we tried to make a place that is similar to what you have back home with a little help from adventurers.";
- mes "I hope you like it.";
- close;
- case 3:
- mes "[Clerk Rhawyne]";
- mes "Ahat is the next minister in line after Ravail.";
- mes "Why?";
- mes "Because we respect her.";
- next;
- mes "[Clerk Rhawyne]";
- mes "What should I say, we would like to protect her.";
- mes "But I'm not sure how respect is used in your language.";
- next;
- mes "[Clerk Rhawyne]";
- mes "Ahat is popular.";
- mes "Not many have seen him and he works in her room all the time.";
- next;
- mes "[Clerk Rhawyne]";
- mes "If you want to meet Ahat..well.";
- mes "He is really good at his work but is very shy of strangers..";
- next;
- mes "[Clerk Rhawyne]";
- mes "He doesn't like to be in places where a lot of people are gathered.";
- mes "That is why we barely see her.";
- close;
- case 4:
- mes "[Clerk Rhawyne]";
- mes "Exploit certification?";
- mes "Exploit certifications are made for outsiders like you.";
- mes "They are given out as rewards when adventurers help with requests from Saphas throughout the city.";
- next;
- mes "[Clerk Rhawyne]";
- mes "The exploit certification is used to meet ministers.";
- mes "I guess in order to meet busy ministers, you must at least contribute to our society.";
- close;
- case 5:
- mes "[Clerk Rhawyne]";
- mes "Please feel free to ask questions when you need help.";
- close;
- }
- case 3:
- mes "[Clerk Rhawyne]";
- mes "Please feel free to ask questions when you need help.";
- close;
- }
-}
-// Enchantment NPCs
-//============================================================
-- script dic_enc#main -1,{
- .@re$ = strnpcinfo(1);
- .@n$ = "["+.@re$+"]";
- if (!checkweight (1201,1)) {
- mes "You have too many kinds of items. Let's try again after you reduce the number of items.";
- close;
- }
- if ((MaxWeight - Weight) < 1000) {
- mes "Cannot proceed because the weight of your items is too heavy. Let's try again after you get rid of some weight.";
- close;
- }
- if (.@re$ == "Kareka") {
- if (ep13_3_ring2 > 99) {
- mes "[Kareka]";
- mes "Do you want to upgrade the ^990099Light of El Dicastes^000000 again?";
- next;
-
- // The reset feature was disabled in previous versions.
- //mes "[Kareka]";
- //mes "Ha ha ha, that is out of the question. This item is very rare and valuable so I cannot give you a new one.";
- //close;
-
- mes "[Kareka]";
- mes "That will cost ^9900996 Sapha Certifications^000000 in order to retry.";
- mes "And note this, your current Light of El Dicastes will be destroyed along with all of its enchantments.";
- next;
- mes "[Kareka]";
- mes "Are you sure you want to do this?";
- next;
- if(select("No, let me think about it.:Take my Light of El Dicastes.") == 2) {
- if (countitem(2844) == 0 || countitem(6304) < 6) {
- mes "[Kareka]";
- mes "You need to bring the Light of El Dicastes and 6 Sapha Certifications!";
- mes "Don't try to cheat me!";
- close;
- }
- mes "[Kareka]";
- mes "Ok, let's get this started.";
- mes "I'm going to remove all enchantments from your Light of El Dicastes.";
- mes "Haaap--!";
- specialeffect2 EF_REPAIRWEAPON;
- progressbar "ffff00",3;
- delitem 6304,6; //Sapa_Feat_Cert
- delitem 2844,1; //El_Dicastes_Light
- getitem 2844,1; //El_Dicastes_Light
- ep13_3_ring2 = 0;
- }
- close;
- }
- if (countitem(6304) < 1) {
- mes "[Kareka]";
- mes "The Exploit Certifications of Sapha that you collect by helping throughout the city has other uses besides meeting the minister.";
- next;
- mes "[Kareka]";
- mes "If you come across an exploit certification, please come back to me.";
- next;
- mes "[Kareka]";
- mes "I can cast an additional spell to your ^990099Light of El Dicastes^000000 accessory.";
- close;
- }
- mes "[Kareka]";
- mes "You've come to awaken the ^990099Light of El Dicastes^000000 infinite strength. ";
- next;
- if (select("Please explain.:I want to upgrade.") == 1) {
- mes "[Kareka]";
- mes "I heard some craftsmen outside of the city can also cast spells on equipment.";
- next;
- mes "[Kareka]";
- mes "I'm the same but at least I don't destroy equipment.";
- next;
- mes "[Kareka]";
- mes "If you bring exploit certifications of Sapha, I will cast spells from 1 to 3 steps to your ^990099Light of El Dicastes^000000.";
- next;
- mes "[Kareka]";
- mes "But of course, since this is adding spells on top of its original magic, I cannot guarantee that you will get what you want on one try.";
- close;
- }
- if (countitem(2844) < 1) {
- mes "[Kareka]";
- mes "Either you are not wearing or don't have the equipment to upgrade on you.";
- close;
- }
- .@v$ = "ring2";
- .@Items_ = 2844;
- }
- else {
- mes .@n$;
- .@cat_hi = rand(1,30);
- if (.@cat_hi == 1) mes "It is difficult to find fish here. Can't find any so Jahbong would forget that he's busy or angry at the sight of a Fish Tail.";
- else if (.@cat_hi == 2) mes "Grrr... I was punished with a ladle for peeing on my blanket yesterday.";
- else if (.@cat_hi == 3) mes "I dream sometimes of a giant patting me on the head. But I feel more annoyed than afraid.";
- else if (.@cat_hi == 4) mes "Newbie Jarute, Ahat doesn't seem to look like a Sapha.";
- else if (.@cat_hi == 5) mes "Our people say Ahat looks like a beautiful cat.";
- else if (.@cat_hi == 6) mes "I heard there was a superior equipment upgrade craftsman in the capital city of Manuk.";
- else if (.@cat_hi == 7) mes "Grrr... I don't think my voice sounds normal these days. I think it's the weather.";
- else if (.@cat_hi == 8) mes "There are times when I shout out loud but it is only because I am in a good mood. No need to be startled.";
- else if (.@cat_hi == 9) mes "I feel an urge to jump on a pile with my four paws when I see one.";
- else if (.@cat_hi == 10) mes "I must have been a cat in my previous life.";
- else if (.@cat_hi == 11) mes "I dreamt about the giant again. I waved my paws annoyed and he kept on patting me.";
- else if (.@cat_hi == 12) mes "Yup!! Was the rumor true that Ahat looks like a human?! ";
- else if (.@cat_hi == 13) mes "I heard on my way that this Pinqucula Dark has a Withered Flower.";
- else if (.@cat_hi == 14) mes "There is a guy named Pinguicula nearby who has the Sharp Leaf nearby.";
- else if (.@cat_hi == 15) mes "There is a guy named Pinguicula nearby who has the Great Leaf nearby.";
- else if (.@cat_hi == 16) mes "I recommend getting it from the Dracos nearby. But then, they only drop it randomly so you may come back empty handed...";
- else mes "Hmm... This may not be important to you but.";
- next;
- mes .@n$;
- if (countitem(6304) < 1) {
- if (.@re$ == "Brare") {
- mes "Oh... no luck on Sapha Certifications?";
- next;
- mes .@n$;
- mes "So you haven't got any...";
- next;
- mes .@n$;
- mes "That's sad. They're very are useful, you know...";
- close;
- } else if (.@re$ == "Mancho") {
- mes "If you work hard in this city, you will get an Exploit Certification of Sapha.";
- next;
- mes .@n$;
- mes "If you do come across one of the certifications, can you bring it to me?";
- next;
- mes .@n$;
- mes "We can make an exchange and you won't regret it.";
- close;
- } else if (.@re$ == "Jalapeno") {
- mes "I've been gathering exploit certifications of Sapha for a year now to meet Ahat.";
- next;
- mes .@n$;
- mes "But I'm far from it because it takes a high position and some bribery for a low creature like me to meet him.";
- next;
- mes .@n$;
- mes "If you have any exploit certifications of Sapha to spare, please share them with me. I promise to pay you back in services. You'll never get anywhere else.";
- close;
- }
- }
- if (.@re$ == "Brare") {
- mes "Do you want to look luxurious with Golden Bells?";
- .@Items_ = 2843;
- .@v$ = "ring1";
- }
- else if (.@re$ == "Mancho") {
- mes "You must be interested in the ^800080Feral Tail^000000?";
- .@Items_ = 2564;
- .@v$ = "robe";
- }
- else if (.@re$ == "Jalapeno") {
- mes "You've come for Feral Boots. I have just the item for you.";
- .@Items_ = 2463;
- .@v$ = "shoe";
- }
- next;
- switch(select("Please explain.:I want to reset.:I want to upgrade.")) {
- case 1:
- if (.@re$ == "Brare") {
- mes .@n$;
- mes "Hmm. The ^990099Golden Bell^000000 is an accessory awarded to only the best and bravest warriors among our people.";
- next;
- mes .@n$;
- mes "A random skill is casted up to the first and second steps but";
- next;
- mes .@n$;
- mes "There is a risk of the item breaking during the third upgrade.";
- } else if (.@re$ == "Mancho") {
- mes .@n$;
- mes "You say you want me to explain about upgrade?";
- next;
- mes .@n$;
- mes "Hmm. The ^990099Feral Tail^000000 is an unique item. It looks just like our tails.";
- next;
- mes .@n$;
- mes "It is not only strong and warm but is also powerful enough to be enchanted with magical spells.";
- next;
- mes "[Mancho]";
- mes "Well... it comes with the same risks as the ^990099Feral Boots^000000 of breaking at the third step of upgrade.";
- } else if (.@re$ == "Jalapeno") {
- mes .@n$;
- mes "You say you want me to explain about upgrade?";
- next;
- mes .@n$;
- mes "Hmm. The ^990099Feral Boots^000000 are very unique. A shoemaker took the design of our feet and designed this item long ago.";
- next;
- mes .@n$;
- mes "I do not know the actual materials used but they are strong enough to enchant up to 3 kinds of upgrade magic spells.";
- next;
- mes .@n$;
- mes "Well... some do get broken at the third upgrade and I do have some customers complaining when that happens.......meow";
- next;
- mes .@n$;
- mes "... I almost died in one occasion. (murmuring)";
- }
- close;
- case 2:
- mes .@n$;
- if (.@re$ == "Mancho") {
- mes "Do you want to reset?";
- mes "This involves ^990000destroying the Feral Tail^000000 you are upgrading and cancelling all records of it. Are you sure?";
- }
- else if (.@re$ == "Jalepeno") {
- mes "Reset? Are you sure?";
- mes "This involves ^990000destroying the Feral Boots^000000 you are upgrading and cancelling all records of it. Are you sure?";
- }
- else if (.@re$ == "Brare") {
- mes "Reset!!";
- mes "This involves ^990000destroying the Golden Bell^000000 you are upgrading and cancelling all records of it. Are you sure?";
- }
- next;
- if(select("Maybe next time.:Please reset it.") == 1) {
- mes .@n$;
- mes "When you are ready,";
- mes "Please come back again";
- close;
- }
- if (countitem(.@Items_) < 1) {
- mes .@n$;
- mes "Then, take the equipment off first.";
- close;
- }
- specialeffect2 EF_OVERTHRUST;
- mes .@n$;
- if (.@re$ == "Brare") mes "I've collected all equipment and erased all records as you requested. Now all your equipment and records are clean.";
- else mes "I only do what I'm asked to do. I've retrieved all equipment and cancelled all records.";
- delitem .@Items_,1;
- setd "ep13_3_"+.@v$, 0;
- close;
- case 3: break;
- }
- if (countitem(.@Items_) < 1) {
- mes .@n$;
- mes "But...";
- mes "you don't seem to be wearing or even carrying equipment to upgrade on you.";
- close;
- }
- }
- if (getd("ep13_3_"+.@v$) == 0) {
- mes .@n$;
- mes "I'm preparing for the";
- mes "first step of upgrade.";
- mes "Once equipment is upgraded";
- mes "you cannot change the upgrade";
- mes "before you destroy it.";
- next;
- mes .@n$;
- mes "First upgrade step requires ^8000801 Sapha Certification^000000. Do you want to proceed?";
- .@req = 1;
- }
- else if (getd("ep13_3_"+.@v$) < 9) {
- mes .@n$;
- mes "I'm preparing for the";
- mes "second step of upgrade.";
- mes "Once equipment is upgraded";
- mes "you cannot change the upgrade";
- mes "before you destroy it.";
- next;
- mes .@n$;
- mes "Second upgrade step requires ^9900992 Exploit Certifications of Sapha^000000. Do you want to proceed?";
- .@req = 2;
- }
- else if (getd("ep13_3_"+.@v$) < 69) {
- mes .@n$;
- mes "I'm preparing for the";
- mes "third step of upgrade.";
- mes "Once equipment is upgraded";
- mes "you cannot change the upgrade";
- mes "before you destroy it.";
- next;
- mes .@n$;
- mes "And this is the most important,";
- mes "the risk of equipment to break";
- mes "during the third upgrade step is high!";
- mes "And you need ^9900993 Exploit Certifications of Sapha^000000 for the procedure.";
- next;
- mes .@n$;
- mes "Please keep in mind that";
- mes "this is a delicate process of";
- mes "casting immense power to the equipment.";
- mes "Are you ready?";
- .@req = 3;
- }
- else if (getd("ep13_3_"+.@v$) > 68 && countitem(.@Items_)) {
- mes .@n$;
- mes "You are done with the";
- mes "third step of upgrade.";
- next;
- mes .@n$;
- mes "If you do not like";
- mes "your equipment upgrade";
- mes "I can withdraw your equipment";
- mes "and destroy all records";
- mes "of it";
- next;
- if (select("I'll just use it.:Please take it.") == 1) {
- mes .@n$;
- mes "Whenever you change your mind.";
- mes "Please come back again";
- close;
- }
- specialeffect2 EF_OVERTHRUST;
- mes .@n$;
- mes "I have erased all previous records";
- mes "of upgrades to start all over with";
- mes "any new equipment without upgrades";
- mes "you bring.";
- delitem .@Items_,1;
- setd "ep13_3_"+.@v$, 0;
- close;
- }
- else {
- mes .@n$;
- mes "Hm?";
- mes "Do you want anything from me?";
- setd "ep13_3_"+.@v$, 0;
- close;
- }
- next;
- if(select("Maybe next time.:I want to upgrade.") == 1) {
- mes .@n$;
- mes "When you are ready,";
- mes "Please come back again.";
- close;
- }
- if (countitem(6304) < .@req) {
- mes .@n$;
- mes "But you don't have enough exploit certifications. You need "+.@req+" exploit certification of Sapha for the "+((.@req == 3)?"third":((.@req == 2)?"second":"first"))+" step of upgrade.";
- close;
- }
- mes .@n$;
- mes "Then let's start.";
- next;
- specialeffect2 EF_REPAIRWEAPON;
- progressbar "ffff00",3;
- delitem 6304,.@req;
- if (getd("ep13_3_"+.@v$) == 0) {
- if (.@re$ == "Kareka") {
- .@enc_en = rand(1,45);
- setarray .@rates, 45,32,30,22,20,12,10,2;
- }
- else {
- .@enc_en = rand(1,40);
- setarray .@rates, 40,34,30,24,20,14,10,4;
- }
- setarray .@var, 1,2,3,4,5,6,7,8;
- }
- else if (getd("ep13_3_"+.@v$) <= 8) {
- if (.@re$ == "Kareka") {
- .@enc_en = rand(1,45);
- setarray .@rates, 45,32,30,17,15,2;
- }
- else {
- .@enc_en = rand(1,30);
- setarray .@rates, 30,24,20,14,10,4;
- }
- setarray .@var, 10,20,30,40,50,60;
- }
- else if (getd("ep13_3_"+.@v$) <= 68) {
- if (compare(.@v$,"ring")) {
- .@enc_en = rand(1,90);
- setarray .@rates, 90,62,60,32,30,2;
- setarray .@var, 100,200,400,500,700,800;
- }
- else {
- .@crs_yong = 140 - (ep13_yong1 / 100);
- if (.@crs_yong < 95) .@crs_yong = 95;
- .@enc_en = rand(1,.@crs_yong);
- if (.@enc_en > 90) {
- delitem .@Items_,1;
- setd "ep13_3_"+.@v$, 0;
- mes .@n$;
- if (.@re$ == "Jalepano") mes "Ha ha ha. See, I told you. Oops, sorry. Forget that I just said that!!";
- else if (.@re$ == "Mancho") mes "Greed is the reason for failing investments. Tsk, tsk.";
- else if (.@re$ == "Brare") mes "Oh no....!!!! What happened to the Golden Bell!";
- close;
- }
- setarray .@rates, 90,75,65,60,45,35,30,15,5;
- setarray .@var, 100,200,300,400,500,600,700,800,900;
- }
- }
- else {
- mes .@n$;
- mes "I'm done. Hehe";
- close;
- }
-
- // Enchant Constants
- // Ex: .@dex[1]: DEX + 1 | .@cri[5]: CRI + 5 | .@eva[12]: FLEE + 12
- .@matk[1] = 4760; .@matk[2] = 4761;
- .@eva[6] = 4762; .@eva[12] = 4763;
- .@cri[5] = 4764; .@cri[7] = 4765;
- .@atk[2] = 4766; .@atk[3] = 4767;
- .@dex[1] = 4720; .@dex[2] = 4721; .@dex[3] = 4722;
- .@int[1] = 4710; .@int[2] = 4711; .@int[3] = 4712;
- .@agi[1] = 4730; .@agi[2] = 4731; .@agi[3] = 4732;
-
- // Enchant attribute is determined by the digit position of variable value (ep13_3_<type>).
- // For example, assume the variable value is 516:
- // .@f_<slot>[<index>]
- // slot: 2 3 4
- // index: 5 1 6
-
- // Enchant Format
- if (compare(.@v$,"ring")) setarray .@f_2[1],.@agi[1],.@agi[2],.@int[1],.@int[2],.@dex[1],.@dex[2];
- else setarray .@f_2[1],.@agi[1],.@agi[2],.@agi[3],.@int[1],.@int[2],.@int[3],.@dex[1],.@dex[2],.@dex[3];
- setarray .@f_3[1],.@agi[1],.@agi[2],.@int[1],.@int[2],.@dex[1],.@dex[2];
- setarray .@f_4[1],.@atk[2],.@atk[3],.@cri[5],.@cri[7],.@eva[6],.@eva[12],.@matk[1],.@matk[2];
- .@str$ = getd("ep13_3_"+.@v$) + "";
- .@len = getstrlen(.@str$);
- .@j = 4;
- .@c = 1;
- while ((.@len - .@c) > -1 && getd("ep13_3_"+.@v$)) {
- setd ".@e_"+.@j, getd(".@f_"+.@j+"["+atoi(charat(.@str$,.@len-.@c))+"]");
- ++.@c;
- --.@j;
- }
- .@size = getarraysize(.@rates);
- for (.@r = 0; .@r <= .@size; ++.@r) {
- if (.@enc_en > .@rates[.@r]) {
- setd ".@e_"+.@j, getd(".@f_"+.@j+"["+.@r+"]");
- break;
- }
- }
- delitem .@Items_,1;
- getitem2 .@Items_,1,1,0,0,.@e_1,.@e_2,.@e_3,.@e_4;
- setd "ep13_3_"+.@v$, .@var[.@r-1] + getd("ep13_3_"+.@v$);
- close;
-}
-dic_fild01,240,198,2 duplicate(dic_enc#main) Jalapeno#pa0829 4_M_MERCAT1
-dic_fild01,251,183,3 duplicate(dic_enc#main) Brare#pa0829 4_M_MERCAT1
-dic_fild01,259,172,3 duplicate(dic_enc#main) Mancho#pa0829 4_M_MERCAT1
-dic_in01,353,37,5 duplicate(dic_enc#main) Kareka#pa0829 4_MAN_PIOM
-
-dic_fild01,228,159,4 script Jahbong#pa0829 4_M_MERCAT2,{
- mes "[Jahbong]";
- if (countitem(6304) < 1) {
- mes "You haven't received a Sapha Certification yet?";
- next;
- mes "[Jahbong]";
- mes "Come back to me once you have one. I'll give you something good in exchange.";
- close;
- }
- .@cattalkj = rand(1,9);
- if (.@cattalkj == 1) mes "Don't touch my back! I might bite you unconsciously.";
- else if (.@cattalkj == 2) mes "Pub owner Shay carried something away to make something strange! Be careful!";
- else if (.@cattalkj == 3) mes "We cats can jump 5 times our size. Isn't it cool? But then, don't ask me to jump from here now.";
- else if (.@cattalkj == 4) mes "I have to be diligent with my grooming to maintain beautiful fur.";
- else if (.@cattalkj == 5) mes "I have to groom myself everyday to maintain shiny fluffy fur. But I don't have very nice fur in the first place. Very sad.";
- else if (.@cattalkj == 6) mes "You should receive a Sapha Certification with both paws as a sign of respect. No cat deserves a certification if they don't!";
- else if (.@cattalkj == 7) mes "I don't really talk that much! Ahat looks like... meow meow meooow... sorry.";
- else if (.@cattalkj == 8) mes "Meow~~~~~~~~~~";
- else mes "Yarn is a great way to calm a cat.";
- next;
- mes "[Jahbong]";
- mes "Why are you here?";
- mes "Jahbong will exchange ^8000801 Sapha Certification^000000 for ^8000801 item^000000!";
- next;
- .@i = select("Just came to see what you have.:I want the Feral Boots!:Give me the Feral Tail!:Give me the Golden Bell!:How much to buy you?")-1;
- switch (.@i) {
- case 0:
- mes "[Jahbong]";
- mes "Meow!";
- next;
- mes "[Jahbong]";
- mes "^8000801Feral Boots^000000 are shoes for your feet! Buy one and Jalapeno over there will refine it for you!";
- next;
- mes "[Jahbong]";
- mes "^8000801Feral Tail^000000 is pretty rough! Mancho over there can help you fix it!!";
- next;
- mes "[Jahbong]";
- mes "^8000801Golden Bell^000000 is an accessory. Brare spent 40 years making this! Or maybe 4 years! Oh well, come back when you need anything!";
- next;
- mes "[Jahbong]";
- mes "There are some crazy adventurers asking if they can purchase me! Jahbong is not for sale! I'll just bite you if you ask!!";
- close;
- case 4:
- mes "[Jahbong]";
- mes "Meooooooooooow!!!!!!!!~~ Meooooooooow!!!!!";
- next;
- mes "- ^800080Jahbong goes wild^000000. -";
- next;
- mes "[Jahbong]";
- mes "I'm not an item!! I will not be merciful if you treat me like one!!";
- next;
- mes "- He may react extremely, but Jahbong doesn't seem to be really angry. -";
- close;
- default:
- break;
- }
- mes "[Jahbong]";
- mes "Are you really buying something?!";
- next;
- if (select("Nope:Give me!!!") == 1) {
- mes "[Jahbong]";
- mes "Okay!";
- close;
- }
- setarray .@items[1],2463,2564,2843;
- mes "[Jahbong]";
- mes "Here you go!";
- delitem 6304,1;
- getitem .@items[.@i],1;
- close;
-}
-
-// Cat Hand Agent
-//============================================================
-moc_para01,44,19,3 script Cat Hand Agent#gekk 4_M_MERCAT2,{
- if (BaseLevel < 70) {
- mes "[Cat Hand Agent]";
- mes "Hey, human! Did you come to make a request, too? When will it be my turn?";
- next;
- mes "[Cat Hand Agent]";
- mes "Our Cat Hand Merchant group really needs any help it can get. But by the looks of all those requests that Ebenor is holding in his hand, Cat Hand Merchant will be closed by the time my request is put up on the board!";
- next;
- mes "[Cat Hand Agent]";
- mes "It breaks my heart to think my colleagues will be shivering in the blizzard. I hope I don't get into trouble since I can't do anything about it, right?";
- close;
- }
- if (ep13_start != 100) {
- mes "[Cat Hand Agent]";
- mes "Hey, human! Did you come to make a request, too? When will it be my turn?";
- next;
- mes "[Cat Hand Agent]";
- mes "Our Cat Hand Merchant group really needs any help it can get. But by the looks of all those requests that Ebenor is holding in his hand, Cat Hand Merchant will be closed by the time my request is put up on the board!";
- next;
- mes "[Cat Hand Agent]";
- mes "It breaks my heart to think my colleagues will be shivering in the blizzard. I hope I don't get into trouble since I can't do anything about it, right?";
- next;
- if (select ("Why don't you collect it yourself?:I'm sorry to hear that.") == 1) {
- emotion e_omg;
- mes "[Cat Hand Agent]";
- mes "Human!! You're a genius!!";
- mes "How did you come up with that?";
- next;
- mes "[Agent Geck]";
- mes "I'm Agent Geck from the Cat Hand Merchant.";
- mes "Car Paw Merchant has been wandering for a long time in this Midgard world ever since we lost our homeland.";
- next;
- mes "[Agent Geck]";
- mes "But now we realize there is no place for our group here in Midgard.";
- mes "Geck, Gyareuk and Gorureung did a lot of thinking about it.";
- next;
- mes "[Agent Geck]";
- mes "But we finally found a place to settle!";
- mes "It may be a bit cold but there are no Kafra or Jonda there!";
- mes "We will gain ground in our new land!";
- next;
- mes "[Agent Geck]";
- mes "But of course, we don't have any influence over there to start with.";
- mes "However, we plan to spare no efforts on it.";
- next;
- mes "[Agent Geck]";
- mes "Human!! Did you know there is a huge hole near the Morroc village and nearby area?";
- mes "They say you can travel to a new area through the hole!";
- next;
- mes "[Agent Geck]";
- mes "But you will have to go through tests and research to get to a place before trying it out.";
- mes "To me, I think its all nonsense to go through the trouble!";
- next;
- mes "[Agent Geck]";
- mes "We must send someone as soon as possible to start exploring the area.";
- mes "While the humans are frittering away, our Cat Hand Merchant should settle first and continue with our research.";
- next;
- if (select ("I also want to go and help the merchants.:I'm not interested.") == 1) {
- mes "[Agent Geck]";
- mes "You are better than other humans!";
- mes "If you really mean it, then sign here.";
- mes "I'm collecting signs to get on Gyareuk's good side... never mind. I will let them know you are my sponsor!";
- next;
- input .@inputstr$;
- mes "[Agent Geck]";
- mes "" + strcharinfo(0) + "? Human names are strange to me.";
- next;
- mes "[Agent Geck]";
- mes "Now you are Geck's personal slav... sponsor.";
- mes "Don't ask why you aren't Merchant sponsor.";
- mes "A good human does not poke around where they are not supposed to.";
- next;
- mes "[Agent Geck]";
- mes "Now since you've signed, all we need to do is leave for the other world.";
- mes "I heard humans call it Ash-Vacuum.";
- mes "Nobody explained to Geck why it was called that.";
- next;
- mes "[Agent Geck]";
- mes "But human.";
- mes "You will need to pay to get to the Ash-Vacuum.";
- mes "There wouldn't be any expense for Geck to send you there myself but we must ask for help from other agents.";
- next;
- mes "[Agent Geck]";
- mes "So you will need some money to buy fish for agents who help you.";
- mes "I will introduce you to an agent who will send you to the other world with no questions asked for only 50,000 zeny.";
- next;
- if (select ("Pay 50,000 zeny.:No way!") == 1) {
- if (Zeny < 50000) {
- mes "[Agent Geck]";
- mes "Geck learned not to deal with people who can't pay.";
- close;
- }
- mes "[Agent Geck]";
- mes "With this, our contract is now complete.";
- mes "Geck will help you to get to Ash-Vacuum in one piece.";
- Zeny -= 50000;
- ep13_start = 100;
- next;
- mes "[Agent Geck]";
- mes "Don't forget, human. The reason why Geck is helping you is to help the Cat Hand Merchant working hard in the other world.";
- next;
- mes "[Agent Geck]";
- mes "Now, I will transport you. Go meet our agent in the right corner.";
- close2;
- warp "moc_fild20", 342, 198;
- end;
- }
- mes "[Agent Geck]";
- mes "Geck doesn't force humans.";
- mes "But I think you will change your mind.";
- close;
- }
- mes "[Agent Geck]";
- mes "Did you meet the Cat Hand Merchant in Ash-Vacuum, human?";
- close;
- }
- mes "[Cat Hand Agent]";
- mes "But our Cat Hand Merchant will overcome any obstacle!";
- close;
- }
- mes "[Agent Geck]";
- mes "Did you meet the Cat Hand Merchant in Ash-Vacuum, human?";
- next;
- if (select ("Send me back:I'm busy") == 1) {
- mes "[Agent Geck]";
- mes "There is no time to waste, human!";
- mes "I'll send you back right away!";
- warp "moc_fild20", 342, 198;
- close;
- }
- mes "[Agent Geck]";
- mes "Hey, human! Didn't you say you will help the Cat Hand Merchant!";
- close;
-}
-
-moc_fild20,368,197,3 script Cat#to22 4_CAT,{
- if (ep13_start != 100) {
- mes "[Cat]";
- mes "Meow~";
- close;
- }
- mes "A small Cat Hand Agent looks at you and nods its head towards the back.";
- mes "Looks like it wants you to step up on its back to climb over the wall.";
- next;
- if (select ("But you are so cute...:Let's do this!") == 1) {
- mes "The small Cat Hand Agent has small black patterns as if it were stamped on it's white fur.";
- next;
- mes "The small body isn't as tall as your ankle and its small but thick paws look like little cushions. The ears that bent backwards when it looked at how big you were stirred up your protective instinct.";
- next;
- mes "You don't seem to have the nerve to step on the Cat Hand Agent.";
- emotion e_sob;
- close;
- }
- mes "You look at the Cat Hand Agent's small back and climb over the wall as quick as possible so that it wouldn't notice your weight.";
- close2;
- warp "moc_fild22b", 175, 159;
- end;
-}
-
-moc_fild22b,182,179,3 script Cat Hand Agent#Tat 4_M_MERCAT1,{
- if (ep13_start != 100) {
- mes "[Cat Hand Agent]";
- mes "This place as no meaning for us.";
- close;
- }
- mes "[Cat Hand Agent]";
- mes "Heard from Geck.";
- mes "I'm the Cat Hand Merchant's rising star, Tat.";
- next;
- mes "[Tat]";
- mes "I heard you are offering high-quality fish to pay for our passage.";
- mes "I also heard the fish is very fresh and has shiny golden scales.";
- next;
- mes "[Tat]";
- mes "I usually only allow our Cat Hand Merchant agents to go through but since you are here on Geck's behalf and seeing you are reliable, I'll let you through.";
- next;
- mes "[Tat]";
- mes "Are you ready?";
- next;
- if (select ("To the other world!:I need some time.") == 1) {
- mes "[Tat]";
- mes "Don't forget you are in debt to the Cat Hand Merchant, human!";
- close2;
- warp "mid_camp", 210, 291;
- end;
- }
- mes "[Tat]";
- mes "Aren't you suppose to be done getting ready before you come here?";
- close;
-}
diff --git a/npc/re/quests/quests_eclage.txt b/npc/re/quests/quests_eclage.txt
deleted file mode 100644
index ca784e44d..000000000
--- a/npc/re/quests/quests_eclage.txt
+++ /dev/null
@@ -1,1836 +0,0 @@
-//===== Hercules Script ======================================
-//= Eclage Quest NPCs
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 0.1
-//===== Description: =========================================
-//= Quest NPCs related to Eclage.
-//===== Additional Comments: =================================
-//= 0.1 NPCs are mostly placeholders. [Euphy]
-//============================================================
-
-// Teleport Cats (14.2 Cat Hand Addition)
-//============================================================
-- script Teleport Cat#ep14_2 -1,{
- switch(atoi(charat(strnpcinfo(1),16))) {
- case 1:
- setarray .@map$[0],"Entrance to Mora";
- setarray .@cost[0],15;
- break;
- case 2:
- setarray .@map$[0],"Near Eclage","Near Splendide";
- setarray .@cost[0],15,55;
- break;
- case 3:
- setarray .@map$[0],"Entrance to Mora","Midgard Allied Forces Post";
- setarray .@cost[0],55,10;
- break;
- case 4:
- setarray .@map$[0],"Near Splendide","Manuk Field";
- setarray .@cost[0],10,10;
- break;
- case 5:
- setarray .@map$[0],"Midgard Allied Forces Post","Near El Dicastes";
- setarray .@cost[0],10,20;
- break;
- case 6:
- setarray .@map$[0],"Manuk Field";
- setarray .@cost[0],20;
- break;
- }
- mes "[Teleport Cat]";
- mes "What a nice day, isn't it!";
- mes "Welcome to Cat Merchant Group. We do anything to please our customers. We would even lie on our back if you want!";
- next;
- mes "[Teleport Cat]";
- mes "We provide teleport service between various regions based on our accumulated knowledge. We accept Malangdo Canned Specialties or Zeny, so you can pay however you like it~";
- next;
- .@menu$ = "Forget it:";
- for(.@i = 0; .@i<getarraysize(.@map$); ++.@i) {
- .@menu$ += .@map$[.@i]+" ("+.@cost[.@i]+" Canned Food):"+
- .@map$[.@i]+" ("+.@cost[.@i]+",000 Zeny):";
- }
- .@i = select(.@menu$)-2;
- if (.@i == -1) {
- mes "[Teleport Cat]";
- mes "I'll see you later then.";
- close;
- }
- .@choice$ = .@map$[.@i/2];
- .@price = .@cost[.@i/2];
- if (.@i % 2) {
- .@price *= 1000;
- if (Zeny < .@price) {
- mes "[Teleport Cat]";
- mes "I'm afraid it's not enough. Sorry, but it can't be done for free~";
- close;
- }
- Zeny -= .@price;
- } else {
- if (countitem(12636) < .@price) {
- mes "[Teleport Cat]";
- mes "I'm afraid it's not enough. Sorry, but it can't be done for free~";
- close;
- }
- delitem 12636,.@price; //Malang_Sp_Can
- }
- if (compare(.@choice$,"Midgard Allied Forces Post")) warp "mid_camp",180,247;
- else if (compare(.@choice$,"Manuk Field")) warp "man_fild02",133,47;
- else if (compare(.@choice$,"Near Splendide")) warp "spl_fild02",51,240;
- else if (compare(.@choice$,"Near El Dicastes")) warp "dic_fild01",159,264;
- else if (compare(.@choice$,"Entrance to Mora")) warp "bif_fild02",291,323;
- else if (compare(.@choice$,"Near Eclage")) warp "ecl_fild01",116,309;
- close;
-}
-ecl_fild01,118,311,4 duplicate(Teleport Cat#ep14_2) Teleport Cat No.1 4_M_BOSSCAT
-bif_fild02,293,325,4 duplicate(Teleport Cat#ep14_2) Teleport Cat No.2 4_M_BOSSCAT
-spl_fild02,53,242,4 duplicate(Teleport Cat#ep14_2) Teleport Cat No.3 4_M_BOSSCAT
-mid_camp,207,234,4 duplicate(Teleport Cat#ep14_2) Teleport Cat No.4 4_M_BOSSCAT
-man_fild02,135,49,4 duplicate(Teleport Cat#ep14_2) Teleport Cat No.5 4_M_BOSSCAT
-dic_fild01,161,266,4 duplicate(Teleport Cat#ep14_2) Teleport Cat No.6 4_M_BOSSCAT
-
-// Eclage's Entrance
-//============================================================
-ecl_fild01,97,322,0 script #ep14_2Entrance WARPNPC,3,3,{
-OnTouch:
- if (ep14_2_enter < 3) {
- mes "[Security Guard]";
- mes "Please wait a minute.";
- mes "All first-time visitors to Eclage must fill out the necessary forms before entering.";
- close;
- }
- warp "eclage",100,28;
- end;
-}
-
-ecl_fild01,94,322,5 script Security Guard#ep14_2 4_M_FAIRYSOLDIER,{
- if (ep14_2_enter == 0) {
- mes "[Security Guard]";
- mes "All first-time visitors to Eclage must fill out the necessary forms here before entering.";
- next;
- mes "[Security Guard]";
- mes "Please understand because of a recent increase in the influx of people from Midgard through Bifrost, we had to create this process.";
- next;
- mes "[Security Guard]";
- mes "Of course, the documents will be secured away after their use in access regulations, so you don't have to worry.";
- next;
- if(select("Fill out the forms.:Forget it.") == 2) {
- mes "[Security Guard]";
- mes "Please note that you would not be able to enter the city without filling out the forms.";
- close;
- }
- mes "[Security Guard]";
- mes "Please fill out your name, occupation, and level here.";
- next;
- mes "Write your name.";
- input .@input1$;
- next;
- mes "Write your occupation.";
- input .@input1$;
- next;
- mes "Write your level.";
- input .@input1$;
- next;
- mes "[Security Guard]";
- mes "If you completed your forms, please submit them to the administrator over there.";
- mes "There may be some waiting time, so take your time.";
- ep14_2_enter = 1;
- setquest 11310;
- close;
- } else if (ep14_2_enter == 1) {
- mes "[Security Guard]";
- mes "Please submit your forms to the administrator over there after writing in your name, occupation, and level.";
- mes "There may be some waiting time, so take your time.";
- close;
- } else if (ep14_2_enter == 2) {
- mes "[Security Guard]";
- mes "Great, you completed the forms.";
- mes "Welcome to Eclage, the capital of the Laphines.";
- next;
- mes "[Security Guard]";
- mes "Since Eclage is under the influence of Bifrost, there is fluent communication among the races.";
- next;
- mes "[Security Guard]";
- mes "There would be no need for any separate translation, and there are enough bridges for on-foot races, so I hope you have a comfortable visit.";
- ep14_2_enter = 3;
- erasequest 11311;
- close2;
- warp "eclage",100,28;
- end;
- } else {
- mes "[Security Guard]";
- mes "Welcome to Eclage, the capital of the Laphines.";
- next;
- mes "[Security Guard]";
- mes "Since Eclage is under the influence of Bifrost, there is fluent communication among the races.";
- next;
- mes "[Security Guard]";
- mes "There would be no need for any separate translation, and there are enough bridges for on-foot races, so I hope you have a comfortable visit.";
- close;
- }
-}
-ecl_fild01,100,323,3 duplicate(Security Guard#ep14_2) Security Guard#ep14_2_2 4_M_FAIRYSOLDIER
-
-ecl_fild01,111,320,2 script Immigration Officer#ep1 4_M_FAIRYKID4,{
- if (ep14_2_enter == 0) {
- mes "[Immigration Officer]";
- mes "What do you need?";
- mes "As you can see, I'm really busy here, so unless you need something, please don't bother me.";
- emotion e_an;
- close;
- } else if (ep14_2_enter == 1) {
- mes "[Immigration Officer]";
- mes "Whew! I'm sorry to have kept you waiting.";
- mes "There are just too many visitors.";
- emotion e_wah;
- next;
- mes "[Immigration Officer]";
- mes "So if you will place your forms here...";
- next;
- mes "[???]";
- mes "Here!! These are my completed forms!!";
- mes "This time it's all good, right?";
- mes "Let me through quick!";
- cutin "bu_du1.bmp",2;
- emotion e_omg,1;
- next;
- cutin "bu_du1.bmp",255;
- mes "[Immigration Officer]";
- mes "I'm taking care of visitors in the order they arrived, so please wait for your turn.";
- emotion e_swt;
- next;
- mes "[???]";
- mes "What are you talking about!";
- mes "I was waaaay before all of these guys!";
- cutin "bu_du3.bmp",2;
- next;
- cutin "bu_du3.bmp",255;
- mes "[Immigration Officer]";
- mes "Well, your turn was delayed because you had to fill out your forms, so you have to wait until later.";
- emotion e_ag;
- next;
- mes "[???]";
- mes "What?! You just said you take care of visitors in the order they arrived!!!";
- cutin "bu_du5.bmp",2;
- next;
- cutin "bu_du5.bmp",255;
- mes "[Immigration Officer]";
- mes "Yes, I did say that but...";
- next;
- mes "- SMACK!!! -";
- next;
- mes "[???]";
- mes "OW!! Why did you hit me?";
- cutin "bu_du4.bmp",2;
- next;
- mes "[???]";
- mes "I'm so sorry.";
- mes "My stupid friend here is causing trouble.";
- cutin "bu_mark3.bmp",0;
- next;
- mes "[???]";
- mes "Who are you calling stupid?!";
- cutin "bu_du5.bmp",2;
- next;
- mes "[???]";
- mes "If you hadn't filled out my name incorrectly in the first place, we wouldn't be waiting like this!";
- cutin "bu_mark3.bmp",0;
- next;
- mes "[???]";
- mes "Mark Esha or Madrid, they're all the same!";
- cutin "bu_du3.bmp",2;
- next;
- mes "[Mark Esha]";
- mes "They're not at all the same!";
- mes "And what's more, how can you not know the name of your friend of 15 years?";
- cutin "bu_mark4.bmp",0;
- next;
- mes "[???]";
- mes "It's not that I didn't know- I did it on purpose!!";
- mes "Madrid is just fine! Madrid!";
- cutin "bu_du3.bmp",2;
- next;
- cutin "bu_du3.bmp",255;
- mes "- SMACK -";
- next;
- mes "[Mark Esha]";
- mes "Hu... I am so sorry that my friend is this stupid.";
- mes "Please don't mind us and do what you need to do.";
- cutin "bu_mark3.bmp",0;
- next;
- mes "[???]";
- mes "AHHHH!!!";
- mes "LET ME IN!!!!";
- mes "How long do I have to wait out here!!!";
- cutin "bu_du5.bmp",2;
- next;
- mes "[Mark Esha]";
- mes "Would you stay put just for a second?!!!";
- mes "Sorry. So sorry.";
- cutin "bu_mark3.bmp",0;
- next;
- cutin "bu_mark3.bmp",255;
- mes "[Immigration Officer]";
- mes "Oh wow, this is just so crazy.";
- mes "Test15696 Here, your documents are processed.";
- mes "You may enter the city when you go talk to the security guard.";
- emotion e_go;
- next;
- mes "[???]";
- mes "Shuffle, shuffle";
- cutin "bu_oliver0.bmp",0;
- next;
- cutin "bu_oliver0.bmp",255;
- mes "[Immigration Officer]";
- mes "And Mr. Deu Lean, please take your group and enter. It's just way too noisy.";
- emotion e_an;
- next;
- mes "[Du Lian]";
- mes "Mwahah!!";
- mes "SEE THAT?!";
- mes "Thanks to me, we got through faster!";
- cutin "bu_du1.bmp",2;
- next;
- mes "[Mark Esha]";
- mes "You mean slower...";
- cutin "bu_mark4.bmp",0;
- next;
- mes "[Du Lian]";
- mes "A real man does not get bogged down by the past!!";
- mes "I may have been slow with the documentation but I will be the one to enter Eclage first!";
- mes "Mwahah!";
- cutin "bu_du2.bmp",2;
- next;
- mes "[Mark Esha]";
- mes "......Whew";
- mes "I'm so sorry for everything.";
- cutin "bu_mark2.bmp",0;
- next;
- mes "[???]";
- mes "Well......";
- mes "Mr. Mark, Mr. Du is already gone.";
- cutin "bu_maggi3.bmp",2;
- next;
- mes "[Mark Esha]";
- mes "Oh.............";
- mes "Oh......................";
- cutin "bu_mark3.bmp",0;
- next;
- mes "[Mark Esha]";
- mes "My goodness......";
- emotion e_swt2,1;
- ep14_2_enter = 2;
- erasequest 11310;
- setquest 11311;
- close2;
- cutin "bu_mark3.bmp",255;
- end;
- } else {
- mes "[Immigration Officer]";
- mes "Oh wow, this is just so crazy.";
- mes strcharinfo(0)+".";
- mes "Here, your documents are processed.";
- mes "You may enter the city when you go talk to the security guard.";
- emotion e_go;
- close;
- }
-}
-
-// Oliver Wolf Hood
-//============================================================
-eclage,102,32,4 script Fairy Carpenter#ep14_2 4_M_FAIRYKID2,{
- if (BaseLevel < 120) {
- mes "[Fairy Carpenter]";
- mes "The bridge is kind of broken so please be careful.";
- emotion e_sob;
- close;
- }
- if (!questprogress(11312)) {
- mes "[Fairy Carpenter]";
- mes "This area is kind of broken, so be careful.";
- mes "Otherwise, you'll fall aaaaaall the way down.";
- next;
- switch(select("The work being done right now:The reason for the bridge being broken:Forget it.")) {
- case 1:
- //missing
- close;
- case 2:
- mes "[Fairy Carpenter]";
- mes "Oh, just a minute ago, there was a human benig who took a misstep and broke a tree branch while falling.";
- emotion e_an;
- next;
- mes "[Fairy Carpenter]";
- mes "Being close to the entrance and all, this really needs to be fixed soon.";
- mes "I'm trying to decide whether I should put up a warning sign, gather the necessary materials for it, and fix it myself."; //custom
- next;
- switch(select("Give help.:Don't give help.")) {
- case 1:
- mes "[Fairy Carpenter]";
- mes "Wow!!!";
- mes "You are going to help me?!";
- mes "So... so kind...";
- next;
- mes "[Fairy Carpenter]";
- mes "I can't believe there's still this kind of kindness left in the world... Hmm, sweaty eyes...";
- emotion e_sob;
- next;
- mes "[Fairy Carpenter]";
- mes "Would you then bring me a new bridge to use for repair?";
- mes "Since other people can get hurt, I'll use my magic to maintain this bridge in the meantime.";
- emotion e_go;
- //setquest 11312;
- close;
- case 2:
- //missing
- close;
- }
- case 3:
- //missing
- close;
- }
- }
- select("What if you use magic to repair it?");
- mes "[Fairy Carpenter]";
- mes "Hmm, it's not impossible, but magic that deals with creation of life requires much magic power and shouldn't be used so freely.";
- next;
- mes "[Fairy Carpenter]";
- mes "If I were to describe how stupid that would be... Well, it's like turning a deliciously baked chocolate cake back into flour.";
- next;
- mes "[Fairy Carpenter]";
- mes "Since the broken part is about 19 meters from here...";
- next;
- mes "[Fairy Carpenter]";
- mes "Ahh! Now that I remember, before we used to be able to order the exact necessary length, but because they are mass-producing them nowadays, they only provide preset lengths.";
- next;
- mes "[Fairy Carpenter]";
- mes "To maximize the stability, it's better to avoid connecting multiple bridge pieces together,";
- next;
- mes "[Fairy Carpenter]";
- mes "and this broken bridge... from here to there it's about 19 meters and the present pieces come in 3 meters, 5 meters, and 10 meters......";
- emotion e_swt2;
- next;
- mes "[Fairy Carpenter]";
- mes "Hmm.......";
- next;
- mes "[Fairy Carpenter]";
- mes "Hmm.......";
- mes "......";
- emotion e_swt2;
- next;
- mes "[Fairy Carpenter]";
- mes "......Hmm.........";
- emotion e_swt2;
- next;
- mes "- It's probably just my imagination that smoke is coming out of his head, right? -";
- next;
- mes "[Fairy Carpenter]";
- mes "Oh ho!";
- mes "What do you think?";
- emotion e_heh;
- next;
- mes "[Fairy Carpenter]";
- mes "To make a bridge of 19 meters in length with the fewest number of pieces possible, how many of each 3, 5, or 10 meter length pieces would I need?";
- emotion e_what;
- next;
- mes "[Fairy Carpenter]";
- mes "Please write the number of pieces necessary for each length. If no pieces for that length are necessary, please write 0.";
- input .@inputstr$;
- if (.@inputstr$ != "002") {
- //missing
- close;
- }
- next;
- mes "[Fairy Carpenter]";
- mes "Yeah, that sounds good, right?";
- mes "Especially since there wouldn't be a need to make them so straight.";
- emotion e_ic;
- next;
- mes "[Fairy Carpenter]";
- mes "Okay, if you talk to [Golie] who works outside the city near the tower, he will give you the new bridge pieces.";
- //erasequest 11312;
- //setquest 11313;
- close;
-/*
-OnTouch:
- if (ep14_2_hood == 0) {
- mes "[Fairy Carpenter]";
- mes "Hey!!!!!!!";
- mes "Be careful over there!!";
- close;
- }
- end;
-*/
-}
-
-eclage,283,275,4 script Glaces#ep14_2 4_F_FAIRYKID3,{
- mes "[Glaces]";
- mes "Hm......";
- mes "The guys are late.";
- mes "I can only imagine that they would be busy just looking at the number of people visiting Eclage nowadays but...";
- next;
- mes "[Glaces]";
- mes "Why... why do I have so much time at hand...?";
- mes "Am I the only one with so much free time?";
- mes "Am I really the only one?";
- emotion e_omg;
- close;
-}
-
-eclage,266,216,4 script Moreng#ep14_2 4_M_FAIRYKID3,{
- mes "[Moreng]";
- mes "Eclage is a really nice place to live.";
- mes "The flowers are always in full bloom and the weather is always comfortable.";
- next;
- mes "[Moreng]";
- mes "If there were a beautiful Yai of my own, it would truly be a paradise!";
- next;
- mes "[Moreng]";
- mes "Yai actually signifies an egg.";
- mes "And to Laphines, Yai could even signify what is beyond a home...";
- emotion e_shy;
- close;
-}
-
-eclage,191,200,4 script Yube#ep14_2 4_M_FAIRYKID5,{
- mes "- Shuffle shuffle -";
- mes "He's working on something.";
- mes "Let's not bother him.";
- close;
-}
-
-eclage,292,265,0 script #ep14_2Yube Entrance WARPNPC,2,2,{
-OnTouch:
- mes "- Looks like the door is locked. -";
- close;
-}
-
-eclage,265,166,4 script Shul#ep14_2 4_M_FAIRYKID2,{
- mes "[Shul]";
- mes "Laphine's put their lives on the line to make Yai beautiful.";
- mes "I'm a Laphine myself but that kind of priority is difficult to understand.";
- close;
-}
-
-eclage,137,169,4 script Tato#ep14_2 4_F_FAIRYKID4,{
- mes "[Tato]";
- mes "A friend of mine recently applied to the Splendide unit.";
- mes "I heard Jotunheim is really cold. I hope he's doing well.";
- close;
-}
-
-ecl_in01,60,71,4 script Old Man#ep14_2 4_M_FAIRYKID2,{
- mes "[Old Man]";
- mes "Hohoho~!";
- next;
- mes "[Old Man]";
- mes "Looks like there are a lot of interesting visitors nowadays...";
- mes "When I was young, you had to put your life on the line to go into the foreign lands.";
- next;
- mes "[Old Man]";
- mes "Nowadays, things are much more convenient with de-regulation and all.";
- mes "And with the warps and flying to all these places, where's all the romance in adventures anymore?";
- emotion e_pif;
- next;
- mes "[Old Man]";
- mes "Young people nowadays probably don't even know how frog eggs taste like.";
- next;
- mes "[Old Man]";
- mes "It seems like yesterday when I saved enough Jellopies to buy a Tsurugi, but even that Tsurugi is deserted somewhere in storage.";
- emotion e_sob;
- close;
-}
-
-ecl_in01,44,53,4 script Delivery Man#ep14_2 4_M_DOGTRAVELER,{
- mes "[Delivery Man]";
- mes "Sigh...";
- mes "I need to get going in order to make it on time.";
- next;
- mes "[Delivery Man]";
- mes "Wait a minute...";
- mes "Is it actually better to deliver it later...";
- mes "I remember seeing so many boxes of pickled Poring in the storage waiting to be delivered...";
- emotion e_sob;
- close;
-}
-
-ecl_in01,70,88,4 script Sack Merchant#ep14_2 4_M_MERCAT1,{
- mes "[Sack Merchant]";
- mes "Meow?";
- mes "Helloeow~";
- mes "I have a treasure from a place very, very fareow~";
- mes "Take a lookeow~";
- mes "I'll give you a good priceow~";
- close;
-}
-
-ecl_in01,73,51,4 script Murah#ep14_2 4_M_FAIRYKID,{
- mes "[Murah]";
- mes "Hmm... What amazing present should I give?";
- emotion e_flash;
- close;
-}
-
-ecl_fild01,192,94,4 script Golie#ep14_2 4_M_FAIRYKID,{
- mes "[Golie]";
- mes "To grow Elder Willow trees,";
- mes "since Spring, Peco Peco";
- mes "must have cried as such.";
- next;
- mes "[Golie]";
- mes "To grow Elder Willow trees";
- mes "the alarm in the clock tower";
- mes "again must have cried as such.";
- next;
- mes "[Golie]";
- mes "It's a song given to me by a bard from Midgard. The lyrical and nature-oriented words really resonated with me.";
- next;
- mes "[Golie]";
- mes "I would love to hear any songs that you might know also.";
- close;
-}
-
-ecl_fild01,97,315,4 script Traveler#ep14_2 4_M_JOB_HUNTER,{
- mes "[Traveler]";
- mes "Who are you?";
- mes "I've never seen you before.";
- next;
- mes "[Traveler]";
- mes "Oh, you came to ask me about the feather, too?";
- mes "It's just a plain old decoration, but everyone really likes to bother me about it.";
- next;
- mes "[Traveler]";
- mes "If you are thinking about selling it, you should just give up.";
- mes "I have no wishes to sell it no matter how much you beg.";
- next;
- mes "[Traveler]";
- mes "This feather...";
- close;
-}
-
-// Wanted to be Big and Beautiful
-//============================================================
-eclage,282,255,4 script Wuhari#eclbig 4_M_FAIRYKID6,{
- mes "[Wuhari]";
- mes "Ah... Is there anyone with more experienced with this...";
- close;
-}
-
-eclage,163,228,4 script Goatie#eclbig 4_F_FAIRYKID3,{
- mes "[Goatie]";
- mes "Have you ever been to the palace?";
- mes "They say that it is so much more beautiful than our Yai's could ever be.";
- next;
- mes "[Goatie]";
- mes "I guess people who have nothing can only dream.";
- close;
-}
-
-eclage,170,195,4 script Svery#eclbig 4_M_FAIRYKID2,{
- mes "[Svery]";
- mes "It's my wife's big wish to visit the palace.";
- next;
- mes "[Svery]";
- mes "I want to grant that wish for her, but how could that ever be possible.";
- mes "Especially given our situation...";
- close;
-}
-
-eclage,126,151,4 script Pompe#eclbig 4_M_FAIRYKID3,{
- mes "[Pompe]";
- mes "I saw it!";
- next;
- mes "[Pompe]";
- mes "I really saw it!!";
- close;
-}
-
-// Mystery Robbery Investigation
-//============================================================
-eclage,164,102,3 script Cruyan#eclage 4_M_FAIRYKID,{}
-
-eclage,222,131,4 script Wandering Merchant#ecla 1_M_SIGNMCNT,{
- mes "[Wandering Merchant]";
- mes "Go away kids~";
- close;
-}
-
-// Troublesome Fairie
-//============================================================
-ecl_in01,26,88,4 script Cecilia#nk 4_F_FAIRYKID5,{
- mes "[Cecilia]";
- mes "Mm...mm... what should I do...";
- next;
- mes "- She seems too busy to talk to you. -";
- close;
-}
-
-ecl_in01,80,77,4 script Dominic#nk 4_M_FAIRYKID4,{
- mes "[Dominic]";
- mes "I won't stop you from walking around in Eclage but, don't bother me you outsider!";
- close;
-}
-
-ecl_in02,160,36,4 script Eirinn#nk 4_F_FAIRYKID6,{
- mes "[Eirinn]";
- mes "Oww, my stomach hurts!!";
- mes "What are you looking at?";
- next;
- mes "[Eirinn]";
- mes "I haven't really eaten anything unusual these days but why am I getting stomach aches so often!";
- close;
-}
-
-ecl_in03,175,69,4 script Bourbon#nk 4_M_FAIRYKID3,{
- mes "[Bourbon]";
- mes "How strange. I've been losing my stuff recently like things I put in my pocket or even the things I put away properly.";
- close;
-}
-
-ecl_in01,82,80,0 script Monthly Eclage#pa0829 HIDDEN_NPC,{
- mes "^000099I see a plain-looking journal. It seems to deal with third-rate gossip stories.^000000";
- close;
-}
-
-ecl_in01,82,78,0 script Magazine#01 HIDDEN_NPC,{
- mes "- I saw a book and stretched my hand out to reach for it. I think it's about Midgard. -";
- next;
- mes "[Dominic]";
- mes "Hey, outsider,";
- mes "who said you can touch my books?";
- mes "Stay away from my bookshelves!";
- close;
-}
-ecl_in01,82,79,0 duplicate(Magazine#01) Magazine#02 HIDDEN_NPC
-ecl_in01,83,81,0 duplicate(Magazine#01) Exploration of Midgard::ExplorationMidgard1 HIDDEN_NPC
-ecl_in01,82,84,0 duplicate(Magazine#01) Exploration of Midgard::ExplorationMidgard2 HIDDEN_NPC
-ecl_in01,80,86,0 duplicate(Magazine#01) Exploration of Midgard::ExplorationMidgard3 HIDDEN_NPC
-
-// Hiel's Workshop
-//============================================================
-eclage,155,91,4 script #pa0829Hiel's Door10 2_BOARD2,{
- mes "[Notice]";
- mes "Pan-galactic ultra genius engineer Hiel's strange and creepy workshop.";
- mes "Normal Laphines, animals, and Saphas are prohibited.";
- next;
- if(select("Continue on my way.:Enter this place.") == 2)
- warp "ecl_in04",107,213;
- close;
-}
-
-ecl_in04,108,215,0 script Supreme Electronic Rope HIDDEN_NPC,{
- mes "If you would like to go down, please press the bell~";
- next;
- if(select("Forget it.:Go down.") == 2)
- warp "eclage",152,91;
- close;
-}
-
-ecl_in04,105,216,0 script Hiel's Workshop#pa0829 HIDDEN_NPC,{
- mes "^000099It's a workshop with lots of oddities.^000000";
- close;
-}
-
-ecl_in04,109,215,2 script Hiel#pa0829 4_M_FAIRYSCHOLAR,{
- mes "[Hiel]";
- mes "It is said that the leaves from home tree have the length X with the average m and standard deviation of 4. If P(m<X<a)=0.3413 ... (Mumble mumble)";
- next;
- mes "^0000ffIt doesn't look like I'll understand anything he says. Let's get out of here.^000000";
- close;
-}
-
-// For Eclage
-//============================================================
-function script F_Eclage_Traveler {
- if (questprogress(7411) && questprogress(7412) && questprogress(7413)) {
- cutin "minuel01.bmp",4;
- donpcevent "Eclage Guard#tl01::OnEnable";
- mes "[Eclage Guard]";
- mes "Excuse me for a moment.";
- mes "Is there anyone from Splendide here?";
- next;
- select("I am, but why?");
- mes "[Eclage Guard]";
- mes "Ah, you are?";
- mes "There's someone who wants to see you. Do you have time right now?";
- next;
- mes "[Eclage Guard]";
- mes "You don't have to worry. It's nothing suspicious or bad.";
- mes "We just wanted to ask you about Splendide, so please spare your time for us.";
- next;
- mes "[Eclage Guard]";
- mes "I'll guide you if it's okay.";
- next;
- switch(select("Sure. Let's go.:I don't have time for it right now...")) {
- case 1: //missing
- break;
- case 2:
- mes "[Eclage Guard]";
- mes "Oh, is that right?";
- mes "That's too bad.";
- mes "But if you have some time later, please pay us a visit.";
- next;
- break;
- }
- mes "[Eclage Guard]";
- mes "I'll be at the east side of the plaze near the gate.";
- mes "Please, find me there.";
- mes "I'll be looking forward to seeing you.";
- erasequest 7411;
- erasequest 7412;
- erasequest 7413;
- setquest 7414;
- ep14_2_tl = 1;
- donpcevent "Eclage Guard#tl01::OnDisable";
- close2;
- cutin "minuel01.bmp",255;
- end;
- }
- return;
-}
-
-ecl_in01,32,52,4 script Traveler Fome#tl01 4_F_DOGTRAVELER,3,3,{
- if (ep14_2_tl == 0) {
- if (!questprogress(7411)) {
- mes "[Fome]";
- mes "Come here and have a talk with us.";
- mes "My name is Fome and I'm from the central region of Alpheim.";
- mes "You are...";
- next;
- mes "[Fome]";
- mes "Wait, let me guess!";
- mes "You're a member of the famous Midgard expedition, right?!";
- next;
- select("Yes.:How did he know?");
- mes "[Fome]";
- mes "Well, it's simple.";
- mes "There's no one who looks like you or dresses like you around Eclage.";
- next;
- mes "[Fome]";
- mes "I heard the ways to Bifrost are blocked by a strange rift and soon, travelers who came here through the Hazy Forest started to appear.";
- next;
- mes "[Fome]";
- mes "They are humans who came from Midgard passing through Jotunheim!";
- mes "Seriously...I'm glad I came to Eclage.";
- mes "I didn't expect to meet a person from Midgard!";
- next;
- mes "[Fome]";
- mes "Eclage is crowded with travelers, and until recently, most of them were from Alpheim.";
- mes "It's nice to see you. I was about to talk to you just now.";
- next;
- switch(select("Why is Eclage popular among travelers?:What is the main attraction of Eclage?")) {
- case 1:
- case 2: //missing
- mes "[Fome]";
- mes "Why does this place have so many travelers...?";
- mes "First of all, I think it's due to the fact that you're able to communicate freely here since Eclage is with Bifrost.";
- next;
- mes "[Fome]";
- mes "Thanks to Bifrost's will, everyone is able to communicate with no problem here just like you and I right now.";
- next;
- mes "[Fome]";
- mes "Second, it's because Eclage is the end and the gateway of Alpheim.";
- mes "It's the only way to get to Jotunheim.";
- next;
- mes "[Fome]";
- mes "A great number of travelers who admire the unknown world come to Eclage.";
- mes "Also, they want to see Bifrost, which connects Jotunheim and Alpheim, with their own eyes.";
- next;
- mes "[Fome]";
- mes "Moreover, the biggest reason why Eclage is so crowded recently is...!!!";
- next;
- select("It is...?!");
- emotion e_loud;
- mes "[Fome]";
- mes "A new Mayor Jun was born!";
- next;
- select("Whosa whatsits?");
- mes "[Fome]";
- mes "No, no, Mayor Jun. It's a Laphine name.";
- mes "It's a...right, it means a 'king.'";
- mes "The King is born!";
- next;
- mes "[Fome]";
- mes "Although he is pretty old, he became a king.";
- mes "As the king of Laphines, he is so beautiful.";
- next;
- select("When was that?");
- mes "[Fome]";
- mes "Mm? Maybe 10 years ago?";
- mes "5 years ago? Or 15? Anyway, it's less than 100 years.";
- next;
- break;
- }
- setquest 7411;
- callfunc "F_Eclage_Traveler";
- mes "This traveler named Fome is going on forever about the king of Laphines.";
- mes "It seems as if she doesn't care about others and is sinking into her own world, so it's hard to understand what she's talking about.";
- mes "Let's talk to other travelers.";
- close;
- } else {
- mes "[Fome]";
- mes "Oh my, did I talk too much?";
- mes "But you're really lucky.";
- mes "If you tell them that you're here to congratulate on the birth of new Mayor Jun, you'll surely meet the great Kardui.";
- next;
- mes "[Fome]";
- mes "Ah...how beautiful.";
- mes "I heard some bad rumors but I don't believe in them at all~";
- next;
- mes "[Fome]";
- mes "Ha, I almost went too far again.";
- mes "Did you talk to Litrip and York?";
- next;
- mes "[Fome]";
- mes "When it comes to Bifrost Tower, which is the most popular tourist attraction, Litrip knows the best!";
- close;
- }
- } else if (ep14_2_tl == 1) {
- mes "[Fome]";
- mes "An Eclage Guard was looking for you just a minute ago, right?";
- mes "I think he said he'll be waiting for you at the east gate. Don't you have to go?";
- next;
- mes "[Fome]";
- mes "Since he was very polite and all, I'm sure it's something good.";
- mes "Sure. The Laphines in Eclage are very generous to travelers.";
- close;
- } else {
- mes "[Fome]";
- mes "You seem very busy.";
- mes "I heard so much about you from here and there.";
- mes "I see that you're friends with Laphines already.";
- close;
- }
-OnTouch:
- if (ep14_2_tl == 0 && !questprogress(7411) && !questprogress(7412) && !questprogress(7413)) {
- mes "A group of travelers of Alpheim are having a conversation.";
- emotion e_loud;
- next;
- if(select("Avoid them.:Join the group.") == 1) {
- mes "They don't seem to care that much.";
- close;
- }
- mes "When you approach, they stop talking for a second and make a seat for you.";
- mes "Start a conversation.";
- close;
- }
- end;
-}
-
-ecl_in01,32,51,6 script Traveler Litrip#tl02 4_M_DOGTRAVELER,{
- if (ep14_2_tl == 0) {
- if (questprogress(7412)) {
- mes "[Litrip]";
- mes "Oh, look at this strange traveler.";
- mes "Come here. My name is Litrip.";
- next;
- mes "[Litrip]";
- mes "You're from Mora?";
- mes "You must have seen Bifrost Tower on the way then?";
- next;
- switch(select("I saw it from the outside.:I've gone inside the tower.")) {
- case 1:
- mes "[Litrip]";
- mes "Really? That's too bad.";
- mes "Well, but it's good to play it safe since there are frightful monsters inside the tower.";
- mes "It's certainly better than losing your life by being rash.";
- next;
- break;
- case 2:
- mes "[Litrip]";
- mes "I see. Wasn't it pretty crazy?";
- mes "Once upon a time, It used to be a very nice observatory.";
- next;
- mes "[Litrip]";
- mes "Although it's occupied by horrible monsters now.";
- mes "Seeing that you went into the tower and came out unharmed, I can tell you're pretty skilled.";
- next;
- break;
- }
- mes "[Litrip]";
- mes "There's a rumor that a suspicious alchemist resides on top of the tower.";
- mes "No one knows why, but I heard he's been there for a good while.";
- next;
- mes "[Litrip]";
- mes "If that alchemist is still alive, he could be a living history himself since the tower, the alchemist, and Bifrost have existed even before Eclage was founded.";
- next;
- mes "[Litrip]";
- mes "A good number of people still challenge themselves to find the mysterious legend of Bifrost but so far, none of them succeeded.";
- next;
- select("What about Laphines?");
- mes "[Litrip]";
- mes "Hmm, Laphines?";
- mes "For some reason, they're not interested in Bifrost Tower at all.";
- mes "I think they perceive it just as a natural object.";
- next;
- mes "[Litrip]";
- mes "They're actually more than capable of solving the mystery if they wanted to but I feel like they're just respecting the existence of Bifrost Tower.";
- next;
- mes "[Litrip]";
- mes "However, they don't necessarily stop people from going into the tower, either. So I'm thinking maybe they're just not aware of it.";
- mes "If you're curious, go challenge yourself and solve the mystery of the tower.";
- next;
- setquest 7412;
- callfunc "F_Eclage_Traveler";
- mes "[Litrip]";
- mes "If you ever happen to solve the mystery of Bifrost Tower, let me be the first one to know about it.";
- mes "You're strong enough to explore the tower.";
- mes "I only got to the first floor. Haha.";
- next;
- mes "[Litrip]";
- mes "Have you talked to other friends?";
- mes "Isn't information the most important thing to a traveler?";
- close;
- } else {
- mes "[Litrip]";
- mes "It's not fun listening to my story only.";
- mes "You should go talk to Fome and Chiba, too.";
- next;
- mes "[Litrip]";
- mes "And Let me know if you ever solve the mystery of Bifrost Tower.";
- mes "I'll be looking forward to hearing from you, hahaha.";
- close;
- }
- } else if (ep14_2_tl == 1) {
- mes "[Litrip]";
- mes "It seems like Laphines have some official affairs to do with you.";
- mes "Didn't they tell you to come to the east gate?";
- mes "You should go.";
- close;
- } else {
- mes "[Litrip]";
- mes "Since the last time I saw you talking to the guard, I hear your name here and there.";
- mes "Is it something important? You've become pretty famous here.";
- close;
- }
-}
-
-ecl_in01,35,51,2 script Traveler Chiba#tl03 4_M_DOGTRAVELER2,{
- if (ep14_2_tl == 0) {
- if (questprogress(7413)) {
- mes "[Chiba]";
- mes "You're human from Midgard.";
- mes "I'm Chiba.";
- mes "As you can see, I'm a traveler just like you.";
- next;
- mes "[Chiba]";
- mes "I think local area information is the most important when traveling.";
- mes "You think so, too?";
- next;
- mes "[Chiba]";
- mes "I heard there's a way to avoid a rift that is blocking Jotunheim...";
- mes "Do people really travel through Hazy Forest?";
- next;
- switch(select("Yes.:By magic!")) {
- case 1:
- mes "[Chiba]";
- mes "So it is.";
- mes "That's how strong humans are, I guess.";
- mes "When I was Mora, I heard there are many missing men in Hazy Forest...";
- next;
- break;
- case 2:
- mes "[Chiba]";
- mes "Indeed... people who get to Mora first use magic to help others travel?";
- mes "That's brilliant.";
- next;
- break;
- }
- mes "[Chiba]";
- mes "Anyway it's true that there are active interactions thanks to you people.";
- mes "I should be grateful for that.";
- next;
- mes "[Chiba]";
- mes "Do you want to know something more interesting?";
- mes "Everyone in Alpheim knows about it, but I'm sure you people have never heard about it.";
- next;
- mes "[Chiba]";
- mes "Among Laphines, have you seen the taller ones with especially bright skin and gorgeous wings?";
- next;
- mes "[Chiba]";
- mes "They're the 'Donas.' By the way, normal-looking Laphines are called 'Papang' in their language.";
- mes "It sounds like some kind of a snack, but well, we should respect them.";
- next;
- mes "[Chiba]";
- mes "The reason Donas are taller and gorgeous is because they're all candidates for Mayor.";
- mes "That is, they all have a chance of becoming the king.";
- next;
- mes "[Chiba]";
- mes "We're not talking about upper class or lower class here. They are classified according to their job.";
- mes "It might not be important, but it's good to know about it as a foreigner.";
- next;
- mes "[Chiba]";
- mes "Anyway, Donas have strong magical powers and they live longer. But since there are not many of them most of them are assigned to important positions.";
- next;
- mes "[Chiba]";
- mes "The throne of the king of Laphines seems to be inherited by blood, but it isn't in reality.";
- mes "Mayor Jun is known to emerge among the Donas but it's just exactly that.";
- next;
- mes "[Chiba]";
- mes "He literally just emerges without any kind of a formal inheritance process.";
- mes "Isn't it pretty interesting?";
- next;
- setquest 7413;
- callfunc "F_Eclage_Traveler";
- mes "[Chiba]";
- mes "Try talking to the other travelers."; //custom
- close;
- } else {
- mes "[Chiba]";
- mes "Try talking to the other travelers."; //custom
- close;
- }
- } else if (ep14_2_tl == 1) {
- mes "[Chiba]";
- mes "Wasn't there an Eclage Guard looking for you just now?";
- mes "You'd better respect Laphines as much as possible in order to avoid any discord.";
- mes "It's the basis of traveling.";
- close;
- } else {
- mes "[Chiba]";
- mes "So, you weren't a mere traveler after all.";
- close;
- }
-}
-
-ecl_in01,82,70,2 script Eclage Guard#tl02 4_M_FAIRYSOLDIER,{
- if (ep14_2_tl == 0) {
- mes "[Eclage Guard]";
- mes "Welcome to Eclage."; //custom
- close;
- } else if (ep14_2_tl == 1) {
- cutin "minuel02.bmp",2;
- mes "[Eclage Guard]";
- mes "Oh, you are here!";
- mes "May I escort take you to the one who wants to meet you?";
- next;
- switch(select("Sure. Let's go.:I don't have time for it right now...")) {
- case 1:
- mes "[Eclage Guard]";
- mes "Please follow me then.";
- erasequest 7414;
- setquest 7415;
- ep14_2_tl = 2;
- close2;
- warp "ecl_in03",244,89;
- cutin "minuel02.bmp",255;
- end;
- case 2:
- mes "[Eclage Guard]";
- mes "Ah...is that right?";
- mes "I'll wait then.";
- next;
- mes "[Eclage Guard]";
- mes "Don't worry about me.";
- mes "I'll just wait here as long as it takes.";
- mes "Well, it's my job. Don't worry.";
- close2;
- cutin "minuel02.bmp",255;
- end;
- }
- } else if (ep14_2_tl == 2) {
- cutin "minuel01.bmp",2;
- mes "[Eclage Guard]";
- mes "I thought you sill had something to do.";
- mes "May I guide you?";
- next;
- switch(select("Yes, please.:No, it's okay.")) {
- case 1:
- mes "[Eclage Guard]";
- mes "Please follow me then.";
- close2;
- warp "ecl_in03",244,89;
- cutin "minuel02.bmp",255;
- end;
- case 2:
- mes "[Eclage Guard]";
- mes "Is that right?";
- mes "I see. Come find me whenever you need it.";
- close2;
- cutin "minuel02.bmp",255;
- end;
- }
- } else if (ep14_2_tl == 3) {
- cutin "minuel01.bmp",2;
- mes "[Eclage Guard]";
- mes "I see you pretty often.";
- mes "I was notified in advance that the Chief of Staff requested for an audience.";
- next;
- if (questprogress(7416,PLAYTIME) != 2) {
- mes "[Eclage Guard]";
- mes "But I'm afraid it's too early.";
- mes "I think you have to wait for a while.";
- close2;
- cutin "minuel02.bmp",255;
- end;
- }
- mes "[Eclage Guard]";
- mes "I see you pretty often.";
- mes "I was notified in advance that the Chief of Staff requested for an audience.";
- next;
- mes "[Eclage Guard]";
- mes "Since it's about time, should I lead you in now?";
- next;
- switch(select("Yes, please.:I'll come back later.")) {
- case 1:
- mes "[Eclage Guard]";
- mes "Follow me, please.";
- ep14_2_tl = 4;
- close2;
- warp "ecl_in03",58,72;
- cutin "minuel02.bmp",255;
- end;
- case 2:
- mes "[Eclage Guard]";
- mes "Do as you wish although Mayor Jun might be upset if you keep him waiting for too long.";
- close2;
- cutin "minuel02.bmp",255;
- end;
- }
- } else if (ep14_2_tl == 4) {
- cutin "minuel01.bmp",2;
- mes "[Eclage Guard]";
- mes "May I escort you to the audience chamber?";
- next;
- switch(select("Yes, please.:No, it's okay.")) {
- case 1:
- mes "[Eclage Guard]";
- mes "Follow me, please.";
- close2;
- warp "ecl_in03",58,72;
- cutin "minuel02.bmp",255;
- end;
- case 2:
- mes "[Eclage Guard]";
- mes "Thank you.";
- mes "I thought you were using me for teleportation since you're here so often.";
- close2;
- cutin "minuel02.bmp",255;
- end;
- }
- } else if (ep14_2_tl == 5) {
- if (!questprogress(7418)) {
- cutin "minuel01.bmp",2;
- mes "[Eclage Guard]";
- mes "Eh, good to see you again.";
- mes "We should have introduced ourselves earlier if we knew we would run into each other so often like this.";
- next;
- mes "[Minuel]";
- mes "I'm Minuel.";
- mes "It's such a common name. I don't even know what it means.";
- mes "I think my parents just gave me a name that is easy on the ear.";
- next;
- mes "[Minuel]";
- mes "Come to think of it, I heard the news.";
- mes "You've decided to work in Eclage...";
- next;
- switch(select("It's just a rumor.:Do they have a job for me?")) {
- case 1:
- mes "[Minuel]";
- mes "Eh? Really?";
- mes "That's too bad. There was a suitable job for you.";
- mes "Well, I understand.";
- close2;
- cutin "minuel02.bmp",255;
- end;
- case 2:
- mes "[Minuel]";
- mes "Actually I don't have any time for myself since I have to be here all the time.";
- mes "Not only I, but most Laphines who are in this business are faced with that position, too.";
- next;
- mes "[Minuel]";
- mes "So, we don't have any time to decorate our Yai.";
- mes "Of course we could buy the materials. But just like any other consumers, we would like to gather them on our own.";
- next;
- mes "[Minuel]";
- mes "Since you're free to go anywhere,";
- mes "could you gather some decorations for Yai?";
- next;
- switch(select("Sure.:No.")) {
- case 1:
- mes "[Minuel]";
- mes "Thank you.";
- mes "You need to find";
- mes "5 Horns of Hillslion, 5 Magical Powers, and 5 Horse's Hooves each.";
- next;
- mes "[Minuel]";
- mes "I would like to decorate it with unpolished beauty.";
- mes "You can get the materials by hunting the monsters near Splendide, where I'm not supoosed to go.";
- next;
- mes "[Minuel]";
- mes "I've heard some rumors about Hillslions, and they seem to appear in Sapha's areas.";
- mes "Their horns, Mystic Horns of Cornuses that live in the grasslands and something called Horse's Hooves.";
- next;
- mes "[Minuel]";
- mes "I'm sure you would know more about those hooves than I do.";
- mes "I'll be counting on you!";
- setquest 7418;
- close2;
- cutin "minuel02.bmp",255;
- end;
- case 2:
- mes "[Minuel]";
- mes "Ha, do you really think so?";
- mes "You will be coming here again.";
- mes "Soon, in the near future. Hehehe~";
- close2;
- cutin "minuel02.bmp",255;
- end;
- }
- }
- }
- mes "[Minuel]";
- mes "I asked you for 5 Horns of Hillslion, 5 Mystic Horns, and 5 Horse's Hooves.";
- mes "You'll be able to get Mystic Horns by catching Cornuses near Splendide.";
- close;
- }
-}
-
-ecl_in03,245,93,2 script Chief of Staff#tl01 4_F_FAIRY,{
- if (ep14_2_tl < 2) {
- mes "[Chief of Staff]";
- mes "Sorry, but no unauthorized entry is allowed here.";
- close;
- } else if (ep14_2_tl == 2) {
- mes "[Chief of Staff]";
- mes "Welcome to Eclage.";
- mes "I ordered them to lead you here.";
- next;
- mes "[Shenime]";
- mes "I'm in charge of the military supplies that are sent to the outpost of Splendide.";
- mes "My name is Shenime.";
- next;
- mes "[Shenime]";
- mes "Our supplies sent to Mora Village...";
- mes "oww...I'm sorry. I've been having this headache recently...";
- next;
- mes "[Shenime]";
- mes "Anyway, I've heard that there are people";
- mes "who deliver our supplies to Splendide through Hazy Forest.";
- next;
- mes "[Shenime]";
- mes "It's so good to see you in person.";
- mes "People who are clever enough are already trying hard to build relationships with Eclage.";
- next;
- select("So, I'm not the first one?");
- mes "[Shenime]";
- mes "Yes, you're not...oww...";
- mes "But it doesn't matter.";
- mes "You humans are already doing so much for Splendide and us.";
- next;
- mes "[Shenime]";
- mes "Oh, the reason I'm frowning is because of this headache.";
- mes "Don't get me wrong.";
- mes "Um...anyway, to go on with my story...";
- next;
- mes "[Shenime]";
- mes "We are supposed to welcome you.";
- mes "Should I get to the point now? I mean, the reason why I wanted to meet you.";
- next;
- mes "[Shenime]";
- mes "As you know already, we're disconnected from Splendide due to the accident in Bifrost.";
- mes "And for us Laphines, it's hard to go against the will of the forest and Bifrost.";
- next;
- mes "[Shenime]";
- mes "I'm sure every fairy in Alpheim feels the same, too.";
- mes "Anyway, I want to know what's going on in Splendide and Jotunheim nowadays.";
- next;
- mes "[Shenime]";
- mes "I heard the battle against Manuk has recently calmed down to the point of a truce...";
- mes "and it could have been that they didn't get supplies in time.";
- next;
- mes "You've answered Shenime's serious questions and describe the situation as far as you could remember.";
- next;
- select("Now that I think about it...");
- mes "[Shenime]";
- mes "What is it?";
- mes "What you've told me is going to be very helpful.";
- mes "Is there anything else you would like to talk about?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I was told that Sapha made Yggdrasil Tree sick,";
- mes "and your side started a war in order to protect the tree...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...but what I know is a little bit different from that.";
- mes "Apparently, the cause of the war seems to be the damage given to Yggdrasil Tree caused by Sapha's excessive mining, but...";
- next;
- mes "[Shenime]";
- mes "Wait, stop there.";
- next;
- select("What's the matter?");
- mes "[Shenime]";
- mes "This war is like a holy war for us.";
- mes "It's a war that we carry on upon our honor and dignity.";
- next;
- mes "[Shenime]";
- mes "So whatever the truth you know is,";
- mes "if you're not going to hold responsibility for the backlash it might bring,";
- mes "don't say anything at all.";
- next;
- select("Why are you trying to hide the truth...");
- mes "[Shenime]";
- mes "This is a matter between Yggdrasil the world-ash and its protector.";
- mes "Mayor Jun should be the one listening to your story, not me.";
- next;
- select("What?");
- mes "[Shenime]";
- mes "My work is done here.";
- mes "What I'm saying is that I'm not the one to clear up your question.";
- mes "I'll arrange a meeting with Mayor Jun for you.";
- next;
- mes "In the middle of the conversation, Shenime stopped talking and frowned as if he was having a headache again.";
- mes "After massaging his head for a while, he looked much better and continued to go on.";
- next;
- mes "[Shenime]";
- mes "Promise me that you will not tell anyone";
- mes "about the truth that you believe.";
- next;
- if(select("No!:Yes, I promise.") == 1) {
- mes "[Shenime]";
- mes "You put me on the spot.";
- mes "I don't want you to be the cause of friction.";
- next;
- mes "[Shenime]";
- mes "Can't you just keep it to yourself before discussing the matter with Mayor Jun?";
- next;
- switch(select("No, I can't!:Fine, I won't tell anyone.")) {
- case 1:
- mes "[Shenime]";
- mes "Oh well...";
- mes "It's your loss...";
- close;
- case 2:
- mes "[Shenime]";
- mes "I see that you've made up your mind.";
- next;
- break;
- }
- }
- mes "[Shenime]";
- mes "I'll arrange a meeting to let Mayor Jun get to know you.";
- mes "You need to wait a little bit. Please bear with us.";
- next;
- mes "[Shenime]";
- mes "I'll notify the guard that brought you here.";
- mes "Go find the guard after some time.";
- mes "He will guide you.";
- next;
- mes "[Shenime]";
- mes "Until then, I hope you have a good time.";
- mes "I'll send you to the plaza.";
- mes "By the way, the guard who is going to lead you will be at the east gate. Don't forget the time.";
- erasequest 7415;
- setquest 7416;
- ep14_2_tl = 3;
- close2;
- warp "ecl_in01",47,28;
- end;
- } else if (ep14_2_tl == 3) {
- if (questprogress(7416,PLAYTIME) != 2) {
- mes "[Shenime]";
- mes "You need to wait a little longer to see Mayor Jun.";
- mes "He is pretty busy, so please bear with us.";
- close;
- }
- mes "[Shenime]";
- mes "There's another guard who was supposed to be guiding you...";
- mes "I can't go anywhere right now.";
- next;
- mes "[Shenime]";
- mes "There's a guard at the east side of the plaza near the gate.";
- mes "I notified him already, so just ask him to guide you.";
- close;
- } else if (ep14_2_tl == 4) {
- mes "[Shenime]";
- mes "Did you tell Mayor Jun about what you think?";
- mes "He should be the one to decide.";
- next;
- mes "[Shenime]";
- mes "It seems like you haven't even met him yet. Ask the guard to guide you.";
- close;
- } else if (ep14_2_tl == 5) {
- mes "[Shenime]";
- mes "I've heard about you.";
- mes "You've decided to work for Eclage?";
- next;
- mes "[Shenime]";
- mes "At the starting point of Bifrost, there should be a messenger stamping his feet.";
- next;
- mes "[Shenime]";
- mes "It's a messenger that we sent in an effort to contact Splendide regularly,";
- mes "but I think it's still difficult to do so.";
- next;
- mes "[Shenime]";
- mes "If you could help us with that, wouldn't other Laphines think better of you?";
- close;
- }
-}
-
-ecl_in03,41,90,2 script Mayor Jun Kardui#tl01 4_M_FARIYKING,{
- if (ep14_2_tl < 4) {
- mes "[Kardui]";
- mes "Mmm...";
- mes "I don't know who you are, but could you wait until I call you?";
- mes "I'll have to meet you some day, but now is not the right time.";
- cutin "kardui01.bmp",1;
- close2;
- cutin "kardui01.bmp",255;
- end;
- } else if (ep14_2_tl == 4) {
- mes "[Kardui]";
- mes "Welcome to Eclage, stranger.";
- mes "...this was a popular way of greeting each other, but I guess it's not fun anymore.";
- cutin "kardui01.bmp",1;
- next;
- mes "[Kardui]";
- mes "Anyway, you who came from a long way away";
- mes "and reconized by the guardian.";
- mes "There is a truth that you would like to tell me?";
- next;
- mes "[Kardui]";
- mes "If that's the case, you will be very busy from now on.";
- next;
- select("What do you mean?");
- mes "[Kardui]";
- mes "You have to do a lot of work in order to convince me, the elders, and many other Laphines.";
- next;
- mes "[Kardui]";
- mes "Of couse I could trust everything you say,";
- mes "but will other Laphines accept a Mayor Jun who is swayed by a word of a foreigner?";
- next;
- cutin "kardui03.bmp",1;
- mes "[Kardui]";
- mes "Especially when that Mayor Jun is me. Ah...";
- next;
- cutin "kardui01.bmp",1;
- mes "[Kardui]";
- mes "Don't you understand?";
- mes "Here, in Eclage, You have to get more recognition from Laphines.";
- next;
- if(select("Do I have to make a contribution?:It's about Yggdrasil!") == 1) {
- mes "[Kardui]";
- mes "See, you understood it right.";
- next;
- select("It's about Yggdrasil!");
- }
- cutin "kardui04.bmp",1;
- mes "[Kardui]";
- mes "Um.";
- mes "I know.";
- next;
- mes "[Kardui]";
- mes "You don't have to make a face.";
- mes "No matter what I look like to you, I am the history and the spirit of Laphines, and also the protector of Yggdrasil.";
- next;
- mes "[Kardui]";
- mes "Do you think I, who inherited the will of Yggdrasil, don't know anything?";
- mes "I don't blame you since it is ignorance.";
- next;
- mes "[Kardui]";
- mes "The war of Jotunheim will soon be over.";
- mes "And it will happen not by constraint, but as a result of mutual agreement.";
- next;
- cutin "kardui01.bmp",1;
- mes "[Kardui]";
- mes "So, stranger,";
- mes "don't worry about it and do you want to work with me for Eclage?";
- next;
- select("Then why do you make war and disregard the truth?");
- cutin "kardui02.bmp",1;
- mes "[Kardui]";
- mes "Hmm...";
- mes "I'll tell you when we get closer to each other.";
- mes "I'm not obligated to talk about this important subject with a person I just met.";
- next;
- cutin "kardui01.bmp",1;
- mes "[Kardui]";
- mes "For now, I will tell the administrative ruler, the elders, and all the guards";
- mes "about you,";
- mes "and you will enjoy all the rights in Eclage as a person who works for the king.";
- next;
- select("Just hire a worker then!");
- mes "[Kardui]";
- mes "It's a part of building relationships with me, the king of a race. You don't like it?";
- mes "If that's the case, I guess there's no friendship between the two of us.";
- next;
- select("What do you mean 'the two of us'?");
- mes "[Kardui]";
- mes "Us?";
- mes "Umm...";
- mes "Friends who share their secrets from now on?";
- next;
- mes "[Kardui]";
- mes "...Haha...wasn't it funny?";
- mes "What's up with that face.";
- mes "Anyway, I allow you to visit anytime.";
- next;
- cutin "kardui04.bmp",1;
- mes "[Kardui]";
- mes "However, if you don't meet my expectation, you won't get anything.";
- mes "I'll be looking forward to seeing you, stranger who will be my friend.";
- erasequest 7416;
- setquest 7417;
- ep14_2_tl = 5;
- close2;
- cutin "kardui01.bmp",255;
- end;
- } else if (ep14_2_tl == 5) {
- mes "[Kardui]";
- mes "Now, you who work for the king!";
- mes "Work your fingers to the bone for me!";
- next;
- cutin "kardui04.bmp",1;
- mes "[Kardui]";
- mes "...It's a joke.";
- mes "I truly want you to become an important figure in Eclage.";
- mes "Even if you don't, I want you to be recognized as a harmless person who gives benefit to Eclage.";
- next;
- mes "[Kardui]";
- mes "It's going to be tough, but think of it as having insurance.";
- mes "Some day, a person who remembers your name will be a great help to you.";
- close2;
- cutin "kardui01.bmp",255;
- end;
- }
-}
-
-ecl_in01,31,49,6 script Eclage Guard#tl01 4_M_FAIRYSOLDIER,{
- mes "[Eclage Guard]";
- mes "Oh, I should hurry and go back to where I was.";
- mes "Excuse me.";
- close;
-OnInit:
-OnDisable:
- disablenpc "Eclage Guard#tl01";
- end;
-OnEnable:
- enablenpc "Eclage Guard#tl01";
- end;
-}
-
-ecl_fild01,205,86,4 script Eclage Messenger Roy#tl 4_M_FAIRYSOLDIER2,{
- if (ep14_2_tl < 5) {
- mes "[Roy]";
- mes "I can make it to Mora Village.";
- mes "But how can I go through Hazy Forest? All alone?";
- mes "...Ah... I'm just feeling sorry for myself, so just continue on your way.";
- close;
- } else {
- if (!questprogress(7419)) {
- mes "[Roy]";
- mes "It's hard.";
- mes "It really is hard.";
- mes "The more I think about it, I feel like Shenime has a nasty temper.";
- emotion e_gasp;
- next;
- mes "[Roy]";
- mes "You, who appeared in this time of crisis.";
- mes "You, who went through Hazy Forest Maze... Are you the guidance of god? Or a blessing from god?";
- next;
- mes "[Roy]";
- mes "I guess I have no other choice.";
- mes "They say Laphines are nothing without their pride, but since I value my life over pride,";
- mes "can I ask you a favor?";
- next;
- switch(select("What is it?:No.")) {
- case 1:
- mes "[Roy]";
- mes "It's something difficult for Laphines, but for humans, it's very easy.";
- mes "That is, brining the news from Splendide!";
- next;
- mes "[Roy]";
- mes "I should take care of it but...";
- mes "my magical powers are not all that great.";
- next;
- mes "[Roy]";
- mes "...well, you don't need to know the details!";
- mes "You just need to collect mails from the contact officer in Splendide.";
- next;
- mes "[Roy]";
- mes "There's nothing confidential, so you can do it, too.";
- mes "Bringing one mail. I'm sure it's easy for you.";
- next;
- switch(select("Leave it to me!:I don't want to.")) {
- case 1:
- mes "[Roy]";
- mes "Good!";
- mes "Go to Splendide and meet the contact officer!";
- mes "Collect mails that are not confidential and could be a love letter to someone!";
- mes "and bring them to me, please.";
- setquest 7419;
- next;
- mes "[Roy]";
- mes "Isn't that easy?";
- mes "I'll be standing here and waiting for you to bring me that mail.";
- close;
- case 2:
- mes "[Roy]";
- mes "What? You're saying no after making me talk all this time?";
- mes "....Well, things happen.";
- mes "But you'll come back. So I'm not worried.";
- next;
- mes "[Roy]";
- mes "Hehe. I knew it.";
- mes "From the moment they picked me for this job,";
- mes "everything is in 'the big invisible hand!!'";
- close;
- }
- case 2:
- mes "[Roy]";
- mes "Ah...";
- mes "It took you less than a second to say no, how clear is that.";
- mes "Now, I'll erase the memory of this very moment!";
- next;
- mes "[Roy]";
- mes "So that I could ask you again with a renewed mind.";
- mes "Ahahahah...ha...hahha..hahaa..";
- close;
- }
- }
- mes "[Roy]";
- mes "Let me explain again.";
- mes "Go to Splendide and meet the contact officer!";
- mes "Collect mails that are not confidential and could be a love letter to someone!";
- mes "and bring them to me, please.";
- close;
- }
-}
-
-eclage,112,40,4 script Eclage Guard Leo#tl 4_M_FAIRYSOLDIER2,{
- if (ep14_2_tl < 5) {
- mes "[Leo]";
- mes "Welcome to Eclage, the capital of Laphines and a gateway to Alpheim.";
- mes "I hope you enjoy your trip.";
- close;
- } else {
- if (!questprogress(7420)) {
- mes "[Leo]";
- mes "Hi, how are you?";
- emotion e_gasp;
- next;
- mes "[Leo]";
- mes "How are you, really!";
- next;
- mes "[Leo]";
- mes ".....";
- next;
- switch(select("Does he want something?:It's a strange fairy!")) {
- case 1:
- mes "[Leo]";
- mes "Mayor Jun told us";
- mes "that you would do anything for Laphines and Eclage.";
- next;
- mes "[Leo]";
- mes "In order to take care of the urgent matter...";
- next;
- switch(select("No, I refuse!:What do you want me to do?")) {
- case 1:
- mes "[Leo]";
- mes "Although you have all the rights to say no, this is what I get...";
- mes "I understand.";
- close;
- case 2:
- mes "[Leo]";
- mes "It's nothing more than a request for Pinguicula's pickled fruits and Luciola's honey jam,";
- mes "which are specialties of Splendide...";
- next;
- mes "[Leo]";
- mes "I know it's something personal...but Hazy Forest is such a huge obstacle...";
- mes "so I couldn't help but...";
- next;
- select("You said it's something urgent!!!");
- mes "[Leo]";
- mes "I feel like I might die if I don't eat them!!!";
- mes "What's more urgent than this?!!?!?";
- next;
- mes "[Leo]";
- mes "You visit Splendide pretty often anyway!";
- mes "On your way back, just carry one under your arm, another in your hand, please~";
- mes "I won't ask you anything like this ever again!";
- next;
- mes "[Leo]";
- mes "So...is that yes?";
- mes "I need 3 jars of Pinguicula's pickled fruits and another 3 jars of Luciola's honey jam~";
- mes "They are sold inside the base of Splendide.";
- setquest 7420;
- next;
- mes "[Leo]";
- mes "You might need Splendide Coins to buy pickled fruits and honey jam.";
- mes "You could earn those coins if you work in Splendide, so...hehe..........";
- next;
- mes "[Leo]";
- mes "Helping out in Splendide is eventually helping Eclage, too.";
- mes "Now, go for it!";
- close;
- }
- case 2:
- mes "[Leo]";
- mes "Oh...no. I'm not a weird Laphine.";
- mes "You got me wrong. It's a misunderstanding...";
- close;
- }
- }
- mes "[Leo]";
- mes "I need 3 jars of Pinguicula's pickled fruits and another 3 jars of Luciola's honey jam~";
- mes "They are specialties of the base of Splendide.";
- mes "I'll be counting on you!";
- close;
- }
-}
-
-ecl_in03,245,54,2 script Working Laphine 4_F_FAIRYKID4,{ //Laphine on official duty#tl01
- mes "[Working Laphine]";
- mes "This is the office area designated for official business.";
- mes "You're not supposed to be here.";
- close;
-}
-
-ecl_in03,244,57,4 script Resting Laphine#tl01 4_F_FAIRYKID5,{
- mes "Two Laphines from the upper class are talking about something.";
- mes "One of them seems to be working and very annoyed.";
- mes "As if they were aware of my stare, they waved me away with a show of irritation.";
- close;
-}
-
-ecl_in02,98,32,2 script Eclage Guard#tl1b 4_M_FAIRYSOLDIER2,{
- mes "[Eclage Guard]";
- mes "This the prison where we put criminals.";
- mes "No outsiders can enter.";
- close;
-}
-
-eclage,274,294,4 script Conversing Laphine 4_F_FAIRYKID,{ //Laphines in a conversation#tl02
- mes "A female Laphine and a male Laphine are talking about something.";
- mes "But they stopped talking as soon as they saw me.";
- mes "I think I've interrupted the conversation.";
- close;
-}
-
-eclage,275,294,2 script Eclage Resident#tl02 4_M_FAIRYKID4,{
- mes "[Male Laphine]";
- mes "You're visiting Eclage?";
- mes "I hope you have a good time here.";
- close;
-}
-
-eclage,307,237,0 script Normal Yai#tllb CLEAR_NPC,{
- mes "This is a Laphine's Yai.";
- mes "The door is locked shut.";
- cutin "avn_labo.bmp",4;
- close2;
- cutin "avn_labo.bmp",255;
- end;
-}
-
-// Unknown
-//============================================================
-ecl_fild01,173,95,4 script Diary Frog No. 30#worm 4_FROG,{
- mes "[Diary Frog No. 30]";
- mes "As you can see, I am a broken Diary Frog.";
- mes "Professor Worm threw me out really hard all the way out here.";
- mes "I didn't even do anything wrong!";
- close;
-}
-
-eclage,156,56,0 script Residence Entrance CLEAR_NPC,{}
diff --git a/npc/re/quests/quests_izlude.txt b/npc/re/quests/quests_izlude.txt
deleted file mode 100644
index 9e7b34746..000000000
--- a/npc/re/quests/quests_izlude.txt
+++ /dev/null
@@ -1,19 +0,0 @@
-//===== Hercules Script ======================================
-//= Quest NPCs related to Izlude
-//===== By: ==================================================
-//= Daegaladh, Masao
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= Contains:
-//= - Edgar's Offer
-//===== Additional Comments: =================================
-//= 1.0 Updated to match the new Izlude Map. [Masao]
-//= 1.1 Added Izlude duplicates. [Euphy]
-//============================================================
-
-izlude,179,219,2 duplicate(Edgar_izlude) Edgar#izlude 1_M_03
-izlude_a,179,219,2 duplicate(Edgar_izlude) Edgar#izlude_a 1_M_03
-izlude_b,179,219,2 duplicate(Edgar_izlude) Edgar#izlude_b 1_M_03
-izlude_c,179,219,2 duplicate(Edgar_izlude) Edgar#izlude_c 1_M_03
-izlude_d,179,219,2 duplicate(Edgar_izlude) Edgar#izlude_d 1_M_03
diff --git a/npc/re/quests/quests_malangdo.txt b/npc/re/quests/quests_malangdo.txt
deleted file mode 100644
index 4cd3ec886..000000000
--- a/npc/re/quests/quests_malangdo.txt
+++ /dev/null
@@ -1,10691 +0,0 @@
-//===== Hercules Script ======================================
-//= Malangdo Quest NPCs
-//===== By: ==================================================
-//= 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:
-//== Malangdo Island, Help the Bad Cats in Danger,
-//== Clean the Ship, Help Chef Nyas, Play with Baby Cats,
-//== Cat Gamers, Archangel Wing Enchants
-//===== Additional Comments: =================================
-//= 1.0 First version. [Euphy]
-//= 1.1 Added Clean the Ship and Help Chef Nyas.
-//= 1.2 Added Archangel Wing Enchants.
-//= 1.3 Added Play with Baby Cats.
-//= 1.4 Added Malangdo Island.
-//= 1.4a Dialogue edits, source iRO.
-//= 1.5 Added Cat Gamers.
-//= Added "Investment Cat Helper" and "Storekeeper" NPCs.
-//= 1.6 Added GM management function.
-//============================================================
-
-// Utility NPCs :: cat_merchant
-//============================================================
-mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{
- if (MaxWeight - Weight < 100 || checkweight(1201,1) == 0) {
- mes "[Investment Cat Helper]";
- mes "You have a heavy load. Maybe you're a peddler? No peddlers in this area.";
- close;
- }
- if (ep13_yong1 < 10) {
- mes "[Investment Cat Helper]";
- mes "Ohh!";
- mes "You've come here to ask about investing?";
- mes "You've come to the right place.";
- next;
- mes "[Investment Cat Helper]";
- mes "I am here to invest in the Cat Paw Merchant Association.";
- mes "Err-- I mean I'm here to help honest people like you.";
- mes "Hehehe~";
- next;
- mes "[Investment Cat Helper]";
- mes "I can't remember everything because I've been here talking to you humans.";
- mes "But I want to know first... Hold on.";
- next;
- mes "smell... smell...";
- next;
- mes "[Investment Cat Helper]";
- mes "Ah?!";
- mes "You don't know much about the Cat Paw Merchant Association, do you?";
- mes "Hmm, you do not really smell like a cat.";
- next;
- mes "[Investment Cat Helper]";
- mes "Good!!";
- mes "You made the right decision to be here to invest in the Cat Paw Merchant Association~";
- next;
- mes "[Investment Cat Helper]";
- mes "First, you need to have ten pieces of Malangdo cans if you want to open an account.";
- next;
- while(1) {
- switch(select("Open an account:Ask about benefits:Cancel")) {
- case 1:
- if (countitem(12636) < 10) {
- mes "[Investment Cat Helper]";
- mes "Hmm!";
- mes "I'd love to give you account for";
- mes "free but as you know, this is for";
- mes "advertising investers of the trader group, sorry.";
- close;
- }
- delitem 12636,10; //Malang_Sp_Can
- ep13_yong1 = 10;
- mes "[Investment Cat Helper]";
- mes "Good!";
- mes "Write down here~ and";
- mes "print your palm there,";
- mes "ah!~ what's your name?";
- next;
- mes "[Investment Cat Helper]";
- mes strcharinfo(0)+" you are~";
- next;
- mes "[Investment Cat Helper]";
- mes "Name: "+strcharinfo(0);
- mes "Number of accounts: 10";
- mes "OK! Registered!";
- next;
- mes "[Investment Cat Helper]";
- mes "You have an account now.";
- mes "Will get an investment of a certain nunber of cans next time.";
- next;
- mes "[Investment Cat Helper]";
- mes "I wish to get lots of investments";
- mes "so you can have many services as well.";
- mes "And, I also hope that we, the Cat Paw Merchant Association, will make much money.";
- next;
- mes "[Investment Cat Helper]";
- mes "See you next investment~";
- close;
- case 2:
- mes "[Investment Cat Helper]";
- mes "You want to know the benefits of investing?";
- mes "Actually, we are a small group of cats and we don't think like humans.";
- next;
- mes "[Investment Cat Helper]";
- mes "There are lots of benefits based on how much you've invested in our services.";
- mes "These include more warps, extra storage locations and price reductions of goods and services.";
- next;
- mes "[Investment Cat Helper]";
- mes "I promise that if our trade is growing you will benefit from it as well.";
- next;
- break;
- case 3:
- mes "[Investment Cat Helper]";
- mes "Ahh~ You're just going to leave?";
- mes "T_T~ Please open an account.";
- close;
- }
- }
- } else if (ep13_yong1 < 20000) {
- mes "[Investment Cat Helper]";
- mes "I can't remember everyone since I meet so many people...";
- mes "But I want to check first... Hold on.";
- mes "Excuse me!";
- next;
- mes "smell... smell...";
- next;
- if (ep13_yong1 < 10000) {
- .@cans = 10;
- mes "[Investment Cat Helper]";
- mes "This is a familiar smell!!";
- mes "If it's so...!!";
- next;
- mes "[Investment Cat Helper]";
- mes "You are here to invest!!";
- mes "Good!~~ Good to see you~";
- next;
- mes "[Investment Cat Helper]";
- mes "From your smell~ you are below 10,000 accounts.";
- mes "Until then, you can get an account by investing ten cans.";
- } else {
- .@cans = 20;
- mes "[Investment Cat Helper]";
- mes "Such a stong smell!!";
- mes "Then it must be!!";
- next;
- mes "[Investment Cat Helper]";
- mes "A VIP invester!!!!!!";
- mes "You're here to invest? Welcome!";
- next;
- mes "[Investment Cat Helper]";
- mes "A VIP invester with over 10,000 accounts";
- mes "can get another account with 20 cans.";
- mes "A good investment!";
- }
- next;
- mes "[Investment Cat Helper]";
- mes "What will you do?";
- next;
- switch(select("Invest:Check the number of accounts:Cancel")) {
- case 1:
- mes "[Investment Cat Helper]";
- mes "Ohh~ thank you for investing~";
- mes "You can get a maximum of 10 accounts at one time.";
- mes "Isn't it lovely?";
- mes "How many will you invest in? Enter 0 to cancel.";
- next;
- input .@input;
- if (.@input == 0) {
- mes "[Investment Cat Helper]";
- mes "Please invest next time~";
- close;
- } else if (.@input > 10) {
- mes "[Investment Cat Helper]";
- mes "You can get a maximum of 10 accounts~";
- close;
- }
- .@required = .@input*.@cans;
- mes "[Investment Cat Helper]";
- mes "Total " + .@input + " accounts, right?";
- mes "The number of cans you need is "+.@required+" pieces.";
- mes "Do you want to go through with this?";
- next;
- if(select("Yes:No") == 2) {
- mes "[Investment Cat Helper]";
- mes "Oh? Is that wrong? Weird.";
- mes "Please check again~";
- close;
- }
- if (countitem(12636) < .@required) {
- mes "[Investment Cat Helper]";
- mes "Ahhh!";
- mes "You don't have enough cans.";
- mes "I'm a busy cat, you know.";
- close;
- }
- if (ep13_yong1 < 10000) {
- delitem 12636,.@required; //Malang_Sp_Can
- ep13_yong1 += .@input;
- mes "[Investment Cat Helper]";
- mes .@input+" accounts were invested in.";
- mes "Thank you for your help~";
- next;
- mes "[Investment Cat Helper]";
- mes "Once we get more investments of cans,";
- mes "our trader group will grow even more.";
- mes "And you can get services as well~";
- mes "A win-win strategy?";
- close;
- } else {
- if (.@input + ep13_yong1 > 20000) {
- delitem 12636,.@required; //Malang_Sp_Can
- ep13_yong1 = 20000;
- mes "[Investment Cat Helper]";
- mes "You can have 20,000 accounts max";
- mes "according to the trader policy...";
- mes strcharinfo(0)+"'s accounts increase to 20,000.";
- mes "Thank you so much for your investment~";
- next;
- mes "[Investment Cat Helper]";
- mes "Now, "+strcharinfo(0)+", you can't invest further";
- mes "but you can still donate some of your cans to the trader group.";
- mes "Thank you so much~";
- close;
- } else {
- delitem 12636,.@required; //Malang_Sp_Can
- ep13_yong1 += .@input;
- mes "[Investment Cat Helper]";
- mes .@input+" accounts have been invested in.";
- mes "Thank you for your help~";
- next;
- mes "[Investment Cat Helper]";
- mes "With your big investment in cans,";
- mes "this will help us meet our goals earlier.";
- mes "Thank you again.";
- close;
- }
- }
- case 2:
- mes "[Investment Cat Helper]";
- mes "You want to check the number of accounts? Hmm, let's see~";
- next;
- mes "[Investment Cat Helper]";
- mes "Name: "+strcharinfo(0);
- mes "Number of accounts: "+ep13_yong1;
- next;
- mes "[Investment Cat Helper]";
- if (ep13_yong1 < 10000)
- mes "Got it?";
- else
- mes "You've made many investments. Thank you.";
- close;
- case 3:
- mes "[Investment Cat Helper]";
- mes "Please invest next time~";
- close;
- }
- } else if (ep13_yong1 >= 20000) {
- mes "[Investment Cat Helper]";
- mes strcharinfo(0) + ", welcome~";
- mes strcharinfo(0) + "~ I felt something upon your arrival.";
- next;
- mes "[Investment Cat Helper]";
- mes "Want to donate?";
- next;
- if(select("Donate:No") == 2) {
- mes "[Investment Cat Helper]";
- mes "Hehe~ then have fun in here~";
- close;
- }
- mes "[Investment Cat Helper]";
- mes "Wow, thank you, "+strcharinfo(0)+"~!";
- next;
- mes "[Investment Cat Helper]";
- mes strcharinfo(0)+"~ with your help";
- mes "the cans will be distributed to cats";
- mes "in the Midgard area with honor~";
- next;
- mes "[Investment Cat Helper]";
- mes "The can donation can range from a minimum of 20 to a maximum of 10,000.";
- next;
- input .@input;
- if (.@input < 20 || .@input > 10000) {
- mes "[Investment Cat Helper]";
- mes "The can donation can range from a minimum of 20 to a maximum of 10,000.";
- close;
- } else if (countitem(12636) < .@input) { // Malang_Sp_Can
- mes "[Investment Cat Helper]";
- mes "Hmm? You don't have enough cans.";
- close;
- } else {
- delitem 12636,.@input; //Malang_Sp_Can
- mes "[Investment Cat Helper]";
- mes "Ohh! Thank you~";
- next;
- mes "[Investment Cat Helper]";
- mes "Dear "+strcharinfo(0)+" ~";
- mes "I have only Increase AGI";
- mes "and Blessing to give you.";
- mes "Thank you.";
- npcskill "AL_INCAGI",10,0,0;
- npcskill "AL_BLESSING",10,0,0;
- close;
- }
- }
-}
-
-malangdo,184,139,4 script Storekeeper#mal 4_CAT_ADV2,{
- mes "[Storekeeper]";
- mes "Hey, looks like you might be looking to unload some of your stuff from your pack.";
- mes "Want to open storage? For free?";
- next;
- mes "[Storekeeper]";
- mes "Hahaha~ Just kidding, of course it isn't free.";
- mes "What do you take me for?";
- next;
- if (ep13_yong1 > 999) {
- .@cans = 1;
- .@zeny = 1500;
- .@i = select("Pay with Can ----- 1 unit:Pay with Zeny ------- 1,500z");
- } else {
- .@cans = 2;
- .@zeny = 3000;
- .@i = select("Pay with Can ----- 2units:Pay with Zeny ------- 3,000z");
- }
- if (getskilllv("NV_BASIC") < 6) {
- mes "[Storekeeper]";
- mes "Ah, hold on!!";
- mes "You need to have ^FF0000Basic Skill level 6^000000 to use the storage service!!";
- close;
- }
- switch(.@i) {
- case 1:
- if (countitem(12636) < .@cans) {
- mes "[Storekeeper]";
- mes "You don't have enough cans...";
- close;
- }
- delitem 12636,.@cans; //Malang_Sp_Can
- break;
- case 2:
- if (Zeny < .@zeny) {
- mes "[Storekeeper]";
- mes "You don't have enough zeny...";
- close;
- }
- Zeny -= .@zeny;
- break;
- }
- mes "[Storekeeper]";
- mes "Thank you.";
- close2;
- openstorage;
- end;
-}
-
-// Malangdo Island :: ma_tomas
-//============================================================
-mal_in02,28,56,5 script Samuel#mal 4_M_MERCAT1,{
- mes "[Samuel]";
- mes "Ah, you mean the ad... well, you mean our village chief?";
- mes "You'd better not bother him, since he's always busy.";
- if (ma_tomas == 0)
- close;
- next;
- mes "[Samuel]";
- mes "^0000FFBut it'd be impossible to talk without bothering him anyway......^000000";
- mes "He is simply always busy.";
- next;
- switch(select("Ad...?:Village chief?")) {
- case 1:
- mes "[Samuel]";
- mes "Ah, there was an admiral of this ship before settling in here~";
- mes "Shining golden eyes like the sun!!!";
- mes "Silvery beard fluttering with a rough sea breeze!!!";
- next;
- mes "[Samuel]";
- mes "Kha~ It was nice!!!!";
- mes "I was fascinated by that attraction and took the ship, Navi!";
- mes "This thing is called the romance of a guy. Hoo hoo~";
- emotion e_shy;
- next;
- mes "[Samuel]";
- mes "Well... His cuticle seems to have gone bad a bit with his village chief duty, since he settled in Malangdo. But his eyes are still the same.";
- close;
- case 2:
- mes "[Samuel]";
- mes "Umm, since it is Malangdo, will it be the Malangdo chief...?!";
- mes "No, though it will be funny...";
- mes "Malangdo village... umm... this... this is also not......";
- mes "Well, this stuff is not that important.";
- next;
- mes "[Samuel]";
- mes "Although there are many differences between admiral and village chief for sure, it feels like it won't be without Admiral Tomas anyhow.";
- next;
- mes "[Samuel]";
- mes "All would think the same, not just me.";
- mes "He's having a hard time thanks to this.";
- close;
- }
-}
-
-mal_in02,22,62,3 script Tomas#mal 4_CAT_ADMIRAL,{
- if (BaseLevel < 60) {
- mes "[Tomas, Village Chief]";
- mes "Ummm... Who are you?";
- mes "Don't you think it's too early to come here?";
- close;
- }
- if (ma_tomas == 0) {
- mes "[Tomas, Village Chief]";
- mes "Samuel!";
- mes "Are you coming to an end there?";
- cutin "ma_tomas02",2;
- next;
- mes "[Samuel]";
- mes "Yes, Admiral!";
- mes "Moved all 3 thousand boxes, including the one I just received, to the storage. The next boxes are expected to be delivered in 5 hours!";
- emotion e_omg,0,"Samuel#mal";
- next;
- mes "[Tomas, Village Chief]";
- mes "Samuel!";
- mes "How many times should I tell you to call me Village Chief, not Admiral!";
- next;
- mes "[Samuel]";
- mes "Sorry! Village Chief!";
- mes "I will correct myself!";
- emotion e_omg,0,"Samuel#mal";
- next;
- mes "[Tomas, Village Chief]";
- mes "Hmm, hmm!";
- mes "Get them sorted out and arrange them over there. Before the next boxes are here you must finish the work there!";
- next;
- mes "[Tomas, Village Chief]";
- mes "Sea cucumbers, sea squirts, sea anemones to the right! Seaweed and kelp downstairs, and send anchovies and drums to the gathering place. Let the rest stack assortatively in the corner!";
- next;
- mes "[Samuel]";
- mes "Yes! Village Chief!";
- mes "Seaweed, Sea cucumbers, sea squirts, sea anemones to the right! Seaweed and glasses downstairs! Send anchovies and drums to the gathering place! Let the rest stack assortatively in the corner!";
- emotion e_omg,0,"Samuel#mal";
- next;
- mes "[Tomas, Village Chief]";
- mes "It it not.";
- mes "Sea cucumbers, sea squirts, sea anemones to the right. Seaweed and kelp downstairs. Anchovies and drums to the gathering place. Let the rest stack assortatively in the corner.";
- emotion e_dots;
- next;
- mes "[Samuel]";
- mes "Yes!!";
- emotion e_omg,0,"Samuel#mal";
- next;
- mes "[Tomas, Village Chief]";
- mes "Huuu...";
- mes "It doesn't seem to end.";
- mes "There are still piles of paperwork to do... I will be in trouble unless I finish them up before the next boxes arrive.";
- emotion e_sigh;
- next;
- mes "[Tomas, Village Chief]";
- mes "So, the amount of the next boxes is 1300....";
- mes "And the next, the 700 boxes downstairs to load up the ship...";
- next;
- switch(select("Try to talk to him.:Stop since he seems busy.")) {
- case 1:
- mes "[Tomas, Village Chief]";
- mes "Hmm, who are you?";
- mes "You are not familiar. Sorry, but will you come again if it is not that urgent?";
- cutin "ma_tomas01",2;
- next;
- switch(select("It's my first time to Malangdo.:Another cat told me to come over here.:I will come around again later.")) {
- case 1:
- mes "[Tomas, Village Chief]";
- mes "...So I told you your face was not familiar.";
- emotion e_dots;
- next;
- mes "[Tomas, Village Chief]";
- mes "Hmm... Sorry, but as I told you before, would you talk to the other cats if it's not that urgent, since I have plenty of work left undone and no time to talk with you.";
- break;
- case 2:
- mes "[Tomas, Village Chief]";
- mes "...Anyway all are always good to leave me with the work.";
- mes "Pitiless ones...";
- emotion e_an;
- next;
- mes "[Tomas, Village Chief]";
- mes "Umm... Having said that, would you talk to the other cats if it's not that urgent, since I got plenty of work to do left undone and no time to talk with you?";
- break;
- case 3:
- mes "[Tomas, Village Chief]";
- mes "Sorry for that.";
- mes "Please come back to me again, though I don't know when I could be free.";
- close2;
- cutin "",255;
- end;
- }
- next;
- mes "[Tomas, Village Chief]";
- mes "These days I feel I'm pressed with work, although it's good to trust and rely on me as a village chief...";
- next;
- mes "[Tomas, Village Chief]";
- mes "It is too much, since they send all visitors to me.";
- next;
- mes "[Tomas, Village Chief]";
- mes "You're just in time. Go to the ^0000FFregular meeting^000000 being held now.";
- mes "The meeting place is ^0000FFat the end of the corridor^000000.";
- ma_tomas = 1;
- setquest 11209;
- close2;
- cutin "",255;
- end;
- case 2:
- mes "[Tomas, Village Chief]";
- mes "Sorry for that.";
- mes "Please come back to me again though I don't know when I could be free.";
- close2;
- cutin "",255;
- end;
- }
- } else if (ma_tomas == 1) {
- mes "[Tomas, Village Chief]";
- mes "So, the next 1000 boxes to move to the upper side...";
- cutin "ma_tomas02",2;
- next;
- mes "[Tomas, Village Chief]";
- mes "400 boxes to give out as supplies....";
- mes "And also...";
- next;
- mes "[Samuel]";
- mes "Admiral!";
- mes "Sea bass, sea jelly, sea sponge are well arranged on the right!";
- mes "Seaweed and kiwi downstairs! Anchovies and cod to the gathering place! Let the rest stack assortatively in the corner?";
- emotion e_omg,0,"Samuel#mal";
- next;
- mes "[Tomas, Village Chief]";
- mes "....";
- emotion e_dots;
- next;
- mes "[Tomas, Village Chief]";
- mes "....";
- mes ".....";
- next;
- mes "[Tomas, Village Chief]";
- mes "....";
- mes ".....";
- mes "......";
- next;
- mes "[Tomas, Village Chief]";
- mes "You!!";
- mes "How many times did I tell you! Mew~";
- mes "Huh?!";
- emotion e_an;
- cutin "ma_tomas03",2;
- next;
- mes "[Tomas, Village Chief]";
- mes "Sea cucumbers, sea squirts, sea anemones to the right. Seaweed and kelp downstairs. Anchovies and drums to the gathering place. Let the rest stack assortatively in the corner.";
- next;
- mes "[Tomas, Village Chief]";
- mes "Huh?! If you really want to put Sea bass to the right that much, let yourself stand there all day long! Mew~";
- emotion e_omg,0,"Samuel#mal";
- next;
- mes "[Tomas, Village Chief]";
- mes "I'm busy enough without you. You're getting on my nerves! Mew~";
- mes "What about getting on the ship over there? Mew!";
- next;
- mes "[Tomas, Village Chief]";
- mes "Ooops!!!";
- mes "!!!!!!";
- emotion e_omg;
- next;
- mes "[Tomas, Village Chief]";
- mes "Hmm, hmm...";
- mes "Well... what are you still doing here?";
- mes "Go to the regular meeting being held now at the end of the corridor.";
- mes "Ahem....";
- emotion e_swt2;
- cutin "ma_tomas02",2;
- close2;
- cutin "",255;
- end;
- } else if (ma_tomas == 2) {
- mes "[Tomas, Village Chief]";
- mes "Hmm, hmm...";
- mes "Well... what are you still doing here?";
- mes "Go to the regular meeting being held now at the end of the corridor.";
- mes "Ahem....";
- emotion e_swt2;
- cutin "ma_tomas02",2;
- close2;
- cutin "",255;
- end;
- } else if (ma_tomas < 35) {
- mes "[Tomas, Village Chief]";
- mes "How is the meeting going on?";
- mes "It's been a long time since I visited, since I'm busy... Tsk...";
- emotion e_swt2;
- cutin "ma_tomas02",2;
- close2;
- cutin "",255;
- end;
- } else if (ma_tomas == 35) {
- mes "[Tomas, Village Chief]";
- mes "Hoh!";
- mes "There have been such issues!";
- emotion e_ic;
- cutin "ma_tomas04",2;
- next;
- mes "[Tomas, Village Chief]";
- mes "I felt uneasy since I couldn't take care of you, being so busy.";
- mes "You already got used to Malangdo well enough by yourself.";
- emotion e_heh;
- next;
- mes "[Tomas, Village Chief]";
- mes "Then, as village chief and the admiral of the cat association, I'd like you to get along with me as well!";
- ma_tomas = 100;
- completequest 11237;
- getitem 6422,30; //Egrade_Coin
- close2;
- cutin "",255;
- end;
- }
- mes "[Tomas, Village Chief]";
- mes "Ha ha ha!";
- mes "How are you doing?";
- mes "Come to me if anything difficult happens.";
- emotion e_heh;
- cutin "ma_tomas04",2;
- close2;
- cutin "",255;
- end;
-}
-
-mal_in02,182,61,3 script President of Meeting#mal 4_M_BOSSCAT,{
- if (ma_tomas == 0) {
- mes "[President of Meeting]";
- mes "Please be silent, the regular meeting is getting started a moment later~";
- close;
- } else if (ma_tomas == 1) {
- mes "[President of Meeting]";
- mes "Wow~ wow~ Now we're having an incredible sale... well, no, but a meeting.";
- mes "Please be silent.";
- next;
- mes "[President of Meeting]";
- mes "Today's main agenda is as always ^ff99ccStar Candy^000000.";
- mes "Though I have traveled through numerous areas by now, it's my first time hearing ^0000FFsuch a difficult language to learn^000000.";
- next;
- mes "[President of Meeting]";
- mes "What she cannot communicate with at all is becoming a highly growing issue.";
- next;
- mes "[President of Meeting]";
- mes "Please speak if there's any opinion on the next agenda.";
- next;
- mes "[President of Meeting]";
- mes "Umm... Yes. Then, please say first, ^6666ccScottfold^000000.";
- ma_tomas = 2;
- changequest 11209,11210;
- emotion e_paper,0,"Scottfold#mal";
- close;
- } else if (ma_tomas == 2) {
- mes "[President of Meeting]";
- mes "Umm... Yes. Please speak first, ^6666ccScottfold^000000.";
- emotion e_paper,0,"Scottfold#mal";
- close;
- } else if (ma_tomas == 3) {
- mes "[President of Meeting]";
- mes "Please speak, Koon.... next.";
- emotion e_paper,0,"Koon#mal";
- close;
- } else if (ma_tomas == 4) {
- mes "[President of Meeting]";
- mes "There will be a presentation by Dr. Devore on his study continuously.";
- emotion e_paper,0,"Linguist Devore#mal";
- close;
- } else if (ma_tomas == 5) {
- mes "[President of Meeting]";
- mes "Please speak next, Dr. Mali.";
- emotion e_paper,0,"Geologist Mali#mal";
- close;
- } else if (ma_tomas == 6) {
- mes "[President of Meeting]";
- mes "Brie!! I understand the situation, but please be calm and tell us, since it is a meeting after all.";
- close;
- } else if (ma_tomas == 7) {
- mes "[President of Meeting]";
- mes "Well, let's have a break for a while now.";
- mes "In time, Samuel brought Seaweed and tuna here.";
- close;
- }
- mes "[President of Meeting]";
- mes "Huew... It gets you so tired to conduct a meeting.";
- mes "I used to be called a tireless merchant who ranked 1st in sales...";
- next;
- mes "[President of Meeting]";
- mes "I feel really sick sometimes when the meeting is prolonged.";
- emotion e_sob;
- close;
-}
-
-mal_in02,178,66,5 script Scottfold#mal 4_M_BABYCAT,{
- if (ma_tomas == 0) {
- mes "[Scottfold]";
- mes "Attending the meeting is an important thing to do.";
- mes "It is absolutely right that all responsible cats should attend.";
- close;
- } else if (ma_tomas == 1) {
- mes "[Scottfold]";
- mes "The meeting is starting soon.";
- mes "So, shh~~";
- close;
- } else if (ma_tomas == 2) {
- mes "[Scottfold]";
- mes "Yes, honorable president.";
- mes "As for the communication with Star Candy, we have Biscuit, don't we?";
- next;
- mes "[President of Meeting]";
- mes "Of course, though she is always with ^0000FFBiscuit, who speaks the official language a bit^000000, it seems to be difficult to have a conversation in depth.";
- next;
- mes "[President of Meeting]";
- mes "Besides, Star Candy is in a very important position that our Malangdo's existance depends upon. Many others think it's necessary to talk about our future direction directly.";
- next;
- mes "[President of Meeting]";
- mes "Then for the next... yes, Koon please speak now.";
- ma_tomas = 3;
- changequest 11210,11211;
- emotion e_paper,0,"Koon#mal";
- close;
- }
- mes "[Scottfold]";
- mes "Let's quietly listen to the other's presentation.";
- next;
- mes "[Scottfold]";
- mes "...Though I say so, I also feel like saying something, somehow.";
- mes "So, I always put my hand up first!";
- close;
-}
-
-mal_in02,177,58,7 script Koon#mal 4_CAT_SAILOR3,{
- if (ma_tomas == 0) {
- mes "[Koon]";
- mes "Though I'm busy, I always attend this meeting.";
- mes "I'd like this to be held at times that don't disturb my work.";
- close;
- } else if (ma_tomas == 1) {
- mes "[Koon]";
- mes "I expect what comes up today.";
- close;
- } else if (ma_tomas == 2) {
- mes "[Koon]";
- mes "Scottfold is the one who participates enthusiastically.";
- mes "They say that he'll be the next president of this meeting.";
- close;
- } else if (ma_tomas == 3) {
- mes "[Koon]";
- mes "Then, how's the study of Dr. Devore going?";
- next;
- mes "[President of Meeting]";
- mes "The language of Starfish is not undertandable even for the linguist, Dr. Devore...";
- next;
- mes "[Linguist Devore]";
- mes "President! As for that matter, I'd like to speak for myself about the study.";
- next;
- mes "[President of Meeting]";
- mes "Yes. Carry on please.";
- ma_tomas = 4;
- changequest 11211,11212;
- emotion e_paper,0,"Linguist Devore#mal";
- close;
- }
- mes "[Koon]";
- mes "I hope the study of Dr. Devore comes out soon.";
- mes "I am very interested in the language as well!";
- close;
-}
-
-mal_in02,174,64,5 script Linguist Devore#mal 4_CAT_MERMASTER,{
- if (ma_tomas < 4) {
- mes "[Linguist Devore]";
- mes "Most of our cats are especially talented in language.";
- mes "This has a great effect on the prosperity of our merchants.";
- next;
- mes "[Linguist Devore]";
- mes "Because... it means you can do business in more areas if you know more foreign languages.";
- close;
- } else if (ma_tomas == 4) {
- mes "[Linguist Devore]";
- mes "Hello everyone.";
- mes "I am a linguist, Dr. Devore, in charge of the study on the Starfish language.";
- next;
- mes "[Linguist Devore]";
- mes "Let me say the definite conclusion first. Since ^0000FFthe study on the Starfish language^000000 started from the time we settled in Malangdo, there's been no remarkable outcome yet.";
- emotion e_swt2;
- next;
- mes "[Linguist Devore]";
- mes "Of course it is possible to talk with ^6666ccBiscuit^000000 somehow, but this is not close to the result we expected to solve the situation.";
- next;
- mes "[Koon]";
- mes "Then, how's the study on the book we found last time?";
- next;
- mes "[Linguist Devore]";
- mes "This book we assumed to be written in the Starfish language. But when I asked Biscuit, it turns out that it's a textbook to learn the Starfish language...";
- next;
- mes "[Koon]";
- mes "Isn't it very helpful for studying the Starfish language, then?";
- next;
- mes "[Linguist Devore]";
- mes "I surely thought that, but when I tried the conversation as it teaches, we ended up finding they couldn't understand it at all.";
- next;
- mes "[Linguist Devore]";
- mes "If you see the words on the first page of this book, there's a sentence seeming like short conversation.";
- next;
- mes "[Linguist Devore]";
- mes "It's like this, for the question, ¬¬¬Ñ¬Ü ¬ã¬Ú?, it says, ¬¡¬Ù ¬ã¬ì¬Þ ¬Õ¬à¬Ò¬â¬Ö, ¬Ò¬Ý¬Ñ¬Ô¬à¬Õ¬Ñ¬â¬ñ. ¬¡ ¬£¬Ú¬Ö?";
- next;
- mes "[Linguist Devore]";
- mes "Though I tried talking to Biscuit like this, there was no feedback.";
- next;
- mes "[Linguist Devore]";
- mes "After that, as for this book, the existence of the book itself has been studied on the other side.";
- next;
- mes "[President of Meeting]";
- mes "Ok, we listened well to what Dr. Devore said.";
- mes "Then, let's wrap up the progress of the language study, and listen to Geologist, Dr. Mali.";
- ma_tomas = 5;
- changequest 11212,11213;
- emotion e_paper,0,"Geologist Mali#mal";
- close;
- } else if (ma_tomas < 18) {
- mes "[Linguist Devore]";
- mes "Hoo...";
- mes "The Starfish language is the hardest matter in my studying life.";
- next;
- mes "[Linguist Devore]";
- mes "I should solve the puzzling Starfish language soon.";
- mes "I'm ashamed to see you all like this as a result.";
- emotion e_swt2;
- close;
- } else if (ma_tomas == 18) {
- mes "[Linguist Devore]";
- mes "Right...";
- mes "This language world is so beautiful and mysterious.";
- next;
- mes "[Linguist Devore]";
- mes "There are mysteries like why the same beings use totally different languages, or why very far kinds use similar languages.";
- next;
- mes "[Linguist Devore]";
- mes "I joined this group because I thought that traveling all around the world was much more helpful to study, not just reading a book at a desk.";
- next;
- mes "[Linguist Devore]";
- mes "But this Starfish is just mysterious.";
- mes "I cannot understand it at all.";
- mes "I am rather doubtful to say it's actual 'language'.";
- emotion e_swt2;
- next;
- mes "[Linguist Devore]";
- mes "I have no clue, though I study it in various ways.";
- mes "Biscuit got used to our language, rather, and short talk is possible, but we cannot say it is conversation yet.";
- next;
- mes "[Linguist Devore]";
- mes "I feel frustrated and more to study like this, but it should be solved to deal with the other matters.";
- next;
- mes "[Linguist Devore]";
- mes "I don't see what's wrong here!";
- mes "Myself, who used to be called a master of language!";
- mes "I've never expected to come across this untouchable stuff!";
- next;
- mes "[Linguist Devore]";
- mes "Wooaaa wooaaa ahhh!!!!";
- mes "I don't see what's wrong here!";
- emotion e_omg;
- next;
- mes "[Linguist Devore]";
- mes "Why are they here and what do they want!";
- mes "I'd be good enough if I could just know it!";
- ma_tomas = 19;
- changequest 11225,11226;
- close;
- } else if (ma_tomas == 19) {
- mes "[Linguist Devore]";
- mes "Wooaaa wooaaa ahhh!!!!";
- mes "I don't see what's wrong here!";
- emotion e_omg;
- next;
- mes "[Linguist Devore]";
- mes "Why are they here and what do they want!";
- mes "I'd be good enough if I could just know it!";
- close;
- } else if (ma_tomas == 20) {
- mes "[Linguist Devore]";
- mes "What?! What did you say?!";
- mes "Fluently said!";
- mes "How come!";
- emotion e_omg;
- next;
- mes "[Linguist Devore]";
- mes "I can't believe it unless I see it with my own eyes.";
- mes "It's not right if he spoke only to me like that, isn't it?";
- next;
- mes "[Linguist Devore]";
- mes "Let's go and hear it together!!";
- ma_tomas = 21;
- changequest 11227,11228;
- close;
- } else if (ma_tomas < 34) {
- mes "[Linguist Devore]";
- mes "The study by this time was just making a totally wrong guess!";
- mes "But before you're disappointed, I'd rather be happy enough to get the answer.";
- emotion e_no1;
- next;
- mes "[Linguist Devore]";
- mes "Once we get the answer, it's only a matter of time before understanding the Starfish language.";
- close;
- } else if (ma_tomas == 34) {
- mes "[Linguist Devore]";
- mes "Is it true?!";
- mes "Did Biscuit say so?!";
- emotion e_omg;
- next;
- mes "[Linguist Devore]";
- mes "Ah, ah! Thanks to you, "+strcharinfo(0)+"!";
- mes "I feel so grateful.";
- next;
- mes "[Linguist Devore]";
- mes "I have to meet Biscuit right now and say thank you.";
- mes "It'd be possible to express my grateful mind, though we cannot understand each other.";
- next;
- mes "[Linguist Devore]";
- mes "Ah, and I really want to tell this happy news to our chief, Tomas.";
- mes "Please!!";
- emotion e_hlp;
- ma_tomas = 35;
- changequest 11236,11237;
- getitem 6422,30; //Egrade_Coin
- close;
- } else if (ma_tomas == 35) {
- mes "[Linguist Devore]";
- mes "Ah, and I really want to tell this happy news to our chief, Tomas.";
- mes "Please!!";
- emotion e_hlp;
- close;
- }
- mes "[Linguist Devore]";
- mes "Ah, ah!!";
- mes "The study on Starfish is going well.";
- mes "It could've really been a disaster, if you, "+strcharinfo(0)+", didn't help us.";
- emotion e_thx;
- close;
-}
-
-mal_in02,179,57,1 script Geologist Mali#mal 4_CAT_ADV1,{
- if (ma_tomas < 5) {
- mes "[Geologist Mali]";
- mes "Malangdo is named because the ground here is so soft, mew~";
- mes "It gets hard when you touch it, mew~";
- emotion e_slur;
- close;
- } else if (ma_tomas == 5) {
- mes "[Geologist Mali]";
- mes "Mali, mew~";
- mes "As you all know, there are many places with cracks in the ground, mew~";
- next;
- mes "[Geologist Mali]";
- mes "It's not that serious or risky a problem yet, mew~";
- mes "As we cannot predict when Star Candy will move, it's best to repair these first for now, mew~";
- next;
- mes "[Geologist Mali]";
- mes "But, as always, there is a shortage of labor, mew~";
- mes "We need many more participants, I think, mew~";
- next;
- mes "[Geologist Mali]";
- mes "As everyone has their own work to do, I understand that we all must be busy. But I'd like to participate in this repairing, since it's related to our life.";
- emotion e_hlp;
- next;
- mes "[Brie]";
- mes "Wait!";
- mes "It's not something to be done only with instant repairs!";
- mes "My father was seriously injured from the earthquake some time ago!";
- emotion e_omg,0,"Brie#mal";
- next;
- mes "[President of Meeting]";
- mes "Mr. Brie!! I understand what your situation is, but please clam dowm, since we're having a meeting.";
- ma_tomas = 6;
- changequest 11213,11214;
- emotion e_paper,0,"Brie#mal";
- close;
- } else if (ma_tomas < 13) {
- mes "[Geologist Mali]";
- mes "You attended to the meeting instead of your father today, Brie.";
- mes "He's quite unfriendly but devoted to his parents, mew~";
- emotion e_heh;
- next;
- mes "[Geologist Mali]";
- mes "Mr. Brie was not a member of our group at first, but he joined in after getting the news that his father, Rican, joined in with the new trade course development, mew~";
- next;
- mes "[Geologist Mali]";
- mes "But Brie seems to have been shocked when Rican was hurt last time, mew~";
- mes "I should study more to not let this kind of thing happen again, mew~";
- close;
- } else if (ma_tomas == 13) {
- mes "[Geologist Mali]";
- mes "Malangdo is a really special island, mew~";
- mes "Literally, it's soft.";
- next;
- mes "[Geologist Mali]";
- mes "Although I visited so many places following the group, I've never seen ground as soft as Malangdo.";
- mes "If you press the ground by mistake...";
- mes "it has magic so that you end up continously doing it over and over.";
- next;
- mes "[Geologist Mali]";
- mes "Soft and sticky feeling like this...";
- mes "Haha~ it gets you addicted to it...";
- emotion e_shy;
- next;
- mes "[Geologist Mali]";
- mes "Oops!!";
- mes "I was about to be sunk into this softness, mew~!!!";
- emotion e_omg;
- next;
- mes "[Geologist Mali]";
- mes "Though it's got the risk of making you lose your mind, it helped the ship Navi not to break, mew~";
- next;
- mes "[Geologist Mali]";
- mes "By the way, it doesn't have a special element in it, but is made up of common soil, mew~";
- next;
- mes "[Geologist Mali]";
- mes "Moreover!!";
- mes "How come it's been ^0000FFcracked with this softness^000000, mew~!";
- emotion e_omg;
- next;
- mes "[Geologist Mali]";
- mes "If this ^0000FFcrack goes on, the underground support may collapse^000000, mew...";
- next;
- mes "[Geologist Mali]";
- mes "There are many forces in for the repairing of the cracks, it feels like it's not enough, mew~";
- next;
- mes "[Geologist Mali]";
- mes "So we receive applications for voluntary service, mew~";
- mes "Though it's voluntary service, it's not free. So, please visit me at any time you want, mew~";
- next;
- switch(select("Help repairing.:Finish the talk.")) {
- case 1:
- mes "[Geologist Mali]";
- mes "Khhh!!!";
- mes "What a beatiful young person in this hard world!!!";
- mes "Whenever I come across a person like you, I feel this life is still good to live, mew~";
- emotion e_sob;
- next;
- mes "[Geologist Mali]";
- mes "Please listen to ^6666ccmy assistant, Bob^000000 in detail, mew~";
- mes "Get out of here and visit the ^6666cca room on your right^000000, mew~";
- ma_tomas = 14;
- setquest 11221;
- close;
- case 2:
- mes "[Geologist Mali]";
- mes "Woohoohoo.";
- mes "I~will~be~waiting~for~you~~";
- emotion e_lv2;
- close;
- }
- } else if (ma_tomas == 14) {
- mes "[Geologist Mali]";
- mes "Khhh!!!";
- mes "What a beatiful young person in this hard world!!!";
- mes "Whenever I come across a person like you, I feel this life is still good to live, mew~";
- emotion e_sob;
- next;
- mes "[Geologist Mali]";
- mes "Please listen to ^6666ccmy assistant, Bob^000000 in detail, mew~";
- mes "Get out of here and visit the ^6666cca room on your right^000000, mew~";
- close;
- } else if (ma_tomas == 15 || ma_tomas == 16) {
- mes "[Geologist Mali]";
- mes "Is the repairing of the cracks going well, mew?";
- mes "Don't overdo yourself, mew~";
- mes "It'd be bad if your health gets worse, mew~";
- close;
- } else if (ma_tomas == 17) {
- mes "[Geologist Mali]";
- mes "Ah! Bob complimented you so much on your great job, mew~";
- mes "Please help us next time again when you can, mew~";
- emotion e_no1;
- next;
- mes "[Linguist Devore]";
- mes "I made this, since the Starfish study was well finished and you didn't need to do such hard work like this!";
- mes "Sob sob!!!";
- emotion e_sob,0,"Linguist Devore#mal";
- next;
- mes "[Geologist Mali]";
- mes "Ohhh! What are you talking about Dr. Devore, mew~!!!!";
- mes "I don't think that way at~~all, mew~!!!";
- emotion e_omg;
- next;
- mes "[Geologist Mali]";
- mes "Everyone knows how you, Dr. Devore, are studying hard, mew~!!!";
- mes "You do your best, so be more confident, mew~!";
- ma_tomas = 18;
- completequest 11224;
- setquest 11225;
- setquest 11243;
- getitem 6422,20; //Egrade_Coin
- close;
- } else if (ma_tomas > 99) {
- if (questprogress(11240) || questprogress(11241)) {
- mes "[Geologist Mali]";
- mes "Please listen to ^6666ccmy assistant, Bob^000000 in detail, mew~.";
- mes "Get out of here and visit the ^6666cca room on your right^000000, mew~";
- close;
- } else if (questprogress(11242)) {
- mes "[Geologist Mali]";
- mes "Ah! Bob complimented you so much on your great job, mew~";
- mes "Please help us next time again when you can, mew~";
- changequest 11242,11243;
- getitem 6422,4; //Egrade_Coin
- close;
- } else {
- if (questprogress(11243,PLAYTIME) == 1) {
- mes "[Geologist Mali]";
- mes "Don't overdo yourself, mew~";
- mes "It'd be bad if your health gets worse, mew~";
- close;
- }
- if (questprogress(11243,PLAYTIME) == 2)
- erasequest 11243;
- mes "[Geologist Mali]";
- mes "There is a lot more repairing left to do for today!";
- mes "It doesn't seem to be an easy thing to solve, mew~";
- next;
- switch(select("I will help.:I will stop.")) {
- case 1:
- mes "[Geologist Mali]";
- mes "Please listen to ^6666ccmy assistant, Bob^000000 in detail, mew~";
- mes "Get out of here and visit the ^6666cca room on your right^000000, mew~";
- setquest 11240;
- close;
- case 2:
- mes "[Geologist Mali]";
- mes "Then please take a rest, mew~";
- mes "I will see you next chance then, mew~";
- close;
- }
- }
- }
- mes "[Geologist Mali]";
- mes "Soft and sticky feeling like this...";
- mes "Haha~ it gets you addicted to it...";
- emotion e_slur;
- close;
-}
-
-mal_in02,140,94,0 script Bob#mal 4_CAT_DOWN,{
- if (ma_tomas < 14) {
- mes "[Bob]";
- mes "You bow-wow! bow! wow! I mew! mew! mew!";
- mes "I'm into juice from delicious fish, mew~";
- emotion e_ho;
- close;
- } else if (ma_tomas == 14) {
- // Dialogue in repeatable quest is identical.
- // Uses a variable to determine the quest mode.
- @mal_bob_q = 1;
- L_Quest1:
- .@i = @mal_bob_q;
- @mal_bob_q = 0;
- mes "[Bob]";
- mes "You bow-wow! bow! wow! I mew! mew! mew!";
- mes "I'm into juice from delicious fish, mew~";
- emotion e_ho;
- next;
- mes "[Bob]";
- mes "Ah ahhh!!!!!!!!!!!";
- mes "Are you here for voluntary service?!";
- emotion e_omg;
- next;
- if (checkweight(1201,1) == 0) {
- mes "[Bob]";
- mes "Ummm... be lightened with your mind and body when doing voluntary service!";
- mes "You seem to have too much stuff, so get yourself lightened~";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "[Bob]";
- mes "Ummm... be lightened with your mind and body when doing voluntary service!";
- mes "You seem to have a lot of heavy stuff, so get yourself lightened~";
- close;
- }
- switch(select("Yes.:No.")) {
- case 1:
- mes "[Bob]";
- mes "Khhh...";
- mes "Impressed!!!";
- mes "I am impressed!!!";
- mes "The impressive mind is dancing in my heart!!!";
- emotion e_omg;
- next;
- mes "[Bob]";
- mes "I treated the people like I looked down on them and had a prejudice against human beings!!!";
- mes "I feel like crying with scales!!!!";
- mes "Impressed!!!";
- mes "Impression Pegasus Hurricane!!!";
- emotion e_omg;
- next;
- select("Stop it! Tell me how to repair the cracks.");
- mes "[Bob]";
- mes "Ah!";
- next;
- mes "[Bob]";
- mes "Hooo...";
- mes "I was so impressed that I was rude to someone I met for the first time.";
- next;
- mes "[Bob]";
- mes "Repairing the cracks is rather simple.";
- mes "Anyone can do it easily with just this ^0000FFFix Kit^000000!";
- next;
- mes "[Bob]";
- mes "Fill in the part with this mixture of gray and white clay, and fix the cracks with a stapler.";
- mes "And I'll skip explaining how to use the other tools, since you know already.";
- next;
- mes "[Bob]";
- mes "Ah, right...";
- mes "^0000ffYou may fall into the gap of the crack, unfortunately, so please watch out.^000000";
- if (.@i == 1) {
- ma_tomas = 15;
- changequest 11221,11222;
- } else
- changequest 11240,11241;
- getitem 6434,1; //Fix_Kit
- close;
- case 2:
- mes "[Bob]";
- mes "Ah, right...";
- mes "I see...";
- mes "Disappointed...";
- mes "Hoohoot shh shh~";
- emotion e_otl;
- close;
- }
- } else if (ma_tomas == 15) {
- L_Quest2:
- if (checkweight(1201,1) == 0) {
- mes " - Notice !! -";
- mes " - Since you have too many items - ";
- mes " - you cannot get the item. - ";
- mes " - Let your body lighten - ";
- mes " - and try this again. - ";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes " - Notice !! -";
- mes " - Since your items are too heavy - ";
- mes " - you cannot get the item. - ";
- mes " - Let your body lighten - ";
- mes " - and try this again. - ";
- close;
- }
- mes "[Bob]";
- mes "Repairing the cracks is rather simple.";
- mes "Anyone can do it easily with just this ^0000FFFix Kit^000000!";
- if (countitem(6434) == 0)
- getitem 6434,1; //Fix_Kit
- next;
- mes "[Bob]";
- mes "Fill in the part with this mixture of gray and white clay, and fix the cracks with a stapler.";
- mes "And I'll skip explaining how to use the other tools, since you know already.";
- next;
- mes "[Bob]";
- mes "Ah, right...";
- mes "^0000ffYou may fall into the gap of the crack, unfortunately, so please watch out.^000000";
- close;
- } else if (ma_tomas == 16) {
- mes "[Bob]";
- mes "Khhh~~~~~~~~~~~~~~~~~~~~~~";
- mes "That was perfect!";
- emotion e_no1;
- next;
- mes "[Bob]";
- mes "The adhesive filled in just right!!";
- mes "The perfect stapler job!!";
- mes "The speechless and marvelous finishing skill!!";
- next;
- mes "[Bob]";
- mes "Impressed!";
- mes "Mysterious!";
- mes "Shocked!";
- emotion e_omg;
- next;
- mes "[Bob]";
- mes "You did a great job indeed!!!";
- mes "I will tell Dr. Mali!";
- if (countitem(6434) > 0)
- delitem 6434,1; //Fix_Kit
- ma_tomas = 17;
- changequest 11223,11224;
- close;
- } else if (ma_tomas > 99) {
- if (questprogress(11240)) {
- @mal_bob_q = 2;
- goto L_Quest1;
- } else if (questprogress(11241))
- goto L_Quest2;
- }
- mes "[Bob]";
- mes "You bow-wow! bow! wow! I mew! mew! mew!";
- mes "I'm into juice from delicious fish, mew~";
- emotion e_ho;
- close;
-}
-
-- script Crack#mal0 -1,{
- if (.off) end; // Official script uses a 1-second timer to disable cracks. Added to prevent abuse.
- if (ma_tomas == 15 || questprogress(11241)) {
- if (countitem(6434) < 1) {
- mes "- To repair the crack -";
- mes "- you need a Fix Kit. -";
- close;
- }
- .@ma_cr1 = rand(1,10);
- if (.@ma_cr1 < 5) {
- mes "- Ground is a bit cracked. -";
- mes "- Used a stapler. -";
- .off = 1;
- donpcevent "Crackt"+substr(strnpcinfo(2),3,getstrlen(strnpcinfo(2))-1)+"#mal::OnEnable";
- close;
- } else if (.@ma_cr1 == 7) {
- mes "- With the crack opening -";
- mes "- at the center, -";
- mes "- the ground gets soft -";
- mes "- and you are instantly -";
- mes "- sucked into the ground. -";
- close2;
- warp "mal_dun01",0,0;
- end;
- } else {
- while (1) {
- switch(select("Repair the gap.:Use the stapler.")) {
- case 1:
- switch(rand(1,3)) {
- case 1:
- mes "- Mix the two colors of -";
- mes "- adhesives and put it on -";
- mes "- the crack meticulously. -";
- break;
- case 2:
- mes "- Use a plump sea squirt -";
- mes "- for the cracked gap.-";
- break;
- case 3:
- mes "- Use a slithery sea cucumber -";
- mes "- for the cracked gap.-";
- break;
- }
- next;
- break;
- case 2:
- mes "- Used the stapler for the crack -";
- mes "- and fixed it well. -";
- next;
- mes "- It seems the crack -";
- mes "- is well filled. -";
- next;
- if (rand(1,3) == 2) {
- mes "- Let's get back to report this. -";
- if (ma_tomas == 15) {
- ma_tomas = 16;
- changequest 11222,11223;
- }
- if (questprogress(11241)) {
- changequest 11241,11242;
- }
- } else {
- mes "- Let's find -";
- mes "- the other cracks. -";
- }
- .off = 1;
- donpcevent "Crackt"+substr(strnpcinfo(2),3,getstrlen(strnpcinfo(2))-1)+"#mal::OnEnable";
- close;
- }
- }
- }
- }
- mes "- I can see the crack. -";
- mes "- It seems there's still -";
- mes "- not enough supporters yet. -";
- close;
-OnEnable:
- enablenpc strnpcinfo(0);
- end;
-OnDisable:
- .off = 0;
- disablenpc strnpcinfo(0);
- end;
-}
-malangdo,114,157,0 duplicate(Crack#mal0) Crack#mal1 4_CRACK
-malangdo,284,237,0 duplicate(Crack#mal0) Crack#mal2 4_CRACK
-malangdo,134,150,0 duplicate(Crack#mal0) Crack#mal3 4_CRACK
-malangdo,173,199,0 duplicate(Crack#mal0) Crack#mal4 4_CRACK
-malangdo,233,197,0 duplicate(Crack#mal0) Crack#mal5 4_CRACK
-malangdo,137,239,0 duplicate(Crack#mal0) Crack#mal6 4_CRACK
-malangdo,239,157,0 duplicate(Crack#mal0) Crack#mal7 4_CRACK
-malangdo,221,155,0 duplicate(Crack#mal0) Crack#mal8 4_CRACK
-malangdo,217,109,0 duplicate(Crack#mal0) Crack#mal9 4_CRACK
-malangdo,162,183,0 duplicate(Crack#mal0) Crack#mal10 4_CRACK
-
-- script Crackt0#mal -1,{
- end;
-OnInit:
- disablenpc strnpcinfo(0);
- end;
-OnEnable:
- enablenpc strnpcinfo(0);
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- disablenpc strnpcinfo(0);
- end;
-OnTimer1000:
- donpcevent "Crack#mal"+substr(strnpcinfo(1),6,getstrlen(strnpcinfo(1))-1)+"::OnDisable";
- end;
-OnTimer30000:
- donpcevent "Crack#mal"+substr(strnpcinfo(1),6,getstrlen(strnpcinfo(1))-1)+"::OnEnable";
- donpcevent strnpcinfo(0)+"::OnDisable";
- end;
-}
-- duplicate(Crackt0#mal) Crackt1#mal -1
-- duplicate(Crackt0#mal) Crackt2#mal -1
-- duplicate(Crackt0#mal) Crackt3#mal -1
-- duplicate(Crackt0#mal) Crackt4#mal -1
-- duplicate(Crackt0#mal) Crackt5#mal -1
-- duplicate(Crackt0#mal) Crackt6#mal -1
-- duplicate(Crackt0#mal) Crackt7#mal -1
-- duplicate(Crackt0#mal) Crackt8#mal -1
-- duplicate(Crackt0#mal) Crackt9#mal -1
-- duplicate(Crackt0#mal) Crackt10#mal -1
-
-mal_in02,181,55,3 script Brie#mal 4_CAT_SAILOR2,{
- if (ma_tomas < 6) {
- mes "[Brie]";
- mes "Sorry, but I don't feel like talking with you. Please leave me alone.";
- close;
- } else if (ma_tomas == 6) {
- mes "[Brie]";
- mes "Sorry, President.";
- next;
- mes "[Brie]";
- mes "Though Star Candy is supporting the ground of Malangdo,";
- mes "we don't understand its purpose or reason at all.";
- mes "Should we just expect not to find anything?";
- next;
- mes "[President of Meeting]";
- mes "As Dr. Devore said, it's better to wait for the results, since he's still studying...";
- next;
- mes "[Brie]";
- mes "What would you do if Star Candy left, and you had only waited?";
- mes "Malangdo may go under. I cannot just wait here like this.";
- next;
- mes "[President of Meeting]";
- mes "But, Brie, we know there's nothing but waiting.";
- mes "An enormous crack was made when Star Candy tried to make the support stand last time, as she seemed to be shocked and moved too much.";
- next;
- mes "[Geologist Mali]";
- mes "Besides, since ^0000FFStar Candy's location plays the role of pillar for this island, it seems the center would go down as you even set up pillars around her^000000, mew~";
- next;
- mes "[Geologist Mali]";
- mes "Due to the nature of this large basement space, if the center were to collapse, we can't expect what comes next. Our researchers therefore think we should treat it as carefully as we can, mew~";
- next;
- mes "[Brie]";
- mes "...";
- next;
- mes "[President of Meeting]";
- mes "We know that Rican's injury may affect the trade of Yggdrasil Berry, so don't worry too much.";
- next;
- mes "[President of Meeting]";
- mes "As for that matter, we're going to plan for it by discussing it with our chief, Tomas.";
- next;
- mes "[Brie]";
- mes "Yes...";
- next;
- mes "[President of Meeting]";
- mes "Well, let's have a break for now.";
- mes "In time, Samuel brought Seaweed and tuna here.";
- ma_tomas = 7;
- completequest 11214;
- setquest 11215;
- close;
- } else if (ma_tomas == 7) {
- mes "[Brie]";
- mes "What?!";
- mes "I won't listen if you are nagging.";
- next;
- switch(select("About Rican.:I will stop.")) {
- case 1:
- mes "[Brie]";
- mes "As for my father?";
- mes "He's the master of Yggdrasil Berry in this island.";
- next;
- mes "[Brie]";
- mes "He can only do little things, like pushing the button of the dry machine, until his legs recover from the earthquake.";
- mes "The amount of Yggdrasil Berry dramatically decreased.";
- next;
- mes "[Brie]";
- mes "I've been harvesting them instead of him, but...";
- next;
- mes "[Brie]";
- mes "Anyhow, I don't know very much about it, since I've just started this. If you want to ask about the Yggdrasil Berry, go to my house in the ^6666ccwest of Malangdo^000000.";
- next;
- mes "[Brie]";
- mes "My father will be staying there saying he's really bored today again...";
- ma_tomas = 8;
- changequest 11215,11216;
- close;
- case 2:
- mes "[Brie]";
- mes "Hoo...";
- close;
- }
- } else if (ma_tomas < 12) {
- mes "[Brie]";
- mes "Anyhow, I don't know very much about it, since I've just started this. If you want to ask about the Yggdrasil Berry, go to my house in the ^6666ccwest of Malangdo^000000.";
- next;
- mes "[Brie]";
- mes "My father will be staying there saying he's really bored today again...";
- close;
- } else if (ma_tomas == 12) {
- mes "[Brie]";
- mes "Dr. Mali, please let me help to repair the cracks!";
- mes "You called me more often long ago, but why do you say you can't give me the work now?";
- next;
- mes "[Geologist Mali]";
- mes "No, mew~";
- mes "Brie, you have to help your father, mew~";
- next;
- mes "[Brie]";
- mes "But if this island goes down, all the fuss isn't useful at all!";
- next;
- mes "[Geologist Mali]";
- mes "It's the same as the chicken and egg situation, mew~";
- mes "If we have any problems selling Yggdrasil Berry, we cannot buy the tools to repair the cracks, mew~";
- next;
- mes "[Brie]";
- mes "...";
- next;
- mes "[Geologist Mali]";
- mes "So, go back home and help your father, mew~";
- next;
- mes "[Brie]";
- mes "Ok, then I'll come back again if his legs have recovered.";
- next;
- mes "[Geologist Mali]";
- mes "Good.";
- mes "I'll wait for you, mew~";
- next;
- mes "[Geologist Mali]";
- mes "Now as I get him back home, I'm going to find the participants, mew~";
- mes "Cheers!";
- ma_tomas = 13;
- completequest 11220;
- close;
- }
- mes "[Brie]";
- mes "Hew... I think I changed from being fussy, as I felt nervous.";
- mes "Now I will think of only the harvest of fussy.";
- close;
-}
-
-mal_in01,114,169,5 script Rican#mal 4_CAT_SAILOR4,{
- if (ma_tomas < 9) {
- mes "[Rican]";
- mes "Woo waa hoohoo...";
- mes "Woowaa ahhh ahh ahh...";
- mes "I'm impatient... to stay home like this!!";
- emotion e_yawn;
- next;
- mes "[Rican]";
- mes "When will my legs recover, when?!";
- mes "They should be better soon, so that I can work like before...";
- mes "But I can hardly move.";
- if (ma_tomas < 8)
- close;
- next;
- mes "[Rican]";
- mes "All I can do is press the button all day long~";
- mes "This is not exciting at all~";
- mes "I'm not willing to do anything more and more~ Doobie dooba~";
- emotion e_yawn;
- next;
- select("Excuse me. Is this Rican's house?");
- mes "[Rican]";
- mes "Huh?";
- mes "Who are you!";
- mes "I am Rican!";
- mes "It's good to see you, since I'm so bored now...";
- mes "Tell me what's happening right now! Now!";
- emotion e_omg;
- next;
- select("Ask about Yggdrasil Berry.");
- mes "[Rican]";
- mes "Yggdrasil Berry?";
- mes "You... you know something!";
- mes "Umm, hahaha!";
- mes "Only a few cats know about Yggdrasil Berry!";
- emotion e_flash;
- next;
- mes "[Rican]";
- mes "Well, before I traded them with human beings like you, Yggdrasil Berry was not thought to be a very remarkable fruit.";
- next;
- mes "[Rican]";
- mes "It used to be spread out here and there in my old town. It doesn't have a good taste and causes indigestion, mew~";
- mes "Cats need to eat fishes, naturally.";
- emotion e_slur;
- next;
- mes "[Rican]";
- mes "But if human beings eat this, it gets you fully recharged.";
- next;
- mes "[Rican]";
- mes "At first, I'd never thought it could be sold at all!";
- next;
- mes "[Rican]";
- mes "Khhh~";
- mes "It was just awesome at that time...";
- next;
- mes "[Rican]";
- mes "Very long ago...";
- mes "Our group left the town for a new course to trade.";
- emotion e_shy;
- next;
- mes "[Rican]";
- mes "Actually, we dominated the areas around our town, and it was like a challenge to find unexplored areas.";
- next;
- mes "[Rican]";
- mes "But discovering the unknown is the romance of a man, isn't it?";
- emotion e_awsm;
- next;
- mes "[Rican]";
- mes "Well, the beginning was quite nice, anyway.";
- mes "After a month or two floating on the sea...";
- next;
- mes "[Rican]";
- mes "The sea has enough fishes in it, but it made me bored. I wanted to eat seasoning, like radish with chicken the most.";
- emotion e_rice;
- next;
- mes "[Rican]";
- mes "Though we drifted for a very long time, we couldn't land on any island. Rather, we met storms.";
- next;
- mes "[Rican]";
- mes "It was my first time seeing such a harsh tornado.";
- mes "At that time I was out of my mind and thought I would die.";
- next;
- mes "[Rican]";
- mes "I don't know the about the other ships, but this ship Navi luckily landed here in this island.";
- next;
- mes "[Rican]";
- mes "Khhh khhh!";
- mes "Can you believe it?";
- mes "^0000FFThat enormous ship just flied, vroom~~ like an airship and was dropped here in the middle of this island!^000000";
- emotion e_omg;
- next;
- mes "[Rican]";
- mes "Anyhow, I survived, but most of the goods in the ship were swept and we were left with only Yggdrasil Berry.";
- next;
- mes "[Rican]";
- mes "Huh? Why did we load them, if we don't eat them?";
- mes "It... it's the secret...";
- emotion e_swt;
- next;
- mes "[Rican]";
- mes "Well, it's not important. As we sent reconnaissance groups there, we found out that there's a land where the other kind lives, not like us.";
- mes "That was the land of you, human beings.";
- next;
- mes "[Rican]";
- mes "Regardless of the process, we found the new area to trade as we had first intended... we still have a small problem of not knowing how to get back to our howmetown yet...";
- next;
- mes "[Rican]";
- mes "We cats started selling with powerful viability.";
- mes "But we had only Yggdrasil Berry, right?";
- mes "We sold it with no high expectations, but could sell like hot cakes.";
- next;
- mes "[Rican]";
- mes "As rumors went, it was sold at very high prices among human beings and had a remarkable effect on them.";
- mes "So we finally settled down to sell Yggdrasil Berry with growing profits.";
- next;
- mes "[Rican]";
- mes "But we are selling the dried kind, which is ^0000FFa bit different from what human being originally know, and less effective, and hard to eat raw^000000.";
- next;
- mes "[Rican]";
- mes "Since it disappears as we prepare, it's definately the best for our group.";
- emotion e_pat;
- next;
- mes "[Rican]";
- mes "By the way, as I got injured in this important season, it harms my credibility if I don't meet the deadline to deliver the amount ordered!";
- mes "Trading is credibility!!!";
- emotion e_omg;
- next;
- mes "[Rican]";
- mes "For this reason, would you like to help me?";
- mes "Though my son is helping me, the amount we can prepare is not enough.";
- next;
- switch(select("I'll help him.:I won't.")) {
- case 1:
- mes "[Rican]";
- mes "Khhh!";
- mes "I had a good impression of you from the first time!";
- next;
- mes "[Rican]";
- mes "Harvesting Yggdrasil Berry is very easy.";
- mes "You can get it when you just dig the ground, mew~";
- emotion e_omg,1;
- next;
- select("?!");
- mes "[Rican]";
- mes "Huh?";
- mes "Doesn't it originally come from the ground?";
- emotion e_omg,1;
- next;
- select("Doesn't it grow on trees?");
- mes "[Rican]";
- mes "Well, the Yggdrasil Berry in Midgard could do so.";
- mes "But ^6666ccwe dig our Yggdrasil Berry here from the ground^000000.";
- emotion e_omg,1;
- next;
- mes "[Rican]";
- mes "You can get it on Malangdo Island easily. Bring me about 30.";
- mes "Ah! Keep the secret to my son for sure~";
- mes "Then please^ff99cc!!!^000000 please^ff99cc!!!^000000 please~~~";
- emotion e_kis;
- ma_tomas = 9;
- changequest 11216,11217;
- close;
- case 2:
- mes "[Rican]";
- mes "Oh? Then it's okay, if you can't help it.";
- mes "My injured leg feels so bad... -groaning-";
- close;
- }
- } else if (ma_tomas == 9) {
- if (countitem(6435) < 30) {
- mes "[Rican]";
- mes "You can get it on Malangdo Island easily. Bring me about 30.";
- mes "Ah! Keep the secret to my son for sure~";
- mes "Then please^ff99cc!!!^000000 please^ff99cc!!!^000000 please~~~";
- emotion e_kis;
- close;
- }
- mes "[Rican]";
- mes "Oh, oh!!";
- mes "This fresh smell!!!";
- mes "Haaa~ How fresh, good job!";
- mes "You're good at harvesting Yggdrasil Berry?";
- next;
- mes "[Rican]";
- mes "Then would you put it in the machine in front of me?";
- ma_tomas = 10;
- changequest 11217,11218;
- close;
- } else if (ma_tomas == 10) {
- mes "[Rican]";
- mes "Oh, oh!!";
- mes "This fresh smell!!!";
- mes "Haaa~ How fresh, good job!";
- mes "You're good at harvesting Yggdrasil Berry?";
- next;
- mes "[Rican]";
- mes "Then would you put it in the machine in front of me?";
- close;
- } else if (ma_tomas == 11) {
- if (checkweight(1201,1) == 0) {
- mes " - Notice !! -";
- mes " - Since you have too many items - ";
- mes " - you cannot get the item. - ";
- mes " - Let your body lighten - ";
- mes " - and try this again. - ";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes " - Notice !! -";
- mes " - Since your items are too heavy - ";
- mes " - you cannot get the item. - ";
- mes " - Let your body lighten - ";
- mes " - and try this again. - ";
- close;
- }
- mes "[Rican]";
- mes "Hoo hoo~ I feel at ease thanks to your help.";
- mes "I had doubted if it was too much suddenly, but it turned out just right!";
- next;
- mes "[Rican]";
- mes "By the way, no news from my son yet, as he said he went to a meeting.";
- mes "I hope he's not bothering Dr. Mali again...";
- next;
- mes "[Rican]";
- mes "He seems to have visited Dr. Mali more often since my legs got injured.";
- mes "The study will get longer if he does so...";
- next;
- mes "[Rican]";
- mes "If you see my son, please tell him to get back soon~";
- mes "And this is for you to buy something delicious with, since you did hard work.";
- ma_tomas = 12;
- getitem 6422,20; //Egrade_Coin
- changequest 11219,11220;
- setquest 11239;
- close;
- } else if (ma_tomas == 12) {
- mes "[Rican]";
- mes "He seems to have visited Dr. Mali more often since my legs got injured.";
- mes "The study will get longer if he does so...";
- mes "If you see my son, please tell him to get back soon~";
- close;
- } else if (ma_tomas > 99) {
- if (questprogress(11238)) {
- if (countitem(6435) < 30) {
- mes "[Rican]";
- mes "You need exactly 30 to get a set!";
- close;
- }
- mes "[Rican]";
- mes "Very reliable!";
- mes "Don't you want to do your business with Yggdrasil Berry?";
- delitem 6435,30; //Fresh_Fruit
- erasequest 11238;
- setquest 11239;
- getitem 6422,5; //Egrade_Coin
- close;
- } else if (questprogress(11239,PLAYTIME) == 1) {
- mes "[Rican]";
- mes "Would you like to take a rest for a while?";
- mes "It hasn't been a day yet since you last worked~";
- close;
- } else {
- if (questprogress(11239,PLAYTIME) == 2)
- erasequest 11239;
- mes "[Rican]";
- mes "Hehe~";
- mes "You came here to help me again?";
- mes "You're so faithful!";
- next;
- switch(select("I'll help.:I won't.")) {
- case 1:
- mes "[Rican]";
- mes "It's the same task to do as before.";
- mes "30 Yggdrasil Berry. You can easily find it in Malangdo!!";
- mes "Ah! Keep the secret to my son for sure~";
- mes "Then please^ff99cc!!!^000000 please^ff99cc!!!^000000 please~~~";
- emotion e_kis;
- setquest 11238;
- close;
- case 2:
- mes "[Rican]";
- mes "Yeah? Then play around here, since you are visiting~";
- close;
- }
- }
- }
- mes "[Rican]";
- mes "Woo waa hoohoo...";
- mes "Woowaa ahhh ahh ahh...";
- mes "I'm impatient... to stay home like this!!";
- next;
- mes "[Rican]";
- mes "All I can do is press the button all day long~";
- mes "This is not exciting at all~";
- mes "I'm not willing to do anything more and more~ Doobie dooba~";
- close;
-}
-
-mal_in01,116,168,0 script Dry Machine#mal 2_SLOT_MACHINE,{
- if (ma_tomas == 10) {
- if (countitem(6435) < 30) {
- mes "[Rican]";
- mes "You need exactly 30 to get a set!";
- close;
- }
- switch(select("Put the fruits in.:Don't.")) {
- case 1:
- mes "[Rican]";
- mes "I'll press the button by myself!!!";
- emotion e_omg,0,"Rican#mal";
- next;
- mes "- The machine starts operating -";
- mes "- when he presses the button. -";
- delitem 6435,30; //Fresh_Fruit
- ma_tomas = 11;
- changequest 11218,11219;
- close;
- case 2:
- mes "[Rican]";
- mes "Ah... you won't put it in?";
- close;
- }
- }
- mes "- Drrrk Drrrk -";
- close;
-}
-
-- script Suspicious Sand Pile#0 -1,{
- if (.off) end; // Official script uses a 1-second timer to disable sand piles. Added to prevent abuse.
- if (MaxWeight - Weight < 1000) {
- mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
- close;
- }
- if (checkweight(1201,1) == 0) {
- mes "Your inventory is too full to proceed. Come back after reducing your load.";
- close;
- }
- if (ma_tomas == 9 || questprogress(11238)) {
- if (rand(1,5) == 4) {
- mes "- As I put my hand in the sand -";
- mes "- a fresh smell comes out. -";
- getitem 6435,1; //Fresh_Fruit
- } else {
- mes "- As I put my hand in the sand -";
- mes "- I feel like I'm touching -";
- mes "- something bad. -";
- mes "- Ah, ah! Feels bad... -";
- emotion e_omg,1;
- }
- .off = 1;
- donpcevent "Water Sand"+strnpcinfo(2)+"#mal::OnEnable";
- close;
- }
- mes "- Seeems suspicious. -";
- mes "- But it's just sand... -";
- close;
-OnEnable:
- enablenpc strnpcinfo(0);
- end;
-OnDisable:
- .off = 0;
- disablenpc strnpcinfo(0);
- end;
-}
-malangdo,221,139,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#1 4_SOIL
-malangdo,208,174,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#2 4_SOIL
-malangdo,191,223,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#3 4_SOIL
-malangdo,150,195,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#4 4_SOIL
-malangdo,116,196,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#5 4_SOIL
-malangdo,178,145,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#6 4_SOIL
-malangdo,142,120,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#7 4_SOIL
-malangdo,136,122,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#8 4_SOIL
-malangdo,152,143,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#9 4_SOIL
-malangdo,242,175,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#10 4_SOIL
-
-- script Water Sand0#mal -1,{
-OnInit:
- disablenpc strnpcinfo(0);
- end;
-OnEnable:
- enablenpc strnpcinfo(0);
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- disablenpc strnpcinfo(0);
- end;
-OnTimer1000:
- donpcevent "Suspicious Sand Pile#"+substr(strnpcinfo(1),10,getstrlen(strnpcinfo(1))-1)+"::OnDisable";
- end;
-OnTimer30000:
- donpcevent "Suspicious Sand Pile#"+substr(strnpcinfo(1),10,getstrlen(strnpcinfo(1))-1)+"::OnEnable";
- donpcevent strnpcinfo(0)+"::OnDisable";
- end;
-}
-- duplicate(Water Sand0#mal) Water Sand1#mal -1
-- duplicate(Water Sand0#mal) Water Sand2#mal -1
-- duplicate(Water Sand0#mal) Water Sand3#mal -1
-- duplicate(Water Sand0#mal) Water Sand4#mal -1
-- duplicate(Water Sand0#mal) Water Sand5#mal -1
-- duplicate(Water Sand0#mal) Water Sand6#mal -1
-- duplicate(Water Sand0#mal) Water Sand7#mal -1
-- duplicate(Water Sand0#mal) Water Sand8#mal -1
-- duplicate(Water Sand0#mal) Water Sand9#mal -1
-- duplicate(Water Sand0#mal) Water Sand10#mal -1
-
-mal_dun01,136,120,6 script Linguist Devore#mald 4_CAT_MERMASTER,{
- end;
-OnInit:
- disablenpc "Linguist Devore#mald";
- end;
-OnEnable:
- enablenpc "Linguist Devore#mald";
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- disablenpc "Linguist Devore#mald";
- end;
-OnTimer100000:
- donpcevent "Linguist Devore#mald::OnDisable";
- end;
-}
-
-mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{
- if (ma_tomas < 20) {
- mes "- There's something strange. -";
- mes "- It feels like somehow - ";
- mes "- you shouldn't make eye contact. -";
- close;
- } else if (ma_tomas == 20) {
- mes "[Biscuit]";
- mes "Star Candy sacrifices herself like this, but those fellows are setting the pillars around her for themselves only.";
- mes "Hewww!!!";
- emotion e_ag;
- next;
- mes "[Biscuit]";
- mes "They talk to her, but ignore me when I talk to her.";
- mes "I don't like them at all!!!";
- emotion e_ag;
- next;
- mes "- Unlike the words of Dr. Devore, Biscuit appears fluent in speaking. -";
- next;
- mes "- I think it's better to let Dr. Devore know this soon. -";
- close;
- } else if (ma_tomas == 21) {
- mes "[Biscuit]";
- mes "Umm?";
- mes "What's this?";
- mes "Do you have anything to tell me?";
- next;
- mes "[Biscuit]";
- mes "Well, that fellow is often the one ignoring my words.";
- mes "He wavers with words to say and makes me uncomfortable.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Did you hear? Dr. Devore?";
- donpcevent "Linguist Devore#mald::OnEnable";
- next;
- mes "[Linguist Devore]";
- mes "Ummm? What do you mean?";
- mes "I cannot hear anything.";
- emotion e_what,0,"Linguist Devore#mald";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Huh? Biscuit said 'Well, that fellow is often the one ignoring my words. He wavers with words to say and makes me uncomfortable.'?";
- next;
- mes "[Linguist Devore]";
- mes "What? What are you taling about?";
- mes "I cannot hear anything.";
- emotion e_what,0,"Linguist Devore#mald";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Huh?";
- emotion e_what,1;
- next;
- mes "[Linguist Devore]";
- mes "Ah?!";
- mes "Ah?!?!?!?!?!?";
- mes "Ah!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!";
- emotion e_omg,0,"Linguist Devore#mald";
- next;
- mes "[Linguist Devore]";
- mes "If... if that's the cause!";
- mes "We may have totally misunderstood!";
- emotion e_omg,0,"Linguist Devore#mald";
- next;
- mes "[Linguist Devore]";
- mes "Oh my, we couldn't have known, since we live here only with ourselves.";
- next;
- mes "[Linguist Devore]";
- mes "Each living thing has its own area for audibility and vocalization. But we and Biscuit were in slightly different areas!";
- emotion e_omg,0,"Linguist Devore#mald";
- next;
- mes "[Linguist Devore]";
- mes "In such conditions, we cannot hear any language properly!";
- mes "This was a matter of sound rather than language...";
- next;
- mes "[Linguist Devore]";
- mes "Hu~hu... Despite of many years of study, we couldn't discover this reason...";
- next;
- mes "[Linguist Devore]";
- mes "It's not the time to do this!";
- mes "I should change the way of studying right now.";
- next;
- mes "[Linguist Devore]";
- mes "I'll get back to the meeting and report this.";
- mes "Then please take care of the next things!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Wait, Dr. Devore, what on earth is next...?";
- mes "What should I do...?";
- emotion e_dots,1;
- next;
- mes "[Linguist Devore]";
- mes "Hahaha~ You are the kind who can have conversations with Biscuit. Please try to talk with him.";
- mes "It'll be helpful for my study, no matter what you talk about with him.";
- next;
- mes "[Biscuit]";
- mes "Hey... Don't look down on me!";
- emotion e_ag;
- donpcevent "Linguist Devore#mald::OnDisable";
- ma_tomas = 22;
- completequest 11228;
- setquest 11229;
- close;
- } else if (ma_tomas == 22 || ma_tomas == 23 || ma_tomas == 24) {
- mes "[Biscuit]";
- mes "...What are you looking at...";
- next;
- while(1) {
- switch(select("Ask about Star Candy.:Ask about Biscuit.:Ask about Malangdo.")) {
- case 1:
- mes "[Biscuit]";
- mes "Star Candy?";
- mes "Tsk tsk!";
- mes "It's no go, the lowly fellows.";
- emotion e_ag;
- next;
- mes "[Biscuit]";
- mes "You shouldn've recognized the previous and mysterious feeling from Star Candy!";
- mes "She's the one who's really gorgeous.";
- next;
- mes "[Biscuit]";
- mes "How gorgeous she is that... umm...";
- mes "Just gorgeous.";
- mes "She is so gorgeous... but I don't know how to explaing it...";
- emotion e_swt2;
- next;
- mes "[Biscuit]";
- mes "Khummm...";
- mes "That's why the kinds speaking with sound are irritating.";
- emotion e_ag;
- next;
- select("Speaking with sound?");
- mes "[Biscuit]";
- mes "The kind who got highly evolved like us talk using our minds, not sound.";
- mes "As you think in your mind, it goes to the others right away, something like this?";
- next;
- mes "[Biscuit]";
- mes "In other places, it used to be called ultrasonic waves, or telepathy.";
- next;
- mes "[Biscuit]";
- mes "So we haven't needed any more explanation or flowery words...";
- mes "Woo, it's bothering me so much!";
- if (ma_tomas == 22)
- ma_tomas = 23;
- if (ma_tomas == 25)
- close;
- next;
- case 2:
- mes "[Biscuit]";
- mes "Me?";
- mes "I'm an assistant to Star Candy, a new star in the Starfish race with multi-faceted talents!";
- emotion e_flash;
- next;
- mes "[Biscuit]";
- mes "Ah, ah...";
- mes "When I was her assistant at first, I used to be called a genius, handsome assistant, and so on...";
- mes "I felt like a shining road of light had come up to me...";
- next;
- mes "[Biscuit]";
- mes "But if the elderly see this, they'll dry me out in the sun...";
- mes "It was a life like a flame... Sob sob sob sob";
- emotion e_sob;
- if (ma_tomas == 23)
- ma_tomas = 24;
- if (ma_tomas == 25)
- close;
- next;
- case 3:
- mes "[Biscuit]";
- mes "This island is where the gorgeous Star Candy can take a rest.";
- mes "The surface is soft and with the high moisture inside, it's the best place for Starfishes.";
- next;
- mes "[Biscuit]";
- mes "Now, those cats already occupied it as they wanted.";
- mes "It's a problem because Star Candy is too kind...";
- if (ma_tomas == 24) {
- ma_tomas = 25;
- changequest 11229,11230;
- }
- if (ma_tomas == 25)
- close;
- next;
- }
- }
- } else if (ma_tomas == 25) {
- mes "[Biscuit]";
- mes "Hey, you haven't gone back?";
- mes "Get some jellies for Star Candy to eat if you have time.";
- next;
- switch(select("Okay.:Why me?")) {
- case 1:
- mes "[Biscuit]";
- mes "You can get the jellies around here.";
- mes "It's not that difficult, and you should come back before Star Candy's meal time!";
- mes "About 30 jellies would be okay for a meal.";
- ma_tomas = 26;
- changequest 11230,11231;
- close;
- case 2:
- mes "[Biscuit]";
- mes "Why you?";
- mes "I'm busy enough to assist her and the cat fellows who can't hear my voice, that's why I should ask you.";
- next;
- mes "[Biscuit]";
- mes "How rude...";
- emotion e_ag;
- next;
- mes "[Biscuit]";
- mes "You're not my subordinate, so I can't order you by force. But if Star Candy can't have her meal on time, you have to remember that this island will collapse completely.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "...It's not a request, but a threat...";
- emotion e_dots,1;
- close;
- }
- } else if (ma_tomas == 26) {
- // Dialogue in repeatable quest is identical.
- // Uses a variable to determine the quest mode.
- @mal_bob_q = 1;
- L_Quest:
- .@i = @mal_bob_q;
- @mal_bob_q = 0;
- if (countitem(12624) < 30) {
- mes "[Biscuit]";
- mes "It's not enough at all~";
- mes "I need at least 30 Delicious Jelly.";
- close;
- }
- mes "[Biscuit]";
- mes "You got them well.";
- mes "There won't be any problem to prepare her meal.";
- delitem 12624,30; //Delicious_Jelly
- if (.@i == 1) {
- ma_tomas = 27;
- changequest 11231,11232;
- } else {
- erasequest 11244;
- setquest 11245;
- getitem 6422,5; //Egrade_Coin
- }
- next;
- mes "[Biscuit]";
- mes "Though the jelly looks strange, it tastes good...";
- mes "Star Candy seems to like it a lot as well.";
- next;
- mes "[Biscuit]";
- mes "Have your meal, Star Candy~";
- mes "Uhhh, why don't you eat it?";
- mes "You have no appetite?";
- close;
- } else if (ma_tomas == 27) {
- mes "[Biscuit]";
- mes "Hooo.. it's natural that you have no appetite...";
- next;
- mes "[Biscuit]";
- mes "How come precious Star Candy supports the ground in the basement like this, and it's so dry, though it's in a subterranean cave of an island!";
- next;
- mes "[Biscuit]";
- mes "Moreover, the slithery thing is bothering Star Candy.";
- mes "You cannot avoid the stress.";
- next;
- select("Slithery thing?");
- mes "[Biscuit]";
- mes "Hmm? What is such a thing like that.";
- mes "The slithery thing.";
- mes "With its ugly looks, it bothers Star Candy continuously.";
- next;
- mes "[Biscuit]";
- mes "It tries to come up to the island especially when it's storming like today. I hid here a while. Those cats came and made her bad like this.";
- next;
- mes "[Biscuit]";
- mes "Thanks to Star Candy, her skin is...";
- mes "......";
- next;
- mes "[Biscuit]";
- mes "Woooaaappp!";
- mes "What's this!!!";
- mes "Her skin is!!!!";
- mes "She got an abscess on her skin that used to shine like a jewel!!!!";
- emotion e_omg;
- next;
- mes "[Biscuit]";
- mes "She got in trouble with her dried skin, since she's here!";
- mes "For our Starfishes, the lack of water means horrible things that lead to death!";
- next;
- mes "[Biscuit]";
- mes "Ah, ah! She's so kind that she sacrifices herself to save such things. Sob sob.";
- emotion e_sob;
- next;
- mes "[Biscuit]";
- mes "Ah, ah...";
- mes "I can't leave to take care of her, isn't there anybody to help~";
- next;
- mes "[Biscuit]";
- mes "Isn't there anybody to helpppppp~";
- next;
- mes "[Biscuit]";
- mes "Hey, you there...";
- mes "Even as I ask like this, will you just ignore me and stand there?";
- next;
- select("I'll help.:It's unavoidable, so I'll help.:I'll admit this is my destiny, so I'll and help.:I'll do anything I can for Star Candy.");
- mes "[Biscuit]";
- mes "Good attitude!";
- mes "Hoo hoo~";
- next;
- mes "[Biscuit]";
- mes "Then please find the brush to wash her and get a basket to move water here.";
- mes "Maybe they're stacked in the storage.";
- ma_tomas = 28;
- changequest 11232,11233;
- close;
- } else if (ma_tomas == 28) {
- if (countitem(6433) && countitem(6432)) {
- mes "[Biscuit]";
- mes "Oh!";
- mes "You brought the tools successfully.";
- mes "Now you can wash the dry skin in the counter-clockwise direction!";
- mes "Right, then from her left leg...!";
- ma_tomas = 29;
- changequest 11233,11234;
- close;
- } else if (countitem(6433) && countitem(6431)) {
- mes "[Biscuit]";
- mes "Oh!";
- mes "You brought the tools successfully.";
- mes "Now you can fetch sea water from outside.";
- next;
- mes "[Biscuit]";
- mes "There's a spot I remember as first rate, in the east of Malangdo.";
- mes "It's not right to wash her with the water collected in this cave!";
- next;
- mes "[Biscuit]";
- mes "Be careful not to spill the water, as it's heavy to carry.";
- close;
- } else {
- mes "[Biscuit]";
- mes "Ummm... It will be hard if you don't have the proper tools...";
- mes "Though it doesn't matter for someone small like me.";
- next;
- mes "[Biscuit]";
- mes "For such enormous skin as Star Candy's, it's full of barnacles, oysters, and mussels!!!";
- emotion e_omg;
- close;
- }
- } else if (ma_tomas < 33) {
- mes "[Biscuit]";
- mes "Oh!";
- mes "You brought the tools successfully.";
- mes "Now you can wash the dry skin in the counter-clockwise direction!";
- mes "Right, then from her left leg...!";
- close;
- } else if (ma_tomas == 33) {
- if (checkweight(1201,1) == 0) {
- mes " - Notice !! -";
- mes " - Since you have too many items - ";
- mes " - you cannot get the item. - ";
- mes " - Let your body lighten - ";
- mes " - and try this again. - ";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes " - Notice !! -";
- mes " - Since your items are too heavy - ";
- mes " - you cannot get the item. - ";
- mes " - Let your body lighten - ";
- mes " - and try this again. - ";
- close;
- }
- mes "[Biscuit]";
- mes "Well done!";
- mes "Now I see that her beautiful face has recovered.";
- emotion e_awsm;
- next;
- mes "[Biscuit]";
- mes "The skin will go bad if you don't clean it every day.";
- mes "There's a saying... cleansing your skin is much more important than using makeup.";
- emotion e_no1;
- next;
- mes "[Biscuit]";
- mes "You did a good job.";
- mes "You helped me even though I asked suddenly like this...";
- mes "To be honest, I thought you'd just leave.";
- next;
- mes "[Biscuit]";
- mes "It's a kind of reward. Say my words to Dr. Dvor... or Devore, whatever the cat's name is.";
- next;
- mes "[Biscuit]";
- mes "There's no need to wait until the study finishes. We can talk through you, and it's better to talk about the current situation...";
- next;
- mes "[Biscuit]";
- mes "This is not for you... and all of you, either. It's rather for Star Candy to get rest as soon as possible, you know!";
- emotion e_pif;
- ma_tomas = 34;
- erasequest 11235;
- setquest 11236;
- getitem 6422,100; //Egrade_Coin
- getitem 12636,20; //Malang_Sp_Can
- close;
- } else if (ma_tomas > 99) {
- if (questprogress(11244)) {
- @mal_bob_q = 2;
- goto L_Quest;
- } else if (questprogress(11245,PLAYTIME) == 1) {
- mes "[Biscuit]";
- mes "I'll call you when I need you, so don't worry!";
- close;
- } else {
- if (questprogress(11245,PLAYTIME) == 2)
- erasequest 11245;
- mes "[Biscuit]";
- mes "It's the time for Star Candy to have a meal.";
- mes "Get some jellies.";
- next;
- switch(select("I'll help.:I'll stop.")) {
- case 1:
- mes "[Biscuit]";
- mes "You can get the jellies around here.";
- mes "It's not that difficult, and you should come back before Star Candy's meal time!";
- mes "About 30 jellies would be ok for a meal.";
- setquest 11244;
- close;
- case 2:
- mes "[Biscuit]";
- mes "What, are you talking about you let our Star Candy feel hungry?!";
- close;
- }
- }
- }
- mes "[Biscuit]";
- mes "Star Candy is really good.";
- mes "She never loses her smile, even though it's so hard to stand...";
- close;
-}
-
-mal_in02,102,94,3 script Cleaning Staff#mal 4_CAT_SAILOR1,2,2,{
-OnTouch:
- if (checkweight(1201,1) == 0) {
- mes " - Notice !! -";
- mes " - Since you have too many items - ";
- mes " - you cannot get the item. - ";
- mes " - Let your body lighten - ";
- mes " - and try this again. - ";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes " - Notice !! -";
- mes " - Since your items are too heavy - ";
- mes " - you cannot get the item. - ";
- mes " - Let your body lighten - ";
- mes " - and try this again. - ";
- close;
- }
- mes "[Cleaning Staff]";
- mes "All yours. There are various cleaning tools here.";
- next;
- switch(select("Bucket:Cleaning Brush:Stop.")) {
- case 1:
- mes "[Cleaning Staff]";
- mes "You mean the Bucket!";
- mes "Here we go~";
- next;
- mes "[Cleaning Staff]";
- mes "Please give the cleaning tool back to any merchant.";
- mes "Thanks for coming~";
- getitem 6431,1; //Bucket
- close;
- case 2:
- mes "[Cleaning Staff]";
- mes "You mean the Cleaning Brush!";
- mes "Here we go~";
- next;
- mes "[Cleaning Staff]";
- mes "Please give the cleaning tool back to any merchant.";
- mes "Thanks for coming~";
- getitem 6433,1; //Clean_Brush
- close;
- case 3:
- mes "[Cleaning Staff]";
- mes "Thanks for coming~";
- close;
- }
- close;
-}
-
-malangdo,246,184,0 script 1st Rate Point HIDDEN_NPC,{
- if (checkweight(1201,1) == 0) {
- mes " - Notice !! -";
- mes " - Since you have too many items - ";
- mes " - you cannot get the item. - ";
- mes " - Let your body lighten - ";
- mes " - and try this again. - ";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes " - Notice !! -";
- mes " - Since your items are too heavy - ";
- mes " - you cannot get the item. - ";
- mes " - Let your body lighten - ";
- mes " - and try this again. - ";
- close;
- }
- if (countitem(6431) == 0) {
- mes "- To get water -";
- mes "- you need a ^0000FFBucket^000000. -";
- close;
- }
- mes "- The water seems so pure. -";
- next;
- switch(select("Get water.:Stop.")) {
- case 1:
- mes "- The bucket gets remarkably -";
- mes "- heavy as water fills it up. -";
- specialeffect EF_POTION8;
- delitem 6431,1; //Bucket
- getitem 6432,1; //Full_Bucket
- close;
- case 2:
- mes "- Didn't get water. -";
- close;
- }
-}
-
-mal_dun01,133,125,5 script Star Candy#mal 4_F_STARFISHGIRL,{
- if (ma_tomas == 19) {
- mes "[Star Candy]";
- mes "....";
- mes ".....";
- mes "......";
- next;
- mes "[Biscuit]";
- mes "Rude! How come you talk to precious Star Candy!";
- next;
- mes "[Biscuit]";
- mes "You look different from the fellows that usually comes...";
- mes "You also look strange, though.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "?!";
- mes "You can talk!";
- emotion e_omg,1;
- next;
- mes "[Biscuit]";
- mes "What?";
- mes "You've never seen me talking?";
- mes "What's the matter with you?";
- next;
- mes "[Biscuit]";
- mes "Since I can talk with you, you seem better than those other foolish ones.";
- mes "Though I learned to speak in their language, they don't understand.";
- next;
- mes "[Biscuit]";
- mes "Our precious Star Candy humbly supports them, and they treat her like this.";
- mes "They don't know how to express thanks!";
- emotion e_ag,0,"Biscuit#mal";
- next;
- select("Support?");
- mes "[Biscuit]";
- mes "Anyway!";
- mes "It's no use to treat them well.";
- mes "They don't know how hard Star Candy is trying.";
- next;
- mes "[Biscuit]";
- mes "This island used to be hers, but for the short time while she avoided storms and got here, those cats were suddenly dropped on the island.";
- next;
- mes "[Biscuit]";
- mes "Since the ground here is so soft, Star Candy was stuck in between, and the situation is now like this.";
- next;
- mes "[Biscuit]";
- mes "Actually, she can get out regardless of those bad things, but she supports the ground worrying that someone will get hurt.";
- next;
- mes "[Biscuit]";
- mes "Ah, ah...";
- mes "What a beatiful mind...";
- next;
- mes "[Biscuit]";
- mes "Once she moved a bit when she felt uncomfortable, and saw them in panic. She hasn't moved at all since then. I'm worried if she's not well.";
- next;
- mes "[Biscuit]";
- mes "Star Candy sacrifices herself like this, but those fellows are setting the pillars around her for themselves only.";
- mes "Hewww!!!";
- emotion e_ag,0,"Biscuit#mal";
- next;
- mes "[Biscuit]";
- mes "They talk to her, but ignore me when I talk to her.";
- mes "I don't like them at all!!!";
- next;
- mes "- Unlike the words of Dr. Devore, Biscuit appears fluent in speaking. -";
- next;
- mes "- I think it's better to let Dr. Devore know this soon. -";
- ma_tomas = 20;
- changequest 11226,11227;
- close;
- }
- mes "[Star Candy]";
- mes "....";
- mes ".....";
- mes "......";
- close;
-}
-
-- script #skin_mal -1,{
- .@index = atoi(strnpcinfo(2));
- switch(.@index) {
- case 29: .@str$ = "dry"; break;
- case 30: .@str$ = "prickly"; break;
- case 31: .@str$ = "chapped"; break;
- case 32: .@str$ = "hard"; break;
- default:
- mes "An error has occurred.";
- close;
- }
- if (ma_tomas != .@index) {
- mes "- I feel sorry for the skin -";
- mes "- to be so "+.@str$+". -";
- close;
- }
- if (!countitem(6433) || !countitem(6432)) {
- mes "- You need -";
- mes "- a cleaning brush -";
- mes "- and a full bucket. -";
- close;
- }
- mes "- Poured water on the "+.@str$+" skin. -";
- delitem 6432,1; //Full_Bucket
- getitem 6431,1; //Bucket
- next;
- if (rand(1,2) == 1)
- .@menu$ = "Brush.:Stop.:";
- else
- .@menu$ = ":Stop.:Brush.";
- switch(select(.@menu$)) {
- case 1:
- case 3:
- mes "- Poured water on -";
- mes "- the "+.@str$+" skin -";
- mes "- and brushed it hard. -";
- specialeffect EF_BUBBLE;
- if (rand(1,3) > 1)
- close;
- next;
- mes "- The "+.@str$+" skin turned -";
- mes "- soft and moisturized. -";
- switch(rand(1,50)) {
- case 7:
- next;
- mes "[Star Candy]";
- mes "Hoo hoo hoot~";
- mes "That tickles.";
- break;
- case 21:
- next;
- mes "[Star Candy]";
- mes "You're a really good human being.";
- break;
- case 29:
- next;
- mes "[Star Candy]";
- mes "Since I couldn't move, it was the most difficult thing to stand.";
- break;
- case 30:
- next;
- mes "[Star Candy]";
- mes "Ah~ Feels good~";
- mes "I felt itchy for so long.";
- break;
- case 49:
- next;
- mes "[Star Candy]";
- mes "Thanks so much.";
- break;
- default:
- ++ma_tomas;
- if (.@index == 32)
- changequest 11234,11235;
- close;
- }
- cutin "ma_starcandy",2;
- ++ma_tomas;
- if (.@index == 32)
- changequest 11234,11235;
- close2;
- cutin "",255;
- end;
- case 2:
- mes "- All the water -";
- mes "- sank into the ground. -";
- close;
- }
-}
-mal_dun01,143,137,0 duplicate(#skin_mal) Dry Skin#29 HIDDEN_NPC
-mal_dun01,131,150,0 duplicate(#skin_mal) Prickly Skin#30 HIDDEN_NPC
-mal_dun01,116,144,0 duplicate(#skin_mal) Chapped Skin#31 HIDDEN_NPC
-mal_dun01,120,129,0 duplicate(#skin_mal) Hard Skin#32 HIDDEN_NPC
-
-malangdo,190,167,7 script Portali#mal 4_CAT_SAILOR3,{
- if (ma_tomas < 100) {
- mes "[Portali]";
- mes "I have no business for an immature fellow!";
- close;
- }
- mes "[Portali]";
- mes "Hmmm...";
- mes "You smell like cats even though you're a human being...";
- next;
- mes "[Portali]";
- mes "But... Would you like to go back to my hometown?";
- mes "I'll let you go to the land of Midgard with the new skill I found!";
- mes "It's not free. I'll need canned food!";
- next;
- switch(select("Go.:Don't go.:Prices?")) {
- case 1:
- if (countitem(12636) < 4) {
- mes "[Portali]";
- mes "Where are you going without canned food...?";
- close;
- }
- switch(select("Rune-Midgarts:Schwaltzvalt Republic:Arunafeltz Kingdom")) {
- case 1:
- switch(select("Prontera:Morroc:Alberta:Al De Baran:Payon:Geffen")) {
- case 1: callsub L_Warp,"Prontera",4,"prontera",155,111;
- case 2: callsub L_Warp,"Morroc",4,"morocc",159,255;
- case 3: callsub L_Warp,"Alberta",4,"alberta",95,66;
- case 4: callsub L_Warp,"Al De Baran",4,"aldebaran",126,120;
- case 5: callsub L_Warp,"Payon",4,"payon",198,135;
- case 6: callsub L_Warp,"Geffen",4,"geffen",120,100;
- }
- case 2:
- switch(select("Einbroch:Lighthalzen:Yuno:Hugel")) {
- case 1: callsub L_Warp,"Einbroch",6,"einbroch",229,196;
- case 2: callsub L_Warp,"Lighthalzen",6,"lighthalzen",214,150;
- case 3: callsub L_Warp,"Yuno",6,"yuno",157,220;
- case 4: callsub L_Warp,"Hugel",6,"hugel",95,121;
- }
- case 3:
- switch(select("Rachel:Veins")) {
- case 1: callsub L_Warp,"Rachel",5,"rachel",138,113;
- case 2: callsub L_Warp,"Veins",5,"veins",212,144;
- }
- }
- case 2:
- mes "[Portali]";
- mes "Okay...";
- close;
- case 3:
- mes "[Portali]";
- mes "3 for Rune-Midgarts!";
- mes "6 for Schwaltzvalt, 5 for Arunafeltz.";
- mes "Schwaltzvalt is the nation of prohibited magic, and Arunafeltz seems to have a curse!";
- close;
- }
- end;
-L_Warp:
- if (countitem(12636) < getarg(1)) {
- mes "[Portali]";
- mes "Where are you going without canned food...?";
- close;
- }
- mes "[Portali]";
- mes "Then to "+getarg(0)+"~";
- delitem 12636,getarg(1); //Malang_Sp_Can
- close2;
- warp getarg(2),getarg(3),getarg(4);
- end;
-}
-
-// Malangdo Island :: mal_ppl
-//============================================================
-malangdo,137,200,6 script Pipielle 4_CAT_MERMASTER,{
- if (MaxWeight - Weight < 1000) {
- mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
- close;
- }
- if (checkweight(1201,1) == 0) {
- mes "Your inventory is too full to proceed. Come back after reducing your load.";
- close;
- }
- if (BaseLevel < 60) {
- mes "[Pipielle]";
- mes "Wow, this is nice weather. Do you like this kind of weather, too? But I need to do my work now.";
- next;
- mes "[Pipielle]";
- mes "I would ask for your help, if you were a stronger advanturer...";
- next;
- mes "^770099This cat is working on something, but she asks for help above level 60.^000000";
- close;
- }
- .@fish_ss1$ = "What are you doing?";
- if (countitem(6451) > 29)
- .@fish_ss2$ = "I caught a lot of strange fishes!";
- else
- .@fish_ss2$ = (30-countitem(6451))+" of ^bbbbbbUnidentified Fish are required.^000000";
- if (ma_tomas == 100)
- .@fish_ss3$ = "I met an Admiral Tomas...";
- mes "[Pipielle]";
- mes "Would you come here and open your bag for me?";
- next;
- switch(select(.@fish_ss1$,.@fish_ss2$,.@fish_ss3$)) {
- case 1:
- mes "[Pipielle]";
- mes "There are many beautiful fish around here. So I feel my heart beating standing here.";
- next;
- select("I think my heart is beating faster...");
- mes "[Pipielle]";
- mes "How come you only know about eating! My heart doesn't only beat for food.";
- next;
- mes "[Pipielle]";
- mes "I've studied at a human university before and I learned to speak there so don't treat me like some animal.";
- next;
- mes "[Pipielle]";
- mes "I am a scholar of fish research.";
- mes "It's important for cats to research fish.";
- next;
- select("How's your research going?");
- mes "[Pipielle]";
- mes "I was a good friend of admiral Thomas but our ship hasn't gone back to sea since we arrived here.";
- next;
- mes "[Pipielle]";
- mes "The shipmates seem to be pretty lonely.";
- next;
- mes "[Pipielle]";
- mes "A scholar from the university came here to research us and thought it was amazing to find a cat that speaks his language already.";
- mes "So he's been helping me teach the others.";
- next;
- select("Is that why I understand all the cats?");
- mes "[Pipielle]";
- mes "Yes, exactly!";
- mes "I was one of the few cats who could talk to humans before that scholar arrived.";
- next;
- mes "[Pipielle]";
- mes "Anyways, now I'm collecting specimens to study the monsters here. I hope you can help me.";
- next;
- if(select("How can I help you?:I have to decline.") == 2) {
- mes "[Pipielle]";
- mes "Oh, okay. If you change your mind, please come again.";
- close;
- }
- mes "[Pipielle]";
- mes "There is a monster called a Pouring who's eating all fish in the Octopus and Culvert dungeon.";
- next;
- mes "[Pipielle]";
- mes "It suddenly appeared during the winter, so could you collect the specimens of Unidentified Fish after getting rid of it?";
- next;
- mes "[Pipielle]";
- mes "You can get Unidentified Fish from the Pouring monsters, so please collect 30 of them.";
- close;
- case 2:
- if (countitem(6451) > 29) {
- //saveppl Unknown_Fish
- delitem 6451,30; //Unknown_Fish
- mes "[Pipielle]";
- mes "Oh, thank you! I will take these specimens.";
- next;
- mes "[Pipielle]";
- mes "I want to give you something, but the last one is out of stock now so I will just write your name here.";
- next;
- mes "[Pipielle]";
- mes "I can give you good news even from a distance, but it's only possible if I am really lucky...";
- close;
- }
- mes "[Pipielle]";
- mes "I'm sorry, but please collect 30 Unidentified Fish specimens.";
- close;
- case 3:
- mes "[Pipielle]";
- mes "Oh, you met admiral Tomas... how was it?";
- next;
- if(select("He looks gentle:He looks terrible") == 2) {
- mes "[Pipielle]";
- mes "Hmm...";
- mes "Frankly speaking, I was a real fan of Admiral Tomas. Can you take responsibility for your word?";
- next;
- if(select("Just kidding!:Oh yes, he was really terrible!") == 2) {
- mes "[Pipielle]";
- mes "Is he?";
- mes "Okay, it really depends on personal taste...";
- close;
- }
- }
- mes "[Pipielle]";
- mes "Is he?";
- mes "I knew you would say so.";
- next;
- mes "[Pipielle]";
- mes "Admiral Tomas is a legendary figure who has led all of us in voyaging to this island. I think it was the happiest moment in my life.";
- next;
- mes "[Pipielle]";
- mes "Please help him a lot. There are not many people to trust. This is my personal request.";
- next;
- mes "[Pipielle]";
- mes "And this is a small gift for looking after admiral Tomas.";
- ma_tomas = 101;
- getitem 6422,200; //Egrade_Coin
- mes "^0000ffReceived 200 E Class Coins.^000000";
- close;
- }
-}
-
-// Help the Bad Cats in Danger :: mal_bad_guys
-//============================================================
-malangdo,175,206,3 script Gobonge#ml 4_CAT_SAILOR5,{
- if (checkweight(1201,1) == 0) {
- mes "- Can't go next step due to having too many items. -";
- close;
- }
- if (!questprogress(1152,PLAYTIME)) {
- mes "[Gobonge]";
- mes "Hmm, investigation is not enough.";
- mes "We need go back to basic point.";
- mes "Come again tomorrow.";
- mes "I might be in pain of stomach";
- mes "like usual.";
- close;
- } else if (questprogress(1152,PLAYTIME) == 1) {
- erasequest 1152;
- malang_bad_guys = 0;
- } else if (questprogress(1152,PLAYTIME) == 2) {
- completequest 1152;
- erasequest 1152;
- malang_bad_guys = 0;
- }
- if (BaseLevel < 60) {
- mes "[Gobonge]";
- mes "Are you here to help";
- mes "or to get help?";
- mes "You look so weak, haha...";
- mes "Go and hunt more Porings!";
- close;
- }
- if (malang_bad_guys == 0) {
- mes "[Gobonge]";
- mes "Will you listen my sorrow?";
- next;
- switch(select("Sure I will.:No, I won't.")) {
- case 1:
- mes "[Gobonge]";
- mes "This is a sad story.";
- mes "As usual, I unpacked the bag";
- mes "to see strange cats";
- mes "to show them.";
- next;
- mes "[Gobonge]";
- mes "There were lots of cans.";
- mes "I thougt it was new due to different shape";
- mes "but it was bad cans!";
- mes "I ate too much and";
- mes "got in bed right away";
- mes "so I can't do anything...";
- next;
- mes "[Gobonge]";
- mes "And by the way, you have...";
- mes "nice colthes.";
- mes "I can't let you go,";
- mes "that hurts me so badly!";
- emotion e_sob;
- next;
- switch(select("You deserve the pain!:Need help?")) {
- case 1:
- mes "[Gobonge]";
- mes "Yes you are!";
- close;
- case 2:
- mes "[Gobonge]";
- mes "You know what care is.";
- mes "Please find the bad provider";
- mes "and revenge our enemy!";
- next;
- switch(select("No, I don't want to!:Yes, I'll do it!")) {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "For the peace in Malangdo,";
- mes "just lay in bed forever.";
- next;
- mes "[Gobonge]";
- mes "I will!";
- mes "I will have your peace first once I get well!";
- close;
- case 2:
- mes "[Gobonge]";
- mes "Okay, you can do it?";
- mes "The enemy must be near the dock";
- mes "where we got the bundle.";
- mes "We should get them to help";
- mes "our cats' well-being!";
- setquest 1145;
- malang_bad_guys = 1;
- close;
- }
- }
- case 2:
- mes "[Gobonge]";
- mes "Why are you here!";
- mes "If I am usual, I will engrave something";
- mes "with your tear...";
- mes "Let your bag be here instead!";
- emotion e_sob;
- close;
- }
- } else if (malang_bad_guys == 1) {
- mes "[Gobonge]";
- mes "The enemy must be near the dock";
- mes "where we got the bundle.";
- mes "We should get them to help";
- mes "our cats' well-being!";
- close;
- } else if (malang_bad_guys > 1 && malang_bad_guys < 7) {
- mes "[Gobonge]";
- mes "I am so tired due to";
- mes "lack of forbidden bad activity.";
- close;
- } else if (malang_bad_guys == 7) {
- if (countitem(6426) > 29) {
- mes "[Gobonge]";
- mes "Was it from raccoon that made us pain in stomach?";
- mes "Oh bad raccoon!";
- mes "I feel stomachache again from this anger!";
- mes "All right, I will show my power once";
- mes "I can get out of bed.";
- next;
- mes "[Gobonge]";
- mes "I need time to concentrate on my stomachache.";
- mes "You can go now!";
- erasequest 1151;
- malang_bad_guys = 8;
- getitem 12636,20; //Malang_Sp_Can
- delitem 6427,1; //Bad_Can_Sack
- delitem 6426,30; //Bad_Can
- close;
- }
- mes "[Gobonge]";
- mes "How do you know the source of bad can?";
- mes "Do you have time to do slow at the moment?";
- emotion e_sob;
- close;
- } else if (malang_bad_guys == 8) {
- mes "[Gobonge]";
- mes "The Patrol Leader wants to go back to";
- mes "bad world as soon as possible.";
- mes "I want you to go first to soothe him instead.";
- mes "How about it?";
- next;
- switch(select("It's troublsome, I quit.:Sure I will!")) {
- case 1:
- mes "[Gobonge]";
- mes "Haha, you think it is a bad word.";
- mes "I want you to be one of our staffs.";
- next;
- mes "[Gobonge]";
- mes "Sorry, but you should go now";
- mes "so that I can concentrate on my stomachache.";
- setquest 1152;
- malang_bad_guys = 9;
- close;
- case 2:
- mes "[Gobonge]";
- mes "All right, then I will have time";
- mes "to concentrate on my stomachache.";
- setquest 1153;
- malang_bad_guys = 10;
- close;
- }
- } else if (malang_bad_guys == 9) {
- mes "[Gobonge]";
- mes "Hmm, investigation is not enough.";
- mes "We need go back to basic point.";
- mes "Come again tomorrow.";
- mes "I might be in pain of stomach";
- mes "like usual.";
- close;
- } else if (malang_bad_guys > 9 && malang_bad_guys < 12) {
- mes "[Gobonge]";
- mes "Go and have fun with the Patrol Leader!";
- close;
- } else if (malang_bad_guys == 12) {
- mes "[Gobonge]";
- mes "Instead of us, you did bad behavior.";
- mes "Good to hear that?";
- mes "This is what teacher see best pupil?";
- emotion e_swt;
- next;
- mes "[Gobonge]";
- mes "You deserve a reward!";
- mes "I need to get some more rest,";
- mes "so let's investigate tomorrow!";
- erasequest 1155;
- setquest 1152;
- malang_bad_guys = 13;
- getitem 6422,5; //Egrade_Coin
- close;
- } else if (malang_bad_guys == 13) {
- mes "[Gobonge]";
- mes "Come again tomorrow.";
- mes "I might be in pain of stomach";
- mes "like usual.";
- close;
- }
-OnEnable:
- enablenpc "Gobonge#ml";
- close;
-OnDisable:
- disablenpc "Gobonge#ml";
- close;
-}
-
-malangdo,181,205,3 script Gobulee#ml1 4_CAT_SAILOR4,{
- mes "[Gobulee]";
- mes "What a time to show up!";
- mes "You should come around when we're healthy.";
- close;
-}
-
-malangdo,180,202,3 script Gobyungee#ml1 4_CAT_SAILOR4,{
- mes "[Gobyungee]";
- mes "I can't even look another cat in the eye since I'm too sick to be doin' crimes properly.";
- close;
-}
-
-malangdo,186,201,3 script Gosigee#ml1 4_CAT_SAILOR4,{
- mes "[Gosigee]";
- mes "I wish I had some peppy bistmuth pills...";
- mes "Meanwhile the Captain only thinks about catching the bad guys and getting revenge!";
- mes "...";
- next;
- mes "[Gosigee]";
- mes "How can we follow someone so single-minded!";
- close;
-}
-
-malangdo,177,202,3 script Gonanee#ml2 4_CAT_SAILOR4,{
- mes "[Gonanee]";
- mes "We are the only violent gang in Malangdo and we are very proud.";
- mes "I don't feel right just lying in bed.";
- close;
-}
-
-malangdo,183,202,3 script Godoree#ml3 4_CAT_SAILOR4,{
- mes "[Godoree]";
- mes "I saw unfamiliar cats around";
- mes "the dock recently.";
- mes "Are they tourists?";
- mes "I should -inspect- their pockets";
- mes "once I'm better...";
- close;
-}
-
-malangdo,203,116,5 script Suspious Dealer#ml 4_MASK_SMOKEY,{
- mes "He appears to be listening intently.";
- mes "Upon hearing you approach, he pretends to be completely oblivious.";
- next;
- mes "[Suspious Dealer]";
- mes "Oh the pain, oh the pain of it all...";
- close;
-}
-
-malangdo,205,116,3 script Very Suspious Dealer#ml1 4_MASK_SMOKEY,{
- mes "On listening to the story for";
- mes "a while, he pretends to be indifferent once hearing someone's noise.";
- next;
- mes "[Suspious Dealer]";
- mes "Could it BE any smoggier today?";
- close;
-}
-
-malangdo,197,120,5 script A Foolish Cat#ml 4_CAT_SAILOR3,{
- mes "[A Foolish Cat]";
- mes "If you stay here, you";
- mes "can hear all they're saying.";
- mes "Don't know exactly what, but";
- mes "you do hear everything.";
- mes "Hehehe...";
- close;
-}
-
-malangdo,196,120,0 script #ml1 -1,2,2,{
-OnTouch:
- if (malang_bad_guys == 1 || malang_bad_guys == 2) {
- mes "You hear a conversation between the Suspious Dealers.";
- next;
- mes "[Suspious Dealer]";
- mes "Because unexpected robbery at that moment...";
- mes "our great work has delayed.";
- next;
- mes "[Very Suspious Dealer]";
- mes "Do not worry about the thing, I placed it near balloon bag where";
- mes "Ship Navi is in the north, and I hid it perfectly.";
- next;
- mes "You need to check a place near north of balloon bag in ship Navi.";
- if (malang_bad_guys == 1) {
- erasequest 1145;
- setquest 1146;
- malang_bad_guys = 2;
- }
- close;
- } else if (malang_bad_guys > 2 && malang_bad_guys < 8) {
- mes "You still hear a suspicious conversation.";
- next;
- mes "[Suspious Dealer]";
- mes "But near the balloon bag is still";
- mes "worrying so much!";
- next;
- mes "[Very Suspious Dealer]";
- mes "Oh how cowardly you are!";
- mes "I hid it in ship Navi perfectly.";
- mes "Relax!";
- next;
- mes "[Suspious Dealer]";
- mes "The rest of part is in staffs.";
- mes "We should believe.";
- next;
- mes "We need to investigate Navi first.";
- mes "Let's see other guys in ship Navi.";
- if (malang_bad_guys == 3) {
- erasequest 1147;
- setquest 1148;
- malang_bad_guys = 4;
- }
- close;
- } else if (malang_bad_guys > 7) {
- mes "You still hear a suspicious conversation.";
- next;
- mes "[Suspious Dealer]";
- mes "Star candy is still healthy,";
- mes "what happens?";
- next;
- mes "[Very Suspious Dealer]";
- mes "No way...";
- mes "We should get more bad cans.";
- close;
- }
- end;
-}
-
-malangdo,155,179,0 script #ml2 -1,2,2,{
-OnTouch:
- if (malang_bad_guys == 2 || malang_bad_guys == 3) {
- mes "There's a memo.";
- next;
- mes "[Memo]";
- mes "Here is not what we wanted, huh!";
- next;
- mes "...do listen the conversation of merchant.";
- if (malang_bad_guys == 2) {
- erasequest 1146;
- setquest 1147;
- malang_bad_guys = 3;
- }
- close;
- }
- end;
-}
-
-malangdo,171,163,3 script Awfully Suspious Dealer 4_MASK_SMOKEY,{
- if (malang_bad_guys < 4) {
- mes "[Awfully Suspious Dealer]";
- mes "We quit selling them, find another merchant!";
- close;
- } else if (malang_bad_guys == 4) {
- mes "[Awfully Suspious Dealer]";
- mes "Bad cans?";
- mes "Due to lots of work in here";
- mes "can't have a short time to talk?";
- next;
- switch(select("Look suspicious?:I knew all things here!")) {
- case 1:
- mes "[Awfully Suspious Dealer]";
- mes "I have a same boat with you!";
- close;
- case 2:
- mes "[Awfully Suspious Dealer]";
- mes "...";
- mes "You searched the lounge of ship Navi?";
- mes "...";
- next;
- mes "[Awfully Suspious Dealer]";
- mes "It looks wrong place~";
- mes "Go and do other things~!";
- next;
- mes "You need to search lounge of ship Navi?";
- erasequest 1148;
- setquest 1149;
- malang_bad_guys = 5;
- close;
- }
- } else if (malang_bad_guys == 5) {
- mes "[Awfully Suspious Dealer]";
- mes "A thought to search Gozangee around ship Navi";
- mes "is like to ride a skill";
- mes "with frying pan, it is idiot things.";
- mes "I do not recommend.";
- close;
- } else if (malang_bad_guys == 6) {
- if (countitem(6427) == 0) {
- mes "[Awfully Suspious Dealer]";
- mes "You searched the lounge of ship Navi?";
- mes "But still nothing in hand.";
- mes "I told you there's nothing.";
- mes "...";
- next;
- mes "[Awfully Suspious Dealer]";
- mes "...there must be something...";
- close;
- }
- mes "[Awfully Suspious Dealer]";
- mes "Oh! That's ^0000FFa sack of bad cans^000000, isn't it?";
- mes "Where did you get it? Amazing!";
- next;
- switch(select("Do not pretend not to know!:Need to show them our general!")) {
- case 1:
- mes "[Awfully Suspious Dealer]";
- mes "It just looks wonderful.";
- mes "There's nothing more to have?";
- emotion e_ho;
- close;
- case 2:
- mes "[Awfully Suspious Dealer]";
- mes "Relax!";
- mes "Let's have smile and fun with only ours.";
- next;
- mes "[Awfully Suspious Dealer]";
- mes "To be honest, I am a member of raccoon hurray team.";
- mes "A homeless community of raccoons";
- mes "became a black market group.";
- mes "I will make headquater of raccoon hurray team here";
- mes "after kick out group of cats.";
- next;
- switch(select("Are you the leader?:Let me clear the usage of bad can.:Can it be worked as you want?")) {
- case 1:
- mes "[Awfully Suspious Dealer]";
- mes "This is thankful misunderstanding,";
- mes "I am just little staff.";
- mes "I don't know who the leader is.";
- close;
- case 2:
- mes "[Awfully Suspious Dealer]";
- mes "That is...";
- mes "for food...";
- mes "Don't ask me more, please!";
- close;
- case 3:
- mes "[Awfully Suspious Dealer]";
- mes "You look down out raccoon hurray team?";
- mes "Look more! To my star candy who stands island";
- mes "I will make them have stomachache";
- mes "with lots of bad cans.";
- mes "Aren't you expecting?";
- next;
- mes "[Awfully Suspious Dealer]";
- mes "I can't make him eat with my hand,";
- mes "to creature in shining coral area that is basic food of star candy";
- mes "I am still feeding them with bad cans.";
- mes "You must see amazing reaction, just wait!";
- next;
- mes "The situation is serious.";
- mes "Once the cats figure out,";
- mes "you might be confused.";
- mes "Let's withdraw the bad cans first,";
- mes "located in the shining coral area.";
- erasequest 1150;
- setquest 1151;
- malang_bad_guys = 7;
- close;
- }
- }
- } else if (malang_bad_guys == 7) {
- mes "[Awfully Suspious Dealer]";
- mes "Plese forget what I have told you.";
- mes "Please...";
- mes "After you got 30 pcs of bad cans";
- mes "in shining coral area";
- mes "do not tell the cats";
- mes "or report this fact!";
- close;
- }
- mes "[Awfully Suspious Dealer]";
- mes "So you reported all things?";
- mes "...";
- mes "Now it's time to live a new life";
- mes "of group for hair tufts...";
- close;
-}
-
-mal_in02,184,72,3 script Gozangee#ml 4_CAT_SAILOR4,{
- mes "[Gozangee]";
- mes "I have too much pain in my stomach...";
- mes "Should endure myself!";
- mes "...do bad activity...";
- close;
-}
-
-mal_in02,184,77,0 script #ml3 -1,2,2,{
-OnTouch:
- if (checkweight(1201,1) == 0) {
- mes "- You have too many items. -";
- close;
- }
- if (malang_bad_guys == 4) {
- mes "I came to...";
- mes "know a thing that shouldn't be";
- mes "appeared to anyone.";
- mes "Just pretend that I didn't see this.";
- close;
- } else if (malang_bad_guys == 5) {
- mes "This is...!";
- mes "...";
- next;
- mes "A sack that carrying bad cans.";
- next;
- mes "Let's bring this to a guy who";
- mes "is in Awfully Suspious Dealer in deck.";
- erasequest 1149;
- setquest 1150;
- malang_bad_guys = 6;
- getitem 6427,1; //Bad_Can_Sack
- close;
- } else if (malang_bad_guys == 6) {
- mes "I saw a sack of bad cans.";
- mes "located on the deck.";
- mes "Let's bring this to a guy who";
- mes "is in Awfully Suspious Dealer in deck.";
- close;
- }
- end;
-}
-
-malangdo,125,147,3 script Patrol Leader#ml 4_CAT_SAILOR2,{
- if (checkweight(1201,1) == 0) {
- mes "- Can't go next step due to having too many items. -";
- close;
- }
- if (malang_bad_guys < 10) {
- mes "[Patrol Leader]";
- mes "Be careful of distribution for";
- mes "bad cans recently in here";
- mes "so should be noticed.";
- close;
- } else if (malang_bad_guys == 10) {
- mes "[Patrol Leader]";
- mes "So you are going to do bad activity instead of";
- mes "group of hair tufts lying in bed?";
- mes "It's gonna be exciting!";
- mes "So excited...";
- next;
- mes "[Patrol Leader]";
- mes "Gobonge and his friends";
- mes "liked to torment ^0000FFRed Eruma^000000 in shining";
- mes "coral area more than anything.";
- next;
- mes "[Patrol Leader]";
- mes "Report to me after tormenting 20 ^0000FFRed Eruma^000000";
- mes "for a while.";
- mes "I will scold you as Patrol Leader!";
- next;
- switch(select("What Patrol Leader do like this?:Cheer up!!")) {
- case 1:
- mes "[Patrol Leader]";
- mes "This is what my flavor to do this!";
- close;
- case 2:
- mes "[Patrol Leader]";
- mes "I will expect various bad activities.";
- erasequest 1153;
- setquest 1154;
- malang_bad_guys = 11;
- close;
- }
- } else if (malang_bad_guys == 11) {
- if (questprogress(1154,HUNTING) == 2) {
- mes "[Patrol Leader]";
- mes "Wow, you did to ^0000FFRed Eruma^000000 so badly!";
- mes "I am impressed at your work.";
- next;
- mes "[Crime Prevention Staff]";
- mes "Captain, we have work again, right?";
- emotion e_sob;
- emotion e_sob,0,"Crime Prevention Staff#ml";
- next;
- mes "[Patrol Leader]";
- mes "Hide your tears and save your tears!";
- mes "You should cry when having a clue for bad activity";
- mes "at crime spot!";
- emotion e_sob;
- emotion e_sob,0,"Crime Prevention Staff#ml";
- next;
- mes "[Patrol Leader]";
- mes "I will scold you once the investigation is over!";
- mes "Visit Gobonge now.";
- erasequest 1154;
- setquest 1155;
- malang_bad_guys = 12;
- close;
- }
- mes "[Patrol Leader]";
- mes "Inside of starry coral area,";
- mes "report to me after tormenting 20 ^0000FFRed Eruma^000000";
- mes "for a while.";
- mes "I will scold you as Patrol Leader!";
- close;
- }
- mes "[Patrol Leader]";
- mes "I will scold you once the investigation";
- mes "is over!";
- mes "visit Gobonge now.";
- close;
-}
-
-malangdo,129,146,3 script Crime Prevention Staff 4_CAT_SAILOR2,{
- if (malang_bad_guys > 11) {
- mes "[Crime Prevention Staff]";
- mes "A work to do means happy things!";
- mes "I ask you to do various bad activities!";
- close;
- }
- mes "[Crime Prevention Staff]";
- mes "A group of cats that";
- mes "ate bad cans got";
- mes "pain in stomache.";
- mes "They are lying at the north";
- mes "of place but still rolling with anger.";
- next;
- mes "[Crime Prevention Staff]";
- mes "Haha... the village is becoming";
- mes "peaceful and calm, but feels";
- mes "somewhat empty. This is not";
- mes "usual scene that we can have.";
- mes "Let's see there?";
- close;
-}
-
-malangdo,3,1,3 script Guidance for quest#ml 4_MASK_SMOKEY,{
- if (callfunc("F_GM_NPC",1854,0) < 1) {
- mes "[Helper]";
- mes "What is this security code?";
- mes "Go away!";
- close;
- }
- mes "[Helper]";
- mes "Choose now, hurry!";
- next;
- switch(select("NPC appear!:NPC walkout!:Reset setitem:30 pcs of bad cans:Just before collecting cans:Start quest for Patrol Leader")) {
- case 1:
- donpcevent "Gobonge#ml::OnEnable";
- mes "[Helper]";
- mes "First appearance!";
- close;
- case 2:
- donpcevent "Gobonge#ml::OnDisable";
- mes "[Helper]";
- mes "Walk out!";
- close;
- case 3:
- mes "[Helper]";
- mes "Yap!";
- malang_bad_guys = 0;
- erasequest 1152;
- close;
- case 4:
- mes "[Helper]";
- mes "Owing?";
- getitem 6426,30; //Bad_Can
- close;
- case 5:
- mes "[Helper]";
- mes "Yap!";
- erasequest 1150;
- setquest 1151;
- malang_bad_guys = 7;
- close;
- case 6:
- mes "[Helper]";
- mes "Yap!";
- malang_bad_guys = 10;
- close;
- }
-}
-
-// Clean the Ship :: mal_day_qook
-//============================================================
-mal_in02,76,63,7 script Cleanyang 4_CAT_SAILOR1,{
- if (checkweight(1201,1) == 0) {
- mes "- You have too many items so you can't continue the quest. -";
- close;
- }
- if (BaseLevel < 60) {
- mes "Sailor cat is crying sadly.";
- next;
- mes "[Cleanyang]";
- mes "Meow neow meoow";
- mes "What... Meow .. Something... going... Heuheung~";
- mes "You don't have to know. Meow heuheuheuk... ";
- next;
- mes "He does not continue to talk.";
- mes "He might say like that with shaking his head.";
- mes "'You are still young. That is why you don't understand my anguish and sadness...'";
- next;
- mes "It is much better to do not know.";
- close;
- }
- if (mal_qook == 0) {
- mes "Sailor cat is crying sadly.";
- emotion e_sob;
- next;
- mes "[Cleanyang]";
- mes "Meow meow meoooow~";
- mes "What is going on... Heu... heuk...";
- mes "You don't have to know. Heu... heuk...";
- emotion e_sob;
- next;
- mes "Could not continue talk.";
- next;
- switch(select("Cheer him up.:Ignore.")) {
- case 1:
- mes "I comforted his wounded heart just standing by him.";
- next;
- emotion e_sob;
- mes "[Cleanyang]";
- mes "This is unjust... Heuheuk...";
- mes "The chef... He always gives me scolding.";
- next;
- mes "[Cleanyang]";
- mes "I always clean up diligently.";
- mes "I have no idea where they are from... Heuheuk...";
- mes "They penetrated into the ingredients...";
- next;
- select("They?");
- mes "[Cleanyang]";
- mes "Yes, they are fast, small, hard and shiny black.";
- mes "Meow... Also, white and wriggled...";
- mes "My chef is so clean.";
- next;
- mes "[Cleanyang]";
- mes "It's ok. Clean, vermin and";
- mes "whatever... the unfair thing is";
- mes "that I really killed vermin as well, meow.";
- mes "In addition, I clean up diligently.";
- next;
- mes "[Cleanyang]";
- mes "By the way, they are coming over and over again.";
- mes "I don't know where they are from.";
- next;
- switch(select("Don't ask anymore.:Asking for the place of vermin came.")) {
- case 1:
- emotion e_sob;
- mes "[Cleanyang]";
- mes "...what's wrong with your face?";
- mes "Are you afraid of sending on an errand?";
- mes "What are you thinking about me... meow, meow...?";
- mes "It's not fair... meow, meow...";
- next;
- mes "Poor sailor cat Cleanyang begins to cry.";
- mes "Leave him alone.";
- close;
- case 2:
- mes "[Cleanyang]";
- mes "Does someone will go there and check it?";
- mes "Please, search everywhere of the ship Navi?";
- mes "I can't live like this! Meow, meow!";
- next;
- mes "[Cleanyang]";
- mes "There is definitely something I do not know. Meow.";
- mes "Meow... I'll clean this place up. Please find something instead of me.";
- mal_qook = 1;
- setquest 7260;
- close;
- }
- case 2:
- mes "You leave the crying cat and move back.";
- close;
- }
- } else if (mal_qook == 1) {
- if (questprogress(7261) && questprogress(7262) && questprogress(7263)) {
- emotion e_omg;
- mes "[Cleanyang]";
- mes "Uh. What is that? Meow.";
- mes "This is cat's ship biscuit... It might be left for a long time...";
- mes "No way...!";
- next;
- select("Yeah, this is it.");
- emotion e_hmm;
- mes "[Cleanyang]";
- mes "There were infested with insects because sailors hided and left the cat's ship biscuit..";
- mes "I got a scolding cause of just teeth grinder?";
- mes "Meow!";
- next;
- select("Teeth Grinder?");
- mes "[Cleanyang]";
- mes "That is right, meow.";
- mes "This is stiff-baked bread for preserve easily during sailing, meow.";
- mes "It is too hard, so if you just bite this, probably your canine will be broken, meow.";
- next;
- mes "[Cleanyang]";
- mes "It is baked with just salt and flour for preserve long time that is why it does not have any taste.";
- mes "More than all..... look at this.";
- next;
- mes "Cleanyang breaks cat's ship biscuit with hammer and chisel";
- mes "and hit on the floor. Then...";
- next;
- mes "[Cleanyang]";
- mes "........can you see something coming out from here?";
- mes "This is Weevil Bug..........";
- mes "It is such a castle of insects.";
- next;
- mes "[Cleanyang]";
- mes "Maybe someone really does not want to eat this.";
- mes "These insects are left before we are settled on island and change the menu.";
- next;
- mes "[Cleanyang]";
- mes "After settled on this island, we did not make cat's ship biscuit due to fresh ingredients.";
- mes "........";
- next;
- mes "[Cleanyang]";
- mes "Please show this to chef and tell him that Cleanyang really cleaned up very well.";
- mes "Well... I'm still afraid of chef...";
- mes "...please! Meow!";
- mal_qook = 2;
- erasequest 7261;
- erasequest 7262;
- erasequest 7263;
- erasequest 7260;
- setquest 7264;
- next;
- mes "[Cleanyang]";
- mes "Ah, that cat's ship biscuit is still fine, so just try to eat.";
- mes "Do you wonder what is that? It was a great food even though it's not look good...";
- close;
- }
- mes "[Cleanyang]";
- mes "Please search the ship Navi and find the place of origin.";
- mes "I just believe you.";
- close;
- } else if (mal_qook == 2) {
- mes "[Cleanyang]";
- mes "If you show cat's ship biscuit to chef and those insects were from there,";
- mes "my misunderstanding will be resolved.";
- next;
- select("Why don't you go by yourself?");
- mes "[Cleanyang]";
- mes "Um... I still have to clean up...";
- mes "I'm still scared of my chef, so please.";
- close;
- } else if (mal_qook == 3) {
- mes "[Cleanyang]";
- mes "Chef gets angry.";
- mes "Just beg for mercy!";
- close;
- } else if (mal_qook == 4) {
- mes "[Cleanyang]";
- mes "Did you say that chef was more upset about cat's ship biscuit?";
- mes "From now, I don't have to crying?";
- next;
- mes "[Cleanyang]";
- mes "If chef needs something, Just bring it for him~";
- mes "Is that good for each other?";
- next;
- mes "[Cleanyang]";
- mes "When chef is satisfied and pleased, just come at that time.";
- mes "I may not able to clean up until that time because I'm nervous. Meow....";
- close;
- } else if (mal_qook == 5) {
- mes "[Cleanyang]";
- mes "Did you finish work what chef wanted?";
- mes "By the way, why do you make cat's ship biscuit suddenly?";
- next;
- select("New menu for you.");
- mes "[Cleanyang]";
- mes "Meoooow----!!";
- mes "Keemeoooow!!";
- mes "Nyahuhuh... Kmeoooow!";
- next;
- mes "[Cleanyang]";
- mes "Nooo!!!!!!!!!!!";
- mes "Without cat's ship biscuit was a heaven. I don't want to go hell again!!!!";
- mes "Kmeoooow... Kmeoooow... Kmeoooow~";
- next;
- switch(select("Tickling under the chin.:Hit the end of nose.:Tap on butt.")) {
- case 1:
- mes "[Cleanyang]";
- mes "Meoow... Koleung koleung...";
- mes "Kyarreung...";
- mes "Huahhuah... Golgolgol...";
- next;
- break;
- case 2:
- mes "[Cleanyang]";
- mes "Eung Kya-!";
- mes "Uh nyanyanyanaynyan!";
- mes "What the heck are you doing!";
- next;
- break;
- case 3:
- mes "[Cleanyang]";
- mes "Heu keeyangyang";
- mes "Heunyang... Euhnyang-!";
- mes "What are you doing!";
- next;
- break;
- }
- mes "[Cleanyang]";
- mes "Please stop...";
- mes "Now, be calm.";
- mes "I understand that chef's saying and huge plan.";
- next;
- mes "[Cleanyang]";
- mes "Hey, human who helped me, you, you!";
- mes "Could you do me favor.";
- mes "If the menu will be changed and provide cat's ship biscuit, definitely they appear...";
- next;
- select("What?");
- mes "[Cleanyang]";
- mes "Cat the Cat!";
- mes "Cats who hide cat's ship biscuit secretly.";
- mes "No one says that do not want to eat and throw away because they are scare chef.";
- next;
- mes "[Cleanyang]";
- mes "Absolutely, they begin to hide cat's ship biscuit...";
- mes "And it will be infested by insects!";
- mes "Chef will give a scolding again!";
- next;
- mes "[Cleanyang]";
- mes "So let me see you everyday from provided cat's ship biscuit tomorrow.";
- mes "You did good job. This is a token of thanks.";
- mal_qook = 6;
- getitem 12636,30; //Malang_Sp_Can
- getexp 80000,80000;
- setquest 7267;
- close;
- }
- switch(rand(3)) {
- case 0:
- mes "[Cleanyang]";
- mes "Ohohohong...";
- mes "Euhohohohong...";
- mes "It's horrible... I got cat's ship biscuit but I don't know when It was made.";
- mes "It's really hard. I almost lost my teeth.";
- break;
- case 1:
- mes "[Cleanyang]";
- mes "Chef might forget everything that he gave me a scolding cause of insects.";
- mes "He got a shock by cat's ship biscuit. Is this bigger case than the clean up?";
- break;
- case 2:
- mes "[Cleanyang]";
- mes "I'm a cleaning cat Cleanyang~";
- mes "Meow~";
- mes "Make a scratch others' door of house Meow~";
- mes "Meow~ Uh? Did you hear it?";
- mes "This is my cleaning song.";
- break;
- }
- next;
- mes "[Cleanyang]";
- mes "By the way, what is going on?";
- next;
- switch(select("It's time to promise~:I'm here to see the result~:Shake your butt~")) {
- case 1:
- if (!questprogress(7267,PLAYTIME)) {
- mes "[Cleanyang]";
- mes "Uh? Not yet.";
- mes "Today's cat's ship biscuit is not provided yet, so I will know that after wait little bit more.";
- mes "It might be after chef's distribution of cat's ship biscuit.";
- close;
- }
- if (questprogress(7268)) {
- mes "[Cleanyang]";
- mes "My service to you today.";
- mes "Recently, there are 9 spot that hided cat's ship biscuit as well.";
- next;
- mes "[Cleanyang]";
- mes "Someone think that good angel took them all as I collected and threw away.";
- mes "He still hide them that place.";
- next;
- mes "[Cleanyang]";
- mes "It is so easy because I don't have to search everywhere, but...";
- mes "Please search the 9 spot where hiding frequently.";
- close;
- }
- if (questprogress(7267,PLAYTIME) == 2)
- completequest 7267;
- erasequest 7267;
- mes "[Cleanyang]";
- mes "Is there guy who hide cat's ship biscuit today?";
- mes "Probably there he is?";
- next;
- switch(select("Try to search today.:Maybe not today.")) {
- case 1:
- mes "[Cleanyang]";
- mes "My service to you today.";
- mes "The inside of ship Navi, home and cat tower too. Don't even miss a blade of grass.";
- mes "Search everywhere.";
- setquest 7268;
- close;
- case 2:
- mes "[Cleanyang]";
- mes "Do you think so?";
- mes "If so, It's good thing.";
- mes "Anyway, It is not infested of insects due to we find them and remove right away.";
- mes "That's enough.";
- close;
- }
- case 2:
- if (!questprogress(7268)) {
- mes "[Cleanyang]";
- mes "Um? Nobody request for collecting cat's ship biscuit today.";
- mes "By the way, what is the result report?";
- mes "Are you sick?";
- close;
- }
- if (questprogress(7261) && questprogress(7262) && questprogress(7263) && questprogress(7269) && questprogress(7270) &&
- questprogress(7271) && questprogress(7272) && questprogress(7273) && questprogress(7274) && questprogress(7275)) {
- mes "[Cleanyang]";
- mes "Um, the rising cat's ship biscuit spot!";
- mes "Did you collect all fully?";
- mes "I guess this is pretty enough.";
- next;
- mes "[Cleanyang]";
- mes "Just take all finding cat's ship biscuit.";
- mes "Taste is not bad and have a resilient too...";
- next;
- mes "[Cleanyang]";
- mes "Ok today's work is enough. Please come tomorrow!";
- mes "There will be tomorrow's cat's ship biscuit!";
- mes "Nya hahahong~";
- setquest 7267;
- erasequest 7268;
- erasequest 7261;
- erasequest 7262;
- erasequest 7263;
- erasequest 7269;
- erasequest 7270;
- erasequest 7271;
- erasequest 7272;
- erasequest 7273;
- erasequest 7274;
- erasequest 7275;
- getexp 30000,40000;
- getitem 12636,10; //Malang_Sp_Can
- close;
- }
- mes "[Cleanyang]";
- mes "Did you find all of them?";
- next;
- mes "[Cleanyang]";
- mes "Someone think that good angel took them all as I collected and threw away.";
- mes "He still hide them that place.";
- next;
- mes "[Cleanyang]";
- mes "It is so easy because I don't have to search everywhere, but";
- mes "please search the 9 spot where hiding frequently.";
- close;
- case 3:
- mes "[Cleanyang]";
- mes "Meooow-!";
- mes "What are you doing? Meow!";
- mes "Goreureureung...";
- next;
- mes "[Cleanyang]";
- mes "Hmhm.";
- mes "Hey, don't do that.";
- mes "...isn't it a crime? Meow.";
- close;
- }
-}
-
-mal_in02,29,67,0 script #CaptainRoom3 CLEAR_NPC,{
- if (checkweight(1201,1) == 0) {
- mes "- You have too many items so you can't continue the quest. -";
- close;
- }
- if (mal_qook == 1) {
- if (!questprogress(7261)) {
- mes "Lots of junk are piled up in a corner of captain's room.";
- mes "Cleanyang might not clean in a corner because it is not within his hand.";
- next;
- mes "[Admiral Thomas]";
- mes "Uh? What are you doing over there?";
- mes "Do not touch that!";
- cutin "ma_tomas03",2;
- next;
- switch(select("Sorry.:I'll clean up!")) {
- case 1:
- mes "[Admiral Thomas]";
- mes "We have a common interest to talk.";
- mes "There is no reason to search there like you.";
- mes "Please leave me alone.";
- cutin "ma_tomas01",2;
- cutin "ma_tomas03",255;
- break;
- case 2:
- cutin "ma_tomas03",255;
- mes "Ignoring Thomas and search under the junk.";
- mes "And at that time...";
- next;
- emotion e_omg;
- mes "The place where the black shadow just passed, I don't how long been it is left.";
- mes "Find a cat's ship biscuit.";
- switch(rand(3)) {
- case 0: monster "mal_in02",30,67,"Quick Dark Shadow",2209,1;
- case 1: monster "mal_in02",30,65,"Quick Dark Shadow",2209,1;
- case 2: monster "mal_in02",29,65,"Quick Dark Shadow",2209,1;
- }
- setquest 7261;
- getitem 11536,1; //Cat_Hard_Biscuit
- next;
- if (questprogress(7261) && questprogress(7262) && questprogress(7263)) {
- mes "I guess I searched pretty enough.";
- mes "Let's tell Cleanyang that is infested of insects due to cat's ship biscuit is left long time.";
- close;
- }
- mes "It was one of reason that the insects are appeared.";
- close;
- }
- }
- mes "It used to be habitat of insects because someone left cat's ship biscuit.";
- mes "I think it's ok now due to we removed all of them.";
- close;
- }
- if (questprogress(7268)) {
- if (!questprogress(7261)) {
- mes "Lots of junk are piled up in a corner of captain's room.";
- mes "Cleanyng might not clean in a corner because it is not within his hand.";
- mes "He reached out and search under the junk.";
- next;
- mes "And at that time...";
- mes "The place where the dark shadow just passed, find a cat's ship biscuit that is hided recently.";
- emotion e_omg;
- switch(rand(3)) {
- case 0: monster "mal_in02",30,67,"Quick Dark Shadow",2209,1;
- case 1: monster "mal_in02",30,65,"Quick Dark Shadow",2209,1;
- case 2: monster "mal_in02",29,65,"Quick Dark Shadow",2209,1;
- }
- setquest 7261;
- getitem 11536,1; //Cat_Hard_Biscuit
- close;
- }
- mes "It used to be habitat of insects because someone left cat's ship biscuit.";
- mes "I think it's ok now due to we removed all of them.";
- close;
- }
- mes "I don't have any business here.";
- close;
-}
-
-mal_in02,183,49,0 script #MeetingFloor4 CLEAR_NPC,{
- if (checkweight(1201,1) == 0) {
- mes "- You have too many items so you can't continue the quest. -";
- close;
- }
- if (mal_qook == 1 || questprogress(7268)) {
- if (!questprogress(7263)) {
- mes "This is ventilation window on the floor. It is really close to Cooking table";
- mes "I'm trying to ignore that but it is on my mind. What should I do?";
- next;
- switch(select("Just look roughly.:Take a look at this.")) {
- case 1:
- mes "I looked at the ventilation window well, but did not find any problem.";
- close;
- case 2:
- mes "It looks good from the top... I took it off because it's on my mind.";
- mes "I can see something the bottom of way of ventilation.";
- mes "And at that time...";
- next;
- mes "The place where the dark shadow just passed, I don't how long been it is left.";
- mes "Find a cat's ship biscuit.";
- emotion e_omg;
- switch(rand(2)) {
- case 0: monster "mal_in02",182,50,"Quick Dark Shadow",2209,1;
- case 1: monster "mal_in02",184,50,"Quick Dark Shadow",2209,1;
- }
- setquest 7263;
- getitem 11536,1; //Cat_Hard_Biscuit
- if (mal_qook == 1) {
- next;
- if (questprogress(7261) && questprogress(7262) && questprogress(7263)) {
- mes "I guess I searched pretty enough.";
- mes "Let's tell Cleanyang that is infested of insects due to cat's ship biscuit is left long time.";
- } else
- mes "It was one of reason that the insects are appeared.";
- }
- close;
- }
- }
- mes "It used to be habitat of insects because someone left cat's ship biscuit.";
- mes "I think it's ok now due to we removed all of them.";
- close;
- }
- mes "I don't have any business here.";
- close;
-}
-
-mal_in02,103,22,0 script #MalBed5 CLEAR_NPC,{
- if (checkweight(1201,1) == 0) {
- mes "- You have too many items so you can't continue the quest. -";
- close;
- }
- if (mal_qook == 1 || questprogress(7268)) {
- if (!questprogress(7262)) {
- mes "This is bed for sailors. There is too much hair and so messy.";
- mes "At the corner of under the bed is does not reached hand so I'm thinking too much about that.";
- next;
- switch(select("Raise the matress slightly.:Search under the bed.")) {
- case 1:
- mes "I slightly push and raise the part that touched edge of wall.";
- mes "And at that time...";
- next;
- mes "The place where the dark shadow just passed, I don't how long been it is left.";
- mes "Find a cat's ship biscuit.";
- emotion e_omg;
- monster "mal_in02",102,23,"Quick Dark Shadow",2209,1;
- setquest 7262;
- getitem 11536,1; //Cat_Hard_Biscuit
- if (mal_qook == 1) {
- next;
- if (questprogress(7261) && questprogress(7262) && questprogress(7263)) {
- mes "I guess I searched pretty enough.";
- mes "Let's tell Cleanyang that is infested of insects due to cat's ship biscuit is left long time.";
- } else
- mes "It was one of reason that the insects are appeared.";
- }
- close;
- case 2:
- mes "I searched under the bed, but I didn't find any problem.";
- mes "Maybe Cleanyang cleaned up. It's pretty good condition.";
- close;
- }
- }
- mes "It used to be habitat of insects because someone left cat's ship biscuit.";
- mes "I think it's ok now due to we removed all of them.";
- close;
- }
- mes "The bed for sailors.";
- mes "Lots of cat's hair are attached.";
- close;
-}
-
-malangdo,141,178,0 script #Darkweed6 CLEAR_NPC,{
- if (checkweight(1201,1) == 0) {
- mes "- You have too many items so you can't continue the quest. -";
- close;
- }
- if (questprogress(7268)) {
- if (!questprogress(7269)) {
- mes "Many weeds are growing in rest area near cat tower.";
- mes "It's easily ignored, so it's on my mind.";
- next;
- switch(select("Search through the weeds.:Search under the chair.")) {
- case 1:
- mes "I decide to search the forest that out of people's eye.";
- mes "And at that time...";
- next;
- mes "From the place where Dark shadow just passed and someone hided recently.";
- mes "Find a cat's ship biscuit.";
- emotion e_omg;
- monster "malangdo",141,178,"Quick Dark Shadow",2209,1;
- setquest 7269;
- getitem 11536,1; //Cat_Hard_Biscuit
- close;
- case 2:
- mes "I searched under the chair in rest area, but I didn't find any problem.";
- mes "It's pretty good condition even though it's outside.";
- close;
- }
- }
- mes "Many weeds are growing in rest area near cat tower.";
- mes "We already collected hiding cat's ship biscuit here.";
- close;
- }
- mes "Many weeds are growing under the cat tower.";
- mes "It seems to be hard to clean.";
- close;
-}
-
-malangdo,133,134,0 script Strange Pile of Sand#7 4_SOIL,{
- if (checkweight(1201,1) == 0) {
- mes "- You have too many items so you can't continue the quest. -";
- close;
- }
- if (questprogress(7268)) {
- .@quest = (strnpcinfo(0) == "Strange Pile of Sand#7")?7270:7275;
- if (!questprogress(.@quest)) {
- mes "The pile of sand is billowed like a grave. Should be something in there.";
- mes "According to rumors, cats have a habit to bury with sand after stool...";
- next;
- switch(select("Avoid this dirty place.:Darn it-!")) {
- case 1:
- mes "[" + strcharinfo(0) + "]";
- mes "Right!";
- mes "It may be cat's grave... Do not touch them!";
- mes "Avoid, avoid~";
- break;
- case 2:
- mes "Close eyes and start to dig that pile of sand!";
- mes "Therefore, something came out quickly from there and disappeared.";
- mes "And...";
- next;
- mes "From the place where Dark shadow just passed and someone hided recently.";
- mes "Find a some chips of cat's ship biscuit.";
- setquest .@quest;
- if (!rand(3)) {
- emotion e_omg;
- getmapxy(.@map$,.@x,.@y,1);
- monster .@map$,.@x,.@y,"Quick Dark Shadow",2209,1;
- } else
- getitem 11536,1; //Cat_Hard_Biscuit
- close;
- }
- }
- mes "We already collected buried cat's ship biscuit.";
- close;
- }
- mes "- Looks so strange. -";
- mes "- That's it... -";
- close;
-}
-malangdo,197,237,0 duplicate(Strange Pile of Sand#7) Strange Pile of Sand#12 4_SOIL
-
-malangdo,232,131,0 script #UnderStairs8 CLEAR_NPC,{
- if (checkweight(1201,1) == 0) {
- mes "- You have too many items so you can't continue the quest. -";
- close;
- }
- if (questprogress(7268)) {
- if (!questprogress(7271)) {
- mes "Some weeds are growing under the low stairs.";
- mes "It's really hard to find something fell under the stairs..";
- next;
- mes "To lie flat and look under the stairs carefully.";
- mes "And at that time...";
- next;
- mes "From the place where Dark shadow just passed and someone hided recently.";
- mes "Find a some chips of cat's ship biscuit.";
- setquest 7271;
- if (!rand(3)) {
- emotion e_omg;
- monster "malangdo",231,130,"Quick Dark Shadow",2209,1;
- } else
- getitem 11536,1; //Cat_Hard_Biscuit
- close;
- }
- mes "Sometimes, someone played with pulling people's ankle under the stairs";
- mes "Now, I can't see mischievous boys or any strange thing.";
- next;
- mes "We already collected buried cat's ship biscuit.";
- close;
- }
- mes "Out of people's hand under the stairs.";
- mes "Sometimes, I look around there when I search for lost toys.";
- close;
-}
-
-mal_in01,74,20,0 script #CornerTower9 CLEAR_NPC,{
- if (checkweight(1201,1) == 0) {
- mes "- You have too many items so you can't continue the quest. -";
- close;
- }
- if (questprogress(7268)) {
- if (!questprogress(7272)) {
- mes "This cat tower is for playing and resting.";
- mes "Dust is piled up because there is gap between the foothold and ground.";
- next;
- mes "Push the thin and long rod in the gap and search something.";
- mes "And at that time...";
- next;
- mes "From the place where Dark shadow just passed and someone hided recently.";
- mes "Find a some chips of cat's ship biscuit.";
- setquest 7272;
- if (!rand(3)) {
- emotion e_omg;
- monster "mal_in01",73,19,"Quick Dark Shadow",2209,1;
- } else
- getitem 11536,1; //Cat_Hard_Biscuit
- close;
- }
- mes "We already collected buried cat's ship biscuit.";
- close;
- }
- mes "There are cat's bed near cat tower.";
- mes "Specially, some cats love an out of the way place.";
- close;
-}
-
-mal_in01,159,225,0 script #CornerLocker10 CLEAR_NPC,{
- if (checkweight(1201,1) == 0) {
- mes "- You have too many items so you can't continue the quest. -";
- close;
- }
- if (questprogress(7268)) {
- if (!questprogress(7273)) {
- mes "In the corner of the gap between the wall and locker that is used by cat's gamers,";
- mes "I can see something there. It's really hard to find object if drop there.";
- next;
- mes "Push the thin and long rod in the gap and search something.";
- mes "And at that time...";
- next;
- mes "From the place where Dark shadow just passed and someone hided recently.";
- mes "Find a some chips of cat's ship biscuit.";
- setquest 7273;
- if (!rand(3)) {
- emotion e_omg;
- monster "mal_in01",159,225,"Quick Dark Shadow",2209,1;
- } else
- getitem 11536,1; //Cat_Hard_Biscuit
- close;
- }
- mes "We already collected buried cat's ship biscuit.";
- close;
- }
- mes "The corner of gap is between locker that is used by cat's gamers and wall.";
- mes "If drop kind of small toys there, never find them at all.";
- close;
-}
-
-mal_in01,24,72,0 script #FootholdTower11 CLEAR_NPC,{
- if (checkweight(1201,1) == 0) {
- mes "- You have too many items so you can't continue the quest. -";
- close;
- }
- if (questprogress(7268)) {
- if (!questprogress(7274)) {
- mes "This cat tower is for playing and resting in Malangdo.";
- mes "Dust is piled up because there is gap between the foothold and ground.";
- next;
- mes "Push the thin and long rod in the gap and search something.";
- mes "And at that time...";
- next;
- mes "From the place where Dark shadow just passed and someone hided recently.";
- mes "Find a some chips of cat's ship biscuit.";
- setquest 7274;
- if (!rand(3)) {
- emotion e_omg;
- monster "mal_in01",24,71,"Quick Dark Shadow",2209,1;
- } else
- getitem 11536,1; //Cat_Hard_Biscuit
- close;
- }
- mes "There is mark that shows something used to be jammed in gap of foothold in very bottom of cat tower.";
- mes "We already collected buried cat's ship biscuit.";
- close;
- }
- mes "This cat tower is for playing and resting in Malangdo.";
- mes "When I look cats on the cat tower, It looks like a tree landen with cats...";
- close;
-}
-
-// Help Chef Nyas :: mal_day_qook
-//============================================================
-mal_in02,187,58,3 script Chef Nyas 4_CAT_CHEF,{
- if (checkweight(1201,1) == 0) {
- mes "- You have too many items so you can't continue the quest. -";
- close;
- }
- if (BaseLevel < 60) {
- mes "[Chef Nyas]";
- mes "What is going on boy?";
- mes "I don't want to talk to you. Get away from me!";
- next;
- mes "I'm ignored by uncomfortable cat.";
- mes "May not ignored if I'm getting stronger...";
- close;
- }
- if (mal_qook < 2) {
- mes "[Chef Nyas]";
- mes "I'm a unique chef in entire fleet.";
- mes "Do you want something from me?";
- next;
- mes "[Chef Nyas]";
- mes "Even though I have no time to spare, I usually serve a plate of soup gladly, but now!";
- mes "The ingredient is infested with worms cause of one stupid's carelessness!";
- next;
- mes "[Chef Nyas]";
- mes "Therefore, when my blaze of anger becomes quiet like a calm sea, come back again!";
- mes "By the way, where is that stupid!";
- close;
- } else if (mal_qook == 2) {
- mes "[Chef Nyas]";
- mes "I'm a unique chef in entire fleet.";
- mes "Do you want something from me?";
- next;
- switch(select("Show the cat's ship biscuit.:Talk about story of Cleanyang.")) {
- case 1:
- mes "[Chef Nyas]";
- mes "Hm? is this cat's ship biscuit?";
- mes "Specially, I can feel the flow of time from this biscuit.";
- mes "By the way, how can you have this?";
- next;
- mes "He is telling the story that place where he found cat's ship biscuit and";
- mes "Explain the Cleanyang's story.";
- next;
- break;
- case 2:
- mes "[Chef Nyas]";
- mes "Why that stupid?";
- mes "Are you trying to make a thunder storm in the calm sea?!";
- next;
- mes "Pacify an angry chef";
- mes "Explain a misunderstanding about Cleanyang and tell whole story of cat's ship biscuit.";
- next;
- break;
- }
- mes "[Chef Nyas]";
- mes "So this is happening because of cat buscuit?";
- mes "Yes, is this story about that?";
- next;
- select("You are quick understand.");
- mes "[Chef Nyas]";
- mes "..........He is such a jerk!";
- mes "In addition, What? Find another one in captain's room?!";
- next;
- mes "[Chef Nyas]";
- mes "Thomas......";
- mes "He has position that should take the lead to sailors, but he got a wrong?";
- mes "Ududuk.";
- next;
- mes "[Chef Nyas]";
- mes "This cat's ship biscuit was! Always thankful food to help our starvation during a long sailing!";
- mes "No matter what taste, It always saves us at crossroads of life and death!";
- next;
- mes "[Chef Nyas]";
- mes "Although the situation is not able to use fire for a month, two month even 1000 days!";
- mes "This is blessed food to guarantee on open sea!";
- next;
- mes "[Chef Nyas]";
- mes "How many chef cats have difficult time to make a cat's ship biscuit!";
- mes "The military discipline has been relaxed because we settled down on island! Already forget the dangerous situation?!";
- next;
- mes "Chef is outraged and very upset.";
- mes "He mumbled and made a threatening sound with grind his teeth.";
- mes "Come back later when he calms down.";
- mal_qook = 3;
- erasequest 7264;
- setquest 7265;
- close;
- } else if (mal_qook == 3) {
- if (!rand(3)) {
- mes "[Chef Nyas]";
- mes "There you are? I made a bad break.";
- mes "I made a big decision when you are out for me.";
- next;
- mes "[Chef Nyas]";
- mes "After settled down on Island, depraved mindset cause of plentiful foods.";
- mes "Therefore, I'll change the menu that cat's ship biscuit is provided for one meal a day!.";
- next;
- mes "[Chef Nyas]";
- mes "That ingredient is needed to make cat's ship biscuit.";
- mes "There is no wheat on this island, so I need to get your help.";
- next;
- mes "[Chef Nyas]";
- mes "Anything is possible to grind flour and knead dough.";
- mes "Please bring that kind of ^4d4dff10 Grain^000000 and ^4d4dff 1 Plain Sauce^000000.";
- mes "Replace salt with seawater..";
- next;
- mes "[Chef Nyas]";
- mes "Could we get them easily on land?";
- mes "I'll get the rest what I need.";
- next;
- mes "[Chef Nyas]";
- mes "I'll fix their taste that is crazy for canned food.";
- mes "He approached like a calm sea that has horrible thunder storm";
- mes "I'll give a pain like a god of sea's anger! Kmeow~~!!";
- next;
- mes "A look of chef is quite serious.";
- mes "Let me tell Cleanyang about the result first.";
- mal_qook = 4;
- erasequest 7265;
- setquest 7266;
- close;
- }
- mes "Chef is still trying to soothe his anger.";
- mes "Maybe need more time.";
- close;
- } else if (mal_qook == 4) {
- if (countitem(577) >= 10 && countitem(7454) > 0) {
- mes "[Chef Nyas]";
- mes "Finally here. Wow, this land is pretty different.";
- mes "That is enough to process.";
- next;
- mes "[Chef Nyas]";
- mes "If you are ok, I want to get these food everyday.";
- mes "If you don't mind, just come back tomorrow.";
- delitem 577,10; //Grain
- delitem 7454,1; //Plain_Sauce
- mal_qook = 5;
- erasequest 7266;
- setquest 7276;
- close;
- }
- mes "[Chef Nyas]";
- mes "That ingredient is needed to make cat's ship biscuit.";
- mes "There is no wheat on this island, so I need to get your help.";
- next;
- mes "[Chef Nyas]";
- mes "Anything is possible to grind flour and knead dough.";
- mes "Please bring that kind of ^4d4dff10 Grain^000000 and ^4d4dff 1 Plain Sauce^000000.";
- mes "Replace salt with seawater...";
- close;
- }
- mes "[Chef Nyas]";
- mes "There you are.";
- mes "It's not mealtime... Why are you here?";
- next;
- switch(select("What's today's work?:Food Delivery:Just bored...")) {
- case 1:
- if (questprogress(7276,PLAYTIME)) {
- mes "[Chef Nyas]";
- mes "Now, cat's ship biscuit is being baked in this oven.";
- mes "It's all for your delivery food.";
- next;
- mes "[Chef Nyas]";
- mes "Quiet wave with a little salty and savory smell.";
- mes "The food of sea is coming to make sailor's heart flutter.";
- next;
- mes "[Chef Nyas]";
- mes "I've got enough ingredients of cat's ship biscuit today.";
- mes "Let me order next time.";
- close;
- }
- if (mal_food > 0) {
- mes "[Chef Nyas]";
- mes "Um? You are dull.";
- mes "You already took my order list?";
- mes "Just take care of them.";
- close;
- }
- if (questprogress(7276,PLAYTIME) == 2)
- completequest 7276;
- mes "[Chef Nyas]";
- mes "Here you are.";
- mes "I need ingredients for cat's ship biscuit now. Fortunately, you are here at the right moment.";
- if (questprogress(7276))
- erasequest 7276;
- next;
- mes "[Chef Nyas]";
- mes "Could you bring some ingrediednts for cat's ship biscuit from land?";
- mes "If you say so, I have one more thing to request...";
- next;
- switch(select("I'm busy today.:Sure, what are you need?")) {
- case 1:
- mes "[Chef Nyas]";
- mes "That is sad news.";
- mes "However, it's ok. Cat's ship biscuit is originally prepared food.";
- mes "Anyway, today's biscuit wll be provided when the second moon is full.";
- next;
- switch(select("So teeth grinder?:Worm castle...:Do not throw away?")) {
- case 1:
- mes "[Chef Nyas]";
- mes "What do you want to hear from me?!";
- mes "Kmeow!!";
- mes "The hardness of cat's ship biscuit is like a noble endurance in the sea!";
- mes "Do not ignore this!!";
- close;
- case 2:
- mes "[Chef Nyas]";
- mes "Only idiot who does not take care of preserving says like that.";
- mes "Dry enough and seal it in cool dry place. Tut-tut.";
- next;
- mes "[Chef Nyas]";
- mes "Anyway Is that all about protein?";
- mes "Why don't you eat at night if it's on your mind!";
- close;
- case 3:
- mes "[Chef Nyas]";
- mes "Never throw food!";
- mes "When you are hit by cat's ship biscuit, you will get bruise or bleeding but";
- mes "It is not that reason!!!";
- mes "Do not play with food!";
- close;
- }
- case 2:
- if (mal_food == 0) {
- mes "[Chef Nyas]";
- mes "The ingredients of cat's ship biscuit are 10 Grain and 1 Plain Sauce as usual.";
- mes "And I'd like to study food of human, so bring one of them.";
- next;
- mes "[Chef Nyas]";
- mes "My curious food is...";
- .@i = rand(1,66);
-
- // IDs grouped in 5s incrementally.
- setarray .@StartID[0],12061,12091,12041,12071,12056,12086,12051,12081,12046,12076,12066,12096,12429,12434;
- mes "^4d4dff "+getitemname(.@StartID[(.@i-1)/5]+((.@i-1)%5))+" ^000000 .";
-
- mal_food = .@i;
- setquest 7280+.@i;
- mes "Just one dish is enough, so please do it together.";
- next;
- mes "[Chef Nyas]";
- mes "You have to bring the dish that made from fresh ingredients.";
- mes "^ff0000I will refuse the instant food.^000000";
- close;
- }
- mes "[Chef Nyas]";
- mes "Hey my friend, you have a bad memory.";
- mes "Did you already take my order list?";
- close;
- }
- case 2:
- if (mal_food == 0) {
- mes "[Chef Nyas]";
- mes "Do you remember what I ask to bring?";
- mes "I have no idea.";
- close;
- } else if (mal_food > 66) {
- mes "[Chef Nyas]";
- mes "What did I say to bring?";
- mes "I don't remember?";
- mes "Did you get something wrong to come here?";
- close;
- }
- mes "[Chef Nyas]";
- mes "Is that ingredients of cat's ship biscuit and the food of human?";
- mes "Let me check what you brought...";
- next;
- .@i = mal_food;
-
- // IDs grouped in 5s incrementally.
- setarray .@StartID[0],12061,12091,12041,12071,12056,12086,12051,12081,12046,12076,12066,12096,12429,12434;
- .@food = .@StartID[(.@i-1)/5]+((.@i-1)%5);
-
- if (countitem(577) >= 10 && countitem(7454) > 0 && countitem(.@food) > 0) {
- mes "[Chef Nyas]";
- mes "Great.";
- mes "This is that food!";
- mes "It will be good reference. Well done.";
- delitem 577,10; //Grain
- delitem 7454,1; //Plain_Sauce
- delitem .@food,1;
- setquest 7276;
- mal_food = 0;
- erasequest 7280+.@i;
-
- // Quantities grouped in 10s repeating.
- // [ 3, 3, 6, 6, 9, 9, 12, 12, 15, 18 ]
- // Last group [ 61 - 66 ] receives 25 constant.
- getitem 6422, ((.@i < 61)?((.@i%10)?3*(((.@i%10)+1)/2):18):25); //Egrade_Coin
-
- getexp 50000,80000;
- next;
- mes "[Chef Nyas]";
- mes "Alright, could you come tomorrow?";
- mes "When the time to you coming, I'm very excited.";
- mes "Nyahuh Nyahuh";
- close;
- }
- mes "[Chef Nyas]";
- mes "Yummm...";
- mes "Did I overestimate your ability?";
- mes "Double check what is short and bring them properly.";
- next;
- mes "[Chef Nyas]";
- mes "There is not different from undiscerning young cat.";
- close;
- case 3:
- mes "[Chef Nyas]";
- mes "You are quite bold like a killer whale.";
- mes "If you don't have any business, don't touch vegetable and go away.";
- close;
- }
-}
-
-// Play with Baby Cats :: mal_nyadventurer
-//============================================================
-malangdo,165,223,4 script Expert Cat#nya_01 4_CAT_SAILOR5,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 4000) {
- mes "- You have too many items to proceed in this quest. -";
- close;
- }
- if (BaseLevel < 60) {
- mes "[Rato]";
- mes "Seems like a visitor.";
- mes "How does this island look?";
- mes "It is hard to believe, but this ground is very soft, so we named this island Malangdo.";
- next;
- mes "[Rato]";
- mes "If you were a more professional adventurer, I'd ask you one thing...";
- mes "Well, I won't do it.";
- close;
- }
- if (nyadven == 0) {
- mes "[Rato]";
- mes "Hey there.";
- mes "I am Rato, do you have a moment?";
- next;
- switch(select("Yeah, sure I do.:I'm sorry, but I'm busy right now.")) {
- case 1:
- mes "[Rato]";
- mes "Well, nothing special, but could you do me a favor?";
- mes "Did you see the kids gathered on your way here?";
- next;
- select("Kids?");
- mes "[Rato]";
- mes "Yes yes, baby kids.";
- mes "They are the youngest kids among the merchants and crews.";
- mes "They feel anxious that they might not be able to go back home.";
- next;
- mes "[Rato]";
- mes "And they are getting bored of living on this small island.";
- mes "They already tasted sea and adventure...";
- next;
- mes "[Rato]";
- mes "They used to play with making things, but seem tired of that also...";
- mes "If it's okay, would you play with them for a while?";
- next;
- switch(select("Uh, sure...:I don't have enough time for that.")) {
- case 1:
- mes "[Rato]";
- mes "Oh, thank you!";
- mes "Then, where are they?";
- mes "Maybe near Beginning Compass...?";
- next;
- mes "[Rato]";
- mes "They are so active that I am not sure where they are now.";
- break;
- case 2:
- mes "[Rato]";
- mes "Oh, really?";
- mes "It's okay even though you cannot do this right now.";
- break;
- }
- mes "If you meet them, please spend time with them.";
- next;
- mes "[Rato]";
- mes "The youngest one is Charo, with gold fur.";
- mes "Roku has black fur, and Rosy has white fur.";
- mes "Please take care of them.";
- nyadven = 1;
- setquest 7242;
- close;
- case 2:
- mes "[Rato]";
- mes "Oh, really?";
- mes "I am sorry for disturbing you.";
- close;
- }
- } else if (nyadven == 1) {
- mes "[Rato]";
- mes "The youngest one is Charo, with gold fur.";
- mes "Roku has black fur, and Rosy has white fur.";
- next;
- mes "[Rato]";
- mes "We can look forward to the moment we can go back home if these children grow up nicely.";
- mes "For that reason, please take care of them.";
- close2;
- } else if (nyadven < 13) {
- mes "[Rato]";
- mes "Do kids disturb you too much?";
- mes "What... adventurer group? Did you play with toys from the adventurer group?";
- next;
- mes "[Rato]";
- mes "I really worried about them the first time we were shipwrecked to this island...";
- mes "They thought the first voyage was huge adventure...";
- next;
- mes "[Rato]";
- mes "They look excited, like they got a fever.";
- mes "It seems like yesterday that I made toys for them and soothed them...";
- next;
- mes "Rato seems to be in brown study.";
- close;
- } else if (nyadven == 13) {
- if (countitem(6430) < 6) {
- mes "You didn't bring the pieces of the painting.";
- mes "Please take it with you.";
- close;
- }
- mes "[Rato]";
- mes "What's going on?";
- mes "It should be very hard to take care of the kids even though I asked you, isn't it?";
- mes "I am sorry, I should take care of them...";
- next;
- mes "You hand Rato a piece of painting.";
- next;
- mes "[Rato]";
- mes "Oh, this is a piece of painting?";
- mes "Ah!!!";
- mes "Has this painting been torn up already?";
- next;
- mes "[Rato]";
- mes "Did they say this is a gift for me?";
- mes "Huhhuh, a piece of painting?";
- mes "HAHAHAHAHA!";
- next;
- mes "[Rato]";
- mes "Okay, I will patch up this painting by myself.";
- mes "They are still the same.";
- mes "I think I should worry about myself first...";
- next;
- mes "[Rato]";
- mes "It's very kind of you to play with the kids.";
- mes "This is for you.";
- delitem 6430,6; //Picture_Piece
- nyadven = 14;
- getitem 6422,100; //Egrade_Coin
- completequest 7259;
- next;
- mes "[Rato]";
- mes "I owe you a big favor!";
- mes "Let's drink today!";
- mes "Miaow~";
- close;
- } else {
- mes "[Rato]";
- mes "Hey, how's it going? If you have time please look at it.";
- next;
- switch(select("Look at a picture.:Don't look at a picture.")) {
- case 1:
- mes "[Rato]";
- mes "Yes, they drew this picture full of happiness.";
- next;
- cutin "mal_nyapic",4;
- mes "Appreciate the picture in the frame.";
- close2;
- cutin "",255;
- end;
- case 2:
- mes "[Rato]";
- mes "Why don't you look at such a nice picture?";
- mes "I'm disapointed.";
- close;
- }
- }
-}
-
-malangdo,211,203,4 script [Meow Team] Charo#nya_11 4_CAT_ADV2,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 4000) {
- mes "- You have too many items to proceed in this quest. -";
- close;
- }
- if (nyadven == 0) {
- mes "There are cats who seem younger than the other crew.";
- mes "They are having a serious conversation about the weird machine in front of them.";
- close;
- } else if (nyadven == 1) {
- mes "There are cats who seem younger than the other crew.";
- mes "They are having a serious conversation about the weird machine in front of them.";
- mes "They look like the kids that Rato told me about.";
- next;
- switch(select("Just watch them without a word.:Busy right now.")) {
- case 1:
- mes "You try to listen to the conversation without disturbing them.";
- next;
- mes "[Charo]";
- mes "When will it be fixed? When it will be done?";
- mes "Isn't this the last one?";
- next;
- mes "[Rosy]";
- mes "Um... you don't even get tried of it?";
- mes "Anyway, we are in trouble.";
- mes "The glass bead is broken.";
- next;
- mes "[Roku]";
- mes "Don't we have an extra glass bead?";
- next;
- mes "[Rosy]";
- mes "No, we don't have any.";
- mes "We can't fix this without it, right?";
- next;
- mes "The cats look your way at the same time.";
- next;
- switch(select("I have a spare Glass Bead!:Why are you guys staring at me?")) {
- case 1:
- if (countitem(746) == 0) {
- mes "[Roku]";
- mes "There is no glass bead.";
- mes "Don't lie to us.";
- close;
- }
- mes "[Charo]";
- mes "Really? Oh, really?";
- mes "It's a bead! And a shining glass bead as well!";
- next;
- mes "[Rosy]";
- mes "Hmm. This is enough to replace it.";
- mes "Like this...";
- next;
- mes "[Roku]";
- mes "And then here, this?";
- mes "Done.";
- next;
- mes "[Charo]";
- mes "Exciting!!!";
- mes "Okay, adventurer! We'll give you the right to use this machine!";
- mes "Try this whenever you want to!!";
- next;
- mes "[Charo]";
- mes "Advanturer! This is a delicious can.";
- mes "You can get whatever you want with cans in this island. It is tradable.";
- mes "Rosy, Roku and I collected them.";
- next;
- mes "[Charo]";
- mes "And adventurer!";
- mes "If you were a real adventurer,";
- mes "you would clear all Nyadventures";
- mes "made by the Meow Bravery Team!";
- mes "Challenge it whenever you want to!";
- delitem 746,1; //Glass_Bead
- nyadven = 2;
- getitem 12636,30; //Malang_Sp_Can
- close;
- case 2:
- mes "[Rosy]";
- mes "We are just looking at you as you stand there.";
- close;
- }
- case 2:
- mes "I'll come again later.";
- close;
- }
- } else if (nyadven == 2) {
- mes "[Charo]";
- mes "We fixed the Duruduru compass, we only need a visitor now...";
- mes "Hey, do you want to be a visitor?";
- emotion e_gasp;
- next;
- select("A visitor?");
- mes "[Charo]";
- mes "This is an adventure course made by the Meow adventure team.";
- mes "Especially we have added studying course this time.";
- mes "It's simple to solve, you only need to find compass in this island according to order.";
- next;
- switch(select("I'll give it a try.:Quit.")) {
- case 1:
- mes "[Charo]";
- mes "Here is your Adventure Card.";
- mes "This is the Duruduru Compass which we fixed with the glass bead you gave us.";
- mes "And this is the Beginning Compass.";
- next;
- mes "[Charo]";
- mes "The game will start if you put the Adventure Card in here!";
- mes "This machine is for testing essential ingredients of adventure.";
- next;
- mes "[Charo]";
- mes "Don't forget the destination for successful adventure.";
- mes "And you should find a way to get to your destination as fast as possible.";
- next;
- mes "[Charo]";
- mes "You will be good, as you are a good person for giving us the glass bead.";
- next;
- mes "Got Adventure Card from the yellow cat Charo.";
- mes "It seems to work if I put this card in the slot in the Beginning Compass.";
- nyadven = 3;
- getitem 6428,1; //Bravery_Card_A
- changequest 7242,7243;
- next;
- mes "[Charo]";
- mes "The game will start if you scratch Adventure Card to the Beginning Compass!";
- mes "The Beginning Compass will let you know where you should go.";
- next;
- mes "[Charo]";
- mes "^4d4dffIf you go through all the compasses, you will see Meowbell from the ship Navi at last!";
- mes "Ring the New bell!^000000";
- close;
- case 2:
- mes "[Charo]";
- mes "Ah... you are not going to do it...";
- mes "Um...";
- mes "Sob~";
- mes "Meow~";
- next;
- mes "[Rosy]";
- mes "Hey, adventurer. Don't make kids cry!";
- close;
- }
- } else if (nyadven == 3) {
- if (nyadven02 == 28) {
- mes "[Charo]";
- mes "Oh? Isn't this failed stamp from Bubi?";
- mes "I'm really disappointed.";
- mes "Try again~ you can make it!";
- nyadven02 = 0;
- if (questprogress(7257))
- erasequest 7257;
- close;
- }
- mes "[Charo]";
- mes "The game will start if you scratch Adventure Card to the Beginning Compass!";
- mes "The Beginning Compass will let you know where you should go.";
- next;
- mes "[Charo]";
- mes "^4d4dffIf you go through all the compasses, you will see Meowbell from the ship Navi at last!";
- mes "Ring the New bell!^000000";
- close;
- } else if (nyadven == 4) {
- if (countitem(6428) == 0) {
- mes "[Charo]";
- mes "Where is your Adventure Card?";
- mes "You should bring it with you.";
- mes "You can't be serious that you threw it away with your other trash!!";
- close;
- }
- mes "[Charo]";
- mes "I heard it!";
- mes "I heard sound of Meowbell!";
- mes "You are great!";
- mes "The next will be a big case!";
- next;
- select("The next?");
- mes "[Charo]";
- mes "You are member of the Meow Bravery Team while you have the card with you.";
- mes "We need an adventurer like you anyways, since this is a big case.";
- next;
- mes "[Charo]";
- mes "It's for the cuff.";
- mes "It seems a bomb is planted in this island.";
- mes "The detective has went for this case already.";
- next;
- mes "[Charo]";
- mes "You should go there too!";
- next;
- switch(select("Why do I have to go there?:What an adventure! I'll take it!")) {
- case 1:
- mes "[Charo]";
- mes "This is a big case!";
- mes "And this island could explode!";
- mes "Oh, you might shut your eyes to the fact.";
- mes "Give the Adventure Card back!";
- delitem 6428,1; //Bravery_Card_A
- nyadven = 5;
- erasequest 7243;
- close;
- case 2:
- mes "[Charo]";
- mes "You have great capabilities as an adventurer!";
- mes "Please help detective and his friend who got in trouble and also save this island!";
- next;
- mes "[Charo]";
- mes "But be sure this should be done undercover!";
- mes "Therefore you need to take this certification.";
- mes "It shouldn't happen that the detective misunderstands you as an enemy!";
- next;
- mes "- Changed Adventure Card A into Adventure Card B. -";
- delitem 6428,1; //Bravery_Card_A
- nyadven = 6;
- getitem 6429,1; //Bravery_Card_B
- setquest 7246;
- erasequest 7243;
- next;
- mes "[Charo]";
- mes "The great detective and his friend will be around the ship Navi.";
- close;
- }
- } else if (nyadven == 5) {
- mes "[Charo]";
- mes "Do you feel a disposition to help the detective and his friend?";
- mes "Don't you?";
- next;
- switch(select("Yes I do.:No I don't.")) {
- case 1:
- mes "[Charo]";
- mes "You have great capabilities as an adventurer!";
- mes "Please help detective and his friend who got in trouble and also save this island!";
- next;
- mes "[Charo]";
- mes "But be sure this should be done undercover!";
- mes "Therefore you need to take this certification.";
- mes "It shouldn't happen that the detective misunderstands you as an enemy!";
- next;
- mes "- Changed Adventure Card A into Adventure Card B. -";
- nyadven = 6;
- getitem 6429,1; //Bravery_Card_B
- setquest 7246;
- next;
- mes "[Charo]";
- mes "The great detective and his friend will be acound ship Navi.";
- close;
- case 2:
- mes "[Charo]";
- mes "Oh my god, the great detective and the ship Navi...";
- close;
- }
- } else if (nyadven > 5 && nyadven < 12) {
- mes "[Charo]";
- mes "The great detective and his friend will be around the ship Navi.";
- close;
- } else if (nyadven == 12) {
- mes "[Charo]";
- mes "I have been waiting for you...~";
- mes "Oh, I am short of breath from coming here in a hurry.";
- mes "Hmph... Meow...";
- next;
- mes "[Charo]";
- mes "Don't you have anything to show me?";
- mes "Let me see it quickly!";
- mes "Take it out!";
- next;
- if (countitem(6430) < 6) {
- mes "[Charo]";
- mes "What? You don't have it?";
- mes "It can't be true.";
- mes "Surely you took this with you...";
- next;
- mes "[Rosy]";
- mes "How come it happened?";
- mes "This painting is very important for us.";
- mes "Please give it back to us.";
- close;
- }
- mes "[Charo]";
- mes "Yes, this is it!";
- mes "This is our...";
- mes "But, how do we put the broken pieces together?";
- next;
- mes "[Rosy]";
- mes "We need a board and glue as well to put it together.";
- mes "That's too troublesome to just give it away!";
- next;
- mes "[Roku]";
- mes "Rato, looks like he is happy.";
- mes "He will understand.";
- next;
- mes "[Charo]";
- mes "Really...?";
- mes "There is no Meow team and us without Rato.";
- mes "I feel a little bad to give only pieces of painting but...";
- next;
- mes "[Charo]";
- mes "We have no other way!";
- mes "Rato treated this by himself!";
- mes "No, it's better to ask Rato to put this back together.";
- next;
- mes "[Rosy]";
- mes "Good idea.";
- mes "That's really a good idea.";
- mes "I was getting tired of it.";
- next;
- mes "[Charo]";
- mes "You are a member of the Meow Bravery Team.";
- mes "Please give these pieces of painting to Rato.";
- mes "And tell him to treat it preciously as our treasure...";
- next;
- mes "[Charo]";
- mes "We couldn't make the Bravery Team without Rato.";
- mes "Please.";
- mes "Tell him we didn't forget our home island.";
- nyadven = 13;
- changequest 7258,7259;
- close;
- } else if (nyadven == 13) {
- mes "[Charo]";
- mes "Please give this pating to Rato.";
- mes "We drawed this painting to show Rato.";
- mes "Please.";
- close;
- } else {
- switch(rand(3)) {
- case 0:
- mes "[Charo]";
- mes "Here you are! Our emeritus member of the new Bravery Team!";
- mes "Where did you go for adventure today?";
- mes "Are these adventure stories?!";
- mes "If not, then...";
- next;
- mes "[Charo]";
- mes "You might have come here for the compass race like huge tuna from our Meow Bravery Team!!";
- mes "Meow!";
- close;
- case 1:
- mes "[Charo]";
- mes "Well, Homnya and Nyangson are too difficult for me.";
- mes "...?";
- mes "I meant the book is difficult for me.";
- close;
- case 2:
- mes "[Charo]";
- mes "Do you know how much Rato loves the painting which you have found?";
- mes "He put framed the painting on the wall!";
- mes "Meow~";
- next;
- mes "[Charo]";
- mes "I miss my hometown.";
- mes "But Malangdo is also my hometown as well.";
- mes "I am okay with us all together in here~";
- close;
- }
- }
-}
-
-malangdo,214,204,3 script [Meow Team] Rosy#nya_09 4_CAT_ADV1,{
- if (nyadven < 2) {
- mes "A young cat with white fur tries so hard with the weird machine.";
- mes "The machine might be broken.";
- close;
- } else if (nyadven == 2) {
- mes "[Rosy]";
- mes "Um? The adventurer who brought us the glass bead?";
- mes "I really thank you for that.";
- mes "We could fix the compass with that glass bead.";
- close;
- } else if (nyadven == 3) {
- mes "[Rosy]";
- mes "Adventure Card? Will you do the Duruduru race?";
- mes "It's hard to say it's fun even though we made it.";
- next;
- mes "[Charo]";
- mes "Oh, it's fun! Perfectly fun!";
- mes "I have remodeled it this time!!";
- mes "It will be really fun!!";
- next;
- mes "[Roku]";
- mes "Yes. It's fun, as Charo said.";
- mes "Maybe.";
- mes "...";
- mes "It is.";
- close;
- } else {
- mes "[Rosy]";
- mes "Meow...";
- mes "I feel sleepy today.";
- mes "I've had sore throat these day because I talked too much...";
- next;
- mes "[Rosy]";
- mes "Don't you agree with me, friend?";
- mes "...?";
- mes "Oh, I didn't even realize...";
- next;
- mes "[Rosy]";
- mes "Forget about it!";
- mes "Doesn't this machine ever break?";
- close;
- }
-}
-
-malangdo,215,201,3 script [Meow Team] Roku#nya_10 4_CAT_DOWN,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 4000) {
- mes "- You have too many items to proceed in this quest. -";
- close;
- }
- if (nyadven < 2) {
- mes "A young black cat helps the busy white cat.";
- mes "Maybe the machine is broken.";
- close;
- } else if (nyadven == 2) {
- mes "[Roku]";
- mes "Oh? You are the one who gave us the glass bead.";
- mes "Thanks a lot.";
- mes "I am happy, too, because Charo looks happy.";
- close;
- } else if (nyadven == 3) {
- mes "[Roku]";
- mes "Charo likes it.";
- mes "It will be fun.";
- close;
- } else if (nyadven == 4) {
- mes "[Roku]";
- mes "Charo has been waiting for so long.";
- mes "To Charo...";
- close;
- }
- mes "[Roku]";
- mes "Do you have something to tell me?";
- next;
- switch(select("Report results of the race.:Challenge the race.:Nothing.")) {
- case 1:
- if (countitem(6428) == 0) {
- mes "[Roku]";
- mes "Bubi, no confirmation stamps and card.";
- mes "You will be in trouble if you are like this.";
- close;
- }
- if (nyadven02 == 27) {
- mes "[Roku]";
- mes "Good job.";
- mes "You are very smart.";
- mes "This is a gift for you.";
- mes "Please come tomorrow again.";
- next;
- mes "[Roku]";
- mes "Charo likes you so much.";
- mes "He will be happy if you come.";
- delitem 6428,1; //Bravery_Card_A
- nyadven02 = 29;
- getitem 6422,3; //Egrade_Coin
- getexp 20000,20000;
- erasequest 7244;
- erasequest 7245;
- close;
- } else if (nyadven02 == 28) {
- mes "[Roku]";
- mes "Failed...";
- mes "...is it too difficult for you?";
- mes "But the race is available only once a day.";
- delitem 6428,1; //Bravery_Card_A
- erasequest 7244;
- erasequest 7245;
- next;
- switch(select("Give me one more chance!:Okay.I will try tomorrow.")) {
- case 1:
- if (countitem(12636) == 0) {
- mes "[Roku]";
- mes "Um... Um... Well...";
- mes "If you bring a Malangdo Can,";
- mes "I will give you one more chance.";
- close;
- }
- mes "[Roku]";
- mes "Okay. Do you want to exchange 1 Malangdo Can for a Adventure Card?";
- next;
- switch(select("Exchange for Adventure Card A.:Stop it.")) {
- case 1:
- if (countitem(6428)) {
- mes "[Roku]";
- mes "You have it already?";
- close;
- }
- mes "[Roku]";
- mes "Here is your Adventure Card.";
- mes "Beginning Compass, start!";
- delitem 12636,1; //Malang_Sp_Can
- getitem 6428,1; //Bravery_Card_A
- nyadven02 = 0;
- if (questprogress(7257))
- erasequest 7257;
- close;
- case 2:
- mes "[Roku]";
- mes "Okay, come again tomorrow.";
- close;
- }
- case 2:
- mes "[Roku]";
- mes "Okay, come again tomorrow.";
- close;
- }
- } else if (nyadven02 == 29) {
- mes "[Roku]";
- mes "You have reported the result for today already.";
- mes "Right?";
- close;
- } else if (nyadven02 < 27) {
- mes "[Roku]";
- mes "You are too hasty.";
- mes "You didn't even finish the race.";
- mes "It's still going.";
- close;
- } else {
- mes "[Roku]";
- mes "The result is little weird, but...";
- mes "This is neither a complete race nor incomplete race.";
- next;
- mes "[Roku]";
- mes "Is this because of the machine?";
- mes "Let's make void for this race.";
- delitem 6428,1; //Bravery_Card_A
- nyadven02 = 0;
- erasequest 7244;
- erasequest 7245;
- close;
- }
- case 2:
- if (nyadven02 == 28) {
- mes "[Roku]";
- mes "You have failed?";
- mes "Do you want to try again?";
- mes "I will delete the report of the failed result.";
- } else {
- if (questprogress(7257,PLAYTIME) == 1) {
- mes "[Roku]";
- mes "No, not yet.";
- mes "Duruduru race is only once for a day.";
- mes "If we do it more often, the machine will break.";
- close;
- }
- mes "[Roku]";
- mes "I know that you will try the Duruduru race.";
- mes "I deleted your last report.";
- }
- if (questprogress(7257))
- erasequest 7257;
- next;
- mes "[Roku]";
- mes "You need a Adventure Card to challenge again.";
- mes "Do you want to exchange 1 Malangdo Can for a Adventure Card?";
- next;
- switch(select("Buy Adventure Card.:Just stop it.")) {
- case 1:
- if (countitem(6428)) {
- mes "[Roku]";
- mes "You have it already?";
- close;
- }
- if (countitem(12636) == 0) {
- mes "[Roku]";
- mes "There is nothing for free.";
- mes "You need a Malangdo Can.";
- close;
- }
- mes "[Roku]";
- mes "Here is your Adventure Card.";
- mes "Beginning Compass, start!";
- delitem 12636,1; //Malang_Sp_Can
- getitem 6428,1; //Bravery_Card_A
- nyadven02 = 0;
- close;
- case 2:
- mes "[Roku]";
- mes "Okay.";
- close;
- }
- case 3:
- mes "[Roku]";
- mes "You are the weird one.";
- close;
- }
-}
-
-malangdo,212,204,0 script Beginning Compass#nya_02 CLEAR_NPC,{
- if (countitem(6428) == 0) {
- mes "There is a strange machine.";
- mes "The kids said this was the ride called Duruduru compass of the Meow Bravery Team.";
- close;
- }
- if (nyadven02 < 11) {
- mes "An iron pot contains a map of Malangdo with a card inserter.";
- mes "After inserting your card, a red button and the map inside the pot light up.";
- mes "It seems to start after pressing the button.";
- next;
- switch(select("Start it right now.:Start it later.")) {
- case 1:
- mes "The card has come out with lights on the map after pressing the button.";
- if (rand(20) < 10) {
- callsub L_Viewpoint,1,1;
- mes "The game has started already!";
- nyadven02 = 11;
- setquest 7244;
- close;
- } else {
- callsub L_Viewpoint,2,1;
- mes "The game has started already!";
- nyadven02 = 21;
- setquest 7245;
- close;
- }
- case 2:
- mes "Challenge it a little later.";
- close;
- }
- } else if (nyadven02 >= 11 && nyadven02 <= 15) {
- callsub L_Viewpoint,1,(nyadven02-10);
- close;
- } else if (nyadven02 >= 21 && nyadven02 <= 25) {
- callsub L_Viewpoint,2,(nyadven02-20);
- close;
- } else if (nyadven02 == 16 || nyadven02 == 26) {
- mes "The destination displays with pressing the button after inserting the card.";
- mes "It's above the deck in the middle of the island!";
- close;
- }
- mes "Beginning Compass among the Duruduru compass.";
- mes "The Duruduru race starts from this compass.";
- close;
-
-// callsub L_Viewpoint,<order number>,<start index>;
-L_Viewpoint:
- switch(getarg(0)) {
- case 1: // Order 1: Red, Blue, Yellow, Green, White
- setarray .@colors$[1],"^FF0000","^0000FF","^FFFF00","^00FF00","^cccccc";
- setarray .@Text$[1],"Red","Blue","Yellow","Green","White";
- if (getarg(1) <= 1)
- viewpoint 1,213,89,0,0xFF0000;
- if (getarg(1) <= 2)
- viewpoint 1,128,103,1,0x0000FF;
- if (getarg(1) <= 3)
- viewpoint 1,73,253,2,0xFFFF00;
- if (getarg(1) <= 4)
- viewpoint 1,153,146,3,0x00FF00;
- viewpoint 1,111,178,4,0xcccccc;
- break;
- case 2: // Order 2: Yellow, Blue, White, Green, Red
- setarray .@colors$[1],"^FFFF00","^0000FF","^cccccc","^00FF00","^FF0000";
- setarray .@Text$[1],"Yellow","Blue","White","Green","Red";
- if (getarg(1) <= 1)
- viewpoint 1,73,253,0,0xFFFF00;
- if (getarg(1) <= 2)
- viewpoint 1,128,103,1,0x0000FF;
- if (getarg(1) <= 3)
- viewpoint 1,111,178,2,0xcccccc;
- if (getarg(1) <= 4)
- viewpoint 1,153,146,3,0x00FF00;
- viewpoint 1,213,89,4,0xFF0000;
- break;
- }
- for(.@i = 1; .@i<=5; ++.@i)
- .@str$ += ((.@i >= getarg(1))?.@colors$[.@i]:"")+.@Text$[.@i]+" ";
- if (getarg(1) > 1)
- mes "After inserting the card and pressing the red button, the path to the destination lit up.";
- mes "The order will be "+.@str$+"^000000.";
- return;
-}
-
-- script #malangdo_compass -1,{
- if (countitem(6428) == 0) {
- mes "There is a strange machine.";
- mes "This is the Duruduru compass from the Meow Bravery Team.";
- close;
- }
- .@index = atoi(strnpcinfo(2));
- switch(.@index) {
- case 1:
- setarray .@var[0],11,25;
- .@color$ = "red";
- break;
- case 2:
- setarray .@var[0],12,22;
- .@color$ = "blue";
- break;
- case 3:
- setarray .@var[0],13,21;
- .@color$ = "gold";
- break;
- case 4:
- setarray .@var[0],14,24;
- .@color$ = "green";
- break;
- case 5:
- setarray .@var[0],15,23;
- .@color$ = "white";
- break;
- }
- mes "Delicate "+.@color$+" lights surround the "+strnpcinfo(1)+".";
- if (nyadven02 < 11) {
- mes "After inserting the card and pressing the button, characters appear on the screen.";
- next;
- mes "^00FF00This is a card that didn't start the game yet. Please go back to the Beginning Compass.^000000";
- close;
- } else if (nyadven02 == .@var[0] || nyadven02 == .@var[1]) {
- mes "After inserting the card and pressing the button, characters appear on the screen.";
- next;
- mes "Welcome to the exciting number world!";
- mes "Enter the exact answer after reading the question!";
- next;
- while(1) {
- switch(.@index) {
- case 1:
- .@nori_a = rand(1,999);
- .@nori_b = rand(1,999);
- .@nori_c = .@nori_a+.@nori_b;
- mes .@nori_a+" + "+.@nori_b+" = ??";
- break;
- case 2:
- .@nori_a = rand(1,9);
- .@nori_b = rand(1,9);
- .@nori_c = .@nori_a*.@nori_b;
- mes .@nori_a+" x "+.@nori_b+" = ??";
- break;
- case 3:
- .@nori_a = rand(600,999);
- .@nori_b = rand(1,599);
- .@nori_c = .@nori_a-.@nori_b;
- mes .@nori_a+" - "+.@nori_b+" = ??";
- break;
- case 4:
- .@nori_a = rand(1,99);
- .@nori_b = rand(1,9);
- .@nori_d = rand(1,9);
- .@nori_c = .@nori_a+(.@nori_b*.@nori_d);
- mes .@nori_a+" + "+.@nori_b+" x "+.@nori_d+" = ??";
- break;
- case 5:
- .@nori_a = rand(1,9);
- .@nori_c = .@nori_a+(.@nori_a*.@nori_a);
- mes .@nori_a+" + "+.@nori_a+" x "+.@nori_a+" = ??";
- break;
- }
- next;
- input .@input;
- if (.@input == .@nori_c) {
- mes "The card slides out with a sound after entering the number.";
- mes "^4d4dffYou have passed the "+strnpcinfo(1)+"! Run to the next destination!^000000";
- mes "You should run for the next destination.";
- ++nyadven02;
- close;
- }
- mes "You've got wrong answer!";
- mes "You can not pass here without exact answer!";
- mes "Enter exact answer after read question!";
- next;
- }
- } else if (nyadven02 == 16 || nyadven02 == 26) {
- mes "After inserting the card and pressing the button, characters appear on the screen.";
- next;
- mes "The compass needle turns around in the middle of map.";
- mes "You should run for the next destination.";
- viewpoint 2,1,1,0,0xFFFFFF;
- viewpoint 2,1,1,1,0xFFFFFF;
- viewpoint 2,1,1,2,0xFFFFFF;
- viewpoint 2,1,1,3,0xFFFFFF;
- viewpoint 2,1,1,4,0xFFFFFF;
- viewpoint 1,162,177,5,0xcccccc;
- close;
- } else if ((nyadven02 >= 11 && nyadven02 <= 15) || (nyadven02 >= 21 && nyadven02 <= 25)) {
- mes "After inserting the card and pressing the button, characters appear on the screen.";
- next;
- mes "^FF0000You are going the wrong way! The paths in the card and compass don't line up!^000000";
- close;
- }
- close;
-}
-malangdo,213,89,0 duplicate(#malangdo_compass) Red Flame Compass#1 CLEAR_NPC
-malangdo,128,103,0 duplicate(#malangdo_compass) Blue Flame Compass#2 CLEAR_NPC
-malangdo,73,253,0 duplicate(#malangdo_compass) Gold Flame Compass#3 CLEAR_NPC
-malangdo,153,146,0 duplicate(#malangdo_compass) Forest Compass#4 CLEAR_NPC
-malangdo,111,178,0 duplicate(#malangdo_compass) Cloud Compass#5 CLEAR_NPC
-
-malangdo,175,163,0 script Meowbell#nya_12 CLEAR_NPC,{
- if (countitem(6428) == 0) {
- mes "There is a fancy bell which doesn't fit in with the ship.";
- mes "This bell is used in a game by the Meow Bravery Team.";
- viewpoint 2,1,1,0,0xFFFFFF;
- viewpoint 2,1,1,1,0xFFFFFF;
- viewpoint 2,1,1,2,0xFFFFFF;
- viewpoint 2,1,1,3,0xFFFFFF;
- viewpoint 2,1,1,4,0xFFFFFF;
- viewpoint 2,1,1,5,0xFFFFFF;
- close;
- }
- if (nyadven02 == 16)
- .@quest = 7244;
- else if (nyadven02 == 26)
- .@quest = 7245;
- else {
- mes "There is a one more little bell beside the huge notice bell in the deck.";
- mes "This is the Meowbell from the Meow Bravery Team.";
- next;
- mes "This is last bell to ring if you have the card for the game.";
- mes "Nothing to say for now.";
- close;
- }
- mes "This is the Meowbell.";
- mes "You insert your card into the middle slot.";
- viewpoint 2,1,1,0,0xFFFFFF;
- viewpoint 2,1,1,1,0xFFFFFF;
- viewpoint 2,1,1,2,0xFFFFFF;
- viewpoint 2,1,1,3,0xFFFFFF;
- viewpoint 2,1,1,4,0xFFFFFF;
- viewpoint 2,1,1,5,0xFFFFFF;
- if (questprogress(.@quest,PLAYTIME) == 1) {
- mes "Knock Meowbell!!";
- nyadven02 = 27;
- changequest .@quest,7257;
- next;
- if (nyadven == 3) {
- mes "[Deckhand Bubi]";
- mes "Oh, I'm suprised.";
- mes "You rang the Meowbell in a short time.";
- mes "I think you have the talent to be an adventurer.";
- next;
- mes "[Deckhand Bubi]";
- mes "People say...";
- mes "The purpose of this Duruduru game";
- mes "is to find and go to a destination quickly and accurately.";
- next;
- mes "[Deckhand Bubi]";
- mes "Go to Charo with that Adventure Card.";
- mes "I will give you a confirmation stamp for success.";
- nyadven = 4;
- close;
- } else {
- mes "[Deckhand Bubi]";
- mes "Oh, you've really gotten used to it.";
- mes "You succeeded again.";
- mes "I've put my paw stamp here.";
- mes "Run to Rato now.";
- close;
- }
- } else {
- mes "-- Beep --";
- mes "The card has out with a warning sound.";
- nyadven02 = 28;
- changequest .@quest,7257;
- next;
- mes "[Deckhand Bubi]";
- mes "You didn't ring the Meowbell within time.";
- mes "Well, it's out of my hands now.";
- mes "I will give you the fail stamp!!";
- close;
- }
-}
-
-malangdo,176,165,3 script Deckhand Bubi#nya_16 4_CAT_SAILOR1,{
- mes "[Bubi]";
- mes "Hey, human adventurer, what are you here for?";
- mes "Yeah~ this is a beautiful view.";
- next;
- mes "[Bubi]";
- mes "Are you one of the people who came here to ring the Meowbell?";
- mes "I am not a member of the Meow Team, but I can give you the confirmation stamp.";
- next;
- mes "[Bubi]";
- mes "Um, my work?";
- mes "Oh, that is only for when I am not on a voyage.";
- mes "I am free these days.";
- close;
-}
-
-malangdo,172,178,7 script Cat Detective#nya_14 4_CAT_ADV2,{
- cutin "mal_homnya_n",2;
- if (nyadven < 6) {
- mes "[Cat Detective]";
- mes "Um? What is the matter?";
- mes "Hey, here is a suspicious guy.";
- next;
- mes "[Cat Detective]";
- mes "I can surely tell he is drunk by the smell of liquid.";
- mes "I am so sad that I can not.";
- next;
- mes "[Friend of Detective]";
- mes "Oh, I am so sorry to hear that you have such genius analytical skills!";
- mes "He is not drunk...";
- next;
- mes "[Cat Detective]";
- mes "Drunks always smell of liquid.";
- mes "But he is not, therefore he is not drunk, friend.";
- next;
- select("Then what is your identity?");
- cutin "mal_homnya_s",2;
- mes "[Cat Detective]";
- mes "Well... You are everything except drunk!!!";
- next;
- mes "The voice of the cats sounded shaky.";
- close2;
- } else if (nyadven == 6) {
- mes "[Cat Detective]";
- mes "What did I say?";
- mes "Didn't I tell you that someone will come here soon?";
- next;
- mes "[Friend of Detective]";
- mes "Great.";
- mes "I can only admire your deduction.";
- next;
- mes "[Detective Homnya]";
- mes "Haha, Nyangson, this is nothing for me.";
- mes "Before that, let's listen to the stories from the visitor first.";
- next;
- switch(select("Charo? Rosy?:Are you guys detectives?")) {
- case 1:
- cutin "mal_homnya_s",2;
- mes "[Homnya]";
- mes "No... Who are they?";
- mes "Nyangson, do you know them?";
- next;
- mes "[Nyangson]";
- mes "I... I don't know either?";
- mes "I don't know Charo and Rosy!";
- next;
- mes "[Homnya]";
- mes "Yes. Yes.";
- mes "We are the detective and friend!";
- next;
- break;
- case 2:
- mes "[Homnya]";
- mes "Yes, I am the detective, Homnya.";
- mes "And this is my friend, Nyangson. He reports my cases.";
- next;
- break;
- }
- mes "[Homnya]";
- mes "Anyways, that's not important for now!";
- mes "We should focus on current situation.";
- next;
- mes "[Nyangson]";
- mes "Yes, that's right, friend.";
- mes "We think........";
- next;
- mes "[Homnya]";
- mes "Yes! This is a bomb for sure!";
- mes "I am so sorry, I have only analytical and detective skills but don't have the skill to dispose of a bomb!";
- next;
- cutin "mal_homnya_s",2;
- mes "[Nyangson]";
- mes "What do you mean by that?";
- mes "It doesn't make any sense!";
- next;
- mes "[Homnya]";
- mes "Yes, we shout when it changed from the peak of hope into the peak of sorrow.";
- mes "Peak!";
- mes "Meow!";
- next;
- mes "I don't get the meaning of this, but they seem to be in hurry.";
- next;
- switch(select("Continue to humor them.:Stop playing around.")) {
- case 1:
- cutin "mal_homnya_n",2;
- mes "[Homnya]";
- mes "Oh, if you give us a hand, I will take it. How do you think about it, friend?";
- next;
- mes "[Nyangson]";
- mes "I don't really care about it. What I want to do is only to report this case.";
- mes "One of the cases will be open to the public among the most strange and weird cases ever.";
- next;
- mes "[Homnya]";
- mes "I knew this visitor had the skill to dispose of a bomb.";
- mes "He is totally prepared to escape from danger.";
- next;
- mes "[Nyangson]";
- mes "Oh, I heard of it. I heard they use fly wings and butterfly wings as well.";
- mes "I've never thought I could meet a person who used these thing for real.";
- next;
- mes "[Homnya]";
- mes "Yes, I believe this visitor will solve our mystery.";
- mes "Then please stop this damn machine!";
- next;
- mes "[Nyangson]";
- mes "Yes, the damn machine!";
- mes "It is loud and useless!";
- mes "And it will be blown up.";
- next;
- mes "[Homnya]";
- mes "Well, stop this machine!!!";
- nyadven = 7;
- changequest 7246,7247;
- close2;
- break;
- case 2:
- cutin "mal_homnya_s",2;
- mes "[Homnya]";
- mes "Please don't...";
- mes "Please act according to the script.";
- next;
- mes "[Nyangson]";
- mes "Charo. Where is the script?";
- mes "No, Homnya. My friend...";
- next;
- mes "Two young cats are sweating a lot.";
- close2;
- break;
- }
- } else if (nyadven == 7) {
- mes "[Homnya]";
- mes "Stop this noisy machine!";
- mes "This is the moment that your memory can be coming through!";
- next;
- mes "[Nyangson]";
- mes "Yes. Yes.";
- mes "This is the sort of training where you dispose of and breach all the traps.";
- mes "Yes, this is.";
- close2;
- } else if (nyadven == 8) {
- mes "[Homnya]";
- mes "It was a scary moment.";
- mes "This machine is still fine anyways!";
- mes "Stop it again.";
- next;
- mes "[Homnya]";
- mes "Yes, you need Adventure Card B to operate this machine.";
- mes "Do you want to buy a new one?";
- next;
- mes "[Nyangson]";
- mes "It costs one Malangdo Can.";
- next;
- switch(select("Buy Adventure Card.:Do not buy.")) {
- case 1:
- if (countitem(12636) == 0) {
- mes "[Homnya]";
- mes "I said I can exchange Adventure Card with one Malango Can~";
- close2;
- break;
- }
- mes "[Homnya]";
- mes "See, this is a scary machine.";
- mes "Here is your Adventure Card.";
- mes "Stop this machine this time.";
- delitem 12636,1; //Malang_Sp_Can
- nyadven = 7;
- getitem 6429,1; //Bravery_Card_B
- close2;
- break;
- case 2:
- mes "[Homnya]";
- mes "What?";
- mes "But you came here to buy a Adventure Card.";
- mes "......";
- next;
- mes "[Nyangson]";
- mes "If you buy a Adventure Card there won't be any bloodshed...";
- close2;
- break;
- }
- } else if (nyadven == 9) {
- mes "[Homnya]";
- mes "Hey, there is good news for you.";
- mes "I received pretty good news while you struggled with that machine.";
- next;
- mes "[Nyangson]";
- mes "Hello, capable friend, what did you find?";
- mes "Is this something like hidden treasure?";
- next;
- mes "[Homnya]";
- mes "Hidden treasure?";
- mes "Very similar!";
- mes "It will be hidden in serveral places inside the cabin.";
- mes "You should find them!";
- next;
- switch(select("I feel tired of it now.:Oh, yes!")) {
- case 1:
- mes "[Homnya]";
- mes "Oh, really?";
- mes "If you feel tired then it's okay.";
- mes "Please come again, if you want.";
- next;
- mes "[Nyangson]";
- mes "Please come again~.";
- close2;
- break;
- case 2:
- mes "[Homnya]";
- mes "I knew you would do this!";
- mes "I have the right eye for people.";
- mes "The place is inside of the ship Navi.";
- next;
- mes "[Nyangson]";
- mes "It will be fine because it isn't really a large place.";
- mes "I look forward to your active work!";
- nyadven = 10;
- setquest 7250;
- close2;
- break;
- }
- } else if (nyadven == 10) {
- mes "[Homnya]";
- mes "Please find the pieces of the treasure.";
- mes "The tresure is hidden inside of the ship Navi according to our information.";
- next;
- mes "[Nyangson]";
- mes "Come here right after you find treasure!";
- close2;
- } else if (nyadven == 11) {
- if (countitem(6430) > 5) {
- mes "[Homnya]";
- mes "You've found all the treasure.";
- mes "Yes, exactly.";
- mes "You might thought this painting was just a normal painting.";
- next;
- mes "[Homnya]";
- mes "But...!";
- mes "If we do this...!";
- next;
- mes "[Nyangson]";
- mes "Oh, this is....... the one from that moment...";
- mes "This is the one when we left our hometown.";
- next;
- mes "[Homnya]";
- mes "It's time to give it back to the brave new team!";
- mes "Let's give it back!";
- mes "Meow~";
- next;
- mes "Charo and Rosy who make up as Homnya and Nyangson";
- mes "checked the pieces of painting and give it back again.";
- mes "They look excited.";
- next;
- mes "[Homnya]";
- mes "Please give it back to the Meow Bravery Team~";
- mes "For everyone~ Meow~";
- mes "These are real treasures!";
- nyadven = 12;
- erasequest 7250;
- erasequest 7251;
- erasequest 7252;
- erasequest 7253;
- erasequest 7254;
- erasequest 7255;
- erasequest 7256;
- setquest 7258;
- close2;
- } else {
- mes "[Homnya]";
- mes "Well? It's strange. There should be 6 pieces of treasure.";
- mes "It's missing pieces...";
- mes "Is this fake? I will throw it out!";
- next;
- mes "[Nyangson]";
- mes "Go get the treasure again!";
- delitem 6430,countitem(6430); //Picture_Piece
- erasequest 7251;
- erasequest 7252;
- erasequest 7253;
- erasequest 7254;
- erasequest 7255;
- erasequest 7256;
- nyadven = 10;
- setquest 7250;
- close2;
- }
- } else if (nyadven == 12 || nyadven == 13) {
- mes "[Homnya]";
- mes "Please give these treasures you've found to the Meow Bravery Team.";
- mes "You will know how precious these treasures are when you give these to them~";
- next;
- mes "[Nyangson]";
- mes "Yes, you will realize.";
- mes "It's good to take a break for little bit but now we don't have any spare time.";
- close2;
- } else {
- if (countitem(6429) > 0) {
- mes "[Homnya]";
- mes "Stop this noisy machine!";
- mes "Insert your Adventure Card, and take a look at the reaction of the machine carefully. Then do the proper action!";
- next;
- mes "[Nyangson]";
- mes "That's right~";
- close2;
- }
- mes "[Homnya]";
- mes "Hey Nyangson.";
- mes "Here comes the hero.";
- mes "He seems to be here for fixing this naughty machine.";
- next;
- mes "[Nyangson]";
- mes "I always admire your keen insight.";
- mes "He looks like that for sure.";
- mes "Then he will buy Adventure Card with Malangdo Can?";
- next;
- mes "[Homnya]";
- mes "You are getting better";
- mes "I always keep eyes on your keen insight.";
- mes "You are my true friend.";
- next;
- switch(select("How's the condition of Bang?:Ignore it.")) {
- case 1:
- if (questprogress(7249,PLAYTIME) == 1) {
- mes "[Homnya]";
- mes "it's so motivated but it's not the time yet.";
- mes "Not yet even though naughty machine is noisy.";
- mes "Please come again.";
- next;
- mes "[Nyangson]";
- mes "We also have break time.....";
- close2;
- } else {
- if (questprogress(7249,PLAYTIME) == 2)
- erasequest 7249;
- mes "[Homnya]";
- mes "Can you hear how noisy this one is?";
- mes "It sounds like a runaway foal!";
- next;
- mes "[Nyangson]";
- mes "He needs an Adventure Card to stop it.";
- mes "Well, do you want to try?";
- next;
- switch(select("Buy Adventure Card B.:Don't buy it.")) {
- case 1:
- if (countitem(12636) == 0) {
- mes "[Homnya]";
- mes "How many Malangdo Cans for an Adventure Card?";
- next;
- mes "[Nyangson]";
- mes "Only one can, dear.";
- mes "Meow~";
- close2;
- break;
- }
- mes "[Homnya]";
- mes "Yes, please try it without blowing it up.";
- mes "Solve it fast!";
- next;
- mes "[Nyangson]";
- mes "Please do it.";
- delitem 12636,1; //Malang_Sp_Can
- getitem 6429,1; //Bravery_Card_B
- close2;
- break;
- case 2:
- cutin "mal_homnya_s",2;
- mes "[Homnya]";
- mes "Ah... Hey... You can't do that!";
- mes "Hey, don't go!";
- mes "Please stop this, Nyangson!";
- next;
- mes "[Nyangson]";
- mes "This and that one are all noisy!";
- mes "Please!";
- next;
- mes "The two young cats are sweating a lot.";
- close2;
- break;
- }
- }
- break;
- case 2:
- cutin "mal_homnya_s",2;
- mes "[Homnya]";
- mes "Ah... Hey... You can't do that!";
- mes "Hey, don't go!";
- mes "Please stop this, Nyangson!";
- next;
- mes "[Nyangson]";
- mes "This and that one are all noisy!";
- mes "Please!";
- next;
- mes "The two young cats are sweating a lot.";
- close2;
- break;
- }
- }
- cutin "",255;
- end;
-}
-
-malangdo,173,177,7 script Friend of Detective#mal 4_CAT_ADV1,{
- cutin "mal_homnya_n",2;
- mes "[Nyangson]";
- mes "I am a friend of Detective Homnya, Nyangson.";
- mes "Please ask Homnya if you have questions.";
- next;
- mes "[Homnya]";
- mes "Yes, he only goes 'yes, my friend' beside me!";
- mes "Ask me!";
- close2;
- cutin "",255;
- end;
-}
-
-malangdo,174,175,0 script Noisy Machine#nya_13 CLEAR_NPC,{
- if (nyadven < 7) {
- mes "There is a strange machine.";
- mes "It has a Red, Blue, Yellow, and Green luminous body with buttons to react,";
- mes "while spinning with noisy sounds.";
- next;
- mes "It looks more unstable as it spins faster.";
- close;
- }
- if (questprogress(7249,PLAYTIME) == 1) {
- mes "[Homnya]";
- mes "It's so motivated, but it's not time yet.";
- mes "Not yet, even though the machine is so noisy.";
- mes "Please come again.";
- next;
- mes "[Nyangson]";
- mes "We also have break time...";
- close;
- }
- if (countitem(6429) == 0) {
- mes "[Homnya]";
- mes "You can't try this without Adventure Card B.";
- mes "Please bring it with you.";
- close;
- }
- mes "There is a strange machine.";
- mes "It has a Red, Blue, Yellow, and Green luminous body with buttons to react,";
- mes "while spinning with noisy sounds.";
- next;
- mes "It looks more unstable as it spins faster.";
- next;
- cutin "mal_homnya_n",2;
- mes "[Homnya]";
- mes "Stop this machine by inserting the card into it!";
- next;
- mes "[Nyangson]";
- mes "Go ahead!";
- next;
- cutin "",255;
- if(select("Insert card.:Stop it.") == 2) {
- mes "[Homnya]";
- mes "Um? You aren't going to do this?";
- mes "Really?";
- mes "Even though this machine can blow up the whole island?!";
- next;
- mes "[Nyangson]";
- mes "Does he know it's never going to blow up?";
- next;
- mes "The two young cats are sweating a lot.";
- close;
- }
- mes "After inserting the card, discs on top of the machine spin faster...";
- mes "The lights begin to flicker faster too.";
- next;
- callsub L_ShowLights,2;
- callsub L_ShowLights,4;
- callsub L_ShowLights,6;
- callsub L_ShowLights,8;
- cutin "mal_homnya_n",2;
- mes "[Homnya]";
- mes "Oh, great!";
- mes "The banging has stopped!";
- mes "You have a good memory!";
- mes "Please take this small gift.";
- next;
- mes "[Nyangson]";
- mes "You can get it after you have been through all the difficulties from the Meow Advanture Team.";
- mes "And we are not sure if this machine will try to blow up agian, so please come again tomorrow.";
- if (nyadven == 7) {
- nyadven = 9;
- erasequest 7247;
- }
- delitem 6429,1; //Bravery_Card_B
- setquest 7249;
- getitem 6422,3; //Egrade_Coin
- getexp 20000,20000;
- next;
- if (nyadven == 9) {
- mes "[Homnya]";
- mes "Hey, there is good news for you.";
- mes "I received pretty good news while you struggled with that machine.";
- next;
- mes "[Nyangson]";
- mes "Hello, capable friend, what did you find?";
- mes "Is this something like hidden treasure?";
- next;
- mes "[Homnya]";
- mes "Hidden treasure?";
- mes "Very similar!";
- mes "It will be hidden in serveral places inside the cabin.";
- mes "You should find them!";
- next;
- switch(select("I feel tired of it now.:Oh, yes!")) {
- case 1:
- mes "[Homnya]";
- mes "Oh, really?";
- mes "If you feel tired then it's okay.";
- mes "Please come again, if you want.";
- next;
- mes "[Nyangson]";
- mes "Please come again~.";
- close2;
- break;
- case 2:
- mes "[Homnya]";
- mes "I knew you would do this!";
- mes "I have the right eye for people.";
- mes "The place is inside of the ship Navi.";
- next;
- mes "[Nyangson]";
- mes "It will be fine because it isn't really a large place.";
- mes "I look forward to your active work!";
- nyadven = 10;
- setquest 7250;
- close2;
- break;
- }
- } else {
- mes "[Homnya]";
- mes "Then I am looking forward to tomorrow!";
- close2;
- }
- cutin "",255;
- end;
-
-// callsub L_ShowLights,<number of lights>;
-L_ShowLights:
- mes "Luminous";
- mes "The order of buttons are:";
- mes "[Red] [Green] [Blue] [Yellow]";
- mes "And below this, more buttons:";
- mes "[Green] [Red] [Yellow] [Blue]";
- mes "In that order.";
- next;
- mes "Luminous";
- setarray .@color$[0],"Red","Blue","Yellow","Green";
- setarray .@Cutin$[0],"nya_red","nya_blue","nya_yellow","nya_green";
- for(.@i = 0; .@i<getarg(0); ++.@i) {
- .@rand = rand(4);
- .@Lamp[.@i] = .@rand;
- mes .@color$[.@rand];
- if (.@i+1 == getarg(0))
- mes "Shines according to this order.";
- cutin .@Cutin$[.@rand],4;
- progressbar "0xFFFF00",1;
- }
- cutin "nya_off",4;
- mes "The buttons below are shining now.";
- mes "Stop the machine by pressing the right button within time.";
- next;
- .@pass = 0;
- setarray .@count$[0],"first","second","third","fourth","fifth","sixth","seventh","eighth";
- for(.@i = 0; .@i<getarg(0); ++.@i) {
- mes "Which color button do you want to press "+.@count$[.@i]+"?";
- next;
- // Red <-> Green, Blue <-> Yellow
- .@j = select("Red:Blue:Yellow:Green");
- if (.@Lamp[.@i] == 4-.@j)
- .@pass += 1;
- }
- if (.@pass < getarg(0)) {
- mes "The speed of spinning is getting faster after pressing the buttons.";
- mes "After all...";
- specialeffect EF_BEGINSPELL6;
- emotion e_gasp,0,"Cat Detective#nya_14";
- emotion e_gasp,0,"Friend of Detective#mal";
- next;
- cutin "mal_homnya_s",2;
- mes "[Homnya]";
- mes "Watch out!!!";
- mes " ";
- mes "[Nyangson]";
- mes "It's blowing up!";
- specialeffect EF_FIREHIT;
- specialeffect EF_FIRESPLASHHIT;
- next;
- cutin "",255;
- mes "Adventure Card B burned off";
- mes "with a huge explosion.";
- delitem 6429,1; //Bravery_Card_B
- if (nyadven == 7)
- nyadven = 8;
- close;
- }
- mes "The speed of the spinning discs gets slower after pressing the buttons.";
- mes "The luminous shines once and stops also.";
- cutin "nya_off",4;
- next;
- if (getarg(0) < 8) {
- mes "[Homnya]";
- mes "Don't reduce your tension!";
- mes "It's not over yet!";
- next;
- mes "The machine starts again.";
- mes "And the luminous shines also, as if it keeps asking you for the right answer.";
- next;
- }
- return;
-}
-
-// callfunc "F_Mal_Picture",<quest ID>,<chance to kick?>,<description 1>,<description 2>,<description 3>;
-// Returns:
-// 1 - Player kicked.
-// 2 - nyadven is not 10.
-// 3 - Player has already found the picture piece.
-// null - Success.
-function script F_Mal_Picture {
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 4000) {
- mes "- You have too many items to proceed in this quest. -";
- close;
- }
- if (getarg(1) && rand(2))
- return 1;
- else if (nyadven != 10)
- return 2;
- else if (questprogress(getarg(0)))
- return 3;
- else {
- mes getarg(2);
- mes getarg(3);
- next;
- mes getarg(4);
- mes "You found a piece of the painting.";
- setquest getarg(0);
- getitem 6430,1; //Picture_Piece
- next;
- if (questprogress(7251) && questprogress(7252) && questprogress(7253) && questprogress(7254) && questprogress(7255) && questprogress(7256)) {
- mes "It looks like you can put these pieces of paintings together.";
- mes "If I found all the pieces, I should go back to Homnya.";
- nyadven = 11;
- close;
- }
- mes "I think this is the treasure Homnya and Nyangson mentioned.";
- mes "Let's find more pieces.";
- close;
- }
-}
-
-mal_in02,187,45,0 script Box#nya01 CLEAR_NPC,{
- switch(callfunc(
- "F_Mal_Picture",
- 7251,1,
- "There is an uncommon box in the corner of the cabin.",
- "It seems to tell me that it has a teasure inside.",
- "I can see a piece of paper sticking out."
- )) {
- case 1:
- mes "[Neat Crew]";
- mes "What are you doing here?!";
- mes "Don't touch that box any more!";
- mes "There will be more bugs if you keep hiding snacks in there!";
- mes "Get out!";
- close2;
- warp "mal_in02",138,60;
- end;
- case 2:
- mes "A box in the corner of the cabin.";
- close;
- case 3:
- mes "This is a box which used to contain a piece of the painting.";
- close;
- }
-}
-
-mal_in02,170,75,0 script Book#nya02 CLEAR_NPC,{
- switch(callfunc(
- "F_Mal_Picture",
- 7252,1,
- "The books are organized according to order on the bookshelf.",
- "I try to take 1 book off carefully.",
- "I can see something sticking out among the books."
- )) {
- case 1:
- mes "[Neat Crew]";
- mes "Ah, do not touch it!";
- mes "Why do you keep messing it up after I clean up the room?!";
- mes "Get out!";
- close2;
- warp "mal_in02",138,60;
- end;
- case 2:
- mes "The books are organized according to order on the bookshelf.";
- close;
- case 3:
- mes "This is a book which used to contain a piece of the painting.";
- close;
- }
-}
-
-mal_in02,133,98,0 script Dirty Bed#nya03 CLEAR_NPC,{
- switch(callfunc(
- "F_Mal_Picture",
- 7253,1,
- "This is a normal cabin for the crew.",
- "My eyes kept straying over to old bed in corner of the room.",
- "Something is hanging with furs below the bed."
- )) {
- case 1:
- mes "[Scary Crew]";
- mes "What are you doing here?";
- mes "Do not disturb me, and go away.";
- mes "Get out!";
- close2;
- warp "mal_in02",100,60;
- end;
- case 2:
- mes "It's dirty and smells like fish.";
- mes "There are a lot of furs from cats.";
- close;
- case 3:
- mes "This is dirty bed where a piece of the painting was hidden.";
- mes "There are a lot of furs from cats.";
- close;
- }
-}
-
-mal_in02,31,57,0 script Seashell#nya04 CLEAR_NPC,{
- switch(callfunc(
- "F_Mal_Picture",
- 7254,0,
- "This cabin is large and clean, and it seems to for the captain.",
- "My eyes kept straying over to the seashell and conch for decoration in the corner of the room.",
- "There is a rolled up paper in the conch."
- )) {
- case 2:
- mes "There is a seashell decoration on a clean display cupboard.";
- close;
- case 3:
- mes "This is the seashell where a piece of the painting was hidden.";
- close;
- }
-}
-
-mal_in02,114,56,0 script Ship Pillar#nya05 CLEAR_NPC,{
- switch(callfunc(
- "F_Mal_Picture",
- 7255,1,
- "This is one of pillars to bear out the ship.",
- "It has many nail marks as it has been through many cats.",
- "There is a folded piece of paper in the crack of the wooden wall."
- )) {
- case 1:
- mes "[Picky Crew]";
- mes "Is that you who scratched all the pillars in here?!";
- mes "Meow~~~~!!";
- mes "Get off from that pillar!";
- close2;
- warp "malangdo",170,160;
- end;
- case 2:
- mes "I can see the trace of a scratch.";
- mes "Pillars made from trees are originally good to hang, but scratched by nails.";
- close;
- case 3:
- mes "I can see the crack where a piece of the painting was hidden.";
- close;
- }
-}
-
-mal_in02,139,30,0 script Ventilation Window#nya06 CLEAR_NPC,{
- switch(callfunc(
- "F_Mal_Picture",
- 7256,0,
- "This cabin is for the normal crew.",
- "There are many ventilation windows on the floor in this room.",
- "One of the windows opens with a clink, revealing a piece of paper."
- )) {
- case 2:
- mes "There are windows for ventilation on the floor.";
- mes "A cold wind comes from these windows.";
- mes "Why are ventilation windows set up on the floor?";
- close;
- case 3:
- mes "There are windows for ventilation on the floor.";
- mes "A piece of the painting was hung in there.";
- mes "Why are ventilation windows set up on the floor?";
- close;
- }
-}
-
-mal_in02,166,74,4 script Neat Crew#nyaong01 4_CAT_3COLOR,{
- mes "[Neat Crew]";
- mes "Please clean up your stuff by yourself.";
- mes "Especially you guys getting dirty after we came to this island!";
- mes "Please throw the trash into the trash can.";
- next;
- mes "[Neat Crew]";
- mes "And you plucked every crop.";
- mes "Hmph. Please, let's leave it in its natural state.";
- next;
- mes "[Neat Crew]";
- mes "What are you looking at?";
- mes "Will you mess up here too?";
- mes "Meow?!";
- close;
-}
-
-mal_in02,132,95,5 script Scary Crew#nyaong02 4_CAT_SAILOR5,{
- mes "[Scary Crew]";
- mes "I try to be nice these days, and kids just take liberties with me.";
- mes "Will you too?";
- next;
- mes "[Scary Crew]";
- mes "They just come in and out, even the other person's room...";
- mes "It causes harm for sure.";
- close;
-}
-
-mal_in02,109,62,4 script Picky Crew#nyaong03 4_CAT_SAILOR2,{
- mes "[Picky Crew]";
- mes "Do not run in the hall!";
- mes "My fur falls out because of someone who";
- mes "scratches everywhere!";
- close;
-}
-
-// Cat Gamers :: mal_gamer
-//============================================================
-mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{
- if (MaxWeight - Weight < 1000) {
- mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
- close;
- }
- if (checkweight(1201,1) == 0) {
- mes "Your inventory is too full to proceed. Come back after reducing your load.";
- close;
- }
- if (BaseLevel < 60) {
- mes "A gentle looking cat is whispering to himself.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hello... Mr. Cat...";
- next;
- mes "The cat takes a glance at you and goes back to his whispering as if he didn't even see you.";
- next;
- mes "It seems you are not being considered worth talking to.";
- close;
- }
- if (malang_gamer == 0) {
- mes "A gentle looking cat is whispering to himself.";
- next;
- mes "[Cat Gamers Director]";
- mes "Man! 10 losses in a row...";
- emotion e_sigh;
- next;
- mes "[Cat Gamers Director]";
- mes "We are the 'Cat Gamers' Association.";
- mes "But, we still keep on losing and we have no idea why!";
- next;
- mes "[Cat Gamers Director]";
- mes "We've got to find out the reason for this losing streak.";
- malang_gamer = 1;
- next;
- mes "You are getting interested in the cat's story. Let's hear more.";
- close;
- } else if (malang_gamer == 1) {
- mes "[Cat Gamers Director]";
- mes "The reason, yes!";
- mes "This can be one of them.";
- next;
- mes "[Cat Gamers Director]";
- mes "^DD2234Giving up so many points!^000000";
- mes "That's right. No matter how much you score,";
- mes "we will still lose if we give up so many points.";
- next;
- mes "[Cat Gamers Director]";
- mes "For the other reason. Hmm!";
- mes "This could be related with the previous reason.";
- mes "No ^DD2234aggresive point betting^000000 at all.";
- next;
- mes "[Cat Gamers Director]";
- mes "Other teams bet on games that they think will win, and bet low when they are not confident.";
- mes "I guess we didn't know that.";
- next;
- mes "[Cat Gamers Director]";
- mes "Hmm, can this be a reason?";
- mes "For some reason there were ^DD2234players disappearing right before the match up^000000 and I guess this could have effected our game spirit.";
- next;
- mes "[Cat Gamers Director]";
- mes "Hmm... So the reason of our losing streak will be,";
- mes "giving up too many points;";
- mes "aggressive point betting;";
- mes "and players disappearing?";
- malang_gamer = 2;
- next;
- mes "It seems like the gentle looking cat has finished thinking. Let's interrupt the conversion.";
- close;
- } else if (malang_gamer == 2) {
- mes "[Cat Gamers Director]";
- mes "Now that I know the reason,";
- mes "there should be a solution to that.";
- emotion e_hmm;
- next;
- select("Umm... Mr. Cat...");
- mes "[Cat Gamers Director]";
- mes "Who's there? Human? You are a human?";
- next;
- mes "[Cat Gamers Director]";
- mes "... ... ... ...";
- next;
- mes "[Cat Gamers Director]";
- mes "Oh! Yes! Right!";
- mes "I remember hearing that";
- mes "humans have started passing through here recently.";
- next;
- mes "[Cat Gamers Director]";
- mes "So good to see you!!";
- mes "What is your name by the way?";
- emotion e_gasp;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "My name is "+strcharinfo(0)+", Mr. Cat.";
- next;
- mes "[Cat Gamers Director]";
- mes "Oh, ^0000FF"+strcharinfo(0)+"^000000.";
- mes "How may I help you?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Actually I wanted to help you out since I heard that you've lost 10 games in a row...";
- next;
- mes "[Cat Gamers Director]";
- mes "Well, you didn't really have to point it out like that...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "A weakness is no longer a weakness when you say it out loud.";
- emotion e_no1,1;
- next;
- mes "[Cat Gamers Director]";
- mes "Hahahaha I like that phrase.";
- mes "I should remember it and";
- mes "tell it to my kids. Heh~";
- next;
- if (Sex == 0)
- setarray .@sex$[0],"Mr.","boy";
- else
- setarray .@sex$[0],"Miss","girl";
- mes "[Cat Gamers Director]";
- mes "I like you, "+.@sex$[0]+" "+strcharinfo(0)+". Will you help us get out of this 10 game losing streak? Ehehe~";
- next;
- switch(select("Sorry, I'm a stupid "+.@sex$[1]+".:Sure, I'm a cool "+.@sex$[1]+".")) {
- case 1:
- mes "[Cat Gamers Director]";
- mes "Guess I was wrong about you~";
- mes "How can a person call themself stupid.";
- mes "Now I can see how stupid you are.";
- mes "Good bye~";
- emotion e_hmm;
- close;
- case 2:
- mes "[Cat Gamers Director]";
- mes "Wow. I respect you, "+strcharinfo(0)+".";
- mes "Let me ask you a favor.";
- mes "Please meet the hard working Manager Cat and ask about our team's attitude these days.";
- malang_gamer = 3;
- setquest 5058;
- next;
- mes "[Cat Gamers Director]";
- mes "The Manager Cat must be around here somewhere~";
- close;
- }
- } else if (malang_gamer == 3) {
- mes "[Cat Gamers Director]";
- mes "Please meet the hard working";
- mes "Manager Cat, and ask about our team's attitude these days.";
- mes "The Manager Cat must be around here somewhere~";
- close;
- } else if (malang_gamer == 4) {
- mes "[Cat Gamers Director]";
- mes "Ok Ok. So what did the manager cat say about the atmosphere these days?~";
- emotion e_what;
- next;
- mes "You tell him exactly what the Manager Cat said.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "The manager cat said...";
- next;
- mes "[Cat Gamers Director]";
- mes "Do not hesitate... Just tell me everything~";
- emotion e_what;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Umm... the player cats are afraid of you...";
- next;
- mes "[Cat Gamers Director]";
- mes "What... What did you say?";
- emotion e_omg;
- next;
- mes "Cat Gamers Director seems to be in shock. Let's give him some time to calm down.";
- malang_gamer = 5;
- erasequest 5059;
- setquest 5060;
- close;
- } else if (malang_gamer == 5) {
- if (questprogress(5060,PLAYTIME) == 1) {
- mes "Cat Gamers Director seems to be in shock. Let's give him some time to calm down.";
- close;
- }
- mes "[Cat Gamers Director]";
- mes "That is impossible!";
- mes "There is no other cat that's nicer than I am!";
- emotion e_sob;
- next;
- mes "[Cat Gamers Director]";
- mes "Am I really that scary?";
- mes "Are those players who bailed on the practice afraid of me too?";
- emotion e_swt2;
- next;
- mes "[Cat Gamers Director]";
- mes "It can't be, right? ehehehehe~";
- next;
- mes "- He laughs nervously. -";
- next;
- mes "[Cat Gamers Director]";
- mes "Is that the truth?";
- next;
- mes "[Cat Gamers Director]";
- mes strcharinfo(0)+", will you help me out?";
- mes "There are 4 players who ran away from practice saying they were too tired.";
- mes "Could you check if they ran away because of me? ehehehe~";
- emotion e_what;
- next;
- mes "[Cat Gamers Director]";
- mes "Their names are Eryu, Stew, Ketchup, and Eff.";
- mes "They've got to be somewhere around here.";
- next;
- mes "[Cat Gamers Director]";
- mes "Please find them all~";
- mes "But, don't ask too directly! Ok?";
- mes "Just ask them gentle questions~";
- mes "Ok? Be! Gentle!";
- next;
- mes "[Cat Gamers Director]";
- mes "I appreciate your help, "+strcharinfo(0)+". heh~";
- malang_gamer = 6;
- erasequest 5060;
- setquest 5061;
- close;
- } else if (malang_gamer == 6) {
- if (questprogress(5062) == 2 && questprogress(5063) == 2 && questprogress(5064) == 2 && questprogress(5065) == 2) {
- mes "[Cat Gamers Director]";
- mes "Heh~ It seems some humans are scamming cats around this town.";
- next;
- mes "[Cat Gamers Director]";
- mes "What good is it to scam innocent cats?~";
- emotion e_gg;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Yes, I think that you're right.";
- emotion e_hmm,1;
- next;
- mes "[Cat Gamers Director]";
- mes "Oh, so you met Eryu, Stew, Ketchup, and Eff.";
- mes "It is so good to see you again. Heh~";
- mes "Thank you very much for your effort~. Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "So what did they say?";
- mes "They really think I am scary?";
- next;
- mes "You tell the Cat Gamers Director what Eryu, Stew, Ketchup, and Eff said.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "They think you push them too much through the practices. So they are scared.";
- next;
- mes "[Cat Gamers Director]";
- mes "What? Really?";
- next;
- mes "The Cat Gamers Director seems to be shocked once again. Better give him more time to calm down.";
- malang_gamer = 7;
- erasequest 5061;
- setquest 5060;
- close;
- }
- mes "[Cat Gamers Director]";
- mes "Their names are Eryu, Stew, Ketchup, and Eff.";
- mes "They've got to be somewhere around here.";
- next;
- mes "[Cat Gamers Director]";
- mes "Please find them all~";
- mes "But, don't ask too directly! Ok?";
- mes "Just ask them gentle questions~";
- mes "Ok? Be! Gentle!";
- next;
- mes "[Cat Gamers Director]";
- mes "I appreciate your help, "+strcharinfo(0)+". heh~";
- close;
- } else if (malang_gamer == 7) {
- if (questprogress(5060,PLAYTIME) == 1) {
- mes "Cat Gamers Director seems to be in shock once again. Better give more time to calm down.";
- close;
- }
- mes "[Cat Gamers Director]";
- mes "Ok, I understand.";
- mes "I was a scary cat after all.";
- mes "This can't be right!! Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "I need to change my scary cat image. Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "This is my mission now,";
- mes "so our team can improve";
- mes "game performance. Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "Please go meet our manager cat,";
- mes "and find out how can I change";
- mes "this scary cat image of mine. Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ I would much appreciate your help, "+strcharinfo(0)+"~.";
- malang_gamer = 8;
- erasequest 5060;
- setquest 5066;
- close;
- } else if (malang_gamer == 8) {
- mes "[Cat Gamers Director]";
- mes "Please ask our manager cat how can I change this scary cat image.";
- mes "Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ Please help me out,";
- mes strcharinfo(0)+"! Heh~";
- close;
- } else if (malang_gamer == 9) {
- mes "[Cat Gamers Director]";
- mes "You came back!! Heh~";
- mes "So, what did our manager cat say?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Manager cat asked to prepare a box.";
- next;
- mes "[Cat Gamers Director]";
- mes "A box? Heh~ Sure, why not?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Are you going to ask me what is it for?";
- next;
- mes "[Cat Gamers Director]";
- mes "Well, I kind of was eavesdropping when "+strcharinfo(0)+" and Manager Cat were talking together. Heh~";
- emotion e_heh;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "............";
- next;
- mes "[Cat Gamers Director]";
- mes "Now I need to check with our players, see how they really feel.";
- mes "Heh~ Why don't you come back tomorrow?";
- mes "Heh~ Let me decide what to do after checking their honest petition letters. Heh~";
- malang_gamer = 10;
- erasequest 5067;
- setquest 5068;
- close;
- } else if (malang_gamer == 10) {
- if (questprogress(5068,PLAYTIME) == 1) {
- mes "[Cat Gamers Director]";
- mes "Still receiving petition letters. Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "I wonder what they really want to say~ Heh~";
- close;
- }
- mes "[Cat Gamers Director]";
- mes "Heh~ All done with collecting petition letters~";
- mes "Heh~ Let's see what they wrote here?";
- next;
- mes "Reading...~";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ Let me see... 'Stupid Cat lea...de...'";
- emotion e_an;
- next;
- mes "- Crumpling the paper -";
- mes "Cat Gamers Director has crumpled the paper and thrown it away.";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ Wrong paper.";
- mes "Let's read another one... Heh~";
- next;
- mes "~Reading~";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ Here we go.";
- mes "'I don't like playing with the same team members over and over.";
- mes "Please pick new team members,";
- mes "or get me a practicing partner.'";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ I see.";
- mes "I can take this positively.";
- mes "Heh~ Let's move on to another one.";
- emotion e_ok;
- next;
- mes "~Reading~";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~";
- mes "'We need more snacks~ Get us some more snacks~'";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ This one also sounds productive.";
- mes "Heh~ Petition letters are good, I guess... Heh~";
- emotion e_ok;
- next;
- mes "Reading...~";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~";
- mes "'Elders are bullying me. Help me...'";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ Our team is absolutely";
- mes "like a family here~ Someone is";
- mes "playing here, you know. Heh~";
- emotion e_gasp;
- next;
- mes "Reading...~";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ There are only 4 letters!";
- mes "Including a prank one...";
- mes "Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "Everyone seems to have a satisfied team life~ Heh~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Not... Really...";
- next;
- mes "There are tons of letters piled in the back of the box, but Cat Gamers Director doesn't want to admit the problem.";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~";
- mes "Hey, "+strcharinfo(0)+". What did you say? Heh~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Nothing! Please carry on.";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ Because of what these players want,";
- mes "I have a favor to ask you, "+strcharinfo(0)+"...";
- mes "Heh~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What is it?";
- next;
- mes "[Cat Gamers Director]";
- mes "Will you be our players' practicing partner?";
- mes "Heh~ I feel strongly that you, "+strcharinfo(0)+", can be trusted for this. Heh~";
- next;
- switch(select("No thanks, buddy!:Ok, I'll do it!")) {
- case 1:
- mes "[Cat Gamers Director]";
- mes "Heh~ Are you rejecting me? Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "I'm sad. Sad~ Heh~";
- mes "I didn't expect a refusal from a person like you, "+strcharinfo(0)+".";
- mes "But still, here's some coins for you~";
- mes "Heh~";
- emotion e_sob;
- next;
- mes "[Cat Gamers Director]";
- mes "We will always welcome you, "+strcharinfo(0)+", as a guest member of the Cat Gamers.";
- mes "Heh~";
- malang_gamer = 11;
- erasequest 5068;
- getitem 6422,100; //Egrade_Coin
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ Please come back if you change your mind.";
- close;
- case 2:
- mes "[Cat Gamers Director]";
- mes "Heh~ Good choice.";
- mes "I knew you would help us Cat Gamers... Heh~";
- emotion e_no1;
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ Thank you for your help.";
- mes "Heh~ Here are some coins as a small gift... Heh~";
- mes "Get yourself some goodies. Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "Since you will be our team's practicing partner, please come back in an hour.";
- mes "Then I will give you our '^0000FFCat Gamers Certificate^000000'.";
- mes "Heh~";
- malang_gamer = 12;
- erasequest 5068;
- setquest 5069;
- getitem 6422,100; //Egrade_Coin
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ Ok, "+strcharinfo(0)+". I will see you in an hour. Heh~";
- close;
- }
- } else if (malang_gamer == 11) {
- mes "[Cat Gamers Director]";
- mes "Heh~";
- mes "Aren't you "+strcharinfo(0)+"?";
- mes "Have you changed your mind yet?";
- mes "Are you willing to be our team's practicing partner?";
- next;
- switch(select("No, I'm just passing through.:I accept your offer.")) {
- case 1:
- mes "[Cat Gamers Director]";
- mes "Heh~ I see.";
- mes "But, let me tell you once again, "+strcharinfo(0)+".";
- mes "You are always welcome to be one of our 'Cat Gamers Honorable Members'.";
- mes "Heh~";
- close;
- case 2:
- mes "[Cat Gamers Director]";
- mes "Heh~ At last!!";
- mes strcharinfo(0)+" will become our honorable member!!";
- mes "I shall make a '^0000FFCat Gamers Certificate^000000' right away. Heh~";
- emotion e_ho;
- next;
- mes "[Cat Gamers Director]";
- mes "Come back in an hour and I will get you a '^0000FFCat Gamers Certificate^000000'.";
- mes "Heh~";
- malang_gamer = 12;
- setquest 5069;
- close;
- }
- } else if (malang_gamer == 12) {
- if (questprogress(5069,PLAYTIME) == 1) {
- mes "[Cat Gamers Director]";
- mes "Heh~ You want to get the '^0000FFCat Gamers Certificate^000000' faster. Heh~ It's not really easy to get such a certificate easily.";
- next;
- mes "[Cat Gamers Director]";
- mes "So, it's a bit tricky... Heh~ Please come later. Heh~";
- emotion e_ho;
- close;
- }
- mes "[Cat Gamers Director]";
- mes "Heh~ I got a message from the workshop that their work on the certificate is done. Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "This is not some ordinary certificate. Heh~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What do you mean?";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ This is...";
- next;
- mes "The Cat Gamers Director's eyes are shining with pride.";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ The pure essence of the 'Cat Gamers' tech team's effort!!";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ Equip this item, then all of your game playing records will be saved. Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ Take this and show us what you've got.";
- erasequest 5069;
- malang_gamer = 20;
- getitem 2872,1; //G_Honor_Certificate
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ I may be worrying too much... But, please wear this '^0000FFCat Gamers Certificate^000000', and play the game. Heh~";
- close;
- } else if (malang_gamer == 20) {
- // fall through
- } else {
- mes "[Cat Gamers Director]";
- mes "This is not possible. Please contact an administrator.";
- close;
- }
- mes "[Cat Gamers Director]";
- mes "Heh~ Hello, "+strcharinfo(0)+". How is it going practicing with the players?";
- emotion e_what;
- next;
- switch(select("How are the players doing?:Just stopped by to say hi~:Here's the current status...")) {
- case 1:
- mes "[Cat Gamers Director]";
- mes "Heh~ Wow, "+strcharinfo(0)+"! I'm so touched by your care for the players.";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ For 13 years of my life, I've never seen anyone like you, "+strcharinfo(0)+". Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ "+strcharinfo(0)+", which player's condition are you interested in?";
- next;
- switch(select("Rock Paper Scissors players:ChamChamCham players:KongNyangKong players:Flag Game players")) {
- case 1:
- mes "[Cat Gamers Director]";
- mes "Heh~ Rock Paper Scissors players are missing practices occasionally, but they are still getting better. Heh~";
- break;
- case 2:
- mes "[Cat Gamers Director]";
- mes "ChamChamCham players are actually complaining about the practice because you are doing so well with them, very hard to remember the winner. Heh~";
- break;
- case 3:
- mes "[Cat Gamers Director]";
- mes "Heh~ KongNyangKong players are so happy with the practice. Heh~";
- break;
- case 4:
- mes "[Cat Gamers Director]";
- mes "Heh~ Flag Game players are always nervous since you make them work so much. Heh~ But, they are really getting better. Heh~";
- break;
- }
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ Please keep up the good work, "+strcharinfo(0)+". Heh~";
- close;
- case 2:
- mes "[Cat Gamers Director]";
- mes "Heh~ Hello there~ "+strcharinfo(0)+". You have such good manners~ Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ These days, there are so many cats and humans without proper manners. Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "We also have some of thme in our 'Cat Gamers'. They are so arrogant every time we win the game... Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ There should be more people like you, "+strcharinfo(0)+". Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ Please practice with our players more often~ Heh~ So they can learn some manners from you, "+strcharinfo(0)+". Heh~";
- next;
- mes "[Cat Gamers Director]";
- mes "Keep up the good work~ Heh~";
- close;
- case 3:
- mes "[Cat Gamers Director]";
- mes "Heh~ What happened to your face, "+strcharinfo(0)+"? Guess you lost from the practice, right? Heh~";
- emotion e_gg;
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ I saw players puting notes in the 'Petition box'. Heh~ Guess that was your work. Let me see...";
- next;
- break;
- }
-
- // Detect quest (ID range 5074~5090)
- mes "[Cat Gamers Director]";
- if (questprogress(5074,HUNTING)) {
- mes "Heh~ It's not like I didn't feed them right... Heh~ I hope it was not too much for you, "+strcharinfo(0)+".";
- next;
- if (questprogress(5074,HUNTING) == 2 && countitem(1023) >= 10) {
- delitem 1023,10; //Fish_Tail
- callsub L_CompleteQuest,5074,
- "Heh~ So, you brought 30 Phens and 10 Fish Tails, just as ordered.";
- } else {
- mes "[Cat Gamers Director]";
- mes "Heh~ It says in the note to bring 30 Phens and 10 Fish Tails. Heh~ Maybe you didn't catch enough Phens, or forgot some Fish Tails? Heh~";
- close;
- }
- } else if (questprogress(5075,HUNTING)) {
- mes "Heh~ Hmm, 50 Marses, and 30 Milk Bottles... Heh~";
- next;
- if (questprogress(5075,HUNTING) == 2 && countitem(519) >= 30) {
- delitem 519,30; //Milk
- callsub L_CompleteQuest,5075,
- "Heh~ Guess they wanted some healthy food. Heh~ They should have just told me... Let me show you my skills. Heh~";
- } else {
- mes "[Cat Gamers Director]";
- mes "Heh~ But, where are 50 Marses and 30 Milk Bottles? Heh~ Please see if you haven't missed them...";
- close;
- }
- } else if (questprogress(5076,HUNTING)) {
- mes "Heh~ Our team must have some grudge over Team 'Dog n Waltz', enough to ask you for this kind of favor...";
- next;
- if (questprogress(5076,HUNTING) == 2) {
- callsub L_CompleteQuest,5076,
- "Heh~ So you have finished harassing 30 Kobold Archers as noted. Heh~ Outstanding.";
- } else {
- mes "[Cat Gamers Director]";
- mes "Heh~ It says on the note, harass 30 Kobold Archers. Heh~ Please check if you have harassed 30 of them already.";
- close;
- }
- } else if (questprogress(5077,HUNTING)) {
- mes "Heh~ Ah, quickness training. It's good to see our players trying their best on training.";
- mes "Heh~ Yes, nothing is better than mouse catching for improving quickness.";
- next;
- if (questprogress(5077,HUNTING) == 2) {
- callsub L_CompleteQuest,5077,
- "Heh~ Oh, you got some fresh and chubby Cramps. Heh~ Great.";
- } else {
- mes "[Cat Gamers Director]";
- mes "Heh? Where are those 10 Cramps you promised? Heh~ You didn't eat them... did you?";
- close;
- }
- } else if (questprogress(5078,HUNTING)) {
- mes "Heh~ '50 Peco Peco please!! Let's party.' Hmm... Heh~ 50 Pecos can feed all of our neighbors.";
- next;
- if (questprogress(5078,HUNTING) == 2) {
- callsub L_CompleteQuest,5078,
- "Heh~ Wow, you did bring 50 Peco Pecos. Heh~ I guess we'll really have a party this evening.";
- } else {
- mes "[Cat Gamers Director]";
- mes "Heh~ Where are those Peco Pecos? Still not ready? Heh~";
- close;
- }
- } else if (questprogress(5079)) {
- mes "Heh~ Hmm... let me see... Heh~ That's right, I was worrying about our team getting so nervous before the actual game... But, they won't even talk to me about it.";
- next;
- if (countitem(7038) >= 20) {
- delitem 7038,20; //Yarn
- callsub L_CompleteQuest,5079,
- "Heh~ How could I miss that? I shall give some to my team for sure.";
- } else {
- mes "[Cat Gamers Director]";
- mes "Heh~ Where are those 20 yarns? It says 20 on the note, right...? Please check if you have lost them somewhere.";
- close;
- }
- } else if (questprogress(5080)) {
- mes "Heh~ The note says, get me 30 Rat Tails for a snack.";
- next;
- if (countitem(1016) >= 30) {
- delitem 1016,30; //Rat_Tail
- callsub L_CompleteQuest,5080,
- "Heh~ I think I've fed them good snacks... Didn't I? Lately I was little busy, they should have some patience... Heh~ Poor manager...";
- } else {
- mes "[Cat Gamers Director]";
- mes "Heh~ Where are those 30 Rat Tails? Please check and come back later.";
- close;
- }
- } else if (questprogress(5081)) {
- mes "Heh~ It says 5 on the note... 5 of what? What?! Lemons?";
- next;
- if (countitem(568) >= 5) {
- delitem 568,5; //Lemon
- callsub L_CompleteQuest,5081,
- "Heh~ Lemon is forbidden before the actual game... heh? They won't eat it at game time, right? Heh~";
- } else {
- mes "[Cat Gamers Director]";
- mes "Heh~ Let's just get 5 Lemons for them, will you? Heh~ I am still not sure where they want to use them...";
- close;
- }
- } else if (questprogress(5082)) {
- mes "Heh~ Give us 10 Ice Pieces or 10 Ice Creams!! Heh~ I personally prefer Ice Cream, just so you know.";
- next;
- if (countitem(7066) >= 10) {
- delitem 7066,10; //Ice_Piece
- callsub L_CompleteQuest,5082,
- "Heh~ Oh, you brought Ice Pieces. Heh~ The players will love it.";
- } else if (countitem(536) >= 10) {
- delitem 536,10; //Ice_Cream
- callsub L_CompleteQuest,5082,
- "Heh~ Oh, you brought Ice Creams. Heh~ The players will love it.";
- } else {
- mes "[Cat Gamers Director]";
- mes "Heh~ Where are the Ice Pieces or Ice Creams? You should get them before they melt...";
- close;
- }
- } else if (questprogress(5083) || questprogress(5084)) {
- mes "Heh~ Here, I found the note from our team. Heh~";
- next;
- if (questprogress(5083)) {
- mes "[Cat Gamers Director]";
- mes "Heh~ It says 'We will meet Eryu together.'. Heh~ Have you met Eryu already? I don't think so... Heh~";
- close;
- } else {
- callsub L_CompleteQuest,5084,
- "Heh~ Oh, you did meet Eryu. Heh~ I will lecture them later for making you work too much... Heh~";
- }
- } else if (questprogress(5085) || questprogress(5086)) {
- mes "Heh~ Here, I found the note from our team. Heh~";
- next;
- if (questprogress(5085)) {
- mes "[Cat Gamers Director]";
- mes "Heh~ It says 'We will meet Stew together.'. Heh~ Have you met Stew already? I don't think so... Heh~";
- close;
- } else {
- callsub L_CompleteQuest,5086,
- "Heh~ Oh, you did meet Stew. Heh~ I will lecture them later for making you work too much... Heh~";
- }
- } else if (questprogress(5087) || questprogress(5088)) {
- mes "Heh~ Here, I found the note from our team. Heh~";
- next;
- if (questprogress(5087)) {
- mes "[Cat Gamers Director]";
- mes "Heh~ It says 'We will meet Ketchup together.'. Heh~ Have you met Ketchup already? I don't think so... Heh~";
- close;
- } else {
- callsub L_CompleteQuest,5088,
- "Heh~ Oh, you did meet Ketchup. Heh~ I will lecture them later for making you work too much... Heh~";
- }
- } else if (questprogress(5089) || questprogress(5090)) {
- mes "Heh~ Here, I found the note from our team. Heh~";
- next;
- if (questprogress(5089)) {
- mes "[Cat Gamers Director]";
- mes "Heh~ It says 'We will meet Eff together.'. Heh~ Have you met Eff already? I don't think so... Heh~";
- close;
- } else {
- callsub L_CompleteQuest,5090,
- "Heh~ Oh, you did meet Eff. Heh~ I will lecture them later for making you work too much... Heh~";
- }
- }
- mes "[Cat Gamers Director]";
- mes "Heh?! There's no favor note for you, "+strcharinfo(0)+". Heh~ What do you want to report? Heh~";
- close;
-
-// callsub L_CompleteQuest,<quest ID>,"<message>";
-L_CompleteQuest:
- erasequest getarg(0);
- getitem 12636,3; //Malang_Sp_Can
- mes "[Cat Gamers Director]";
- mes getarg(1);
- next;
- mes "[Cat Gamers Director]";
- mes "Heh~ Thanks for coming by, "+strcharinfo(0)+". Heh~ Keep up the good work. Heh~";
- emotion e_thx;
- close;
-}
-
-malangdo,127,111,4 script Strange Cat#gamer 4_CAT_SAILOR4,{
- if (MaxWeight - Weight < 1000) {
- mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
- close;
- }
- if (checkweight(1201,1) == 0) {
- mes "Your inventory is too full to proceed. Come back after reducing your load.";
- close;
- }
- if (malang_gamer < 3) {
- mes "[Strange Cat]";
- mes "Meow~ Meo~ Ow Ow~ Meow Meo~ Eow Eow~";
- next;
- mes "Some strange cat is here.";
- close;
- } else if (malang_gamer == 3) {
- mes "[Manager Cat]";
- mes "Meow~ Meo~ Ow Ow~ Meow Meo~ Eow Eow~";
- next;
- mes "[Manager Cat]";
- mes "What do you want?";
- emotion e_what;
- next;
- .@cat_gam = rand(1,10);
- select("Ask about the team's attitude...");
- if (.@cat_gam == 5) {
- mes "[Manager Cat]";
- mes "Do not lie to me! How can I trust you and reveal our team secret? Aren't you a spy from the doggy team?";
- emotion e_ag;
- next;
- select("Aww, come on...");
- mes "You play with a foxtail nearby and then ask again.";
- next;
- select("Cat Gamers Director says...");
- mes "The Manager Cat seems to be interested in the foxtail and starts answering.";
- emotion e_awsm;
- next;
- mes "[Manager Cat]";
- mes "Players are afraid of the Cat Gamers Director. When they see Cat Gamers Director at the game, they get nervous.";
- emotion e_lv;
- next;
- mes "[Manager Cat]";
- mes "Can you give me that?";
- malang_gamer = 4;
- erasequest 5058;
- setquest 5059;
- next;
- mes "You hand the foxtail to the Manager Cat. Go back to the Cat Gamers Director.";
- close;
- } else {
- mes "[Manager Cat]";
- mes "Don't lie to me!";
- mes "Why should I trust you,";
- mes "and give our team information?";
- mes "Aren't you a spy from doggy team...?";
- mes "Go away.";
- emotion e_ag;
- next;
- mes "This cat might hit you.";
- close;
- }
- } else if (malang_gamer < 8) {
- mes "The Manager Cat is playing with the foxtail you gave him.";
- mes "He seems to be liking it...";
- emotion e_lv;
- close;
- } else if (malang_gamer == 8) {
- mes "The Manager Cat is playing with the foxtail you gave him.";
- mes "He seems to be liking it...";
- emotion e_lv;
- next;
- switch(select("Help~ Fire~:Hey~!:Do you want to hear something?")) {
- case 1:
- mes "[Manager Cat]";
- mes "Don't lie~ We don't use fire that much~";
- emotion e_an;
- next;
- break;
- case 2:
- mes "The Manager Cat ignores you, and keeps on playing with the foxtail.";
- emotion e_lv;
- close;
- case 3:
- mes "[Manager Cat]";
- mes "Meow~ I want to tell you a story~ Follow me meow~ Let talk over there, meow~";
- emotion e_gg;
- next;
- break;
- }
- mes "["+strcharinfo(0)+"]";
- mes "Haha, I was just kidding. I actually need to tell you that the Cat Gamers Director has an issue...";
- emotion e_swt2,1;
- next;
- mes "You explain the story to the Manager Cat.";
- emotion e_swt2,1;
- next;
- mes "[Manager Cat]";
- mes "Scary image... Meow, I understand... Cat Gamers Director should feel peace by giving up things.";
- emotion e_hmm;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "... ... ...";
- emotion e_dots,1;
- next;
- mes "[Manager Cat]";
- mes "Meow! Go tell him this, meow~ Prepare a box, meow~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "A box?";
- emotion e_what,1;
- next;
- mes "[Manager Cat]";
- mes "Petition it is, meow!! There is some place where humans do such things, I think it will help us~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ok, I will go tell it to the Games Director~";
- emotion e_ok,1;
- malang_gamer = 9;
- erasequest 5066;
- setquest 5067;
- close;
- } else if (malang_gamer == 9) {
- mes "[Manager Cat]";
- mes "You tell the Cat Gamers Director to prepare a Box for sure!~ I will tell this to my team, meow.";
- close;
- } else if (malang_gamer == 10) {
- mes "[Manager Cat]";
- mes "The players are excited and writing a bunch of things for the petition box... I wonder what they are writing.";
- close;
- } else if (malang_gamer == 11) {
- mes "[Manager Cat]";
- mes "You won't help practice? If you help, the Cat Gamers Director will give you food cans... Please reconsider!";
- close;
- } else if (malang_gamer == 12) {
- mes "[Manager Cat]";
- mes "Meow~ Aren't you "+strcharinfo(0)+"? I heard Cat Gamers Director ordered a special certificate, meow~";
- next;
- mes "[Manager Cat]";
- mes "When practicing, you must equip the '^0000FFCat Gamers Certificate^000000' item~ Don't forget, meow~";
- close;
- } else if (malang_gamer == 20) {
- // fall through
- } else {
- mes "[Manager Cat]";
- mes "This is not possible. Please contact an administrator.";
- close;
- }
- mes "[Manager Cat]";
- mes "What do you want meow?";
- next;
- switch(select("Hi.:Any news?:Help me with playing.")) {
- case 1:
- mes "[Manager Cat]";
- mes "Oh, hi meow~";
- emotion e_heh;
- close;
- case 2:
- switch(rand(1,7)) {
- case 1:
- mes "[Manager Cat]";
- mes "I tell you this meow~ You don't know Cat Gamers Director's feeling meow~.";
- next;
- mes "[Manager Cat]";
- mes "lol? >> Curious, Admire";
- mes "Heh~ >> Normal";
- mes "lol Heh~ >> Happy";
- mes "lol lol Heh~ >> Crazy meow";
- emotion e_ok;
- close;
- case 2:
- mes "[Manager Cat]";
- mes "But, why are you asking me meow? Strange meow...";
- close;
- case 3:
- mes "[Manager Cat]";
- mes "Some cats use 'meow meow' like me when talking, but some don't.";
- close;
- case 4:
- mes "[Manager Cat]";
- mes "Cats don't have an honorific phrase, so don't get us wrong as looking down on you meow.~";
- close;
- case 5:
- mes "[Manager Cat]";
- mes "You should walk around many places and ask for information meow... But, don't bother me please meow~";
- close;
- case 6:
- case 7:
- mes "[Manager Cat]";
- mes "No easy way for that... I just breathe meow...";
- close;
- }
- case 3:
- mes "[Manager Cat]";
- mes "What game do you want to play?";
- mes "'Cat Gamers' has players for 4 types of games meow~";
- mes "The Cat Gamers Director said he will challenge other games later~";
- next;
- switch(select("Rock Paper Scissors:KongNyangKong:ChamChamCham:Flag Game")) {
- case 1:
- mes "[Manager Cat]";
- mes "Rock Paper Scissors meow? Nothing special...";
- next;
- mes "[Manager Cat]";
- mes "Scissor beats Paper, meow.";
- mes "Rock beats Scissors, meow.";
- mes "Paper beats Rock, meow.";
- mes "These are basic rules.";
- next;
- mes "[Manager Cat]";
- mes "You play 5 Rock Paper Scissors games with player cats meow.";
- mes "You play again when you are even meow.";
- next;
- mes "[Manager Cat]";
- mes "You can get a present after 3 times of winning meow.";
- mes "And you get a big present when you win all 5 matches, meow!!";
- next;
- mes "[Manager Cat]";
- mes "Find Paa or Ser if you want to play the Rock Paper Scissors game.";
- close;
- case 2:
- mes "[Manager Cat]";
- mes "KongNyangKong is not an easy game meow.";
- next;
- mes "[Manager Cat]";
- mes "When attacking, face your hand the same direction as the opponent meow.";
- next;
- mes "[Manager Cat]";
- mes "When defending, you should face your hand the opposite direction from the opponent meow.";
- next;
- mes "[Manager Cat]";
- mes "If the attack is a success, you can keep on attacking.";
- mes "But, if you fail, you have to defend meow.";
- next;
- mes "[Manager Cat]";
- mes "If you be careful, you can win without getting hit at all meow.";
- next;
- mes "[Manager Cat]";
- mes "Once you make your opponent's HP 0, you win meow.";
- mes "Of course there will be a present meow.";
- mes "Good luck meow.";
- next;
- mes "[Manager Cat]";
- mes "Oh~ right meow~!! Find KungKung if you want to play KongNyangKong.";
- close;
- case 3:
- mes "[Manager Cat]";
- mes "ChamChamCham is a high level mind game meow.";
- next;
- mes "[Manager Cat]";
- mes "The rules are simple, but you need to think a lot meow.";
- next;
- mes "[Manager Cat]";
- mes "You should direct your hand to where the cat turns its face meow.";
- next;
- mes "[Manager Cat]";
- mes "A present is given for 3 wins in a row meow.";
- mes "The more wins, the more presents meow.";
- next;
- mes "[Manager Cat]";
- mes "Kuka is smart, and remembers players with many wins meow.";
- mes "There will be more presents when you take 1st place meow.";
- close;
- case 4:
- mes "[Manager Cat]";
- mes "Flag Game is way harder than ChamChamCham game meow.";
- mes "Really~ Really~ Really~";
- mes "hard mind game meow.";
- mes "It's 1,000 times harder meow.";
- next;
- mes "[Manager Cat]";
- mes "You get 5 Flag Point when starting meow.";
- mes "1 point goes away when you wave the flag once meow.";
- next;
- mes "[Manager Cat]";
- mes "You win the game when no other cats are waving flags meow.";
- next;
- mes "[Manager Cat]";
- mes "You can predict if other cats will wave their flags or not meow.";
- mes "By looking at their actions meow.";
- next;
- mes "[Manager Cat]";
- mes "You must win to get presents meow.";
- mes "You will get more presents since this is hard game meow~";
- next;
- mes "[Manager Cat]";
- mes "If you want to play Flag Game meow~";
- mes "Go find the other manager cat who is trying to get the Referee Certificate meow.";
- close;
- }
- }
-}
-
-malangdo,161,197,4 script Eryu#gamer 4_CAT,{
- if (MaxWeight - Weight < 1000) {
- mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
- close;
- }
- if (checkweight(1201,1) == 0) {
- mes "Your inventory is too full to proceed. Come back after reducing your load.";
- close;
- }
- if (questprogress(5061) == 1) {
- if (!questprogress(5062)) {
- mes "You found Eryu the cat, and start talking.";
- next;
- mes "[Eryu]";
- mes "Umm... Who are you?";
- next;
- switch(select("The Games Director sent me.:I am a writer for the 'Human' magazine.:Who are you?")) {
- case 1:
- mes "[Eryu]";
- mes "Arrgg. Go away...";
- mes "I don't know who you're talking about.";
- emotion e_an;
- break;
- case 2:
- mes "[Eryu]";
- mes "Umm? 'Human' magazine?";
- mes "Is there such a thing?";
- emotion e_what;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "We've been publishing for 10 years.";
- mes "But, I guess it is possible for cats to not know who we are.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "We are a really famous magazine throughout the World!";
- mes "Don't you believe me?";
- next;
- mes "[Eryu]";
- mes "Hmm... ok. But, what can I do for you?";
- emotion e_what;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I am in the middle of writing an article named 'Game Playing Cats'...'";
- mes "It is a special piece for me.";
- mes "And some team named umm... do... umm... wal... not sure...";
- next;
- mes "[Eryu]";
- mes "'Dog n Waltz'?";
- emotion e_what;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oh! Yes!";
- mes "One of players there 'Dog n Waltz' has recommended Eryu for an interview.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "He says you are a really good player who can help me with the article.";
- next;
- mes "[Eryu]";
- mes "I don't remember anyone from 'Dog n Waltz' that much.";
- emotion e_dots;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "The person isn't important.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Just answer a few questions for me, ok?";
- mes "Be yourself and you'll do just fine.";
- mes "Ok, first question: How much do you practice a day?";
- emotion e_what,1;
- next;
- mes "[Eryu]";
- mes "Usually for about 8 hours, but I have to tell you that I'm not on the team anymore...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Wait, what?";
- mes "You are not with the team now? How come...?";
- emotion e_omg,1;
- next;
- mes "[Eryu]";
- mes "Well...";
- mes "The Director Cat was too scary...";
- mes "I was very sick and had to take a day off...";
- mes "Just one freaking day...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "And...?";
- next;
- mes "[Eryu]";
- mes "And then the Director Cat was raging at me!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hmm, sounds pretty rough.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "'Cat Gamers' has lost another great player.";
- mes "I'm sorry to hear that you're not on the team anymore.";
- mes "I guess this is the end of the interview.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Because this is for current players only.";
- next;
- mes "[Eryu]";
- mes "Oh...";
- mes "Sorry to make you waste your time.";
- emotion e_sry;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oh, don't worry.";
- mes "I should say sorry for taking up your precious time.";
- mes "Have a nice day.";
- next;
- mes "You found out the reason why Eryu left the team.";
- mes "Time to go find the other cats.";
- setquest 5062;
- completequest 5062;
- break;
- case 3:
- mes "[Eryu]";
- mes "Yes, I am Eryu! What do you want, huh, meow~";
- break;
- }
- close2;
- } else if (questprogress(5062) == 2) {
- mes "[Eryu]";
- mes "Aren't you the magazine writer?";
- mes "What brings you here again...?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ah!";
- mes "Sorry, I was trying to interview another cat...";
- mes "And came back to you by mistake.";
- mes "I'm sorry.";
- emotion e_sry,1;
- next;
- mes "[Eryu]";
- mes "Ah... I see. Take care of yourself.";
- close2;
- } else {
- mes "[Eryu]";
- mes "This is not possible. Please contact an administrator.";
- close2;
- }
- } else if (questprogress(5083) == 1) {
- mes "[Eryu]";
- mes "Who are you?";
- next;
- mes "What do you want to say?";
- next;
- input .@inputstr$;
- if (.@inputstr$ == "Come back") {
- erasequest 5083;
- setquest 5084;
- .@str$ = "You've delivered the message, so let's get away.";
- } else
- .@str$ = "You didn't deliver the right message, but let's still get away.";
- mes "[Eryu]";
- mes "What is this? What do you mean by '"+.@inputstr$+"'...?";
- mes "Ah... aren't you the writer?";
- emotion e_an;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Huh... Who is that..?";
- next;
- mes "Eryu seems to recognize you.";
- mes .@str$;
- close2;
- } else if (questprogress(5084) == 1) {
- mes "[Eryu]";
- mes "I think you are the writer...";
- mes "Hey~ Stop there~";
- next;
- mes "You've been found. Let's get away.";
- close2;
- } else {
- if (malang_gamer < 6) {
- mes "[Eryu]";
- mes "Dirty 'Cat Gamers'!";
- mes "I won't go back ever... Who are you?";
- next;
- mes "This cat might hit you. Let's get away.";
- close2;
- } else {
- mes "[Eryu]";
- mes "Aren't you the writer?";
- emotion e_what;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Huh... Who is that..?";
- next;
- mes "Eryu seems to recognize you. Let's get away.";
- close2;
- }
- }
- donpcevent "Eryu#gamer::OnDisable";
- end;
-OnEnable:
- enablenpc "Eryu#gamer";
- disablenpc "Stew#gamer";
- disablenpc "Ketchup#gamer";
- disablenpc "Eff#gamer";
- end;
-OnDisable:
- switch(rand(3)) {
- case 0:
- donpcevent "Stew#gamer::OnEnable";
- break;
- case 1:
- donpcevent "Ketchup#gamer::OnEnable";
- break;
- case 2:
- donpcevent "Eff#gamer::OnEnable";
- break;
- }
- end;
-}
-
-malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{
- if (MaxWeight - Weight < 1000) {
- mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
- close;
- }
- if (checkweight(1201,1) == 0) {
- mes "Your inventory is too full to proceed. Come back after reducing your load.";
- close;
- }
- if (questprogress(5061) == 1) {
- if (!questprogress(5063)) {
- mes "You found Stew the cat, and start talking.";
- next;
- mes "[Stew]";
- mes "Meow...? Who are you, meow?";
- emotion e_what;
- next;
- switch(select("The 'Cat Gamers' Manager sent me.:Meow~ Grrr~:I'm with the 'Boom Can' Company.")) {
- case 1:
- mes "[Stew]";
- mes "Stew is not interested meow.";
- mes "Don't come back again meow~";
- break;
- case 2:
- mes "[Stew]";
- mes "Stew doesn't have time for crazy people.";
- break;
- case 3:
- mes "[Stew]";
- mes "'Boom Can' Company, meow?";
- emotion e_what;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You don't know 'Boom Can' food?";
- mes "You don't eat canned food at all?";
- mes "Then, I came to the wrong cat.";
- next;
- mes "[Stew]";
- mes "Yes meow~ Stew likes canned food very much meow~";
- emotion e_lv;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ah! Ok then.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "We, the 'Boom Can' Company, have been servicing for over 10 years, so we are doing a survey for better food production.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Let me ask a few questions.";
- mes "It is very easy.";
- next;
- mes "[Stew]";
- mes "Ok meow~ Go ahead meow~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Thank you! We were right about out cat customers with big hearts.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I met dog customers last week and they didn't answer me at all...";
- mes "And they were so rude~ You know.";
- next;
- mes "[Stew]";
- mes "Dogs are natually like that~";
- mes "You humans know animals~";
- emotion e_ok;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Thank you! I'm flattered.~";
- mes "Ok, let me ask you a few things.";
- mes "What is your job?";
- next;
- mes "[Stew]";
- mes "Job meow? Stew was a pro gamer meow~";
- mes "But, Stew quit now meow~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Well, how did that happen?";
- mes "You seem to have good skills.";
- mes "Fast and big hearted, its a pity that you quit already.";
- next;
- mes "[Stew]";
- mes "Meow~ Meow~ Meow~ Yes, Stew was something meow.";
- mes "If it was not for that Cat Gamers Director scaring me, Stew would still be playing meow~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What a bad Director.";
- next;
- mes "[Stew]";
- mes "Not that bad actually meow~";
- mes "Sometimes.. Stew gets very tired meow.";
- mes "So, Stew takes it easy while practicing meow.";
- next;
- mes "[Stew]";
- mes "Then the Cat Gamers Director started to get angry and scary meow.";
- mes "So I quit meow.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ah! I see.";
- mes "Ok, the survey is over now.";
- mes "Thank you for your opinion on our survey for the 'Boom Can' company.";
- emotion e_thx,1;
- next;
- mes "[Stew]";
- mes "Meow? Did you aks anything meow?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I already asked you everything...";
- mes "Don't you remember?";
- mes "There were 10 questions!";
- emotion e_what,1;
- next;
- mes "[Stew]";
- mes "Really meow? Strange meow.";
- mes "Sorry meow? Don't remember meow.";
- mes "It didn't felt like an interview meow.";
- emotion e_sry;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Well you did way better than those dogs.";
- mes "I don't even want to think about them~ Phew~..";
- mes "I should get going now.";
- mes "Have a great day.";
- next;
- mes "[Stew]";
- mes "Really meow? Dogs are always like that meow.";
- mes "Cats are winners meow~";
- mes "Ok meow~ Good bye meow~";
- next;
- mes "You found out the reason why Stew left the team.";
- mes "Let's find the other cats.";
- setquest 5063;
- completequest 5063;
- break;
- }
- close2;
- } else if (questprogress(5063) == 2) {
- mes "[Stew]";
- mes "Aren't you from the 'Boom Can' Company?";
- mes "Another survey meow?";
- emotion e_what;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oops! I should be meeting other cats.";
- mes "I am very sorry...";
- emotion e_sry,1;
- next;
- mes "[Stew]";
- mes "It's ok meow~ Good bye meow~";
- close2;
- } else {
- mes "[Stew]";
- mes "This is not possible. Please contact an administrator.";
- close2;
- }
- } else if (questprogress(5085) == 1) {
- mes "[Stew]";
- mes "Who are you meow?";
- emotion e_what;
- next;
- mes "What do you want to say?";
- next;
- input .@inputstr$;
- if (.@inputstr$ == "Come back") {
- erasequest 5085;
- setquest 5086;
- .@str$ = "You've delivered the message, so let's get away.";
- } else
- .@str$ = "You didn't deliver the right message, but let's still get away.";
- mes "[Stew]";
- mes "What is this? What do you mean by '"+.@inputstr$+"'? Meow...";
- mes "And... Aren't you from the 'Boom Can' Company, meow?";
- emotion e_what;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Huh? What's that?";
- next;
- mes "Stew seems to recognize you.";
- mes .@str$;
- close2;
- } else if (questprogress(5086) == 1) {
- mes "[Stew]";
- mes "I think you are from the 'Boom Can' Company, meow... Who are you, meow~";
- next;
- mes "Stew seems to recognize you. Let's get away.";
- close2;
- } else {
- if (malang_gamer < 6) {
- mes "[Stew]";
- mes "Meow Meow~ Good bye to 'Cat Gamer's meow~ Who are you meow?";
- next;
- mes "This cat might hit you. Let's get away.";
- close2;
- } else {
- mes "[Stew]";
- mes "The 'Boom Can' Company!!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Huh? What's that?";
- next;
- mes "Stew seems to recognize you. Let's get away.";
- close2;
- }
- }
- donpcevent "Stew#gamer::OnDisable";
- end;
-OnInit:
- disablenpc "Stew#gamer";
- end;
-OnEnable:
- disablenpc "Eryu#gamer";
- enablenpc "Stew#gamer";
- disablenpc "Ketchup#gamer";
- disablenpc "Eff#gamer";
- end;
-OnDisable:
- switch(rand(3)) {
- case 0:
- donpcevent "Eryu#gamer::OnEnable";
- break;
- case 1:
- donpcevent "Ketchup#gamer::OnEnable";
- break;
- case 2:
- donpcevent "Eff#gamer::OnEnable";
- break;
- }
- end;
-}
-
-malangdo,244,144,4 script Ketchup#gamer 4_CAT_SAILOR3,{
- if (MaxWeight - Weight < 1000) {
- mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
- close;
- }
- if (checkweight(1201,1) == 0) {
- mes "Your inventory is too full to proceed. Come back after reducing your load.";
- close;
- }
- if (questprogress(5061) == 1) {
- if (!questprogress(5064)) {
- mes "You found Ketchup the cat, and start talking.";
- next;
- mes "[Ketchup]";
- mes "Meow...? Who are you?";
- emotion e_what;
- next;
- switch(select("Grrr~ Bow wow~:The Game Director cat sent me.:I'm from 'Cans for Kittens'.")) {
- case 1:
- mes "[Ketchup]";
- mes "What the dog? Hiss~";
- break;
- case 2:
- mes "[Ketchup]";
- mes "Get away from me, human, before I get really angry~";
- break;
- case 3:
- mes "[Ketchup]";
- mes "Oh yeah? 'Cans for Kittens'?";
- emotion e_what;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I want to share some of our philosophy with you.";
- mes "Do you believe in giving to others?";
- emotion e_what,1;
- next;
- mes "[Ketchup]";
- mes "Umm I guess so...";
- emotion e_slur;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "'Cans for Kittens' is a religion that embraces all felines.";
- mes "Bow before the Lord of Cans!";
- next;
- mes "[Ketchup]";
- mes "...";
- next;
- mes "[Ketchup]";
- mes "...";
- mes "......";
- next;
- mes "[Ketchup]";
- mes "...";
- mes "......";
- mes ".........";
- mes "What's the Lord of Cans?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Your name is Ketchup, right? Don't you know about the Lord of Cans?";
- mes "He knows everything.";
- mes "Do not try to fool him and bow!";
- next;
- mes "[Ketchup]";
- mes "Meow?! How can you know my name? Wow...";
- next;
- mes "[Ketchup]";
- mes "I am sorry. Really sorry.";
- mes "Please forgive me Lord of Cans.";
- emotion e_sob;
- next;
- mes "[Ketchup]";
- mes "That Director Cat was so scary~!";
- mes "I said so many bad things when I left the Cat Gamers...";
- mes "Please forgive.";
- emotion e_sob;
- next;
- emotion e_dots;
- emotion e_dots,1;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "The Lord of Cans forgives Ketchup's sins.";
- mes "Our Lord also wants you to stop swearing and live an honest life!";
- next;
- mes "[Ketchup]";
- mes "Thank you Lord of Cans.";
- mes "I will live a kind cat life from this point on.";
- next;
- mes "You found out why did Ketchup left the Cat gamers.";
- mes "Let's look for the other cats.";
- setquest 5064;
- completequest 5064;
- break;
- }
- close2;
- } else if (questprogress(5064) == 2) {
- mes "[Ketchup]";
- mes "You are...";
- emotion e_omg;
- next;
- mes "Ketchup gives you an apologetic look and runs away.";
- mes "He probably did something bad already.";
- close2;
- } else {
- mes "[Ketchup]";
- mes "This is not possible. Please contact an administrator.";
- close2;
- }
- } else if (questprogress(5087) == 1) {
- mes "[Ketchup]";
- mes "Who are you?";
- emotion e_what;
- next;
- mes "What do you want to say?";
- next;
- input .@inputstr$;
- if (.@inputstr$ == "Come back") {
- erasequest 5087;
- setquest 5088;
- mes "[Ketchup]";
- mes "What is this? What do you mean by 'Come back'...?";
- mes "Can... 'Cans for Kittens'?";
- emotion e_omg;
- emotion e_what;
- next;
- mes "Ketchup recognized you and ran away.";
- mes "You've delivered the message.";
- close2;
- } else {
- mes "[Ketchup]";
- mes "What is this? What do you mean by '"+.@inputstr$+"'...?";
- mes "Can... 'Cans for Kittens'?";
- emotion e_omg;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Huh? What's that?";
- next;
- mes "Ketchup recognized you and ran away.";
- mes "It seems you need to find Ketchup one more time.";
- close2;
- }
- } else if (questprogress(5088) == 1) {
- mes "[Ketchup]";
- mes "Can... 'Cans for Kittens'?";
- emotion e_omg;
- next;
- mes "Ketchup ran away once again.";
- close2;
- } else {
- if (malang_gamer < 6) {
- mes "[Ketchup]";
- mes "Dirty 'Cat Gamers'!";
- mes "I will never come back, for sure... Who are you?";
- next;
- mes "This cat might hit you. Let's get away.";
- close2;
- } else {
- mes "[Ketchup]";
- mes "Can... 'Cans for Kittens'?";
- next;
- mes "Ketchup ran away.";
- close2;
- }
- }
- donpcevent "Ketchup#gamer::OnDisable";
- end;
-OnInit:
- disablenpc "Ketchup#gamer";
- end;
-OnEnable:
- disablenpc "Eryu#gamer";
- disablenpc "Stew#gamer";
- enablenpc "Ketchup#gamer";
- disablenpc "Eff#gamer";
- end;
-OnDisable:
- switch(rand(3)) {
- case 0:
- donpcevent "Stew#gamer::OnEnable";
- break;
- case 1:
- donpcevent "Eryu#gamer::OnEnable";
- break;
- case 2:
- donpcevent "Eff#gamer::OnEnable";
- break;
- }
- end;
-}
-
-malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{
- if (MaxWeight - Weight < 1000) {
- mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
- close;
- }
- if (checkweight(1201,1) == 0) {
- mes "Your inventory is too full to proceed. Come back after reducing your load.";
- close;
- }
- if (questprogress(5061) == 1) {
- if (!questprogress(5065)) {
- mes "You found Eff the cat, and start talking.";
- next;
- mes "[Eff]";
- mes "Who are you meow?";
- emotion e_what;
- next;
- switch(select("I have some good investment news...:A... Cat?:The 'Cat Gamers' Director sent me...")) {
- case 1:
- mes "[Eff]";
- mes "Investment info? Meow~?";
- mes "What is that? Meow~?";
- emotion e_what;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Interested, huh?";
- mes "This is classified information.";
- mes "You won't get it from any other human.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Haha! You are lucky today.";
- mes "You heard that land can be a good investment, right?";
- emotion e_what,1;
- next;
- mes "[Eff]";
- mes "Oh oh~ I think so. Meow~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You do know about our capital Prontera, don't you?";
- next;
- mes "[Eff]";
- mes "Prontera meow? Yes, I know about it. Meow~";
- emotion e_heh;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "There are some locations where";
- mes "Prontera kingdom is secretly selling...";
- next;
- mes "[Eff]";
- mes "And... And...?? Meow~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Hmm, this is top secret.";
- mes "Something that must not be revealed at all...";
- mes "Can you really keep this secret...?";
- emotion e_what,1;
- next;
- mes "[Eff]";
- mes "Well... I've always been known for being a good keeper of secrets meow.";
- mes "Meow~ Don't worry at all. Meow~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ok, I believe you, Eff...";
- mes "Please keep this a secret.";
- next;
- mes "[Eff]";
- mes "I got it. Meow~";
- emotion e_ok;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Well, I heard that there is a location in Juno where underground big shots will be investing about 10,000,000,000 zeny.";
- mes "And it is now available for pre-investment.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "If you invest in 1 Can food here, the outcome will be enormous.";
- next;
- mes "[Eff]";
- mes "Enor... mous... meow...?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "100 Cans!!";
- mes "You will get 100 cans for investing just 1 can food!";
- mes "The profit will be X100! X100!!";
- next;
- mes "[Eff]";
- mes "Woot!! 100 Cans~ Meow~";
- emotion e_omg;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "So, how many cans do you want to invest?";
- mes "You'll be a part owner so make sure to invest the max that you can afford.";
- emotion e_what,1;
- next;
- mes "[Eff]";
- mes "I want to invest.";
- mes "But, I don't have cans with me. Meow~";
- emotion e_sob;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You can always get a loan!!";
- mes "This a like 100 times result for sure!!";
- mes "How can you loose a chance like this?";
- mes "You should do whatever it takes!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "You know what..? They say some careers like pro gamers can get solid loans.";
- mes "Like about 1,000 can loan at once.";
- mes "Without a high interest rate!";
- next;
- mes "[Eff]";
- mes "Meow!! 1... 1,000...";
- mes "Moew~ I am a Pro Gamer.";
- mes "Meow~ But, I quit~ Meow~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "What!! Why would you quit such good a gig!! Are you crazy?";
- emotion e_omg,1;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Let's say we invest 1,000 cans after getting that loan.";
- mes "One, Ten, Hundred, Tousand. Woot!";
- mes "I can't believe this.";
- mes "The result will be 100,000 cans, 100,000!!";
- next;
- mes "[Eff]";
- mes "1... 100,000 cans... Meow~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "So tell me... Why did you quit such a great job?";
- mes "Why?";
- next;
- mes "[Eff]";
- mes "I was afraid of the Director Cat there...";
- mes "Meow~ This one time, I had to take a sick day.";
- mes "Meow~ And I haven't seen such scary cat my entire life...";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "So you quit because Cat Gamers Director was so scary. Hmm, sorry but I can't let you in on this investment...";
- mes "I guess... What a waste of time!";
- mes "Good bye!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Oh and don't tell anyone what I just told you!";
- mes "Bye~";
- next;
- mes "You found out why Eff has left the team.";
- mes "Now, let's find the other cats.";
- setquest 5065;
- completequest 5065;
- break;
- case 2:
- mes "[Eff]";
- mes "Yes. I am a cat.";
- mes "Meow~ Do you think I am a dog?";
- mes "Meow~ You are a strange human. Meow~";
- break;
- case 3:
- mes "[Eff]";
- mes "Seeing as this is like the first time I met you.";
- mes "I'll forgive you today. Meow.";
- mes "Meow~ Don't even think about bringing up that name to me again...";
- break;
- }
- close2;
- } else if (questprogress(5065) == 2) {
- mes "[Eff]";
- mes "You are--!!";
- mes "Meow~ I want to invest. Meow~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Not without the cans you can't!!";
- mes "You didn't tell anyone about this deal, right?";
- next;
- mes "[Eff]";
- mes "I didn't. Meow~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ok, good cat! Never!!";
- mes "Tell this to other cats!~";
- mes "Bye Bye~";
- close2;
- } else {
- mes "[Eff]";
- mes "This is not possible. Please contact an administrator.";
- close2;
- }
- } else if (questprogress(5089) == 1) {
- mes "[Eff]";
- mes "Who are you, meow?";
- next;
- mes "What do you want to say?";
- next;
- input .@inputstr$;
- if (.@inputstr$ == "Come back") {
- erasequest 5089;
- setquest 5090;
- .@str$ = "You've delivered the message, so let's get away.";
- } else
- .@str$ = "You didn't deliver the right message, but let's still get away.";
- mes "[Eff]";
- mes "What is this? What do you mean by '"+.@inputstr$+"'? Meow...";
- mes "Meow...? Meow! You! Investor meow?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Huh? Who...?";
- next;
- mes "Eff seems to recognize you.";
- mes .@str$;
- close2;
- } else if (questprogress(5090) == 1) {
- mes "[Eff]";
- mes "You are--!!";
- mes "Meow~ I want to invest. Meow~";
- next;
- mes "Eff seems to recognize you, so let's get away.";
- close2;
- } else {
- if (malang_gamer < 6) {
- mes "[Eff]";
- mes "Meow Meow~ 'Cat Gamers' can say good bye to me, meow.";
- mes "Meow... Who are you meow?";
- next;
- mes "This cat might hit you. Let's get away.";
- close2;
- } else {
- mes "[Eff]";
- mes "Meow~ I want to invest. Meow~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Huh? Who...?";
- next;
- mes "Eff seems to recognize you, so let's get away.";
- close2;
- }
- }
- donpcevent "Eff#gamer::OnDisable";
- end;
-OnInit:
- disablenpc "Eff#gamer";
- end;
-OnEnable:
- disablenpc "Eryu#gamer";
- disablenpc "Stew#gamer";
- disablenpc "Ketchup#gamer";
- enablenpc "Eff#gamer";
- end;
-OnDisable:
- switch(rand(3)) {
- case 0:
- donpcevent "Stew#gamer::OnEnable";
- break;
- case 1:
- donpcevent "Ketchup#gamer::OnEnable";
- break;
- case 2:
- donpcevent "Eryu#gamer::OnEnable";
- break;
- }
- end;
-}
-
-mal_in01,91,216,4 script Ser#gamer 4_CAT_SAILOR1,{
- if (MaxWeight - Weight < 1000) {
- mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
- close;
- }
- if (checkweight(1201,1) == 0) {
- mes "Your inventory is too full to proceed. Come back after reducing your load.";
- close;
- }
- for(.@i = 5074; .@i<=5090; ++.@i) {
- if (questprogress(.@i)) {
- mes "[Ser]";
- mes "Hey, ^0000FF"+strcharinfo(0)+"^000000. You haven't done what we asked you for. A promise is a promise, you know.";
- next;
- mes "[Ser]";
- mes "Ah!! When you are done, please get checked by the Cat Gamers Director over there.";
- close;
- }
- }
- if (malang_gamer < 20) {
- if (countitem(2872)) {
- mes "[Ser]";
- mes "You seem like a first timer! Where did you get the certificate? Someone lost it, I guess.";
- close;
- }
- mes "[Ser]";
- mes "Rock Paper Scissors is a serious game. When will our practicing partner come?";
- close;
- }
- if (!isequipped(2872)) {
- mes "[Ser]";
- mes "Oh, ^0000FF"+strcharinfo(0)+"^000000? Want to play the Rock Paper Scissors game?";
- next;
- mes "[Ser]";
- mes "... ... ...";
- next;
- mes "[Ser]";
- mes "Where is your Cat Gamers Certificate? It seems like nothing, but you can't play this game without it!";
- next;
- mes "[Ser]";
- mes "Please go get the certificate.";
- close;
- }
- if (questprogress(5070,PLAYTIME) == 1) {
- mes "[Ser]";
- mes "Is it tomorrow already? I don't think so! Can't you read the time?";
- close;
- } else if (questprogress(5070,PLAYTIME) == 2)
- erasequest 5070;
- mes "[Ser]";
- mes "Oh, ^0000FF"+strcharinfo(0)+"^000000? Want to play the Rock Paper Scissors game?";
- next;
- switch(select("Play the game.:Say hi.:Ask about the game rules.")) {
- case 1:
- mes "[Ser]";
- mes "Good idea.";
- next;
- break;
- case 2:
- mes "[Ser]";
- mes "Oh! Ok, hi? But, why now?";
- next;
- mes "[Ser]";
- mes "Ah... You are bored? Why don't you play a game with me?";
- next;
- mes "[Ser]";
- mes "Hey, you! Don't neglect the Rock Paper Scissors game!!";
- mes "I've seen many people getting their butts kicked in this game!!";
- next;
- mes "[Ser]";
- mes "You better mark my words, if you don't want to end up like them!~";
- close;
- case 3:
- mes "[Ser]";
- mes "You don't even know how to play this game?";
- mes "Let me kindly teach you.";
- next;
- mes "[Ser]";
- mes "Scissors beats Paper,";
- emotion e_scissors;
- emotion e_paper,1;
- next;
- mes "[Ser]";
- mes "Paper beats Rock,";
- emotion e_paper;
- emotion e_rock,1;
- next;
- mes "[Ser]";
- mes "And Rock beats Scissors.";
- emotion e_rock;
- emotion e_scissors,1;
- next;
- mes "[Ser]";
- mes "Ok? Got it now?";
- next;
- mes "[Ser]";
- mes "You must play 5 matches with me.";
- mes "We go again if the game is even!!";
- next;
- mes "[Ser]";
- mes "I will give you a present if you beat me 3 times. Ok?";
- next;
- mes "[Ser]";
- mes "Ok, then. Go away.";
- close;
- }
- setarray .@rps$[0], "Rock", "Paper", "Scissors";
- setarray .@emote[0], e_rock, e_paper, e_scissors;
- setarray .@count$[0],"First","Second","Third","Fourth","Last";
- while(1) {
- mes "[Ser]";
- mes .@count$[.@match]+" match ~~";
- if (.@tie) {
- mes "Result is even, so we play again.";
- .@tie = 0;
- }
- mes "Try your best!";
- next;
- mes "[Ser & "+strcharinfo(0)+"]";
- mes "Rock! Paper! Scissors!";
- next;
-
- .@pc = select("Rock:Paper:Scissors")-1;
- .@npc = rand(3);
- emotion .@emote[.@pc],1;
- emotion .@emote[.@npc];
- mes "["+strcharinfo(0)+"] "+.@rps$[.@pc];
- mes "--------------------------------";
- mes "[Ser] "+.@rps$[.@npc];
- if (.@pc == .@npc) {
- .@tie = 1;
- .@result$ = "Hmm, we are even. Let's play again.";
- } else if ((.@pc == 0 && .@npc == 2) || (.@pc == 1 && .@npc == 0) || (.@pc == 2 && .@npc == 1)) {
- ++.@match;
- ++.@win;
- .@result$ = "I lost!";
- } else {
- ++.@match;
- ++.@loss;
- .@result$ = "So I win!!";
- }
- next;
- mes "[Ser]";
- mes "You were "+.@rps$[.@pc]+", I was "+.@rps$[.@npc]+"~";
- mes .@result$;
- next;
- if (.@match == 5) break;
- }
- mes "[Ser]";
- mes "All 5 matches are over!!";
- next;
- mes "[Ser]";
- mes "Hmm... Let me see...";
- mes "I won "+.@loss+" times, and you, "+strcharinfo(0)+", won "+.@win+" times, right?";
- next;
- if (.@win > .@loss) {
- mes "[Ser]";
- mes strcharinfo(0)+" has won the game.";
- next;
- mes "Ser became polite all of a sudden.";
- next;
- mes "[Ser]";
- mes "Great game it was. I admire your enthusiasm for the game. So, I want to give you my precious Can as a present.";
- next;
- switch(select("I don't need it!:Thank you.")) {
- case 1:
- mes "[Ser]";
- mes "Just take it!! Do as I say~";
- break;
- case 2:
- mes "[Ser]";
- mes "You are polite. But, sadly this is all I can give you.";
- break;
- }
- next;
- mes "[Ser]";
- mes "Good bye~ Come back tomorrow for more practice~";
- if (.@win == 5) {
- mes "Oh! You won all 5 matches. Here are some more extra Cans.";
- getitem 12636,10; //Malang_Sp_Can
- } else
- getitem 12636,5; //Malang_Sp_Can
- setquest 5070;
- close;
- }
- mes "[Ser]";
- mes strcharinfo(0)+" has lost. Ha... Ha...";
- next;
- mes "Ser became very arrogant.";
- next;
- mes "[Ser]";
- mes "You want to play with me? Ser? With that skill of yours? Meow?";
- next;
- mes "[Ser]";
- mes "What? Present? How can you ask for such a thing when you lose? Go practice more!! Work!! Yes, I should make you do this!!";
- next;
- setquest 5070;
- switch(rand(1,13)) {
- case 1:
- setquest 5074;
- mes "[Ser]";
- mes "Hmm. Do you know a fish named Phen? Do you? Isn't it a delicious looking fish?";
- next;
- mes "- Chrub -";
- mes "Ser wipes the drool from his mouth.";
- next;
- mes "[Ser]";
- mes "Go catch 30 Phens. And also get me 10 Fish Tails. Get them to our Director cat, and he will make a delicious dish with them.";
- close;
- case 2:
- setquest 5075;
- mes "[Ser]";
- mes "Lately, I've felt powerless and that there's too much weight on me. I should take care of my health.";
- next;
- mes "[Ser]";
- mes "Now it's time for some healthy food.";
- next;
- mes "[Ser]";
- mes "Get 50 Marse and 25 Milk to our Cat Gamers Director. He has excellent knowledge on healthy foods.";
- close;
- case 3:
- setquest 5076;
- mes "[Ser]";
- mes "Well... we do have a rival, you know. They are 'Dog n Waltz', and everything goes wrong when they come around.";
- next;
- mes "[Ser]";
- mes "I would ask you to bully them, but I suppose that's illegal... So, please at least harass similar looking monsters. What would be a good target?";
- next;
- mes "[Ser]";
- mes "Oh, that archer among Kobolds!! I hate those the most. Go harass 30 Kobold Archers, and report to our Cat Gamers Director.";
- close;
- case 4:
- setquest 5077;
- mes "[Ser]";
- mes "What is most important for winning the game? It is quickness. What should we do to get faster?";
- next;
- mes "[Ser]";
- mes "I've been thinking... The best way for us cats is obviously catching rats.";
- next;
- mes "[Ser]";
- mes "You know Cramp, right? That blue chubby creature... Please go catch 10 of them, and report to our Cat Gamers Director.";
- close;
- case 5:
- setquest 5078;
- mes "[Ser]";
- mes "Ah... I want some bird cuisine. Which one would be most delicious?";
- next;
- mes "[Ser]";
- mes "Picky? Ah! It's too small. How about Condor? I am not sure... Peco Peco?";
- next;
- mes "[Ser]";
- mes "Alright! Please catch 50 Peco Pecos and get them to our Cat Gamers Director. We shall have a party with bird cuisine tonight.";
- close;
- case 6:
- setquest 5079;
- mes "[Ser]";
- mes "I get too nervous before the game. And I don't play well when I'm nervous. I need something to calm down before the game starts.";
- next;
- mes "[Ser]";
- mes "Oh! That's right! Yarn! I used to play with Yarn when I was young. Wasn't able to have that kind of relaxation after joining the 'Cat Gamers'.";
- next;
- mes "[Ser]";
- mes "Please get 20 Yarns for me. Why 20? There are many other cats with the same issue. Our Director should take care of this for you.";
- close;
- case 7:
- setquest 5080;
- mes "[Ser]";
- mes "Recently, our Director seems to have been trying to cut some expenses. Or is the manager taking advantage?";
- next;
- mes "[Ser]";
- mes "Regular snacks for our players have been reduced. You should go get 30 Rat Tails, and give them to our Cat Gamers Director.";
- next;
- mes "[Ser]";
- mes "Then, we shall find out if our manager is being greedy or not.";
- close;
- case 8:
- setquest 5081;
- mes "[Ser]";
- mes "I am having a slump these days. I can't give my 100% to the game.";
- next;
- mes "[Ser]";
- mes "It is the lemon we need in times like this.";
- next;
- mes "[Ser]";
- mes "Please get 5 lemons for me. Don't forget, I need 5 Lemons... Our Cat Gamers Director should know what to do with them.";
- close;
- case 9:
- setquest 5082;
- mes "[Ser]";
- mes "Malangdo is a good place for a cat to live. But, it gets very hot when we play games.";
- next;
- mes "[Ser]";
- mes "When we are playing a lot, it gets really crazy hot, hard for us to bear. You know how hysterical we cats can be, right?";
- next;
- mes "[Ser]";
- mes "Please get us either 10 Ice Pieces or 10 Ice Creams. Our Cat Gamers Director should know what to do with them.";
- close;
- case 10:
- setquest 5083;
- mes "[Ser]";
- mes "I can see that you also need some rest. Feel free to relax for a while. How about taking a walk around the village? I insist~!";
- next;
- mes "[Ser]";
- mes "But, it is no fun to just walk around the village. Hmm... Right!! Why don't you go ahead and meet a cat named Eryu?";
- next;
- mes "[Ser]";
- mes "Oh! And when you meet the cat, make sure to say 'Come back'. That is the password. And don't forget to tell our Director I was with you all the time!!";
- close;
- case 11:
- setquest 5085;
- mes "[Ser]";
- mes "I can see that you also need some rest. Feel free to relax for a while. How about taking a walk around the village? I insist~!";
- next;
- mes "[Ser]";
- mes "But, it is no fun to just walk around the village. Hmm... Right!! Why don't you go ahead and meet a cat named Stew?";
- next;
- mes "[Ser]";
- mes "Oh! And when you meet the cat, make sure to say 'Come back'. That is the password. And don't forget to tell our Director I was with you all the time!!";
- close;
- case 12:
- setquest 5087;
- mes "[Ser]";
- mes "I can see that you also need some rest. Feel free to relax for a while. How about taking a walk around the village? I insist~!";
- next;
- mes "[Ser]";
- mes "But, it is no fun to just walk around the village. Hmm... Right!! Why don't you go ahead and meet a cat named Ketchup?";
- next;
- mes "[Ser]";
- mes "Oh! And when you meet the cat, make sure to say 'Come back'. That is the password. And don't forget to tell our Director I was with you all the time!!";
- close;
- case 13:
- setquest 5089;
- mes "[Ser]";
- mes "I can see that you also need some rest. Feel free to relax for a while. How about taking a walk around the village? I insist~!";
- next;
- mes "[Ser]";
- mes "But, it is no fun to just walk around the village. Hmm... Right!! Why don't you go ahead and meet a cat named Eff?";
- next;
- mes "[Ser]";
- mes "Oh! And when you meet the cat, make sure to say 'Come back'. That is the password. And don't forget to tell our Director I was with you all the time!!";
- close;
- }
-}
-
-mal_in01,86,222,4 script Paa#gamer 4_CAT_SAILOR1,{
- if (MaxWeight - Weight < 1000) {
- mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
- close;
- }
- if (checkweight(1201,1) == 0) {
- mes "Your inventory is too full to proceed. Come back after reducing your load.";
- close;
- }
- for(.@i = 5074; .@i<=5090; ++.@i) {
- if (questprogress(.@i)) {
- mes "[Paa]";
- mes "You haven't done what we asked you for meow. A promise is a promise, you know meow.";
- next;
- mes "[Paa]";
- mes "When you are done meow, please get checked by the Cat Gamers Director over there meow.";
- close;
- }
- }
- if (malang_gamer < 20) {
- if (countitem(2872)) {
- mes "[Paa]";
- mes "You seem like a first timer meow! Where did you get the certificate meow? Someone lost it, I guess meow.";
- close;
- }
- mes "[Paa]";
- mes "When is our practicing partner coming meow? I am bored meow.";
- close;
- }
- if (!isequipped(2872)) {
- mes "[Paa]";
- mes "Oh, ^0000FF"+strcharinfo(0)+"^000000 meow? Want to play the Rock Paper Scissors game meow?";
- next;
- mes "[Paa]";
- mes "... ... ...";
- next;
- mes "[Paa]";
- mes "Where is your Cat Gamers Certificate meow? It seems like nothing, but you can't play this game without it meow!";
- next;
- mes "[Paa]";
- mes "Go get the certificate meow.";
- close;
- }
- if (questprogress(5070,PLAYTIME) == 1) {
- mes "[Paa]";
- mes "We can only play the game once a day meow. Come tomorrow meow.";
- close;
- } else if (questprogress(5070,PLAYTIME) == 2)
- erasequest 5070;
- mes "[Paa]";
- mes "Oh, ^0000FF"+strcharinfo(0)+"^000000 meow? Want to play the Rock Paper Scissors game meow?";
- next;
- switch(select("Play the game.:Say hi.:Ask about the game rules.")) {
- case 1:
- mes "[Paa]";
- mes "Good idea meow.";
- next;
- break;
- case 2:
- mes "[Paa]";
- mes "Hello meow~ Nice to see you meow~";
- next;
- mes "[Paa]";
- mes "Other games have one cat player. But, we have two for Rock Paper Scissors. You want to know why meow?";
- next;
- mes "[Paa]";
- mes "Paa is kind meow. So, I'll tell you story meow.";
- next;
- mes "[Paa]";
- mes "Ser cat is my twin brother. I was born first, but he always says he is the elder meow. But, I don't fight with Ser meow. I am a good brother meow.";
- next;
- mes "[Paa]";
- mes "Anyways, me and Ser are well known as the pro gamer cat brothers meow. Everyone knows us meow.";
- next;
- mes "[Paa]";
- mes "You are free to admire me, meow. I give you permission meow.";
- close;
- case 3:
- mes "[Paa]";
- mes "You want to know how to play this game meow? I'll teach you because I am a kind cat meow~";
- next;
- mes "[Paa]";
- mes "You don't seem that stupid meow. So, let's skip the part about what beats what meow.";
- next;
- mes "[Paa]";
- mes "You must play 5 matches with me meow. We go again if the game is even meow.";
- next;
- mes "[Paa]";
- mes "If you win 3 times, I'll give you a present meow~ Cat Gamers Director said so meow.";
- next;
- mes "[Paa]";
- mes "That is all meow~ But it is not an easy game meow. Respect the game meow~";
- close;
- }
- setarray .@rps$[0], "Rock", "Paper", "Scissors";
- setarray .@emote[0], e_rock, e_paper, e_scissors;
- setarray .@count$[0],"First","Second","Third","Fourth","Last";
- while(1) {
- mes "[Paa]";
- mes .@count$[.@match]+" match ~~ meow.";
- if (.@tie) {
- mes "Result is even, so we play again meow.";
- .@tie = 0;
- }
- mes "Try your best meow!";
- next;
- mes "[Ser & "+strcharinfo(0)+"]";
- mes "Rock! Paper! Scissors!";
- next;
-
- .@pc = select("Rock:Paper:Scissors")-1;
- .@npc = rand(3);
- emotion .@emote[.@pc],1;
- emotion .@emote[.@npc];
- mes "["+strcharinfo(0)+"] "+.@rps$[.@pc];
- mes "--------------------------------";
- mes "[Ser] "+.@rps$[.@npc];
- if (.@pc == .@npc) {
- .@tie = 1;
- .@result$ = "Hmm, we are even. Let's play again meow.";
- } else if ((.@pc == 0 && .@npc == 2) || (.@pc == 1 && .@npc == 0) || (.@pc == 2 && .@npc == 1)) {
- ++.@match;
- ++.@win;
- .@result$ = "I lost meow!";
- } else {
- ++.@match;
- ++.@loss;
- .@result$ = "So I win meow!!";
- }
- next;
- mes "[Paa]";
- mes "You were "+.@rps$[.@pc]+", I was "+.@rps$[.@npc]+"~";
- mes .@result$;
- next;
- if (.@match == 5) break;
- }
- mes "[Paa]";
- mes "Meow!! All 5 matches are over meow!!";
- next;
- mes "[Paa]";
- mes "Let me see meow...";
- mes "I won "+.@loss+" times meow, and you, "+strcharinfo(0)+", won "+.@win+" times, right meow?";
- next;
- if (.@win > .@loss) {
- mes "[Paa]";
- mes "You won meow.";
- next;
- mes "Paa became polite all of a sudden.";
- next;
- mes "[Paa]";
- mes "Great game it was meow. I admire your enthusiasm for the game meow. So, I want to give you my precious Can as a present meow.";
- next;
- switch(select("I don't need it!:Thank you.")) {
- case 1:
- mes "[Paa]";
- mes "Just take it meow!! Do as I say meow~";
- break;
- case 2:
- mes "[Paa]";
- mes "You are polite meow. But, sadly this is all I can give you meow.";
- break;
- }
- next;
- mes "[Paa]";
- mes "Good bye meow~ Come back tomorrow for more practice meow~";
- if (.@win == 5) {
- mes "Oh! You won all 5 matches meow. Here are some more extra Cans meow!";
- getitem 12636,10; //Malang_Sp_Can
- } else
- getitem 12636,5; //Malang_Sp_Can
- setquest 5070;
- close;
- }
- mes "[Paa]";
- mes "You lost. Meow... Meow...";
- next;
- mes "Paa became very arrogant.";
- next;
- mes "[Paa]";
- mes "You want to play with me? Paa? With that skill of yours? Meow?";
- next;
- mes "[Paa]";
- mes "What? Present meow? How can you ask for such a thing meow? You lost meow! Go practice more!! Work!! Yes, I should make you do this meow!!";
- next;
- setquest 5070;
- switch(rand(1,13)) {
- case 1:
- setquest 5074;
- mes "[Paa]";
- mes "Hmm. Do you know a fish named Phen meow? Do you? Isn't it a delicious looking fish meow?";
- next;
- mes "- Chrub -";
- mes "Paa wipes the drool from his mouth.";
- next;
- mes "[Paa]";
- mes "Go catch 30 Phens meow. And also get me 10 Fish Tails meow. Get them to our Director cat, and he will make a delicious dish with them meow.";
- close;
- case 2:
- setquest 5075;
- mes "[Paa]";
- mes "Lately, I've felt powerless and that there's too much weight on me meow. I should take care of my health meow.";
- next;
- mes "[Paa]";
- mes "Now it's time for some healthy food meow.";
- next;
- mes "[Paa]";
- mes "Get 50 Marse and 25 Milk to our Cat Gamers Director meow. He has excellent knowledge on healthy foods meow.";
- close;
- case 3:
- setquest 5076;
- mes "[Paa]";
- mes "We do have a rival, you know meow. They are 'Dog n Waltz', and everything goes wrong when they come around meow.";
- next;
- mes "[Paa]";
- mes "I would ask you to bully them, but I suppose that's illegal meow... So, I will ask you to harass similar looking monsters meow.";
- next;
- mes "[Paa]";
- mes "Oh, that archer among Kobolds meow!! I hate those the most. Go harass 30 Kobold Archers, and report to our Cat Gamers Director meow.";
- close;
- case 4:
- setquest 5077;
- mes "[Paa]";
- mes "What is most important for winning the game meow? It is quickness. What should we do to get faster meow?";
- next;
- mes "[Paa]";
- mes "I've been thinking meow... The best way for us cats is obviously catching rats meow.";
- next;
- mes "[Paa]";
- mes "You know Cramp, right meow? That blue chubby creature meow... Please go catch 10 of them, and report to our Cat Gamers Director meow.";
- close;
- case 5:
- setquest 5078;
- mes "[Paa]";
- mes "Chrub... I want some bird cuisine meow. Which one would be most delicious meow?";
- next;
- mes "[Paa]";
- mes "Picky? Ah! It's too small meow. How about Condor? I am not sure... Peco Peco meow?";
- next;
- mes "[Paa]";
- mes "Alright meow! Please catch 50 Peco Pecos and get them to our Cat Gamers Director meow. We shall have a party with bird cuisine tonight meow.";
- close;
- case 6:
- setquest 5079;
- mes "[Paa]";
- mes "I get too nervous before the game meow. And I don't play well when I'm nervous meow. I need something to calm down before the game starts meow.";
- next;
- mes "[Paa]";
- mes "Oh! That's right meow! Yarn meow! I used to play with Yarn when I was young meow. Wasn't able to have that kind of relaxation after joining the 'Cat Gamers' meow.";
- next;
- mes "[Paa]";
- mes "Please get 20 Yarns for me meow. Why 20? There are many other cats with the same issue meow. Our Director should take care of this for you meow.";
- close;
- case 7:
- setquest 5080;
- mes "[Paa]";
- mes "Recently, our Director seems to have been trying to cut some expenses meow. Or is the manager taking advantage meow?";
- next;
- mes "[Paa]";
- mes "Regular snacks for our players have been reduced meow. You should go get 30 Rat Tails, and give them to our Cat Gamers Director meow.";
- next;
- mes "[Paa]";
- mes "Then, we shall find out if our manager is being greedy or not meow.";
- close;
- case 8:
- setquest 5081;
- mes "[Paa]";
- mes "I am having a slump these days meow. I can't give my 100% to the game meow.";
- next;
- mes "[Paa]";
- mes "It is the lemon we need in times like this meow.";
- next;
- mes "[Paa]";
- mes "Get 5 lemons for me meow. Don't forget, I need 5 Lemons meow... Our Cat Gamers Director should know what to do with them meow.";
- close;
- case 9:
- setquest 5082;
- mes "[Paa]";
- mes "Malangdo is a good place for a cat to live meow. But, it gets very hot when we play games meow.";
- next;
- mes "[Paa]";
- mes "When we are playing a lot, it gets really crazy hot, hard for us to bear meow. You know how hysterical we cats can be, right meow?";
- next;
- mes "[Paa]";
- mes "Get me either 10 Ice Pieces or 10 Ice Creams. Our Cat Gamers Director should know what to do with them meow.";
- close;
- case 10:
- setquest 5083;
- mes "[Paa]";
- mes "I can see that you also need some rest meow. Feel free to relax for a while meow. How about taking a walk around the village meow? I insist meow~!";
- next;
- mes "[Paa]";
- mes "But, it is no fun to just walk around the village meow. Hmm... Right meow!! Why don't you go ahead and meet a cat named Eryu meow?";
- next;
- mes "[Paa]";
- mes "Oh! And when you meet the cat, make sure to say 'Come back' meow. That is the password meow. And don't forget to tell our Director I was with you all the time meow!!";
- close;
- case 11:
- setquest 5085;
- mes "[Paa]";
- mes "I can see that you also need some rest meow. Feel free to relax for a while meow. How about taking a walk around the village meow? I insist meow~!";
- next;
- mes "[Paa]";
- mes "But, it is no fun to just walk around the village meow. Hmm... Right meow!! Why don't you go ahead and meet a cat named Stew meow?";
- next;
- mes "[Paa]";
- mes "Oh! And when you meet the cat, make sure to say 'Come back' meow. That is the password meow. And don't forget to tell our Director I was with you all the time meow!!";
- close;
- case 12:
- mes "[Paa]";
- mes "I can see that you also need some rest meow. Feel free to relax for a while meow. How about taking a walk around the village meow? I insist meow~!";
- next;
- mes "[Paa]";
- mes "But, it is no fun to just walk around the village meow. Hmm... Right meow!! Why don't you go ahead and meet a cat named Ketchup meow?";
- next;
- mes "[Paa]";
- mes "Oh! And when you meet the cat, make sure to say 'Come back' meow. That is the password meow. And don't forget to tell our Director I was with you all the time meow!!";
- close;
- case 13:
- mes "[Paa]";
- mes "I can see that you also need some rest meow. Feel free to relax for a while meow. How about taking a walk around the village meow? I insist meow~!";
- next;
- mes "[Paa]";
- mes "But, it is no fun to just walk around the village meow. Hmm... Right meow!! Why don't you go ahead and meet a cat named Eff meow?";
- next;
- mes "[Paa]";
- mes "Oh! And when you meet the cat, make sure to say 'Come back' meow. That is the password meow. And don't forget to tell our Director I was with you all the time meow!!";
- close;
- }
-}
-
-mal_in01,91,222,4 script Kuka#gamer 4_M_BABYCAT,{
- if (MaxWeight - Weight < 1000) {
- mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
- close;
- }
- if (checkweight(1201,1) == 0) {
- mes "Your inventory is too full to proceed. Come back after reducing your load.";
- close;
- }
- for(.@i = 5074; .@i<=5090; ++.@i) {
- if (questprogress(.@i)) {
- mes "[Kuka]";
- mes "You haven't done what we asked you for yo~. A promise is a promise, you know yo~.";
- next;
- mes "[Kuka]";
- mes "When you are done, please get checked by the Cat Gamers Director over there yo.~";
- close;
- }
- }
- if (malang_gamer < 20) {
- if (countitem(2872)) {
- mes "[Kuka]";
- mes "You seem like a first timer yo~ Where did you get the certificate yo~ You better give that back yo~";
- close;
- }
- mes "[Kuka]";
- mes "The Cat Gamers Director said a practicing partner is coming yo~ But, that human didn't show up yo~ I am bored yo~";
- close;
- }
- if (!isequipped(2872)) {
- mes "[Kuka]";
- mes "Oh great member you, ^0000FF"+strcharinfo(0)+"^000000~ Let's play ChamChamCham yo~";
- next;
- mes "[Kuka]";
- mes "... ... ...";
- next;
- mes "[Kuka]";
- mes "But, you don't have the certificate yo~ Certificate helps you save the game record yo~ You must have it! yo~";
- next;
- mes "[Kuka]";
- mes "Please go get the certificate yo~";
- close;
- }
- if (questprogress(5071,PLAYTIME) == 1) {
- mes "[Kuka]";
- mes "Is it not tomorrow yet yo~ You can play one game a day yo~ Come back tomorrow yo~";
- close;
- } else if (questprogress(5071,PLAYTIME) == 2)
- erasequest 5071;
- mes "[Kuka]";
- mes "Oh great member you, ^0000FF"+strcharinfo(0)+"^000000~ Let's play ChamChamCham yo~";
- next;
- switch(select("Play the game.:Ask who is 1st place.:Ask about the game rules.")) {
- case 1:
- mes "[Kuka]";
- mes "Good choice yo~";
- next;
- break;
- case 2:
- // custom condition
- if (!$malangdo_gamer) {
- mes "[Kuka]";
- mes "No one holds a record for the ChamChamCham game yo~";
- mes "You could be the first yo~";
- close;
- }
- mes "[Kuka]";
- mes "Current 1st place for the ChamChamCham game is";
- mes "^0000FF"+$malangdo_gamer$+"^000000 with ^DE2B21"+$malangdo_gamer+"^000000 winning streak yo~";
- if (strcharinfo(0) == $malangdo_gamer$)
- mes "Never know when someone else would break the record yo~";
- else
- mes "I expect that you, "+strcharinfo(0)+", can beat ^0000FF"+$malangdo_gamer$+"^000000 sometime yo~";
- close;
- case 3:
- mes "[Kuka]";
- mes "ChamChamCham game rules are very simple yo~";
- mes "Just direct your hand towards the direction where I direct my face yo~";
- next;
- cutin "g_cat_01",4;
- mes "[Kuka]";
- mes "Like this yo~";
- next;
- cutin "g_cat_03",4;
- mes "[Kuka]";
- mes "Or like that yo~";
- next;
- cutin "",255;
- mes "[Kuka]";
- mes "A present is available for 3 wins yo~";
- mes "If you beat the previous record, you get a bigger present yo~";
- next;
- mes "[Kuka]";
- mes "See you at the practice yo~";
- close;
- }
- while(1) {
- cutin "g_cat_00",4;
- mes "[Kuka & "+strcharinfo(0)+"]";
- mes "Cham!";
- next;
- mes "[Kuka & "+strcharinfo(0)+"]";
- mes "Cham! Cham!";
- next;
- mes "[Kuka & "+strcharinfo(0)+"]";
- mes "Cham! Cham! Cham!";
- next;
- switch(select("Hand towards left:Hand towards right")) {
- case 1:
- if (rand(1000) < 500) {
- cutin "g_cat_01",4;
- ++.@win;
- } else {
- cutin "g_cat_02",4;
- .@loss = 1;
- }
- break;
- case 2:
- if (rand(1000) < 500) {
- cutin "g_cat_03",4;
- ++.@win;
- } else {
- cutin "g_cat_04",4;
- .@loss = 1;
- }
- break;
- }
- if (.@loss) {
- mes "[Kuka]";
- mes "Hehe~ I won yo~ I feel good yo~";
- next;
- cutin "",255;
- break;
- }
- mes "[Kuka]";
- mes "Well~ I lost yo~ Let's practice more yo~";
- next;
- cutin "",255;
- mes "[Kuka]";
- mes strcharinfo(0)+" has won "+.@win+" times yo~ Next game starts yo~";
- next;
- }
- if (.@win == 0) {
- // fall through
- } else if (.@win > 0 && .@win < 3) {
- setquest 5071;
- mes "[Kuka]";
- mes "After the practice, "+strcharinfo(0)+" has won "+.@win+" in a row yo~";
- mes "Present is for 3 wins or more yo~ Nothing for today yo~ But, come again tomorrow yo~";
- close;
- } else {
- .@name_record$ = $malangdo_gamer$;
- .@win_record = $malangdo_gamer;
- .@win_cnt = .@win-.@win_record;
- .@cans = .@win-2;
- if (.@win > .@win_record) {
- $malangdo_gamer$ = strcharinfo(0);
- $malangdo_gamer = .@win;
- mes "[Kuka]";
- mes "Congrats yo~ You won ^DE2B21"+.@win+"^000000 in a row yo~";
- if (strcharinfo(0) == .@name_record$)
- mes "You won ^DE2B21"+.@win_cnt+"^000000 more than the recent ^DE2B21"+.@win_record+"^000000 record yo~ Congrats yo~";
- // custom conditions
- //else
- else if (.@win_record)
- mes "And you have won ^DE2B21"+.@win_cnt+"^000000 more than ^0000FF"+.@name_record$+"^000000's ^DE2B21"+.@win_record+"^000000 winning streak yo~ New record yo~ Congrats yo~";
- else
- mes "A new record yo~ Congrats yo~";
- next;
- mes "[Kuka]";
- mes "I'll give you 1 random coin pocket as a special present yo~ Well done yo~ Come back tomorrow yo~";
- setquest 5071;
- getitem 12636, .@cans; //Malang_Sp_Can
- getitem 12621,1; //Egrade_Pocket
- close;
- } else {
- mes "[Kuka]";
- mes "Congrats yo~ For winning "+.@win+" times I'll give you "+.@cans+" cans yo~ Well done yo~ Come back tomorrow yo~";
- setquest 5071;
- getitem 12636, .@cans; //Malang_Sp_Can
- close;
- }
- }
- mes "[Kuka]";
- mes strcharinfo(0)+" didn't win at all yo~ You must work it out yo~";
- next;
- setquest 5071;
- switch(rand(1,13)) {
- case 1:
- setquest 5074;
- mes "[Kuka]";
- mes "Kuka wants you to catch delicious Phens yo~";
- next;
- mes "- Chrub -";
- mes "Kuka wipes the drool from his mouth.";
- next;
- mes "[Kuka]";
- mes "Catch 30 Phens yo~ And also get me 10 Fish Tails yo~ Get them to our Director Cat, and he will make a delicious dish with them yo~";
- close;
- case 2:
- setquest 5075;
- mes "[Kuka]";
- mes "Lately, I've felt powerless and that there's too much weight on me yo~ I should take care of my health yo~";
- next;
- mes "[Kuka]";
- mes "Now it's time for some healthy food yo~";
- next;
- mes "[Kuka]";
- mes "Get 50 Marse and 25 Milk to our Cat Gamers Director yo~. He has excellent knowledge on healthy foods yo~.";
- close;
- case 3:
- setquest 5076;
- mes "[Kuka]";
- mes "We have a rival yo~ 'Dog n Waltz' yo~";
- next;
- mes "[Kuka]";
- mes "I want to harass similar goons yo~";
- next;
- mes "[Kuka]";
- mes "There is an archer among Kobolds yo~ Harass 30 Kobold Archers and report to our Cat Gamers Director yo~";
- close;
- case 4:
- setquest 5077;
- mes "[Kuka]";
- mes "Quickness is very important for winning the game yo~ Work on quickness yo~";
- next;
- mes "[Kuka]";
- mes "Mouse catching is the best work out for quickness training yo~";
- next;
- mes "[Kuka]";
- mes "Catch 10 blue and chubby Cramps, and report to our Cat Gamers Director yo~";
- close;
- case 5:
- setquest 5078;
- mes "[Kuka]";
- mes "I crave bird cuisine yo~ Bird cuisine is so delicious yo~";
- next;
- mes "[Kuka]";
- mes "Picky is too small and Condor is not tasty yo~ How about Peco Peco yo~?";
- next;
- mes "[Kuka]";
- mes "Ok yo~ Catch 50 Peco Pecos and report to our Cat Gamers Director yo~ Tonight, we will have a bird cuisine party yo~";
- close;
- case 6:
- setquest 5079;
- mes "[Kuka]";
- mes "I get too nervous before the game yo~. And I don't play well when I am nervous yo~. I need something to calm down before the game starts yo~.";
- next;
- mes "[Kuka]";
- mes "Yarn is very useful for relaxing yo~";
- next;
- mes "[Kuka]";
- mes "Get 20 Yarns yo~ There are many other cats with the same issue yo~ The Cat Gamers Director will take care of them yo~";
- close;
- case 7:
- setquest 5080;
- mes "[Kuka]";
- mes "Recently, our Director seems to have been trying to cut some expenses yo~ Or maybe the Manager Cat is taking advantage yo~";
- next;
- mes "[Kuka]";
- mes "Regular snacks for our players have been reduced yo~ "+strcharinfo(0)+" should go get 30 Rat Tails, and report to our Cat Gamers Director yo~";
- next;
- mes "[Kuka]";
- mes "Then, we shall find out if our manager is being greedy or not yo~";
- close;
- case 8:
- setquest 5081;
- mes "[Kuka]";
- mes "I am having a slump these days yo~ I can't give my 100% to the game.";
- next;
- mes "[Kuka]";
- mes "It is the lemon we need in times like this yo~";
- next;
- mes "[Kuka]";
- mes "Get 5 lemons for me yo~ Don't forget, I need 5 Lemons yo~ Our Cat Gamers Director should know what to do with them yo~";
- close;
- case 9:
- setquest 5082;
- mes "[Kuka]";
- mes "Malangdo is a good place for a cat to live yo~ But, it gets very hot when we play games yo~";
- next;
- mes "[Kuka]";
- mes "When we are playing a lot, it gets really crazy hot yo~ Crazy cats are scary yo~ We need Ice Pieces or Ice Cream yo~";
- next;
- mes "[Kuka]";
- mes "Get us either 10 Ice Pieces or 10 Ice Creams, and report to our Cat Gamers Director yo~";
- close;
- case 10:
- setquest 5083;
- mes "[Kuka]";
- mes "Cat Gamers Director's order yo~ Find Eryu who is afraid of the Director yo~";
- next;
- mes "[Kuka]";
- mes "You must find Eryu, and tell him 'Come back' yo~ report to our Cat Gamers Director yo~";
- close;
- case 11:
- setquest 5085;
- mes "[Kuka]";
- mes "Cat Gamers Director's order yo~ Find Stew who is afraid of the Director yo~";
- next;
- mes "[Kuka]";
- mes "You must find Stew, and tell him 'Come back' yo~ report to our Cat Gamers Director yo~";
- close;
- case 12:
- setquest 5087;
- mes "[Kuka]";
- mes "Cat Gamers Director's order yo~ Find Ketchup who is afraid of the Director yo~";
- next;
- mes "[Kuka]";
- mes "You must find Ketchup, and tell him 'Come back' yo~ report to our Cat Gamers Director yo~";
- close;
- case 13:
- setquest 5089;
- mes "[Kuka]";
- mes "Cat Gamers Director's order yo~ Find Eff who is afraid of the Director yo~";
- next;
- mes "[Kuka]";
- mes "You must find Eff, and tell him 'Come back' yo~ report to our Cat Gamers Director yo~";
- close;
- }
-}
-
-mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{
- if (MaxWeight - Weight < 1000) {
- mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
- close;
- }
- if (checkweight(1201,1) == 0) {
- mes "Your inventory is too full to proceed. Come back after reducing your load.";
- close;
- }
- for(.@i = 5074; .@i<=5090; ++.@i) {
- if (questprogress(.@i)) {
- mes "[KungKung]";
- mes "You didn't keep your promise. I have no business with you.";
- close;
- }
- }
- if (malang_gamer < 20) {
- if (countitem(2872)) {
- mes "[KungKung]";
- mes "You are not qualified. Hmm... I am not sure how you got this, but we cannot practice with you. Go back.";
- close;
- }
- mes "[KungKung]";
- mes "Do not bother me. I am waiting for my practicing partner.";
- close;
- }
- if (!isequipped(2872)) {
- mes "[KungKung]";
- mes "Are you the practice partner? You are late. Let's start right away.";
- next;
- mes "[KungKung]";
- mes "... ... ...";
- next;
- mes "[KungKung]";
- mes "Where is your certificate? You cannot practice with us unless you have that certificate. Go get it.";
- close;
- }
- if (questprogress(5072,PLAYTIME) == 1) {
- mes "[KungKung]";
- mes "You don't have a watch? Or can't read the time? It's not the time yet.";
- close;
- } else if (questprogress(5072,PLAYTIME) == 2)
- erasequest 5072;
- mes "[KungKung]";
- mes "Are you the practice partner? You are late. Let's start right away.";
- next;
- switch(select("Play the game.:Ask current 1st place.:Ask about the game rules.")) {
- case 1:
- mes "[KungKung]";
- mes "Before the game, we will decide the turn by rolling a dice.";
- next;
- break;
- case 2:
- mes "[KungKung]";
- mes "Why do you want to know the 1st place? KongNyangKong is a brutal and tough match game. Kuka should know such thing!";
- close;
- case 3:
- mes "[KungKung]";
- mes "You want to learn the game rules?";
- mes "You seem to have a polite way of asking things.";
- mes "Listen carefully.";
- next;
- mes "[KungKung]";
- mes "KongNyangKong has different play rules when attacking and defending.";
- next;
- mes "[KungKung]";
- mes "When attacking, you must turn your hand to the same side as your opponent in order to complete the attack.";
- next;
- cutin "cat_g_01",4;
- mes "[KungKung]";
- mes "If we turn our hands the same way like this, then your attack is successful.";
- next;
- cutin "",255;
- mes "[KungKung]";
- mes "For defending, you must turn your hand to the opposite side of your opponent in order to defend yourself.";
- next;
- cutin "cat_g_06",4;
- mes "[KungKung]";
- mes "Yes! If you turn your hand opposite to mine like that, you have succeeded defending yourself.";
- next;
- cutin "",255;
- mes "[KungKung]";
- mes "If you are clever enough, you should know that the bottom hand is the attacker's hand.";
- next;
- mes "[KungKung]";
- mes "Last!! Most important rule.";
- mes "Once you succeed attacking, you can continue attacking your opponent.";
- mes "When you fail, then you are on the defending side.";
- mes "Do not forget this!";
- next;
- mes "[KungKung]";
- mes "You can ask about the KongNyangKong rules anytime you want!";
- mes "Our Manager Cat also knows all about the KongNyangKong rules.";
- mes "That is all!";
- close;
- }
- while(1) {
- .@pc_dic = rand(6);
- .@npc_dic = rand(6);
-
- // Emote[58-63]:
- // e_dice1, e_dice2, e_dice3, e_dice4, e_dice5, e_dice6
- emotion 58+.@pc_dic,1;
- emotion 58+.@npc_dic;
-
- if (.@pc_dic > .@npc_dic) {
- mes "[KungKung]";
- mes "Your dice roll number is higher. You can attack first.";
- .@attack_turn = 1;
- next;
- break;
- } else if (.@pc_dic < .@npc_dic) {
- mes "[KungKung]";
- mes "My dice roll number is higher. I will attack first.";
- .@attack_turn = 2;
- next;
- break;
- } else {
- mes "[KungKung]";
- mes "We have even numbers. Let's roll the dice once again.";
- next;
- }
- }
- .@pc_hp = 100;
- .@npc_hp = 100;
- while(1) {
- if (!.@pc_hp || !.@npc_hp) break;
- mes strcharinfo(0)+" (^FF0000"+.@pc_hp+"^000000/100)";
- mes "--------------------------------";
- mes "KungKung (^FF0000"+.@npc_hp+"^000000/100)";
- next;
- mes "[KungKung & "+strcharinfo(0)+"]";
- mes "Kong!";
- emotion e_loud,1;
- emotion e_loud;
- next;
- mes "[KungKung & "+strcharinfo(0)+"]";
- mes "Kong! Nyang!";
- emotion e_loud,1;
- emotion e_loud;
- next;
- mes "[KungKung & "+strcharinfo(0)+"]";
- mes "Kong! Nyang! Kong!";
- emotion e_loud,1;
- emotion e_loud;
- next;
- .@cat_hand = rand(1,10);
- switch(.@attack_turn) {
- case 1: // Attack
- mes "How would you like to attack?";
- mes " ";
- mes "¡¡ Tip !!";
- mes "Choose back: ^FF0000You win if the cat shows the back of its paw.^000000";
- mes "Choose palm: ^FF0000You win if the cat shows the palm of its paw.^000000";
- next;
- switch(select("Back:Palm")) {
- case 1:
- if (.@cat_hand <= 5) {
- --.@npc_hp0;
- cutin "cat_g_01",4;
- specialeffect EF_BASH;
- mes "Attack was successful.";
- mes "You have slapped the back of KungKung's paw.";
- next;
- cutin "",255;
- } else {
- .@attack_turn = 2;
- cutin "cat_g_02",4;
- mes "Attack has failed.";
- mes "KungKung starts attack now.";
- next;
- cutin "",255;
- }
- break;
- case 2:
- if (.@cat_hand <= 5) {
- .@attack_turn = 2;
- cutin "cat_g_03",4;
- mes "Attack has failed.";
- mes "KungKung starts attack now.";
- next;
- cutin "",255;
- } else {
- --.@npc_hp0;
- cutin "cat_g_04",4;
- specialeffect EF_BASH;
- mes "Attack was successful.";
- mes "You have slapped the back of KungKung's paw.";
- next;
- cutin "",255;
- }
- break;
- }
- break;
- case 2: // Defend
- mes "How would you like to defend?";
- mes " ";
- mes "¡¡ Tip !!";
- mes "Choose back: ^FF0000You win if the cat shows the back of its paw.^000000";
- mes "Choose palm: ^FF0000You win if the cat shows the palm of its paw.^000000";
- next;
- switch(select("Back:Palm")) {
- case 1:
- if (.@cat_hand <= 5) {
- --.@pc_hp0;
- cutin "cat_g_05",4;
- specialeffect2 EF_BASH;
- mes "Defending has failed.";
- mes "KungKung attacks the back of your hand with its sharp claw.";
- next;
- cutin "",255;
- } else {
- .@attack_turn = 1;
- cutin "cat_g_06",4;
- mes "Defending was succesful.";
- mes "You can start attack now.";
- next;
- cutin "",255;
- }
- break;
- case 2:
- if (.@cat_hand <= 5) {
- .@attack_turn = 1;
- cutin "cat_g_07",4;
- mes "Defending was succesful.";
- mes "You can start attack now.";
- next;
- cutin "",255;
- } else {
- .@pc_hp -= 10;
- cutin "cat_g_08",4;
- specialeffect2 EF_BASH;
- mes "Defending has failed.";
- mes "KungKung attacks the back of your hand with its sharp claw.";
- next;
- cutin "",255;
- }
- break;
- }
- break;
- }
- }
- if (.@npc_hp == 0) {
- mes "[KungKung]";
- mes "I lost. It was good game indeed.";
- mes "A win would have been better, but I am too busy to look back at the past.";
- next;
- cutin "cat_g_lose",4;
- mes "[KungKung]";
- mes "Sob...";
- emotion e_sob;
- next;
- cutin "",255;
- mes "[KungKung]";
- mes "Hmm... That wasn't necessary, I guess.";
- mes "This is for you, Human!";
- setquest 5072;
- getitem 12636,5; //Malang_Sp_Can
- next;
- mes "[KungKung]";
- mes "Come again tomorrow. I will beat you next time.";
- close2;
- cutin "",255;
- end;
- }
- cutin "cat_g_win",4;
- mes "[KungKung]";
- mes "I won. It was a boring match.";
- mes "You need to practice more. Maybe some extra work will help.";
- next;
- setquest 5072;
- switch(rand(1,13)) {
- case 1:
- setquest 5074;
- mes "[KungKung]";
- mes "Catch the delicious fish Phen.";
- next;
- mes "[KungKung]";
- mes "Go catch 30 Phens. And also get me 10 Fish Tails. Give them to our Director cat, and he will make a delicious dish with them.";
- break;
- case 2:
- setquest 5075;
- mes "[KungKung]";
- mes "I may have worked out too much... I feel powerless and that there's too much weight on me. I should take care of my health.";
- next;
- mes "[KungKung]";
- mes "I am already 10 years old, so it's time for some healthy food.";
- next;
- mes "[KungKung]";
- mes "Get 50 Marse and 30 Milk to our Cat Gamers Director. He has excellent knowledge on healthy foods.";
- break;
- case 3:
- setquest 5076;
- mes "[KungKung]";
- mes "We have a rival. The 'Dog n Waltz' team... Everything goes wrong when they come around.";
- next;
- mes "[KungKung]";
- mes "I want to ask you to bully them, but that's illegal...";
- next;
- mes "[KungKung]";
- mes "Go harass 30 Kobold Archers instead of 'Dog n Waltz', and report to our Cat Gamers Director.";
- break;
- case 4:
- setquest 5077;
- mes "[KungKung]";
- mes "Quickness is most important for winning the game. For better quickness...";
- next;
- mes "[KungKung]";
- mes "Catching mice is best. It's Cramp hunting time.";
- next;
- mes "[KungKung]";
- mes "Catch 10 Cramps, and report to our Cat Gamers Director.";
- break;
- case 5:
- setquest 5078;
- mes "[KungKung]";
- mes "I want some bird cuisine. Have you tasted any before?";
- next;
- mes "[KungKung]";
- mes "Peco Peco sounds delicious to me. I don't like eating alone, so...";
- next;
- mes "[KungKung]";
- mes "Catch 50 Peco Pecos, and report to our Cat Gamers Director. We all can have a dinner party with Peco Peco cuisine.";
- break;
- case 6:
- setquest 5079;
- mes "[KungKung]";
- mes "Being calm is the key to winning important matches.";
- next;
- mes "[KungKung]";
- mes "There's not a single cat who hasn't played with Yarn when they were young.";
- next;
- mes "[KungKung]";
- mes "Get 20 Yarns, and report to our Cat Gamers Director. It will help improve our team's ability.";
- break;
- case 7:
- setquest 5080;
- mes "[KungKung]";
- mes "I have a strong belief that our Manager Cat is taking advantage of our snacks.";
- next;
- mes "[KungKung]";
- mes "All we need is evidence... Get 30 Rat Tails, and report to our Cat Gamers Director.";
- next;
- mes "[KungKung]";
- mes "Then, we shall find out whether or not Manager Cat was doing something wrong.";
- break;
- case 8:
- setquest 5081;
- mes "[KungKung]";
- mes "Practice was ok, but I seem to be having a slump these days.";
- next;
- mes "[KungKung]";
- mes "We need to have some Lemon in times like this.";
- next;
- mes "[KungKung]";
- mes "Get 5 Lemons to our Cat Gamers Director. He'll know what to do.";
- break;
- case 9:
- setquest 5082;
- mes "[KungKung]";
- mes "Malangdo is a good place for a cat to live. But, it gets hot easily.";
- next;
- mes "[KungKung]";
- mes "On a hot days like this, we could use some Ice Pieces or Ice Cream.";
- next;
- mes "[KungKung]";
- mes "Get either 10 Ice Pieces or 10 Ice Creams. Our Cat Gamers Director should know what to do with them.";
- break;
- case 10:
- setquest 5083;
- mes "[KungKung]";
- mes "Our Cat Gamers Director asked this. I should make you do this errand.";
- next;
- mes "[KungKung]";
- mes "Find Eryu the cat from Malangdo, and say 'Come back' loud and clear.";
- next;
- mes "[KungKung]";
- mes "Afterwards, you can report to our Cat Gamers Director. Off you go!!";
- break;
- case 11:
- setquest 5085;
- mes "[KungKung]";
- mes "Our Cat Gamers Director asked this. I should make you do this errand.";
- next;
- mes "[KungKung]";
- mes "Find Stew the cat from Malangdo, and say 'Come back' loud and clear.";
- next;
- mes "[KungKung]";
- mes "Afterwards, you can report to our Cat Gamers Director. Off you go!!";
- break;
- case 12:
- setquest 5087;
- mes "[KungKung]";
- mes "Our Cat Gamers Director asked this. I should make you do this errand.";
- next;
- mes "[KungKung]";
- mes "Find Ketchup the cat from Malangdo, and say 'Come back' loud and clear.";
- next;
- mes "[KungKung]";
- mes "Afterwards, you can report to our Cat Gamers Director. Off you go!!";
- break;
- case 13:
- setquest 5089;
- mes "[KungKung]";
- mes "Our Cat Gamers Director asked this. I should make you do this errand.";
- next;
- mes "[KungKung]";
- mes "Find Eff the cat from Malangdo, and say 'Come back' loud and clear.";
- next;
- mes "[KungKung]";
- mes "Afterwards, you can report to our Cat Gamers Director. Off you go!!";
- break;
- }
- close2;
- cutin "",255;
- end;
-}
-
-mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{
- if (MaxWeight - Weight < 1000) {
- mes "Your inventory is too heavy to proceed. Come back after lightening your load.";
- close;
- }
- if (checkweight(1201,1) == 0) {
- mes "Your inventory is too full to proceed. Come back after reducing your load.";
- close;
- }
- for(.@i = 5074; .@i<=5090; ++.@i) {
- if (questprogress(.@i)) {
- mes "[Leader]";
- mes "You cannot challenge this Flag Game unless you are done with your assigned work.";
- close;
- }
- }
- if (malang_gamer < 20) {
- if (countitem(2872)) {
- mes "[Leader]";
- mes "Not everyone can challenge just because they have the certificate.";
- close;
- }
- mes "[Leader]";
- mes "Ok, let's practice until a challenger comes!!";
- close;
- }
- if (!isequipped(2872)) {
- mes "[Leader]";
- mes "Do you want to challege?";
- next;
- mes "[Leader]";
- mes "... ... ...";
- next;
- mes "[Leader]";
- mes "You cannot challenge this Flag Game unless you are wearing our certificate item. Please come back later.";
- close;
- }
- if (questprogress(5073) == 1) {
- mes "[Leader]";
- mes "The Flag Game is only available once a day.";
- close;
- } else if (questprogress(5073) == 2)
- erasequest 5073;
- mes "[Leader]";
- mes "Do you want to challege?";
- next;
- switch(select("Challenge.:Who are you?:Ask about the rules.")) {
- case 1:
- mes "[Leader]";
- mes "Let's challenge the Flag Game. Please wait while our cats get prepared.";
- next;
- break;
- case 2:
- mes "[Leader]";
- mes "Oh! I retired from 'Cat Gamers', and am working on a national game referee license. Licenses are the new trend these days.";
- next;
- mes "[Leader]";
- mes "A referee must use standard language... So it was very hard for me to stop crying meow meow~ like other cats.";
- next;
- mes "[Leader]";
- mes "I know the game rules for players for sure, but refereeing the game is a lot harder than it seems.";
- next;
- mes "[Leader]";
- mes "Sometimes I do make mistakes, and people go crazy like it's the end of world. What a hard job this is.";
- next;
- mes "[Leader]";
- mes "But, I want to finish this course, and be the world's best referee ever.";
- next;
- mes "[Leader]";
- mes "You can bet on it!!";
- close;
- case 3:
- mes "[Leader]";
- mes "Allow me to explain the rule for the Flag-Waving Game.";
- next;
- mes "[Leader]";
- mes "You play with 5 other cats.";
- mes "Wait and wave the flag when no others are waving it.";
- next;
- mes "[Leader]";
- mes "You start with 5 Flag Points, and each time you wave the flag 1 point vanishes.";
- mes "When your points hit 0, the game ends.";
- next;
- mes "[Leader]";
- mes "There's a special rule for this Flag Game. For more thrill, we reduce 1 point if you do not wave your flag for 10 games.";
- next;
- mes "[Leader]";
- mes "You will get bigger presents as you win with less Flag Points used.";
- next;
- mes "[Leader]";
- mes "Come back anytime if you need more help with the game rules. Our Manager Cat is also available for some help with the game rules.";
- close;
- }
-
- // Starting Flag Points (default 5).
- .@flag_point = 5;
- setarray .@flag_point_cat[1],5,5,5,5,5;
-
- // Cat players' names.
- setarray .@npc_name$[1],
- "Debong#gamer","Seichi#gamer","Libs#gamer","Row#gamer","YongYong#gamer";
- setarray .@cat_name$[1],
- "Debong","Seichi","Annoying Libs","Row","YongYong";
- setarray .@cat_desc$[1],
- " who likes to pick hair"," the observer",""," who likes to show off"," who likes to droop";
-
- // Emotions displayed when cats' flags not waved.
- setarray .@cat_emote[1],
- e_ho,e_no,e_an,e_no1,e_spin;
-
- // .@cat_action[] when cats' flags are not waved.
- setarray .@cat_emotes$[1],
- "1|3|5|7", // Picking hair
- "2|4|6|8", // Looking around
- "1|3|6|8", // Getting annoyed
- "2|4|5|7", // Showing off
- "3|4|5|6"; // Drooping
-
- while(1) {
- for(.@i = 1; .@i<=5; ++.@i)
- .@cat_action[.@i] = ((.@flag_point_cat[.@i])?rand(1,8):0);
-
- switch(.@cat_action[1]) {
- case 0: .@cat_mes$[1] = "cannot do anything with all points used"; break;
- case 1: .@cat_mes$[1] = "focuses on hair picking, careless for the game"; break;
- case 2: .@cat_mes$[1] = "looks around with round eyes"; break;
- case 3: .@cat_mes$[1] = "picks out hair around the front paw"; break;
- case 4: .@cat_mes$[1] = "is getting annoyed at tails smacking on the ground"; break;
- case 5: .@cat_mes$[1] = "picks his hair while looking around"; break;
- case 6: .@cat_mes$[1] = "shows off his front paw to the Leader Cat"; break;
- case 7: .@cat_mes$[1] = "is picking some hair on his belly with a calm mind"; break;
- case 8: .@cat_mes$[1] = "is drooping down with a pleasant face"; break;
- }
- switch(.@cat_action[2]) {
- case 0: .@cat_mes$[2] = "cannot do anything with all points used"; break;
- case 1: .@cat_mes$[2] = "picks out hair around the front paw"; break;
- case 2: .@cat_mes$[2] = "looks around with round eyes"; break;
- case 3: .@cat_mes$[2] = "is getting annoyed with the Leader Cat"; break;
- case 4: .@cat_mes$[2] = "observes flies flying around"; break;
- case 5: .@cat_mes$[2] = "shows off picked hair proudly"; break;
- case 6: .@cat_mes$[2] = "observes Leader Cat's tail curiously"; break;
- case 7: .@cat_mes$[2] = "looks at you with drooping eyes"; break;
- case 8: .@cat_mes$[2] = "is checking you out with a weird glimmer"; break;
- }
- switch(.@cat_action[3]) {
- case 0: .@cat_mes$[3] = "cannot do anything with all points used"; break;
- case 1: .@cat_mes$[3] = "is getting annoyed at tails smacking on the ground"; break;
- case 2: .@cat_mes$[3] = "observes Leader Cat's tail curiously"; break;
- case 3: .@cat_mes$[3] = "is getting annoyed while picking his hair"; break;
- case 4: .@cat_mes$[3] = "scratches with a drooping face"; break;
- case 5: .@cat_mes$[3] = "catches a flying fly and shows off"; break;
- case 6: .@cat_mes$[3] = "is getting irritable with a tired face"; break;
- case 7: .@cat_mes$[3] = "picks his hair while looking around"; break;
- case 8: .@cat_mes$[3] = "is getting annoyed with the Leader Cat"; break;
- }
- switch(.@cat_action[4]) {
- case 0: .@cat_mes$[4] = "cannot do anything with all points used"; break;
- case 1: .@cat_mes$[4] = "is picking some hair on his belly with a calm mind"; break;
- case 2: .@cat_mes$[4] = "shows off his front paw to the Leader Cat"; break;
- case 3: .@cat_mes$[4] = "is getting irritable with a tired face"; break;
- case 4: .@cat_mes$[4] = "catches a flying fly and shows off"; break;
- case 5: .@cat_mes$[4] = "shows off an attractive tail"; break;
- case 6: .@cat_mes$[4] = "is drooping and mumbling"; break;
- case 7: .@cat_mes$[4] = "shows off picked hair proudly"; break;
- case 8: .@cat_mes$[4] = "is checking you out with a weird glimmer"; break;
- }
- switch(.@cat_action[5]) {
- case 0: .@cat_mes$[5] = "cannot do anything with all points used"; break;
- case 1: .@cat_mes$[5] = "is fighting with his tail"; break;
- case 2: .@cat_mes$[5] = "is scratching with his hind foot"; break;
- case 3: .@cat_mes$[5] = "is drooping down with a pleasant face"; break;
- case 4: .@cat_mes$[5] = "checks you out with a drooping face"; break;
- case 5: .@cat_mes$[5] = "scratches with a drooping face"; break;
- case 6: .@cat_mes$[5] = "is drooping and mumbling"; break;
- case 7: .@cat_mes$[5] = "is lying around~"; break;
- case 8: .@cat_mes$[5] = "is doing nothing"; break;
- }
-
- switch(rand(3)) {
- case 0: .@tip$ = "You can predict if the cat will wave the flag or not with 'Observe cats'."; break;
- case 1: .@tip$ = "1 Flag Point will be deducted if you choose 'Wave flag'."; break;
- case 2: .@tip$ = "Choosing 'Wait', you can check the results and move on to the next game."; break;
- }
- while(1) {
- mes "[Leader]";
- mes "Cats are now all prepared.";
- mes "What will you do?";
- mes " ";
- mes "Tip: ^F86A08"+.@tip$+"^000000";
- next;
- .@choice = select("Observe cats:Wave flag:Wait");
- switch(.@choice) {
- case 1:
- mes "Observing cats...";
- next;
- for(.@i = 1; .@i<=5; ++.@i) {
- mes "[------ Observing cats ------]";
- mes .@cat_name$[.@i]+.@cat_desc$[.@i]+" ^FF0000"+.@cat_mes$[.@i]+"^000000.";
- next;
- }
- break;
- case 2:
- --.@flag_point;
- .@you_flag = 1;
- break;
- case 3:
- break;
- }
- if (.@choice != 1) break;
- }
- ++.@round;
- ++.@rounds_nowave;
- if (.@you_flag == 1) {
- .@you_flag$ = "You waved the flag";
- .@emotion[0] = e_korea;
- } else {
- .@you_flag$ = "You didn't wave the flag";
- .@emotion[0] = e_swt2;
- }
- for(.@i = 1; .@i<=5; ++.@i) {
- if (.@flag_point_cat[.@i] == 0) {
- .@cat_flag$[.@i] = "Not enough Flag Points, could not wave";
- .@emotion[.@i] = e_ho;
- } else {
- if (compare(.@cat_emotes$[.@i],""+.@cat_action[.@i])) {
- .@cat_flag$[.@i] = "Didn't wave";
- .@emotion[.@i] = .@cat_emote[.@i];
- } else {
- .@cat_flag$[.@i] = "Did wave";
- --.@flag_point_cat[.@i];
- ++.@cat_flags_waved;
- .@emotion[.@i] = e_korea;
- }
- }
- }
- mes "[Leader]";
- mes "Game ^C1653E"+.@round+"^000000 results...";
- next;
- mes "[Leader]";
- mes "~ Flag Game challenger "+strcharinfo(0)+" ~";
- mes "^FF0000"+.@you_flag$+"^000000 for game ^C1653E"+.@round+"^000000.";
- mes .@flag_point+" Flag Point remaining.";
- emotion .@emotion[0],1;
- next;
- for(.@i = 1; .@i<=5; ++.@i) {
- mes "[Leader]";
- mes "~ "+.@cat_name$[.@i]+.@cat_desc$[.@i]+" ~";
- mes "^FF0000"+.@cat_flag$[.@i]+"^000000 the flag for game ^C1653E"+.@round+"^000000.";
- mes .@flag_point_cat[.@i]+" Flag Point remaining for "+.@cat_name$[.@i]+".";
- emotion .@emotion[.@i],0,.@npc_name$[.@i];
- next;
- }
- if (.@you_flag == 1) {
- .@rounds_nowave = 0;
- if (.@cat_flags_waved == 0) {
- // You win.
- break;
- } else if (.@flag_point == 0) {
- // You lose.
- mes "[Leader]";
- mes "You have used all your Flag Points.";
- next;
- break;
- } else {
- .@you_flag = 0;
- mes "[Leader]";
- mes "You have failed at flag waving.";
- mes .@flag_point+" Flag Point remaining.";
- next;
- mes "[Leader]";
- mes "Let's move on to the next game.";
- next;
- mes "... ... ... ...";
- next;
- }
- } else {
- if (.@cat_flags_waved == 5) {
- mes "[Leader]";
- mes "Congrats "+strcharinfo(0)+". You have succeed on not waving your flag.";
- next;
- mes "[Leader]";
- mes "But! This is flag waving game, so this doesn't count.";
- next;
- } else {
- if (.@rounds_nowave == 10) {
- .@rounds_nowave = 0;
- --.@flag_point;
- mes "[Leader]";
- mes "Since you didn't wave your flag for 10 games, 1 Flag Point will be reduced according to the official Flag Game rules.";
- next;
- if (.@flag_point == 0) {
- // You lose.
- mes "[Leader]";
- mes "You have used all your Flag Points.";
- next;
- break;
- } else {
- mes "[Leader]";
- mes .@flag_point+" Flag Point remaining.";
- next;
- }
- } else {
- mes "[Leader]";
- mes "Game "+.@round+" has ended properly. Point penalty will be given after "+(10-.@rounds_nowave)+" more.";
- next;
- }
- mes "[Leader]";
- mes "Let's move on to the next game.";
- next;
- mes "... ... ... ...";
- next;
- }
- }
- .@cat_flags_waved = 0;
- }
- mes "[Leader]";
- mes "The Flag-Waving Game has ended.";
- next;
- mes "[Leader]";
- mes "Final results!!";
- mes "After "+.@round+" games, "+strcharinfo(0)+" has "+.@flag_point+" Flag Point left.";
- mes "... ... ...";
- next;
- if (.@you_flag == 1 && .@cat_flags_waved == 0) {
- setquest 5073;
- if (.@flag_point_cat[1]+.@flag_point_cat[2]+.@flag_point_cat[3]+.@flag_point_cat[4]+.@flag_point_cat[5] < 5) {
- getitem 12636,3; //Malang_Sp_Can
- mes "[Leader]";
- mes "Congratulations. You have won the Flag-Waving Game.";
- next;
- mes "[Leader]";
- mes "But, only 3 Canned Foods will be given as the present since you didn't take a big part through the game.";
- } else {
- switch(.@flag_point) {
- case 0: .@cans = 5; break;
- case 1: .@cans = 7; break;
- case 2: .@cans = 10; break;
- case 3: .@cans = 15; break;
- case 4: .@cans = 20; break;
- }
- getitem 12636, .@cans; //Malang_Sp_Can
- mes "[Leader]";
- mes "Congratulations. You have won the Flag-Waving Game. "+.@cans+" Canned Foods will be given as the present.";
- }
- next;
- mes "[Leader]";
- mes "Hope you win some more Canned Foods tomorrow.";
- close;
- }
- mes "[Leader]";
- mes "Flag waving failed...";
- mes "... ... ... ...";
- next;
- setquest 5073;
- switch(rand(1,13)) {
- case 1: setquest 5074; break;
- case 2: setquest 5075; break;
- case 3: setquest 5076; break;
- case 4: setquest 5077; break;
- case 5: setquest 5078; break;
- case 6: setquest 5079; break;
- case 7: setquest 5080; break;
- case 8: setquest 5081; break;
- case 9: setquest 5082; break;
- case 10: setquest 5083; break;
- case 11: setquest 5085; break;
- case 12: setquest 5087; break;
- case 13: setquest 5089; break;
- }
- mes "Leader gives you a note without hesitation. You must follow the order now.";
- close;
-}
-
-mal_in01,136,216,2 script Seichi#gamer 4_CAT_DOWN,{
- if (malang_gamer == 20) {
- mes "[Seichi]";
- mes "Ah~ I'm hungry. Any rats wandering around?";
- next;
- mes "[Seichi]";
- mes "Ah~ I think I could eat 100 cramps at once.";
- next;
- mes "[Seichi]";
- mes "Hey, why don't you look around? Who knows? Maybe we can find a delicious canned food~";
- emotion e_no;
- next;
- mes "[Seichi]";
- mes "Then, you can give me one. Hehe~";
- close;
- } else {
- mes "[Seichi]";
- mes "I am hungry~ Any leftover canned food there?";
- emotion e_no;
- close;
- }
- end;
-}
-
-mal_in01,136,215,2 script Row#gamer 4_CAT_ADV1,{
- if (malang_gamer == 20) {
- mes "[Row]";
- mes "Hut! Human, you came to see me, Row the Great? What? No?";
- next;
- mes "[Row]";
- mes "What do want then? Get lost. Ah...!!";
- next;
- mes "[Row]";
- mes "You want to play the Flag Game? I see. Show me what you've got.";
- next;
- mes "[Row]";
- mes "But, you know you can never beat me, the great Row.";
- emotion e_gg;
- close;
- } else {
- mes "[Row]";
- mes "Flag waving is a serious game. Only special cats like me can compete. Meow~";
- close;
- }
- end;
-}
-
-mal_in01,136,214,2 script Debong#gamer 4_CAT,{
- if (malang_gamer == 20) {
- mes "[Debong]";
- mes "Hair picking is my best hobby meow.";
- next;
- mes "[Debong]";
- mes "When picking hair meow~";
- mes "Time really flies meow~";
- next;
- mes "[Debong]";
- mes "Come here, you, meow. I'll pick your hair meow.";
- emotion e_lv;
- close;
- } else {
- mes "The cat is picking your hair.";
- close;
- }
- end;
-}
-
-mal_in01,136,213,2 script Libs#gamer 4_M_BOSSCAT,{
- if (malang_gamer == 20) {
- mes "[Libs]";
- mes "Arrgg!! Why should I play this stupid flag waving game here?";
- emotion e_an;
- next;
- mes "[Libs]";
- mes "Hey you. What do you think? I know you've hearing me!";
- next;
- mes "[Libs]";
- mes "... ... ...";
- next;
- mes "[Libs]";
- mes "Well, I'm sure you won't have a clue why this is happening. I forgive you.";
- emotion e_ok;
- next;
- mes "[Libs]";
- mes "How can a human understand the overwhelming heart of cats.";
- emotion e_pif;
- close;
- } else {
- mes "[Libs]";
- mes "A human? What are you doing here?";
- next;
- mes "[Libs]";
- mes "Oh! I see. Our director is looking a practicing partner, why don't you apply?";
- close;
- }
- end;
-}
-
-mal_in01,136,212,2 script YongYong#gamer 4_CAT_REST,{
- if (malang_gamer == 20) {
- mes "[YongYong]";
- mes "Meow~ I'm annoyed meow~";
- emotion e_an;
- next;
- mes "[YongYong]";
- mes "Annoying meow~";
- emotion e_an;
- next;
- mes "[YongYong]";
- mes "You're annoying meow~";
- emotion e_an;
- next;
- mes "[YongYong]";
- mes "What are you, a dog? Meow~!";
- emotion e_an;
- specialeffect EF_SONICBLOW2;
- next;
- mes "[YongYong]";
- mes "Do not mess with the drooping cat.";
- mes "Or you will regret it.";
- close;
- } else {
- mes "z..Z..z..Z";
- mes "The cat is sleeping.";
- close;
- }
- end;
-}
-
-malangdo,120,140,7 script Sign#Cat G Entrance 4_BULLETIN_BOARD2,{
- mes "A small sign.";
- next;
- mes "[Cat Gamers Headquarters]";
- mes "- Practicing partner welcome -";
- mes "- Recruiting 'Cat Gamers' -";
- mes "Consult with our Cat Gamers Director.";
- close;
-}
-
-mal_in01,15,221,6 script Sign#Cat G 1F 4_BULLETIN_BOARD2,{
- mes "[Cat Gamers Headquarters 1F]";
- mes "- ~ B 1 ~ -";
- mes "Rock Paper Scissors practice room";
- mes "ChamChamCham practice room";
- close;
-}
-
-mal_in01,77,214,4 script Sign#Cat G B1 4_BULLETIN_BOARD2,{
- mes "[Cat Gamers Headquarters B1]";
- mes "- ~ 1 F ~ -";
- mes "Consult with the director...";
- mes "-----------------------------";
- mes "- ~ B 2 ~ -";
- mes "KongNyangKong & Flag Game practice room";
- mes "'Cat Gamers' Tech Team lab";
- close;
-}
-
-mal_in01,142,220,6 script Sign#Cat G B2 4_BULLETIN_BOARD2,{
- mes "[Cat Gamers Headquarters B2]";
- mes "- ~ B 1 ~ -";
- mes "Rock Paper Scissors practice room";
- mes "ChamChamCham practice room";
- close;
-}
-
-mal_in01,155,222,2 script Uneet#gamer 4_LAM,{
- .@playtime = questprogress(5069,PLAYTIME);
- if (.@playtime == 1) {
- mes "[Uneet]";
- mes "Wow Wot~ What a busy day~";
- mes "Oh, you are the one who won the honorable certificate?";
- next;
- mes "[Uneet]";
- mes "There are more orders coming every day. Ahh!! Give me some more manpower!!";
- close;
- } else if (.@playtime == 2) {
- mes "[Uneet]";
- mes "Nyah~ Ong~ Certificate complete!!";
- next;
- mes "[Uneet]";
- mes "I already gave your certificate to the Cat Gamers Director! Go check it out~";
- next;
- mes "[Uneet]";
- mes "Please... Keep this wherever you go.";
- close;
- } else if (malang_gamer < 19) {
- mes "[Uneet]";
- mes "I am a cat. Nyah~ Ong~";
- mes "I look like a sheep because I was so busy I didn't have time to shave.";
- mes "It is not my fault...";
- close;
- } else {
- mes "[Uneet]";
- mes "Nyah~ Ong~ Do not interrupt my resting.";
- mes "Usually, I am very busy...";
- mes "Don't touch me.";
- next;
- mes "[Uneet]";
- mes "I'm a bit fat now, but you should look at yourself too. Haha...";
- close;
- }
- end;
-}
-
-mal_in01,30,222,4 script Interview Cat#gamer 4_CAT_ADV2,{
- mes "[Interview Cat]";
- mes "I want join 'Cat Gamers'.";
- mes "But it seems the Cat Gamers Director is busy now. Should I just leave?";
- next;
- mes "[Interview Cat]";
- mes "What? You also want join this group?";
- close;
-}
-
-mal_in01,19,213,1 script Waiting Cat#gamer 4_CAT_3COLOR,{
- mes "[Waiting Cat]";
- mes "Why did someone put that vase inside of a glass?";
- mes "The Cat Gamers Director did that?";
- next;
- mes "[Waiting Cat]";
- mes "What strange taste.";
- mes "Maybe I should rethink joining 'Cat Gamers', huh?";
- close;
-}
-
-// Archangel Wing Enchants :: enc_angel
-//============================================================
-malangdo,234,153,6 script Notice Board#mal 2_BULLETIN_BOARD,{
- mes "^0000FFThere's a hastily written message on this bulletin board.^000000";
- next;
- mes "A fallen angel within will unlock a hidden enchantment to Archangel Wings.";
- close;
-}
-
-mal_in01,15,16,3 script Fallen Angel#mal 4_F_VALKYRIE2,{
- disable_items;
- if (checkweight(1201,1) == 0) {
- mes "You are carrying too many items, please reduce them and come back!";
- close;
- }
- if (MaxWeight - Weight < 10000) {
- mes "You have overweight, please reduce it and come back!";
- close;
- }
- if (getequipid(EQI_GARMENT) == 2573) {
- if (Zeny >= 1000000)
- .@menu$ = "Enchant Archangel Wing";
- else
- .@menu$ = "^999999You do not have enough zeny!^000000";
- } else
- .@menu$ = "^999999You have not equipped the Archangel Wing!^000000";
- mes "[Fallen Angel]";
- mes "You seem like a poor guy!";
- next;
- mes "[Fallen Angel]";
- mes "If you have an Archangel Wing, I will enchant my capability into the useless 4th slot. Would you like me to do so?";
- next;
- switch(select("What is that?:"+.@menu$+":Enchant Initialization")) {
- case 1:
- switch(select("Stop speaking:What are you going to do?")) {
- case 1:
- mes "[Fallen Angel]";
- mes "What did you say?";
- close;
- case 2:
- mes "[Fallen Angel]";
- mes "I can enchant my capability into your Archangel Wing if you pay 1,000,000 zeny. But you can't enchant it again without resetting it.";
- next;
- mes "[Fallen Angel]";
- mes "The enchantment is dangerous, so ^ff0000the wing might be damaged^000000! Nevertheless, my good blessing will retain the ^0000ffcard and refine level^0000ff!";
- close;
- }
- case 2:
- if (Zeny < 1000000) {
- mes "[Fallen Angel]";
- mes "I can't do it if you can't pay!";
- close;
- }
- mes "[Fallen Angel]";
- mes "There are 2 important notices. First, the enchantment requires ^0000ff1,000,000 zeny^000000.";
- next;
- mes "[Fallen Angel]";
- mes "Second, ^ff0000although the rate is not high, the Archangel Wing might be damaged^000000! This is very unlucky!";
- mes "If you can accept these conditions, I will enchant the wing for you.";
- next;
- if(select("Let me consider...:I accept, let's enchant!") == 1) {
- mes "[Fallen Angel]";
- mes "Ok! Take your time to consider!";
- close;
- }
- specialeffect2 EF_REPAIRWEAPON;
- progressbar "ffff00",2;
- if (getequipisequiped(EQI_GARMENT) == 0) {
- mes "[Fallen Angel]";
- mes "The Archangel Wing has been taken out!";
- close;
- }
- if (getequipid(EQI_GARMENT) != 2573) {
- mes "[Fallen Angel]";
- mes "Don't take off the item!";
- close;
- }
- if (getequipcardid(EQI_GARMENT,3)) {
- mes "[Fallen Angel]";
- mes "This Archangel Wing is enchanted! Please initialize it or bring another Archangel Wing for me!";
- close;
- }
- .@equip_refine = getequiprefinerycnt(EQI_GARMENT);
- setarray .@equip_card[0], getequipcardid(EQI_GARMENT,0),getequipcardid(EQI_GARMENT,1),getequipcardid(EQI_GARMENT,2);
-
- .@i = rand(1,900);
- if (.@i < 2) .@enchant = 4848; //Immuned1
- else if (.@i < 3) .@enchant = 4849; //Cranial1
- else if (.@i < 4) .@enchant = 4852; //Heal_Amount5
- else if (.@i < 9) .@enchant = 4853; //S_Str
- else if (.@i < 14) .@enchant = 4854; //S_Agi
- else if (.@i < 19) .@enchant = 4855; //S_Vital
- else if (.@i < 24) .@enchant = 4856; //S_Int
- else if (.@i < 29) .@enchant = 4857; //S_Dex
- else if (.@i < 34) .@enchant = 4858; //S_Luck
- else if (.@i < 39) .@enchant = 4851; //Heal_Amount4
- else if (.@i < 49) .@enchant = 4850; //Heal_Amount3
- else if (.@i < 74) .@enchant = 4760; //Matk1
- else if (.@i < 84) .@enchant = 4761; //Matk2
- else if (.@i < 109) .@enchant = 4817; //Sharp2
- else if (.@i < 119) .@enchant = 4816; //Sharp3
- else if (.@i < 144) .@enchant = 4814; //Spell2
- else if (.@i < 154) .@enchant = 4813; //Spell3
- else if (.@i < 179) .@enchant = 4833; //Expert_Archer2
- else if (.@i < 189) .@enchant = 4834; //Expert_Archer3
- else if (.@i < 214) .@enchant = 4810; //Fighting_Spirit2
- else if (.@i < 224) .@enchant = 4809; //Fighting_Spirit3
- else if (.@i < 259) .@enchant = 4701; //Strength2
- else if (.@i < 294) .@enchant = 4731; //Agility2
- else if (.@i < 329) .@enchant = 4721; //Dexterity2
- else if (.@i < 364) .@enchant = 4741; //Vitality2
- else if (.@i < 399) .@enchant = 4751; //Luck2
- else if (.@i < 434) .@enchant = 4711; //Inteligence2
- else if (.@i < 504) .@enchant = 4700; //Strength1
- else if (.@i < 574) .@enchant = 4730; //Agility1
- else if (.@i < 644) .@enchant = 4720; //Dexterity1
- else if (.@i < 714) .@enchant = 4740; //Vitality1
- else if (.@i < 784) .@enchant = 4750; //Luck1
- else if (.@i < 854) .@enchant = 4710; //Inteligence1
- else .@enchant = 0;
-
- Zeny -= 1000000;
- delequip EQI_GARMENT;
- if (.@enchant == 0) {
- mes "[Fallen Angel]";
- mes "Be merciful to the survivor,";
- mes "Send flowers to the dead.";
- next;
- mes "[Fallen Angel]";
- mes "Help for justice,";
- mes "Elimination of evil.";
- next;
- mes "[Fallen Angel]";
- mes "But the important point is... the Archangel Wing is damaged!";
- close;
- }
- getitem2 2573,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@enchant; //Archangel_Wing
- if (.@i < 4)
- announce strcharinfo(0)+" has enchanted Archangel Wing with amazing capability!",bc_all,0xFF0000,FW_NORMAL,10;
- mes "[Fallen Angel]";
- mes "Take it!";
- mes "I believe that you will become the dominator of the new world!";
- close;
- case 3:
- mes "[Fallen Angel]";
- mes "Initialization requires ^0000ff3 units of Silvervine Fruit^000000. The wing will not be damaged except for the enchanted capability.";
- next;
- if(select("Let me consider...:Ok, I want initialize it.") == 1) {
- mes "[Fallen Angel]";
- mes "Ok! Take your time to consider!";
- close;
- }
- specialeffect2 EF_REPAIRWEAPON;
- progressbar "ffff00",2;
- if (getequipisequiped(EQI_GARMENT) == 0) {
- mes "[Fallen Angel]";
- mes "The Archangel Wing has been taken out!";
- close;
- }
- if (getequipid(EQI_GARMENT) != 2573) {
- mes "[Fallen Angel]";
- mes "Oh... you have unequipped the Archangel Wing!";
- close;
- }
- if (countitem(6417) < 3) {
- mes "[Fallen Angel]";
- mes "I can't do it if you can't pay!";
- close;
- }
- if (getequipcardid(EQI_GARMENT,3) < 4700) { // Armor Enchant System
- mes "[Fallen Angel]";
- mes "This equipment has not been enchanted, please check it again!";
- close;
- }
- .@equip_refine = getequiprefinerycnt(EQI_GARMENT);
- setarray .@equip_card[0], getequipcardid(EQI_GARMENT,0),getequipcardid(EQI_GARMENT,1),getequipcardid(EQI_GARMENT,2);
- delitem 6417,3; //Silvervine
- delequip EQI_GARMENT;
- getitem2 2573,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],0; //Archangel_Wing
- mes "[Fallen Angel]";
- mes "Take it!";
- close;
- }
-}
diff --git a/npc/re/quests/quests_malaya.txt b/npc/re/quests/quests_malaya.txt
deleted file mode 100644
index b315771b9..000000000
--- a/npc/re/quests/quests_malaya.txt
+++ /dev/null
@@ -1,9158 +0,0 @@
-//===== Hercules Script ======================================
-//= Port Malaya Quest NPCs
-//===== By: ==================================================
-//= Masao
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Quest NPCs related to Port Malaya:
-//== Cautious Village, Port Malaya Daily Quests,
-//== Secret in the Woods, Bakonawa Extermination
-//== Nurse in Port Malaya, Pintados Festival
-//= Merchants:
-//== Traders, Upgrade Boss Equipment
-//===== Additional Comments: =================================
-//= 0.1 Traders only. Adapted from Masao's conversion. [Euphy]
-//= 0.2 Added Tribe Blacksmith [DeadlySilence]
-//= 0.3 Added "Secret in the Woods" quest [DeadlySilence]
-//= 0.4 Added "Cautious Village" and subsequent quests [DeadlySilence]
-//= 0.5 Added "Bakonawa Extermination" quest. [Euphy]
-//= 1.0 Added "Nurse in Port Malaya" and "Pintados Festival" quests. [Euphy]
-//= 1.1 Added GM management function and NPC. [Euphy]
-//= 1.2 Added item Lost_Belongings to Tiyanak mob & fix wrong item id [Michieru]
-//============================================================
-
-// Cautious Village & Daily Quests :: hi_malaya
-//============================================================
-malaya,266,76,3 script Rodel the Guard#malaya 4_MAL_SOLDIER,4,4,{
- if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
- mes "Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- if (malaya_hi == 0) {
- mes "[Rodel the Guard]";
- mes "Traveling at such confusing times?";
- mes "Villagers have been feeling more threatened by evil spirits recently.";
- mes "Villagers are scared and trembling with fear.";
- next;
- mes "[Rodel the Guard]";
- mes "So... the citizens of Port Malaya will feel uncomfortable around you even though there are no hard feelings toward you.";
- mes "Inns and stops may be closed to outsiders.";
- next;
- mes "[Rodel the Guard]";
- mes "There is no definite solution to this, but you might want to meet Phong in Mumbaki first.";
- mes "If the village leader gives his confirmation, other people might be less worried.";
- next;
- mes "[Rodel the Guard]";
- mes "I will mark on the map the location of Phong in Mumbaki.";
- mes "I welcome your visit though the times are harsh.";
- viewpoint 1, 185, 358, 0, 0x0A82FF;
- malaya_hi = 1;
- setquest 7350;
- close;
- } else if (malaya_hi == 1) {
- mes "[Rodel the Guard]";
- mes "Meet with Phong in Mumbaki first.";
- mes "If you are proven to have a pure soul, other villagers will not avoid you.";
- mes "If you are not sure of the location, I will mark it on your map.";
- viewpoint 1, 185, 358, 0, 0x0A82FF;
- close;
- } else if (malaya_hi >= 20) {
- if (BaseLevel < 100) {
- mes "[Rodel the Guard]";
- mes "How is the life here?";
- mes "People aren't so bad are they?";
- mes "If you were a little more skillful, there might be a job for you. Right now, you are little bit below the standard.";
- next;
- mes "[Rodel the Guard]";
- mes "If you become stronger,";
- mes "I was thinking of giving you the extermination mission that's being carried out in the city. What a shame. ";
- close;
- }
- .@playtime = questprogress(7405, PLAYTIME);
- if (!.@playtime) {
- mes "[Rodel the Guard]";
- mes "Whew, thanks to you, I have one less thing to worry about.";
- mes "I will lose less of my things.";
- mes "Job well done.";
- next;
- mes "[Rodel the Guard]";
- mes "You can come back if you want.";
- mes "You understand what I mean right?";
- close;
- } else if (.@playtime == 2) {
- erasequest 7405;
- mes "[Rodel the Guard]";
- mes "Oh, about Jejeling that you hunted down before.";
- mes "People traveling in and out of Baryo are happy about it.";
- mes "If it's not much too much trouble, I'd like to ask for your help one more time.";
- next;
- mes "[Rodel the Guard]";
- mes "You don't have to do it now, just whenever you are comfortable.";
- mes "Come and find me when you decide.";
- close;
- } else {
- .@hunting = questprogress(7404, HUNTING);
- if (!.@hunting) {
- mes "[Rodel the Guard]";
- switch(rand(1, 6)) {
- case 1:
- mes "Recently, there have been a few that gained recognition for their bravery among the villagers." + $malayaNames$[0] + ", " + $malayaNames$[3] + ", " + $malayaNames$[5] + "... Isn't that amazing?";
- break;
- case 2:
- mes "Yesterday, I saw someone who was carried off to the hospital after rolling down the stairs at the park. That person went by the name of " + $malayaNames$[1] + ". I wonder if that person is alright.";
- break;
- case 3:
- mes "The one who contributed the most in the Jejeling hunt was " + $malayaNames$[1] + ".";
- break;
- case 4:
- mes "If you are bored, how about you stand guard for me? This is a heck of a job. You have to keep standing like a statue even till the sun rises up above your head.";
- break;
- case 5:
- mes "Have you been alone with a woman inside a Jeepney? Wow that was awkward... I'm never going to get married at this rate...";
- break;
- case 6:
- mes "Recently among visitors, one became a close friend to me. Do you know " + $malayaNames$[1] + "? Oh, of course you are a good friend as well.";
- break;
- }
- mes "Oh yes, there is a job for you if you are not too busy. Are you interested?";
- next;
- mes "[Rodel the Guard]";
- mes "We are going to organize an extensive Jejeling hunt this time.";
- mes "Peddlers going in and out of Baryo are always complaining about Jejelings.";
- next;
- if (select("Join the Jejeling hunt.:Refuse.") == 2) {
- mes "[Rodel the Guard]";
- mes "Is that so? I'm sorry to hear that.";
- mes "Things would be so much simpler if we had a person like you around.";
- close;
- }
- mes "[Rodel the Guard]";
- mes "You just have to hunt 20 jejelings each.";
- mes "It would be a simple task for you.";
- setquest 7404;
- close;
- } else if (.@hunting == 0) { // FIXME
- mes "[Rodel the Guard]";
- mes "You have to get rid of 20 Jejelings.";
- mes "20 should be enough to give those Jejelings a good scare.";
- close;
- } else if (.@hunting == 1) {
- mes "[Rodel the Guard]";
- mes "Oh, the hunt is over, but you haven't killed all the Jejelings.";
- mes "Come again if you want another try.";
- erasequest 7404;
- close;
- } else {
- mes "[Rodel the Guard]";
- mes "Oh, I have confirmed you got rid of 20 Jejelings.";
- mes "Here, this is a reward for people who participated in the Jejeling hunt.";
- next;
- mes "[Rodel the Guard]";
- mes "I think there will be more Jejeling hunts in the future. Please join us again next time.";
-// if (IsPremiumPcCafe == 10)
- getitem 6497, 2; // Lesser_Agimat
-// else
-// getitem 6497, 1; // Lesser_Agimat
- getexp 200000,200000;
- erasequest 7404;
- setquest 7405;
- if (rand(2))
- $malayaNames$[1] = strcharinfo(0);
-// SavePPL Jejellopy
- close;
- }
- }
- } else {
- mes "[Rodel the Guard]";
- mes "Please understand even if people look at you warily.";
- mes "The ghost have been haunting the people around here.";
- close;
- }
-OnTouch:
- emotion e_gasp;
- end;
-
-OnInit:
- // if there are no names set, set some default values
- if (!getarraysize($malayaNames$)) {
- $malayaNames$[0] = "unknown";
- $malayaNames$[1] = "unknown";
- $malayaNames$[2] = "unknown";
- $malayaNames$[3] = "unknown";
- $malayaNames$[4] = "unknown";
- $malayaNames$[5] = "unknown";
- }
- end;
-}
-
-malaya,185,358,3 script Leader Phong in Mumbaki 4_BARYO_CHIEF,{
- if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
- mes "- Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- if (malaya_hi < 2) {
- mes "[Phong in Mumbaki]";
- mes "Looks like this soul came across a big body of water.";
- mes "Young friend.";
- mes "The reason you found me... yes... I see.";
- next;
- mes "[Phong in Mumbaki]";
- mes "You don't have to say it in words.";
- mes "The people are overly cautious of you.";
- mes "Rodel was probably concerned about it, so he sent you here.";
- next;
- if (malaya_hi == 0) {
- mes "[Phong in Mumbaki]";
- mes "No?";
- mes "Well then maybe there was some kind of a Spiritual bond between us.";
- next;
- }
- mes "[Phong in Mumbaki]";
- mes "Nonetheless, good to meet you, young friend.";
- mes "Don't blame the villagers too much for their attitudes toward you.";
- next;
- mes "[Phong in Mumbaki]";
- mes "We are always surrounded by spirits.";
- mes "We live with them, praying for peace.";
- mes "But recently, there has been a problem.";
- next;
- mes "[Phong in Mumbaki]";
- mes "For some unknown reason,";
- mes "Spirits have been running amok, and evil sprits have been haunting the villagers.";
- next;
- mes "[Phong in Mumbaki]";
- mes "This is the shadow that is cast on this beautiful town.";
- mes "They are cautious because they don't know when the dark shadow will fall on them.";
- mes "They visit without warning.";
- next;
- mes "^4d4dffPhong in Mumbaki turns his head and dark shadows appear.";
- mes "People are in panic, everyone trembling with fear.^000000";
- cutin "malaya_ghost01", 4;
- next;
- select("Step toward the shadow.:Draw weapon.");
- mes "[Phong in Mumbaki]";
- mes "They have followed the trace of the outsider. ";
- mes "Don't get to close too them.";
- mes "Your soul can get absorbed.";
- next;
- mes "[Phong in Mumbaki]";
- mes "Hmm? They are responding.";
- mes "I don't understand? They look scared as if facing a powerful soul.";
- mes "This feeling... it can't be...";
- cutin "malaya_ghost02", 4;
- next;
- mes "^4d4dffLike words of Phong in Mumbaki, spirits are responding to something, hesitating.";
- mes "Observing their reaction, you get closer. The spirits are flustered.^000000";
- next;
- cutin "", 255;
- mes "[Phong in Mumbaki]";
- mes "Amazing. Holder of a soul so strong and pure...!";
- mes "The dark spirits have disappeared because of your presence.";
- next;
- mes "[Phong in Mumbaki]";
- mes "I think other villagers would treat you differently now...";
- mes "Haven't we all witnessed this miracle?";
- next;
- mes "[Phong in Mumbaki]";
- mes "Young friend. Your presence is welcomed anywhere.";
- mes "The light from your pure soul will protect you from the darkness.";
- malaya_hi = 10;
- if (questprogress(7350))
- erasequest 7350;
- close;
- } else if (malaya_hi == 10) {
- mes "[Phong in Mumbaki]";
- mes "Everyone in the village witnessed how strong and pure your soul is.";
- mes "Do not be afraid of the dark.";
- close;
- } else if (malaya_hi == 11) {
- mes "[Phong in Mumbaki]";
- mes "Is there something wrong?";
- mes "You look disturbed.";
- mes "Your clothes also look messed up. Was there some kind of trouble?";
- next;
- switch (select("Explain what happened.:There is nothing to talk about.")) {
- case 1:
- mes "[Phong in Mumbaki]";
- mes "Is that so?";
- mes "Ha ha... that is a big problem. ";
- mes "You must've been concerned.";
- next;
- mes "[Phong in Mumbaki]";
- mes "You know, we were preparing a spiritual protection for ";
- mes "villagers who are afraid of evil spirits...";
- mes "but preparation is not going well.";
- next;
- mes "[Phong in Mumbaki]";
- mes "As a temporary solution, how about giving them what they want?";
- mes "Just pick among the items you have that are unimportant and give them to them.";
- next;
- mes "[Phong in Mumbaki]";
- mes "All they want is inner peace anyways.";
- mes "They give meaning to little things and find peace within that behavior.";
- next;
- mes "[Phong in Mumbaki]";
- mes "What is really important is the belief that you will be safe as long as you carry that item.";
- mes "If people can stop being afraid by holding on to your old shirt button, then that button is a Spiritual Protection.";
- next;
- mes "^4d4dffAs Mumbaki said, giving out some items to serve as a Spiritual Protection would be a good idea.";
- mes "What would be adequate as a Spiritual Protection..^000000";
- next;
- switch (select("Holy Water!:Holy magical item Blue Gemstone?!:Writing utensils or school supplies")) {
- case 1:
- mes "[Phong in Mumbaki]";
- mes "The name itself suggests holiness.";
- mes "It was blessed by the Holy Water, yes?";
- mes "Not bad.";
- mes "Is there another? Something more persuading would be nice.";
- next;
- select("Talk about Blue Gemstone.");
- mes "[Phong in Mumbaki]";
- mes "Aha... a stone that disappears after absorbing the curse or magical affect instead of the holder.";
- mes "Used in holy magic?";
- mes "Sounds good.";
- next;
- break;
- case 2:
- mes "[Phong in Mumbaki]";
- mes "Aha... a stone that disappears after absorbing the curse or magical affect instead of the holder.";
- mes "Used in holy magic?";
- mes "But it does not sound so holy though.";
- next;
- select("Talk about the Holy Water.");
- mes "[Phong in Mumbaki]";
- mes "The name itself suggests holiness.";
- mes "It was blessed by the Holy Water, yes?";
- mes "Sounds good.";
- next;
- break;
- case 3:
- mes "[Phong in Mumbaki]";
- mes "Hmm? It isn't too bad if you are always going to carry it around.";
- mes "But I think something that looks more persuading would be better.";
- next;
- mes "[Phong in Mumbaki]";
- mes "It would be better is there is a holy feel to it...";
- mes "Do you have something that was blessed by your god?";
- next;
- select("Holy Water or Blue Gemstone?");
- mes "[Phong in Mumbaki]";
- mes "The name itself suggests holiness.";
- mes "It was blessed by the Holy Water, yes?";
- mes "Stone that protects the bearer...";
- mes "Sounds perfect.";
- next;
- break;
- }
- mes "[Phong in Mumbaki]";
- mes "Can you find Holy Water and Blue Gemstone that you spoke of?";
- mes "While I'm working on the Spiritual Protection, you can give out the Holy Artifacts.";
- next;
- mes "[Phong in Mumbaki]";
- mes "People's trust toward you will grow stronger if you do that.";
- mes "They will trust and listen to you.";
- mes "Yes, because you will become their heart's savior.";
- next;
- mes "^4d4dffListening to Phong in Mumbaki, you decided to give out Holy Water and Blue Gemstone to the villagers.";
- malaya_hi = 12;
- erasequest 7358;
- setquest 7351;
- close;
- case 2:
- mes "[Phong in Mumbaki]";
- mes "Is that so?";
- mes "Tell me if anything happens.";
- mes "For you, it'll be my pleasure to lend you a hand";
- close;
- }
- } else if (malaya_hi == 12) {
- mes "[Phong in Mumbaki]";
- mes "Holy Water and Blue Gemstone you spoke of will function well. ";
- mes "I hope they can set aside their fear and worries this way...";
- close;
- } else if (malaya_hi == 13) {
- mes "[Phong in Mumbaki]";
- mes "Did you give out your present to everyone?";
- mes "By doing this, you made friends with everyone in the town.";
- next;
- mes "[Phong in Mumbaki]";
- mes "I found ways to build Spiritual Protection.";
- mes "My grandchild Imelda will create it.";
- mes "So don't worry. You don't have to give out any more of your things.";
- erasequest 7365;
- malaya_hi = 20;
- getexp 200000, 200000;
-// SavePPL Soul_Protection
- close;
- } else {
- mes "[Phong in Mumbaki]";
- switch(rand(1, 6)) {
- case 1:
- mes "There was a traveler who is as brave as you. The traveler went by the name of " + $malayaNames$[0] + ". Do you know that person?";
- break;
- case 2:
- mes "There is a traveler recently that has been gaining popularity in the village. The traveler's name was " + $malayaNames$[0] + ". Outsiders seem to be very vigorous.";
- break;
- case 3:
- mes "I have never in my life living as a Mumbaki seen a soul as pure and as strong as that of " + $malayaNames$[0] + "'s. Yes, even stronger and purer than yours.";
- break;
- case 4:
- mes "I witnessed a traveler who flipped backward after stepping on a fruit peel. " + $malayaNames$[1] + ". He cried out 'Ouch! Somebody please help~'. We all had a good laugh.";
- break;
- case 5:
- mes "Welcome! Welcome! You are always welcome around here.";
- break;
- case 6:
- mes "I don't know if you are aware of this, but " + $malayaNames$[0] + " even aided Baryo. I feel good to know that there is a one more good soul around.";
- break;
- }
- next;
- switch (select("Ask for advice.:Bless flowers...")) {
- case 1:
- if (malaya_diwata == 2) {
- mes "[Phong in Mumbaki]";
- mes "Ferry at the Port?";
- mes "So that has happened...";
- mes "Important thing is to first find out why that child is so upset.";
- next;
- mes "[Phong in Mumbaki]";
- mes "In this case, a bribe would work perfectly.";
- mes "Flowers are always the best choice for seducing woman, right?";
- next;
- select("This is not a love consulting.");
- mes "[Phong in Mumbaki]";
- mes "I'm just saying.";
- mes "Dead or alive, that poor soul is just a little girl.";
- next;
- mes "[Phong in Mumbaki]";
- mes "Girls that age will smile even at the falling leaves.";
- mes "Open her heart with an armful of flowers. ";
- next;
- mes "[Phong in Mumbaki]";
- mes "Let's see...";
- mes "^4d4dff3 Mystic Flowers, 3 Elegant Flowers, 3 Pretty Flowers^000000 would be enough to make a Bouquet.";
- next;
- mes "[Phong in Mumbaki]";
- mes "Gather these flowers, and I'll make a Bouquet out of it and bless it.";
- mes "Flowers can be found out side the village.";
- malaya_diwata = 3;
- erasequest 7396;
- setquest 7397;
- close;
- } else if (malaya_diwata == 3) {
- if ((countitem(6509) < 3) || (countitem(6510) < 3) && (countitem(6511) < 3)) {
- mes "[Phong in Mumbaki]";
- mes "There are ^4d4dff3 Mystic Flowers, 3 Elegant Flowers, 3 Pretty Flowers^000000.";
- mes "Do you understand?";
- close;
- }
- mes "[Phong in Mumbaki]";
- mes "Oh... I can smell the scent of flowers from here.";
- mes "I'll gather these and bless them.";
- next;
- mes "-Phong in Mumbaki carries out a blessing ceremony after carefully tying flowers into a Bouquet.-";
- mes "-Just by watching it, holiness overwhelms you.-";
- next;
- mes "[Phong in Mumbaki]";
- mes "Isn't it a beauty?";
- mes "Not bad for a old man huh?";
- mes "I made so many Offering Bouquets in the past that I can make one with my eyes closed now.";
- next;
- mes "[Phong in Mumbaki]";
- mes "Now, deliver this to that child.";
- mes "I hope she opens her heart with this and becomes willing to talk to you.";
- delitem 6509, 3; // Mysterious_Flower
- delitem 6510, 3; // Elegant_Flower
- delitem 6511, 3; // Beautiful_Flower
- getitem 6506, 1; // Memorial_Bouquet
- malaya_diwata = 4;
- erasequest 7397;
- setquest 7398;
- close;
- } else if (malaya_diwata == 4) {
- mes "[Phong in Mumbaki]";
- mes "Take this Bouquet and talk to the spirit that has nested in the boat.";
- close;
- } else if (malaya_diwata > 5) {
- mes "[Phong in Mumbaki]";
- mes "It is a pity to see a misfortunate spirit... just as with that Ferry incident.";
- mes "If you are going to offer a Bouquet for a spirit, I'm always willing to help.";
- close;
- } else {
- mes "[Phong in Mumbaki]";
- mes "There is nothing this old man can tell you.";
- mes "Nothing can beat staying healthy, right?";
- close;
- }
- case 2:
- if (!questprogress(7402)) {
- mes "[Phong in Mumbaki]";
- mes "Who is the floral tribute for?";
- mes "Don't tell me you're making one in advance cause you're lazy?";
- mes "A tribute must be sincere. Don't forget that.";
- close;
- }
- if (countitem(6506) > 0) {
- mes "[Phong in Mumbaki]";
- mes "Isn't it already made?";
- mes "What is that in your hand?";
- mes "Why are you standing around here? Go and give out those flowers.";
- close;
- }
- if ((countitem(6509) < 3) || (countitem(6510) < 3) || (countitem(6511) < 3)) {
- mes "[Phong in Mumbaki]";
- mes "Going to Diwata?";
- mes "You need Mysterious Flowers, Elegant Flowers and Beautiful Flowers, 3 of each, okay?";
- mes "I'll make it when the flowers are ready.";
- close;
- }
- mes "[Phong in Mumbaki]";
- mes "Diwata is some woman.";
- mes "And you going to her every day is something too.";
- next;
- mes "[Phong in Mumbaki]";
- mes "Hey, here's the Bouquet.";
- mes "Make offerings with your soul and wish for a fruitful day.";
- delitem 6509, 3; // Mysterious_Flower
- delitem 6510, 3; // Elegant_Flower
- delitem 6511, 3; // Beautiful_Flower
- getitem 6506, 1; // Memorial_Bouquet
- close;
- }
- }
-}
-
-malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{
- if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
- mes "- Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- if (malaya_hi < 10) {
- mes "[Imelda]";
- mes ".... Hmm.";
- close;
- } else if (malaya_hi < 20) {
- mes "[Imelda]";
- mes "..........";
- mes "Not bad.";
- mes "I have my eyes on you. Let's see how you do in this town.. *chuckle*";
- next;
- mes "- She is a rather annoying little girl. -";
- close;
- } else if (malaya_hi == 20) {
- mes "[Imelda]";
- mes "Aren't you the hero who recently got on the villagers good side with the cheap foreign Holy Artifact?";
- mes "What's up?";
- next;
- select ("You want to make a traditional Spiritual Protection?");
- mes "[Imelda]";
- mes "Yes. My grandfather found a way.";
- mes "I'm going to make it.";
- next;
- mes "[Imelda]";
- mes "This is my job and nobody else's.";
- mes "Protecting traditions is my job.";
- next;
- switch (select("Is that so?:Good luck on your own!")) {
- case 1:
- if (BaseLevel < 100) {
- mes "[Imelda]";
- mes "Of course.";
- mes "And to get help from someone as... weak as you is not such a good idea.";
- next;
- mes "[Imelda]";
- mes "Getting the materials is not as easy as it sounds.";
- mes "Maybe when you become stronger, yes, but not now. Never.";
- close;
- }
- mes "[Imelda]";
- mes "What then?";
- mes "You're going to get the materials?";
- mes "Fine I'll accept your proposal.";
- next;
- select ("....?!");
- mes "[Imelda]";
- mes "If you wanted to help me out so much, why didn't you say so from the beginning?";
- mes "Or ask my grandfather?";
- next;
- mes "[Imelda]";
- mes "If you are so enthusiastic about making a Spiritual Protection.";
- mes "I'd have to give up, won't I?";
- next;
- mes "[Imelda]";
- mes "Now, the needed materials are ^4d4dff6 Sharpened Bamboos, 6 Salt bags and 6 Silver Crosses^000000.";
- next;
- mes "[Imelda]";
- mes "You'll have to manufacture the salt yourself at the north western beach.";
- mes "You'll find the pits I've made there.";
- next;
- mes "[Imelda]";
- mes "Go to Pandoi at the weapon shop for the Silver Crosses.";
- mes "He promised to make me some.";
- next;
- mes "[Imelda]";
- mes "Sharpened Bamboos you can get at Baryo or from a nearby forest.";
- mes "You got all that?";
- next;
- mes "[Imelda]";
- mes "Now's the time to prove your prowess!";
- malaya_hi = 21;
- setquest 7366;
- close;
- case 2:
- mes "[Imelda]";
- mes "Indeed.";
- mes "I will protect the village!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Now I haven't seen any Spiritual Protections made with those!";
- mes "Interesting~";
- mes "I'm sure you'll do just fine~";
- mes "Ha ha ha ha~";
- next;
- mes "[Imelda]";
- mes "Stop annoying me and go away!";
- close;
- }
- } else if (malaya_hi == 21) {
- if ((countitem(6501) < 6) || (countitem(6500) < 6) || (countitem(6502) < 6)) {
- mes "[Imelda]";
- mes "I'll approve you as worthy if you bring all the materials for the Spiritual Protection!";
- next;
- mes "[Imelda]";
- mes "Manufacture the salt at the north western beach and bamboos grow in Baryo Mahiwaga.";
- mes "Ask Pandoi to make the Silver Crosses.";
- mes "Don't forget to get 6 of each.";
- close;
- }
- mes "[Imelda]";
- mes "... Oh... My, you really did get them?";
- mes "You're better than I thought.";
- mes "That was not a compliment at all!";
- next;
- mes "[Imelda]";
- mes "Now I'm going through the holy ritual to make a traditional Spiritual Protection.";
- mes "Give them to me! And don't bother me during the process!";
- malaya_hi = 22;
- delitem 6500, 6; // Sharp_Bamboo
- delitem 6501, 6; // Salt_Bag
- delitem 6502, 6; // Silver_Cross
- erasequest 7366;
- setquest 7367;
- close;
- } else if (malaya_hi == 22) {
- .@playtime = questprogress(7367, PLAYTIME);
- if (.@playtime == 1) {
- mes "Imelda is in ritual with a devout aura, compared to when she streamed invectives.";
- mes "Better not disturb her.";
- close;
- } else if (.@playtime == 2) {
- mes "[Imelda]";
- mes "Still here?";
- mes "Of course, you want to see how much better my Spiritual Protection is compared to that cheap Holy Artifact.";
- next;
- mes "[Imelda]";
- mes "Fine.";
- mes "Now go and give these Spiritual Protections to the people!";
- mes "You have all the rights to do so!";
- mes "*Giggles*";
- next;
- mes "Took the Spiritual Protection, despite her ridiculous logic and vigor.";
- mes "Let's give them to the villagers.";
- malaya_hi = 23;
- getitem 6503, 6; // Soul_Protection
- erasequest 7367;
- setquest 7368;
- setquest 7369;
- setquest 7370;
- setquest 7371;
- setquest 7372;
- setquest 7373;
- setquest 7374;
- close;
- } else {
- mes "[Imelda]";
- mes "Don't disturb the ritual and go away.";
- mes "Please wait while I make the Spiritual Protection.";
- setquest 7367;
- close;
- }
- } else if (malaya_hi == 23) {
- mes "[Imelda]";
- mes "The ones who gets the Spiritual Protections are on the list.";
- mes "Go and give them the new Spiritual Protections";
- next;
- mes "[Imelda]";
- mes "Such a kind person like yourself will surely do it, won't you? ";
- mes "*Smirk*";
- close;
- } else if (malaya_hi == 24) {
- mes "[Imelda]";
- mes "... You really did what I asked you?";
- mes "You know what? I give up.";
- mes "I thought you'd leave after getting something from this town with sweet talk...";
- next;
- mes "[Imelda]";
- mes "I apologize for my rude behavior.";
- mes "....This is something to go with the apology.";
- next;
- mes "[Imelda]";
- mes "I'd be happy if you could help me, because the Spiritual Protections needs to be made every day.";
- malaya_hi = 25;
- erasequest 7374;
- erasequest 7379;
- setquest 7375;
-// if (IsPremiumPcCafe == 10)
- getitem 6497, 2; // Lesser_Agimat
-// else
-// getitem 6497, 1; // Lesser_Agimat
- getexp 200000,200000;
- if (rand(2))
- $malayaNames$[0] = strcharinfo(0);
- close;
- } else {
- mes "[Imelda]";
- mes "Hello there.";
- mes "Did you enjoy the scenery of Malaya?";
- mes "It's nice to have a chat with friends on a Jeepney.";
- next;
- switch (select("I'll help you making Spiritual Protections.:Love and Spiritual Protection for all.")) {
- case 1:
- if (questprogress(7380)) {
- if ((countitem(6501) < 6) || (countitem(6502) < 6) || (countitem(6500) < 6)) {
- mes "[Imelda]";
- mes "Materials for making a Spiritual Protection are";
- mes "Salt Bags, Silver Crosses and Sharpened Bamboos, 6 of each.";
- next;
- mes "[Imelda]";
- mes "Salt form the north western beach, Silver Crosses from Pandoi, and Sharpened Bamboos from near Baryo.";
- close;
- }
- mes "[Imelda]";
- mes "Yes, you got everything precisely.";
- mes "Thanks for the help.";
- next;
- mes "[Imelda]";
- mes "It'll be nice if you could help again tomorrow.";
- mes "Here's something for your trouble.";
- delitem 6500, 6; // Sharp_Bamboo
- delitem 6501, 6; // Salt_Bag
- delitem 6502, 6; // Silver_Cross
- erasequest 7380;
- setquest 7381;
-// if (IsPremiumPcCafe == 10)
- getitem 6497, 2; // Lesser_Agimat
-// else
-// getitem 6497, 1; // Lesser_Agimat
- getexp 200000,200000;
- close;
- } else {
- .@playtime = questprogress(7381, PLAYTIME);
- if (.@playtime == 1) {
- mes "[Imelda]";
- mes "I appreciate your kindness, but we have enough for today.";
- mes "I'll ask for you when I need more materials.";
- close;
- } else if (.@playtime == 2) {
- mes "[Imelda]";
- mes "Very good timing.";
- mes "I ran out of materials for today's Spiritual Protections.";
- mes "Could you go for them now?";
- erasequest 7381;
- next;
- switch (select("Sure.:I need some preparations.")) {
- case 1:
- mes "[Imelda]";
- mes "As usual then.";
- mes "6 Salt Bags. Silver Crosses and Sharpened Bamboos, please.";
- setquest 7380;
- close;
- case 2:
- mes "[Imelda]";
- mes ".......I see.";
- mes "I'll be waiting then.";
- close;
- }
- } else {
- mes "[Imelda]";
- mes "That is great news indeed.";
- mes "You know what you need for making Spiritual Protections?";
- mes "Of course, it's not your first time...";
- next;
- mes "[Imelda]";
- mes "I'll leave you to it then.";
- mes "6 Salt Bags. Silver Crosses and Sharpened Bamboos, please.";
- setquest 7380;
- close;
- }
- }
- case 2:
- if (questprogress(7374)) {
- if (!questprogress(7379)) {
- mes "[Imelda]";
- mes "Please deliver these new Spiritual Protections to the villagers.";
- mes "You know them, right?";
- close;
- }
- mes "[Imelda]";
- mes "They cannot rely on these Spiritual Protections forever...";
- mes "It would be much better to have a strong mind such as yours.";
- next;
- mes "[Imelda]";
- mes "Strong spirits are full of light.";
- mes "Those of the dark cannot approach due the blinding light";
- next;
- mes "[Imelda]";
- mes "I guess that's it for today.";
- mes "Thank you very much.";
- setquest 7375;
- erasequest 7374;
- erasequest 7379;
-// if (IsPremiumPcCafe == 10)
- getitem 6497, 2; // Lesser_Agimat
-// else
-// getitem 6497, 1; // Lesser_Agimat
- getexp 200000,200000;
- if (rand(2))
- $malayaNames$[0] = strcharinfo(0);
- close;
- } else {
- .@playtime = questprogress(7375, PLAYTIME);
- if (.@playtime == 1) {
- mes "[Imelda]";
- mes "The Spiritual Protections given before will still be in effect";
- mes "It's okay for now.";
- close;
- } else if (.@playtime == 2) {
- mes "[Imelda]";
- mes "I was wondering when you would drop by.";
- mes "Could you deliver Spiritual Protections to the folks today?";
- erasequest 7375;
- next;
- if (select("Of course.:Not today.") == 2) {
- mes "[Imelda]";
- mes "Yes.";
- mes "Why not take a stroll in Malaya today?";
- mes "Of course, you'll still encounter ghosts here and there.";
- close;
- }
- if (questprogress(7381) == 1) {
- mes "[Imelda]";
- mes "Thank you very much.";
- mes "Come back when you've given them all out.";
- setquest 7374;
- setquest 7368;
- setquest 7369;
- setquest 7370;
- setquest 7371;
- setquest 7372;
- setquest 7373;
- getitem 6503, 6; // Soul_Protection
- close;
- } else {
- mes "[Imelda]";
- mes "Thanks for your concern, but I couldn't make any because I ran out of materials.";
- mes "Shame, is it not?";
- mes "I do hope there's somebody willing to get them for me.";
- close;
- }
- } else {
- mes "[Imelda]";
- mes "Are you at peace? I could feel your serenity all the way from here.";
- mes "You want to spend that extra time for me?";
- next;
- mes "[Imelda]";
- mes "Could you give out these Spiritual Protections to the villagers for me?";
- next;
- switch (select("Yes.:Not today.") == 2) {
- mes "[Imelda]";
- mes "Yes.";
- mes "Why not take a stroll in Malaya today?";
- mes "Of course, you'll still encounter ghosts here and there.";
- close;
- }
- if (questprogress(7381, PLAYTIME) == 1) {
- mes "[Imelda]";
- mes "Thank you very much.";
- mes "Come back when you've given them all out.";
- setquest 7374;
- setquest 7368;
- setquest 7369;
- setquest 7370;
- setquest 7371;
- setquest 7372;
- setquest 7373;
- getitem 6503, 6; // Soul_Protection
- close;
- } else {
- mes "[Imelda]";
- mes "Thanks for your concern, but I couldn't make any because I ran out of materials.";
- mes "Shame, is it not?";
- mes "I do hope there's somebody willing to get them for me.";
- close;
- }
- }
- }
- break;
- }
- }
- end;
-}
-
-malaya,181,353,5 script Old Man Nardo#malaya 4_M_BARYO_OLD,{
- if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
- mes "- Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- if (malaya_hi < 10) {
- mes "[Old Man Nardo]";
- mes ".......";
- mes "Not from around here, I see. I have nothing to say.";
- close;
- } else if (malaya_hi == 10) {
- if (questprogress(7353) == 2) {
- mes "[Old Man Nardo]";
- mes "How about lending a hand for a poor old man?";
- mes "I don't care if it's just a sleeve of your shirt, just give me something with your vigor.";
- next;
- mes "[Old Man Nardo]";
- mes "You know, I've not long to go now...";
- mes "Help me be at peace along the way.";
- close;
- } else {
- mes "[Old Man Nardo]";
- mes "Y... You!!";
- mes "You're the young one with such strong spirit to fend off ghosts of darkness?!";
- mes "Would it be... Possible to share some of your spirit with me?";
- next;
- mes "[Old Man Nardo]";
- mes "I have trouble sleeping because of the mischievous ghosts around town, and my back hurts when it rains.";
- next;
- mes "[Old Man Nardo]";
- mes "Please share that miraculous spirit of yours with me.";
- mes "How about just a button of yours?";
- next;
- mes "-The troubled villagers desire your belongings because you fend off the ghosts. -";
- setquest 7353;
- completequest 7353;
- if (questprogress(7352) + questprogress(7353) + questprogress(7354) + questprogress(7355) + questprogress(7356) + questprogress(7357) > 9) {
- next;
- mes "-So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-";
- malaya_hi = 11;
- setquest 7358;
- }
- close;
- }
- } else if (malaya_hi == 11) {
- mes "[" + strcharinfo(0) + "]";
- mes "He'll rake off all my buttons if I talk to him now.";
- mes "Must counsel with Mumbaki first!";
- close;
- } else if (malaya_hi == 12) {
- if (questprogress(7360)) {
- mes "[Old Man Nardo]";
- mes "To be honest, I do not believe that this Holy Artifact has any abilities.";
- mes "It's just for the peace of mind.";
- next;
- mes "[Old Man Nardo]";
- mes "Nevertheless, I see you differently now";
- mes "To exclude just because someone's an outsider doesn't seem like a good idea anymore.";
- mes "I'm sorry I ignored you.";
- close;
- }
- if (!countitem(523) || !countitem(717)) {
- mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000";
- close;
- }
- mes "[Old Man Nardo]";
- mes "So, changed your mind about sharing your spirit?";
- next;
- select("Hand over the prepared items.");
- mes "[Old Man Nardo]";
- mes "Ahh... Thank you.";
- mes "Now I can be at peace for some time...";
- mes "...Peace is always good. Yes.";
- next;
- mes "- Gave Holy Water and Blue Gemstone to Old Man Nardo.-";
- delitem 717, 1; //Blue_Gemstone
- delitem 523, 1; //Holy_Water
- setquest 7360;
- completequest 7360;
- if (questprogress(7359) == 2 && questprogress(7360) == 2 && questprogress(7361) == 2
- && questprogress(7362) == 2 && questprogress(7363) == 2 && questprogress(7364) == 2) {
- mes "-With the Old Man as last, enough Holy Artifacts have been given out.-";
- malaya_hi = 13;
- erasequest 7351;
- setquest 7365;
- }
- close;
- } else if ((malaya_hi > 12) && (malaya_hi < 20)) {
- mes "[Old Man Nardo]";
- mes "To be honest, I do not believe that this Holy Artifact has any abilities.";
- mes "It's just for the peace of mind.";
- next;
- mes "[Old Man Nardo]";
- mes "When you have the time, could you help me out with something?";
- mes "I'm fine now... I mean later.";
- close;
- } else {
- mes "[Old Man Nardo]";
- switch(rand(1, 6)) {
- case 1:
- mes "Do you know Capre? I hear " + $malayaNames$[1] + " travelers are helping out Capre... Anyhow...";
- break;
- case 2:
- mes "There are plenty of Spiritual Protection these days. " + $malayaNames$[0] + " was keen at giving out Spiritual Protections. Is it a tradition where you come from?";
- break;
- case 3:
- mes "I hear that, between merchants, " + $malayaNames$[1] + "? The name seems to pop up a lot. He seems to be talented in the business.";
- break;
- case 4:
- mes "Once, I saw a traveler who slipped on a piece of fruit. 'Someone help " + $malayaNames$[1] + "~' he shouted, which gave me a good laugh.";
- break;
- case 5:
- mes "Ah, you again? Thanks for the help back then.";
- break;
- case 6:
- mes "I hear that " + $malayaNames$[2] + " is famous in Baryo. Why don't you try for some fame?";
- break;
- }
- mes "What is it?";
- next;
- switch (select("Speak.:Give Spiritual Protection.:The Old Man and the Cast Iron Cauldron")) {
- case 1:
- mes "[Old Man Nardo]";
- mes "Port Malaya is a beautiful city.";
- mes "The old and new are in perfect harmony.";
- next;
- mes "[Old Man Nardo]";
- mes "Of course there's the recent problem with ghosts wondering about...";
- mes "It relieves me that you and other young people are working hard on it.";
- mes "Thank you.";
- close;
- case 2:
- if (questprogress(7374) && questprogress(7369)) {
- if (!countitem(6503)) {
- mes "^4d4dffThere's no Spiritual Protection to give to the Old Man.^000000";
- close;
- }
- mes "[Old Man Nardo]";
- mes "Is this a new Spiritual Protection made from traditional methods?";
- mes "I am grateful that you'd replace mine with a new one.";
- mes "I am always in your and Imelda's debt.";
- next;
- mes "-Delivered the Spiritual Protection to Old Man Nardo.-";
- delitem 6503, 1; // Soul_Protection
- erasequest 7369;
- setquest 7383;
- if (questprogress(7382) + questprogress(7383) + questprogress(7384) + questprogress(7385) + questprogress(7386) + questprogress(7387) > 5) {
- mes "- With the Old Man as last, all Spiritual Protections have been delivered. Head back to Imelda.-";
- if (malaya_hi == 23) {
- malaya_hi = 24;
- }
- setquest 7379;
- erasequest 7382;
- erasequest 7383;
- erasequest 7384;
- erasequest 7385;
- erasequest 7386;
- erasequest 7387;
- }
- close;
- } else {
- mes "[Old Man Nardo]";
- mes "What? A new Spiritual Protection?";
- mes "I'm okay. I still have the one you gave me before.";
- mes "Could you give me a new one when this one wears out?";
- close;
- }
- break;
- case 3:
- if (BaseLevel < 100) {
- mes "[Old Man Nardo]";
- mes "Hmm... You don't look strong enough to travel to Baryo.";
- mes "I'm sorry but I can't let you carry the precious Cast Iron Cauldron.";
- close;
- }
- if (questprogress(7378, PLAYTIME) == 1) {
- mes "[Old Man Nardo]";
- mes "You've delivered the Cast Iron Cauldron to Baryo, so that's enough for today.";
- mes "No matter how strong a cauldron is, even with the toughest cast iron, it only lasts a day.";
- next;
- mes "[Old Man Nardo]";
- mes "Help me out again tomorrow if you can.";
- close;
- } else if (questprogress(7378, PLAYTIME) == 2) {
- mes "[Old Man Nardo]";
- mes "Hey there!";
- mes "So, are you well and well fed?";
- mes "Come back again when you have the time.";
- next;
- mes "[Old Man Nardo]";
- mes "It's about the Cast Iron Cauldron, but it can wait for after your current errand.";
- erasequest 7378;
- close;
- } else {
- if (questprogress(7377)) {
- if (countitem(6503) < 5) {
- mes "[Old Man Nardo]";
- mes "Did you deliver the cauldron in one piece?";
- mes "Kiko in Mumbaki should have given you a Spiritual Protection. Do you have it?";
- mes "You must have left it somewhere. Go fetch it please.";
- close;
- }
- mes "[Old Man Nardo]";
- mes "Good. It's the Spiritual Protection promised by Kiko in Mumbaki in return.";
- mes "I know Imelda makes them and you bring them every day, but more the Spiritual Protections, the better.";
- next;
- mes "[Old Man Nardo]";
- mes "Please stop by again.";
- mes "I always prepare the Cast Iron Cauldron needed at Baryo.";
- delitem 6503, 5; // Soul_Protection
- setquest 7378;
- erasequest 7377;
-// if (IsPremiumPcCafe == 10)
- getitem 6497, 2; // Lesser_Agimat
-// else
-// getitem 6497, 1; // Lesser_Agimat
- getexp 200000,200000;
- if (!rand(3))
- $malayaNames$[2] = strcharinfo(0);
- close;
- } else {
- if (questprogress(7376)) {
- mes "[Old Man Nardo]";
- mes "Go to Kiko in Mumbaki at Baryo Mahiwaga and deliver the Cast Iron Cauldron.";
- mes "This should help against the Bakonawa troubles.";
- close;
- } else {
- mes "[Old Man Nardo]";
- mes "Yes, the Cast Iron Cauldron.";
- mes "Go to Kiko in Mumbaki at Baryo Mahiwaga and deliver the Cast Iron Cauldron.";
- mes "I'd like you to do it for me...";
- next;
- switch (select("Cast Iron Cauldron??:I'll do it.:I'm busy right now.")) {
- case 1:
- mes "[Old Man Nardo]";
- mes "It's because of the Bakonawa.";
- mes "Beat the cauldron and the surprised Bakonawa spits back out the moon.";
- next;
- mes "[Old Man Nardo]";
- mes "Baryo Mahiwaga is close to where Bakonawa lives, so they are always prepared for trouble.";
- next;
- mes "[Old Man Nardo]";
- mes "Enough Cast Iron Cauldrons must be prepared for beating.";
- mes "But the forge is better here.";
- mes "So I deliver them every day.";
- close;
- case 2:
- mes "[Old Man Nardo]";
- mes "This is the Cast Iron Cauldron. They have fine blacksmiths in Malaya.";
- mes "Deliver this to Kiko in Mumbaki at the nearby town of Baryo Mahiwaga.";
- setquest 7376;
- getitem 6504, 5; // Cast_Iron_Caldron
- close;
- case 3:
- mes "[Old Man Nardo]";
- mes "Is that so.";
- mes "I'm sorry, you must be very busy.";
- close;
- }
- }
- }
- }
- break;
- }
- }
- end;
-}
-
-malaya,224,267,3 script Romel#malaya 4_M_MAYOR,{
- if (malaya_hi < 10) {
- mes "[Romel]";
- mes ".........";
- mes " ";
- mes "(He evades your gaze and ignores you.)";
- close;
- } else if (malaya_hi == 10) {
- if (questprogress(7357) == 2) {
- mes "[Romel]";
- mes "....So cold-hearted.";
- mes "And here we are, always trembling in anxiety...";
- next;
- mes "[Romel]";
- mes "Not even allowed the peace of mind...";
- close;
- } else {
- mes "[Romel]";
- mes "Ahh....";
- mes "... You..";
- mes "I'm sorry I ignored you.";
- mes "But... you must be the one they're talking about...";
- next;
- mes "[Romel]";
- mes "Are you the one who fends off the ghosts?";
- mes "If it's okay with you, can I have one of your belongings or some hair?";
- next;
- mes "[Romel]";
- mes "I want to carry it... Like a charm of sort.";
- next;
- mes "-The troubled villagers desire your belongings because you fend off the ghosts. -";
- setquest 7357;
- completequest 7357;
- if (questprogress(7352) + questprogress(7353) + questprogress(7354) + questprogress(7355) + questprogress(7356) + questprogress(7357) > 9) {
- next;
- mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-";
- malaya_hi = 11;
- setquest 7358;
- }
- close;
- }
- } else if (malaya_hi == 11) {
- mes "Romel looks in your way with a sad look.";
- mes "He'll surely take a hair or pull a sleeve if he had his way!";
- close;
- } else if (malaya_hi == 12) {
- if (questprogress(7364)) {
- mes "[Romel]";
- mes "Frankly speaking, it's for the peace of mind.";
- mes "With it, I could face them with more boldness.";
- next;
- mes "[Romel]";
- mes "I mean, I'm relying on such items,";
- mes "but I am braver with them.";
- close;
- }
- if (!countitem(523) || !countitem(717)) {
- mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000";
- close;
- }
- mes "[Romel]";
- mes "...What is it?";
- next;
- select ("Hand him the prepared items");
- mes "[Romel]";
- mes "Oh... Thank you.";
- mes "I can feel your spirit.";
- mes "This will keep me safe.";
- next;
- mes "[Romel]";
- mes "Hey... Could you give some for my daughter as well?";
- next;
- mes "- Gave Romel the prepared Holy Water and Blue Gemstone.-";
- delitem 717, 1; //Blue_Gemstone
- delitem 523, 1; //Holy_Water
- setquest 7364;
- completequest 7364;
- if (questprogress(7359) == 2 && questprogress(7360) == 2 && questprogress(7361) == 2
- && questprogress(7362) == 2 && questprogress(7363) == 2 && questprogress(7364) == 2) {
- mes "-With Romel as last, I think enough Holy Artifacts have been given.-";
- malaya_hi = 13;
- erasequest 7351;
- setquest 7365;
- }
- close;
- } else if (malaya_hi == 13) {
- mes "[Romel]";
- mes "The Holy Artifact is in good hands.";
- mes "Same with my daughter.";
- close;
- } else {
- mes "[Romel]";
- mes "Hello there.";
- switch(rand(1, 6)) {
- case 1:
- mes "Ha ha, I had a dream last night, you see, and there was " + $malayaNames$[0] + " in the dream. Ha ha... Strange indeed...";
- break;
- case 2:
- mes "Sometimes, my wife makes these sounds in her sleep. " + $malayaNames$[0] + "... " + $malayaNames$[0] + "... she says. Who is it? Do you know?! Is she possessed by a ghost?";
- break;
- case 3:
- mes "It's all thanks to " + $malayaNames$[0] + " for changing the atmosphere of the house. It seems like we were saved by the Holy Artifact and Spiritual Protection.";
- break;
- case 4:
- mes "The people of the neighboring Baryo Mahiwaga are so strong. Even their children play in the forest. I can't imagine myself doing that.";
- break;
- case 5:
- mes "Without the slightest doubt, the most famous person in town is " + $malayaNames$[2] + ". Even famous in Baryo they say.";
- break;
- case 6:
- mes "Merchant Woeon says 'Our " + $malayaNames$[1] + " sir/ma'am' 'we " + $malayaNames$[1] + " sir/ma'am' during drinking. I wonder what happened between the two of them?";
- break;
- }
- next;
- if (select("Give Spiritual Protection:How are things?") == 2) {
- mes "[Romel]";
- mes "I am at peace these days.";
- close;
- }
- if (!questprogress(7374) || !questprogress(7373)) {
- mes "[Romel]";
- mes "A new Spiritual Protection?";
- mes "The one you gave me before still works fine.";
- mes "I'm okay for now.";
- close;
- }
- if (!countitem(6503)) {
- mes "^4d4dffThere are no Spiritual Protections to give to Romel.^000000";
- close;
- }
- mes "[Romel]";
- mes "A new Spiritual Protection.";
- mes "I was thinking this one had worn out... Thanks for coming.";
- mes "This Spiritual Protection will also protect us.";
- next;
- mes "- Delivered Romel his Spiritual Protection.-";
- delitem 6503, 1; // Soul_Protection
- erasequest 7373;
- setquest 7387;
- if (questprogress(7382) + questprogress(7383) + questprogress(7384) + questprogress(7385) + questprogress(7386) + questprogress(7387) > 5) {
- mes "- With Romel as last, all Spiritual Protections have been delivered. Head back to Imelda.-";
- if (malaya_hi == 23) {
- malaya_hi = 24;
- }
- setquest 7379;
- erasequest 7382;
- erasequest 7383;
- erasequest 7384;
- erasequest 7385;
- erasequest 7386;
- erasequest 7387;
- }
- close;
- }
- end;
-}
-
-malaya,223,267,5 script Talah#malaya 4_F_DST_CHILD,{
- if (malaya_hi < 10) {
- mes "[Talah]";
- mes "..........gasp!";
- mes " ";
- mes "(When your eyes met with hers, she ran and hid behind her father.)";
- close;
- } else if (malaya_hi == 10) {
- if (questprogress(7356) == 2) {
- mes "[Talah]";
- mes "Talah might be taken away tonight.";
- mes "Scary kids might come to Talah.";
- next;
- mes "When Talah tugs at Romel's shirt, Romel looks at you with a sad gaze.";
- mes "Better do something before they take a button from you...";
- close;
- } else {
- mes "[Talah]";
- mes "....I..umm... that.....";
- mes ".........oh... Daddy....";
- next;
- mes "[Romel]";
- mes "Hey, could you give my daughter a button or some hair of yours?";
- mes "She has trouble sleeping at night .......";
- next;
- mes "[Romel]";
- mes "Wouldn't she be able to sleep well if she had something from you as a lucky charm?";
- next;
- mes "- The troubled villagers desire your belongings because you fend off the ghosts. -";
- setquest 7356;
- completequest 7356;
- if (questprogress(7352) + questprogress(7353) + questprogress(7354) + questprogress(7355) + questprogress(7356) + questprogress(7357) > 9) {
- next;
- mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki. -";
- malaya_hi = 11;
- setquest 7358;
- }
- close;
- }
- } else if (malaya_hi == 11) {
- mes "Talah looks from you to her father with inquisitive eyes.";
- close;
- } else if (malaya_hi == 12) {
- if (questprogress(7363)) {
- mes "[Talah]";
- mes "I dont know for sure";
- mes "but I get a warm feel from them.";
- mes "Daddy's braver now and that makes Talah stronger too.";
- close;
- }
- if (!countitem(523) || !countitem(717)) {
- mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000";
- close;
- }
- mes "[Talah]";
- mes ".... Can I say hello?";
- mes "Hello... there...";
- next;
- select("Give the prepared items.");
- mes "[Talah]";
- mes "Pretty blue stones...!";
- mes "Oooooh~ They're beautiful!";
- mes "Is this stone going to keep Talah safe?";
- next;
- mes "- Delivered the Holy Water and Blue Gemstone to Talah. -";
- delitem 717, 1; //Blue_Gemstone
- delitem 523, 1; //Holy_Water
- setquest 7363;
- completequest 7363;
- if (questprogress(7359) == 2 && questprogress(7360) == 2 && questprogress(7361) == 2
- && questprogress(7362) == 2 && questprogress(7363) == 2 && questprogress(7364) == 2) {
- mes "-With Talah as last, I think enough Holy Artifacts have been given.-";
- malaya_hi = 13;
- erasequest 7351;
- setquest 7365;
- }
- close;
- } else if (malaya_hi == 13) {
- mes "[Talah]";
- mes "Daddy told me to hold on to the Holy Artifact really tight.";
- mes "So it keeps away bad ghosts...";
- close;
- } else {
- mes "[Talah]";
- mes "Hello...";
- next;
- if (select("Give Spiritual Protection.:Hi there?") == 2) {
- mes "[Talah]";
- mes "...Hey...Thank you.";
- mes "You're keeping us safe aren't you?";
- close;
- }
- if (questprogress(7374) && questprogress(7372)) {
- if (!countitem(6503)) {
- mes "^4d4dffThere is no Spiritual Protection to give to Talah.^000000";
- close;
- }
- mes "[Talah]";
- mes "Is this a new Spiritual Protection?";
- mes "Thank you.";
- mes "Talah can sleep well now with the Spiritual Protection.";
- mes "Daddy likes it too.";
- next;
- mes "- Delivered new Spiritual Protection to Talah.-";
- delitem 6503, 1; // Soul_Protection
- erasequest 7372;
- setquest 7386;
- if (questprogress(7382) + questprogress(7383) + questprogress(7384) + questprogress(7385) + questprogress(7386) + questprogress(7387) > 5) {
- mes "- With Talah as last, all Spiritual Protections have been delivered. Head back to Imelda. -";
- if (malaya_hi == 23) {
- malaya_hi = 24;
- }
- setquest 7379;
- erasequest 7382;
- erasequest 7383;
- erasequest 7384;
- erasequest 7385;
- erasequest 7386;
- erasequest 7387;
- }
- close;
- } else {
- mes "[Talah]";
- mes "Umm...";
- mes "The one you gave before still keeps Talah safe.";
- mes "I'm okay.";
- close;
- }
- }
- end;
-}
-
-malaya,62,274,0 script Sand Trap#malaya 4_SOIL,{
- if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
- mes "- Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- if (!questprogress(7366) && !questprogress(7380)) {
- mes "A device to evaporate sea water is buried in the sand...";
- close;
- }
- if (countitem(6501) >= 6) {
- mes "There's enough salt.";
- close;
- }
- mes "A device to evaporate sea water is installed in the Sand Trap.";
- next;
- mes "Salt can be scraped off the dried leaves";
- mes "someone scattered on the sea water.";
- close2;
- progressbar "0xffff00", 5;
- disablenpc strnpcinfo(0);
- initnpctimer;
- getitem 6501, 1; // Salt_Bag
- mes "[" + strcharinfo(0) + "]";
- mes "This should be enough.";
- close;
-
-OnTimer30000:
- enablenpc strnpcinfo(0);
- stopnpctimer;
- end;
-}
-malaya,66,277,0 duplicate(Sand Trap#malaya) Sand Trap#malaya01 4_SOIL
-malaya,70,282,0 duplicate(Sand Trap#malaya) Sand Trap#malaya02 4_SOIL
-
-ma_fild01,178,206,0 script Black Bamboo#malaya CLEAR_NPC,4,4,{
- if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
- mes "- Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- if (!questprogress(7366) && !questprogress(7380)) {
- mes "There's a short and black bamboo tree.";
- close;
- }
- if (countitem(6500) >= 6) {
- mes "There's enough Sharpened Bamboos...";
- close;
- }
- mes "There's bamboo here with black cane and leaves.";
- mes "If some of it is cut off and sharpened, I think it will suffice for the Sharpened Bamboo Imelda wanted.";
- close2;
- progressbar "0xffff00", 3;
- disablenpc strnpcinfo(0);
- initnpctimer;
- getitem 6500, 1; //Sharp_Bamboo
- mes "[" + strcharinfo(0) + "]";
- mes "I knew I could do this!";
- close;
-OnTouch:
- if (questprogress(7366) || questprogress(7380)) {
- specialeffect EF_LEVEL99_4;
- }
- end;
-OnTimer30000:
- enablenpc strnpcinfo(0);
- stopnpctimer;
- end;
-}
-ma_fild01,225,186,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya01 CLEAR_NPC,4,4
-ma_fild01,230,244,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya02 CLEAR_NPC,4,4
-ma_fild01,174,238,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya03 CLEAR_NPC,4,4
-ma_fild01,180,273,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya04 CLEAR_NPC,4,4
-ma_fild01,179,145,0 duplicate(Black Bamboo#malaya) Black Bamboo#malaya05 CLEAR_NPC,4,4
-
-malaya,295,171,3 script Collection Dealer Woeon 4_M_MALAYA,{
- if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
- mes "- Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- if (malaya_hi < 10) {
- mes "[Woeon]";
- mes "Urghh... Urgh... I got a headache...";
- mes "My headache must have been brought to me by you from out of town!";
- mes "Go away. Shoo, leave!";
- close;
- } else if (malaya_hi == 10) {
- if (questprogress(7355) == 2) {
- mes "[Woeon]";
- mes "Now, look here my friend...";
- mes "This can all be solved by giving me a button.";
- mes "It doesn't look so expensive either.";
- close;
- } else {
- mes "[Woeon]";
- mes "Aha! You're the one they're all talking about!";
- mes "I was kinda rude right? Forget about it!";
- mes "Yes, do forget...";
- next;
- mes "[Woeon]";
- mes "If you're in dire need, I could get you a job around here you know..";
- mes ".... Could you give me some of your things?";
- next;
- mes "[Woeon]";
- mes "I heard the rumors about you shooing away the ghosts!";
- mes "Can't you see my shaking hands from fear of them ghosts?";
- mes "I'll feel much better if you could just give me a button off your sleeve...";
- next;
- mes "- The troubled villagers desire your belongings because you fend off the ghosts. -";
- setquest 7355;
- completequest 7355;
- if (questprogress(7352) + questprogress(7353) + questprogress(7354) + questprogress(7355) + questprogress(7356) + questprogress(7357) > 9) {
- next;
- mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-";
- malaya_hi = 11;
- setquest 7358;
- }
- close;
- }
- } else if (malaya_hi == 11) {
- mes "[Woeon]";
- mes "Sigh... Life is so tough these days.";
- mes "Why did ghosts come along to bother me so.";
- mes "I wish I had a lucky charm or something...";
- next;
- mes "[Woeon]";
- mes "Why won't you give me one of your belongings so I could keep as a charm?";
- mes "Come on, one sock could save a man's life, you know.";
- mes "Cold hearted son of a...";
- close;
- } else if (malaya_hi == 12) {
- if (questprogress(7362)) {
- mes "[Woeon]";
- mes "Hmm. Look at my hands.";
- mes "Less shaky, eh?";
- mes "Isn't that so?";
- close;
- }
- if (!countitem(523) || !countitem(717)) {
- mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000";
- close;
- }
- mes "[Woeon]";
- mes "Humph! What do you want?";
- next;
- select ("Give the prepared items.");
- mes "[Woeon]";
- mes "Oh dear... Forget about the thing back there.";
- mes "You see, I was haunted by another ghost after you left...";
- mes "No hard feelings..";
- next;
- mes "[Woeon]";
- mes "Is this the source of your spirit?";
- mes "It feels kinda cool!";
- mes "Perhaps this will fend off some of them...";
- next;
- mes "[Woeon]";
- mes "Anyway, thanks a lot.";
- mes "I'll call for you first when a job opens up for you.";
- next;
- mes "- Gave Woeon the Holy Water and Blue Gemstone.-";
- delitem 717, 1; //Blue_Gemstone
- delitem 523, 1; //Holy_Water
- setquest 7362;
- completequest 7362;
- if (questprogress(7359) == 2 && questprogress(7360) == 2 && questprogress(7361) == 2
- && questprogress(7362) == 2 && questprogress(7363) == 2 && questprogress(7364) == 2) {
- mes "-With Woeon as last, I think enough Holy Artifacts have been given.-";
- malaya_hi = 13;
- erasequest 7351;
- setquest 7365;
- }
- close;
- } else if (malaya_hi == 13) {
- mes "[Woeon]";
- mes "Now... Let's get back to business.";
- mes "Thanks to you, I don't see any of those darn ghosts.";
- mes "Ha ha ha ha ha";
- close;
- } else {
- mes "[Woeon]";
- mes "Oh, hi there!";
- next;
- if (select("Give Spiritual Protection.:The Dealer and his Collection") == 1) {
- if (questprogress(7374) == 1 && questprogress(7371) == 1) {
- if (!countitem(6503)) {
- mes "^4d4dffThere is no Spiritual Protection to give to Woeon.^000000";
- close;
- }
- mes "[Woeon]";
- mes "Phew~ A new Spiritual Protection?";
- mes "Is it an officially made protective charm? Imelda does some fine work.";
- mes "I'm thankful to you as well, of course.";
- next;
- mes "-Delivered Spiritual Protection to Woeon.-";
- delitem 6503, 1; // Soul_Protection
- erasequest 7371;
- setquest 7385;
- if (questprogress(7382) + questprogress(7383) + questprogress(7384) + questprogress(7385) + questprogress(7386) + questprogress(7387) > 5) {
- mes "-With Woeon as last, all Spiritual Protections have been delivered.-";
- if (malaya_hi == 23) {
- malaya_hi = 24;
- }
- setquest 7379;
- erasequest 7382;
- erasequest 7383;
- erasequest 7384;
- erasequest 7385;
- erasequest 7386;
- erasequest 7387;
- }
- close;
- } else {
- mes "[Woeon]";
- mes "Spiritual Protection?";
- mes "Mine still works fine.";
- mes "Very effective indeed.";
- close;
- }
- } else {
- if (BaseLevel < 100) {
- mes "[Woeon]";
- mes "Yes, I collect various by-products from monsters.";
- mes "In fact, I'm collecting Jejellopys here...";
- next;
- mes "[Woeon]";
- mes "It's too much for you.";
- mes "Things can get pretty ugly around here, you see.";
- mes "I'll let you have at it once you're stronger, my friend!";
- close;
- }
- if (questprogress(7392, PLAYTIME) == 1) {
- mes "[Woeon]";
- mes "Oh, the Jejellopy collecting?";
- mes "I have enough for today.";
- mes "Come back again tomorrow.";
- close;
- } else if (questprogress(7392, PLAYTIME) == 2) {
- mes "[Woeon]";
- mes "Oh, yes yes.";
- mes "You're going to collect Jejellopy today as well?";
- mes "I know it's a difficult job... But you do it so well.";
- erasequest 7392;
- next;
- if (select("I'm too busy today.:Leave it to me!") == 1) {
- mes "[Woeon]";
- mes "Is that so? So it is then.";
- mes "Come stop by when you need some work.";
- close;
- }
- mes "[Woeon]";
- mes "As usual, bring me 30 Jejellopys, please.";
- mes "You can get them from the Jejelings.";
- setquest 7391;
- close;
- } else {
- if (questprogress(7391) == 1) {
- if (countitem(6498) < 30) {
- mes "[Woeon]";
- mes "Hmm? I don't think you have enough.";
- mes "I asked you for 30 Jejellopys. Business is business I'm afraid.";
- close;
- }
- mes "[Woeon]";
- mes "Oh, you have the requested numbers?";
- mes "I'll take them from here.";
- mes "You have no need for them, right?";
- next;
- mes "[Woeon]";
- mes "So I have all the Jejellopys...";
- mes "Come back again!";
- delitem 6498, countitem(6498); //Jejellopy
- setquest 7392;
- erasequest 7391;
-// if (IsPremiumPcCafe == 10)
- getitem 6497, 2; // Lesser_Agimat
-// else
-// getitem 6497, 1; // Lesser_Agimat
- getexp 200000,200000;
- .@memo_name = rand(1,3);
- if (!rand(3))
- $malayaNames$[1] = strcharinfo(0);
- close;
- } else {
- mes "[Woeon]";
- mes "As you can see, I'm a Collection Dealer.";
- mes "I trade all kinds of monster or animal by-products.";
- next;
- mes "[Woeon]";
- mes "They're used as materials for manufactured goods.";
- mes "Of course, the most preferred in Port Malaya is from the monster Jejeling..";
- next;
- mes "[Woeon]";
- mes "Jejellopy can be acquired from the Jejeling.";
- mes "Can you get me 30 Jejellopys?";
- next;
- if (select("Yeah, sure.:Nope.") == 2) {
- mes "[Woeon]";
- mes "Is that so. Such a shame.";
- mes "Come back when you need some work.";
- close;
- }
- mes "[Woeon]";
- mes "Good, I trust you can do it.";
- mes "Remember, 30 Jejellopys.";
- setquest 7391;
- close;
- }
- }
- }
- }
- end;
-}
-
-malaya,119,217,3 script Blacksmith Pandoi 4_M_DEWBOY,{
- if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
- mes "- Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- if (malaya_hi < 10) {
- mes "[Pandoi]";
- mes "...Gasp!";
- mes "Go... Go away!";
- close;
- } else if (malaya_hi == 10) {
- if (questprogress(7354) == 2) {
- mes "[Pandoi]";
- mes "Please..";
- mes "Couldn't you help a guy out here, just for the sake of it?";
- mes "Do you really think ignoring me is the best option?!";
- next;
- mes "[Pandoi]";
- mes "Now look here.";
- mes "Please give me just a peek..";
- mes "It's just a button...";
- close;
- } else {
- mes "[Pandoi]";
- mes "Hello there!";
- mes "I've heard of your prestige.";
- mes "I was wondering if I could receive something to prove that I've met you in person...";
- next;
- mes "[Pandoi]";
- mes "Oh... You're surprised because I'm suddenly so nice to you.";
- mes "I heard the news you fought off the ghosts.";
- mes "That's brilliant!";
- next;
- mes "[Pandoi]";
- mes "With an item of your spirit, it would scare away the ghosts, wouldn't it?";
- mes "Please, be generous, I beg you...";
- next;
- mes "-The troubled villagers desire your belongings because you fend off the ghosts. -";
- setquest 7354;
- completequest 7354;
- if (questprogress(7352) + questprogress(7353) + questprogress(7354) + questprogress(7355) + questprogress(7356) + questprogress(7357) > 9) {
- next;
- mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki.-";
- malaya_hi = 11;
- setquest 7358;
- }
- close;
- }
- } else if (malaya_hi == 11) {
- mes "[Pandoi]";
- mes "Phew... Life is so tough these days.";
- mes "Why did ghosts come along to bother me so.";
- mes "I wish I had a lucky charm or something...";
- next;
- mes "[Pandoi]";
- mes "Please...";
- mes "Couldn't you help a guy out here, just for the sake of it?";
- mes "Do you really think ignoring me is the best option?!";
- close;
- } else if (malaya_hi == 12) {
- if (questprogress(7361)) {
- mes "[Pandoi]";
- mes "Now that I have confidence, the only thing left for me to do is charge to the hospital or field for material!";
- mes "Bu... But, I'm too scared...";
- close;
- }
- if (!countitem(523) || !countitem(717)) {
- mes "^4d4dffPrepare and give Blue Gemstone and Holy Water. ^000000";
- close;
- }
- mes "[Pandoi]";
- mes "Wh, what, you've finally decided to help me?!";
- mes "You're going to give Pandoi a gift of peace?!";
- next;
- select ("Give the prepared items.");
- mes "[Pandoi]";
- mes "Great! I knew you'd come back!";
- mes "Yes... Now that I have some of your spirit, I can rest well at night.";
- next;
- mes "- Gave Pandoi the Holy Water and Blue Gemstone.-";
- delitem 717, 1; //Blue_Gemstone
- delitem 523, 1; //Holy_Water
- setquest 7361;
- completequest 7361;
- if (questprogress(7359) == 2 && questprogress(7360) == 2 && questprogress(7361) == 2
- && questprogress(7362) == 2 && questprogress(7363) == 2 && questprogress(7364) == 2) {
- mes "-With Pandoi as last, I think I've given enough Holy Artifacts.-";
- malaya_hi = 13;
- erasequest 7351;
- setquest 7365;
- }
- close;
- } else if (malaya_hi == 13) {
- mes "[Pandoi]";
- mes "Sil... Silver. I need silver, please.";
- mes "I thought I could get the silver once the ghosts are gone, but I can't...";
- close;
- } else {
- mes "[Pandoi]";
- switch(rand(1, 6)) {
- case 1:
- mes "You know. " + $malayaNames$[1] + ". You are my hero for becoming stronger. I look up to you!";
- break;
- case 2:
- mes "I've seen you, " + $malayaNames$[1] + " beating those Jejelings outside the town. The energy... I... I was so impressed!";
- break;
- case 3:
- mes "You, " + $malayaNames$[0] + ", lit up my soul. It sparkles, you know. No? You don't?";
- break;
- case 4:
- mes "As far as I can see, recently, " + $malayaNames$[1] + " is the most diligent person around. He's like a god of hard work.";
- break;
- case 5:
- mes $malayaNames$[5] + "made a huge discovery. A dragon, they say.";
- break;
- case 6:
- mes "Hello there?!";
- break;
- }
- next;
- switch (select("Give Spiritual Protection.:Silver Blade.:Silver Cross")) {
- case 1:
- if (!questprogress(7374) || !questprogress(7370)) {
- mes "[Pandoi]";
- mes "I appreciate you taking care of the expiration dates of my Spiritual Protection.";
- mes "I think mine's good for now. ";
- mes "When it wear's out, I'll ask you for another one!";
- close;
- }
- if (!countitem(6503)) {
- mes "^4d4dffThere is no Spiritual Protection to give to Pandoi.^000000";
- close;
- }
- mes "[Pandoi]";
- mes "Good. A new Spiritual Protection.";
- mes "It's always good to know that you won't see those black things again!";
- next;
- mes "-Delivered Spiritual Protection to Pandoi.-";
- delitem 6503, 1; // Soul_Protection
- erasequest 7370;
- setquest 7384;
- if (questprogress(7382) + questprogress(7383) + questprogress(7384) + questprogress(7385) + questprogress(7386) + questprogress(7387) > 5) {
- mes "-With Pandoi as last, all Spiritual Protections have been delivered.-";
- if (malaya_hi == 23) {
- malaya_hi = 24;
- }
- setquest 7379;
- erasequest 7382;
- erasequest 7383;
- erasequest 7384;
- erasequest 7385;
- erasequest 7386;
- erasequest 7387;
- }
- close;
- case 2:
- if (BaseLevel < 100) {
- mes "[Pandoi]";
- mes "Hmm... To make a Silver Blade, you need silver.";
- mes "I could melt Silver Bracelets to get silver.";
- mes "Silver Bracelets can be acquired at the hospital.";
- next;
- mes "[Pandoi]";
- mes "However, I don't think you can make it right now. I'm sorry, it's just too much for you!";
- mes "If you go in there like that... You'll never make it out alive!";
- close;
- }
- .@hunting = questprogress(7393, HUNTING);
- if (.@hunting == 2) {
- if (countitem(6508) < 10) {
- mes "[Pandoi]";
- mes "Where are the Silver Bracelets?";
- mes "I know you're invincible...";
- mes "But I must have a Silver Bracelet to make a Silver Blade.";
- next;
- mes "[Pandoi]";
- mes "10 Silver Bracelets!";
- mes "Regardless of how many of them you hinder, I need 10 Silver Bracelets!!";
- mes "Now it is in your hands!";
- close;
- }
- mes "[Pandoi]";
- mes "Respect, all the way!";
- mes "You fought them off and brought the Silver Bracelets as well.";
- next;
- mes "[Pandoi]";
- mes "From this day on, I shall try to smelt a new silver weapon..!!";
- mes "I will pound and beat at them until I am left with a fine silver blade in my hands...!!";
- next;
- mes "[Pandoi]";
- mes "It's not much, but here's something for the troubles you went through to get the Silver Bracelets.";
- mes "If I fail... I'll ask of you the task again!";
- delitem 6508, 10; //Silver_Bracelet
- setquest 7394;
- erasequest 7393;
-// if (IsPremiumPcCafe == 10)
- getitem 6497, 2; // Lesser_Agimat
-// else
-// getitem 6497, 1; // Lesser_Agimat
- getexp 200000,200000;
- if (!rand(3))
- $malayaNames$[1] = strcharinfo(0);
- close;
- } else if (.@hunting == 1) {
- mes "[Pandoi]";
- mes "The village hospital holds the most hideous things inside.";
- mes "I'm not sure what exactly... Whatever's in there, I'm not willing to go near it...";
- next;
- mes "[Pandoi]";
- mes "Please get rid of those rumored monsters and get those Silver Bracelets.";
- mes "You're the only one I can trust!";
- close;
- } else {
- .@playtime = questprogress(7394, PLAYTIME);
- if (.@playtime == 1) {
- mes "[Pandoi]";
- mes "I still have some silver to smelt.";
- mes "I'll request more if I fail again.";
- close;
- } else if (.@playtime == 2) {
- erasequest 7394;
- mes "[Pandoi]";
- mes "Oh... what am I to do?";
- mes "I've wasted the precious materials you brought back for me...";
- next;
- mes "[Pandoi]";
- mes "Maybe I'm not supposed to be a blacksmith!";
- mes "I'm good with crafting silver, though!";
- next;
- if (select("I'll get you the materials. Cheer up.:Give up. It's a lot easier when you do.") == 2) {
- mes "[Pandoi]";
- mes "... You're right...";
- mes "I'll never be able to make a Silver Blade...";
- mes "Give up... I thought you'd cheer me up.. I'm a little disappointed in you.";
- close;
- }
- mes "[Pandoi]";
- mes "I knew I could count on you!";
- mes "I knew I could count on you!";
- mes "10 Silver Bracelets, please.";
- setquest 7393;
- next;
- mes "[Pandoi]";
- mes "Pandoi will always smile at you~";
- mes "*Grin*";
- close;
- } else {
- mes "[Pandoi]";
- mes "Silver Blade!";
- mes "It's great. Wonderful! The holy blade to carve all evil with one stroke...!";
- next;
- mes "[Pandoi]";
- mes "I want to be a noted blacksmith by making a Silver Blade.";
- mes "However, I cannot get the materials.";
- next;
- mes "[Pandoi]";
- mes "I heard that they wore silver bracelets as recognition at the hospital.";
- mes "But when I got there, it was not the hospital that I used to know.";
- next;
- mes "[Pandoi]";
- mes "Could you slay the horrible creepers and get me the Silver Bracelets?";
- next;
- if (select("Indeed!:No. Way.") == 2) {
- mes "[Pandoi]";
- mes "... You're right...";
- mes "I'll never make a Silver Blade...";
- mes "Such plain expression of disgust. You know what? I hate the idea now.";
- close;
- }
- mes "[Pandoi]";
- mes "I knew it!";
- mes "Teach those things at the hospital some manners...";
- mes "And bring back 10 Silver Bracelets, please.";
- setquest 7393;
- next;
- mes "[Pandoi]";
- mes "Pandoi will always smile at you~";
- mes "*Grin*";
- close;
- }
- }
- case 3:
- mes "[Pandoi]";
- mes "You need Silver Crosses?";
- mes "Pandoi will make them for you!";
- mes "Still, I cannot create something out of the blue, so I'll be needing some silver.";
- next;
- mes "[Pandoi]";
- mes "I could make one Silver Cross for ^4d4dff2 Silver Bracelets^000000 the monsters hold there...";
- mes "If you have Silver Bracelets, I could make Silver Crosses with them.";
- next;
- switch(select("Make 1 Silver Cross:Make 6 Silver Crosses:Input Number:Quit.")) {
- case 1:
- .@amount = 1;
- case 2:
- if (!.@amount) .@amount = 6;
- if (countitem(6508) < (.@amount * 2)) {
- mes "[Pandoi]";
- mes "You need at least " + (.@amount * 2) + " Silver Bracelets to make " + .@amount + " Silver " + ((.@amount == 1) ? "Cross" : "Crosses") + ".";
- close;
- }
- .@time = 5;
- break;
- case 3:
- mes "[Pandoi]";
- mes "How many Silver Crosses do you need?";
- mes "I can make up to 50 at a time.";
- next;
- input .@amount;
- if (.@amount == 0) {
- mes "[Pandoi]";
- mes "Don't need Silver Crosses?";
- mes "Well, I can take a rest then. Ha ha ha ha~";
- close;
- } else if (.@amount > 50) {
- mes "[Pandoi]";
- mes "A maximum of 50 at a time!";
- close;
- }
- if (countitem(6508) < (2 * .@amount)) {
- mes "[Pandoi]";
- mes "To make " + .@amount + " Silver " + ((.@amount == 1) ? "Cross" : "Crosses") + ", I need at least " + (2 * .@amount) + " Silver Bracelets.";
- close;
- }
- .@time = 15;
- break;
- case 4:
- mes "[Pandoi]";
- mes "I'll be here if you need me!";
- close;
- }
- mes "[Pandoi]";
- mes "It'll take just a second.";
- mes "Pandoi can do it in a jiffy!";
- close2;
- progressbar "0xffff00", .@time;
- delitem 6508, .@amount * 2; //Silver_Bracelet
- getitem 6502, .@amount; // Silver_Cross
- mes "[Pandoi]";
- mes "Look at this!";
- mes "Very nice indeed.";
- mes "I should've been a craftsman, not a blacksmith!";
- close;
- }
- }
- end;
-}
-
-malaya,326,68,2 script Pedro the Sailor 4W_SAILOR,{
- if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
- mes "- Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- if (malaya_hi < 10) {
- mes "[Pedro the Sailor]";
- mes "Oh... This ship's not in service.";
- mes "Or rather, it can't set sail. *Snigger*";
- mes "I'm seeing ghosts. I think it's my time to die.";
- close;
- } else if (malaya_hi == 10) {
- if (questprogress(7352) == 2) {
- mes "- Pedro the Sailor seems to have given up, but he can't take his gaze off of me.-";
- close;
- }
- mes "[Pedro the Sailor]";
- mes "Oh, you're th... The one who fends off ghosts at the wave of a hand?!";
- mes "Could you stay for a bit and hear me out?!";
- next;
- if (select("Sorry.:Sure.") == 1) {
- mes "[Pedro the Sailor]";
- mes "Oh, a solid denial.";
- mes "You just impaled my last glimpse of hope.";
- mes "Maybe I wasn't persuasive enough...";
- close;
- }
- mes "[Pedro the Sailor]";
- mes "Straight to the point, this town is a den of ghosts!";
- mes "Sigh... I've been a sailor for quite a while and went to a lot of places, but this I never experienced before.";
- next;
- mes "[Pedro the Sailor]";
- mes "You see that ship there?";
- mes "It's a small ferry, but it also stopped service because of these darn ghosts!";
- next;
- mes "[Pedro the Sailor]";
- mes "It looks okay from the outside, but it's full of ghost, I tell ya.";
- mes "But the way I heard it, they're afraid of you, right?";
- next;
- select ("Oh no, you too...:Not my buttons!");
- mes "[Pedro the Sailor]";
- mes "I see many have already asked you for some of your stuff for charms, huh.";
- mes "Can I budge in that line too?";
- next;
- mes "[Pedro the Sailor]";
- mes "I need to have some sincere conversations with that ghost over there.";
- mes "But the spirit is too strong for me to approach.";
- next;
- mes "[Pedro the Sailor]";
- mes "...........That was a lame story.";
- mes "And it's not easy to give away your stuff to someone else.";
- next;
- mes "- Pedro the Sailor seems to have given up, but he can't take his gaze off of me.-";
- setquest 7352;
- completequest 7352;
- if (questprogress(7352) + questprogress(7353) + questprogress(7354) + questprogress(7355) + questprogress(7356) + questprogress(7357) > 9) {
- next;
- mes "- So many have already asked you for this. Perhaps it will be better to speak with Phong in Mumbaki. -";
- malaya_hi = 11;
- setquest 7358;
- }
- close;
- } else if (malaya_hi == 11) {
- mes "[Pedro the Sailor]";
- mes "Sigh...";
- mes "This is so awkward.";
- close;
- } else if (malaya_hi == 12) {
- if (questprogress(7359)) {
- mes "[Pedro the Sailor]";
- mes "Anyway, now that I have what they hate...";
- mes "Now's the time to charge into my ship...!";
- close;
- }
- if (!countitem(523) || !countitem(717)) {
- mes "^4d4dffPrepare and give Blue Gemstone and Holy Water.^000000";
- close;
- }
- mes "[Pedro the Sailor]";
- mes "What? I can sense something refreshing in your hands. What is it?";
- next;
- mes "[Pedro the Sailor]";
- mes "You're giving it to me?";
- mes "Ghosts will hate it?";
- mes "That's wonderful news!";
- next;
- mes "[Pedro the Sailor]";
- mes "Pedro, at your service!";
- mes "After you're finished with the ghosts here, I'll take on my ship to the end of the world!";
- next;
- mes "- Gave Pedro the Sailor the Holy Water and Blue Gemstone. -";
- delitem 717, 1; //Blue_Gemstone
- delitem 523, 1; //Holy_Water
- setquest 7359;
- completequest 7359;
- if (questprogress(7359) == 2 && questprogress(7360) == 2 && questprogress(7361) == 2
- && questprogress(7362) == 2 && questprogress(7363) == 2 && questprogress(7364) == 2) {
- mes "-With Pedro the Sailor as last, I think I gave enough Holy Artifacts.-";
- malaya_hi = 13;
- erasequest 7351;
- setquest 7365;
- }
- close;
- } else if (malaya_hi == 13) {
- mes "[Pedro the Sailor]";
- mes "Anyway, now that I have what they hate...";
- mes "Now's the time to charge into my ship...!";
- next;
- mes "-Pedro the Sailor looks determined.-";
- close;
- } else {
- mes "[Pedro the Sailor]";
- mes "Whoa... Did you see that?";
- mes "Those black souls just came up and disappeared.";
- mes "Well, living the dream, eh?";
- next;
- if (select("Give Spiritual Protection.:About the Ferry Ride") == 1) {
- if (!questprogress(7374) || !questprogress(7368)) {
- mes "[Pedro the Sailor]";
- mes "The Spiritual Protection you gave me before works fine.";
- mes "I'm good for now.";
- mes "It's still up for the fight!";
- close;
- }
- if (!countitem(6503)) {
- mes "^4d4dffThere is no Spiritual Protection to give to Pedro the Sailor.^000000";
- close;
- }
- mes "[Pedro the Sailor]";
- mes "A newly made Spiritual Protection.";
- mes "Alright. I'll go at them with this one today.";
- next;
- mes "-Delivered the Spiritual Protection to Pedro the Sailor.-";
- delitem 6503, 1; // Soul_Protection
- erasequest 7368;
- setquest 7382;
- if (questprogress(7382) + questprogress(7383) + questprogress(7384) + questprogress(7385) + questprogress(7386) + questprogress(7387) > 5) {
- mes "-With Pedro the Sailor as last, all Spiritual Protections have been delivered.-";
- if (malaya_hi == 23) {
- malaya_hi = 24;
- }
- setquest 7379;
- erasequest 7382;
- erasequest 7383;
- erasequest 7384;
- erasequest 7385;
- erasequest 7386;
- erasequest 7387;
- }
- close;
- }
- if (BaseLevel < 100) {
- mes "[Pedro the Sailor]";
- mes "Hmm... Don't you remember me talking about ghosts?";
- mes "The Ferry is full of ghosts.";
- mes "Wait, was it one or many?";
- next;
- mes "[Pedro the Sailor]";
- mes "Whatever. For you and your current condition, it's out of the question.";
- mes "Yes. You can't do it. You'll be dragged out in a body bag.";
- next;
- mes "[Pedro the Sailor]";
- mes "Now I'm not going to stand here and wait for that to happen. No way.";
- close;
- }
- if (malaya_diwata == 0) {
- mes "[Pedro the Sailor]";
- mes "I'm sorry, but didn't I say something about ghosts over there?";
- mes "It can't set sail because of that.";
- next;
- mes "[Pedro the Sailor]";
- mes "So what's this whole ghost story about?";
- mes "Hmmm..........";
- mes "It's a long story...";
- next;
- if (select("I'm listening.:Maybe later.") == 2) {
- mes "[Pedro the Sailor]";
- mes "I knew it.";
- mes "Though, it's not such a boring story.";
- mes "After all, it is a ghost story.";
- close;
- }
- mes "[Pedro the Sailor]";
- mes "The story goes back to when I first made port here.";
- mes "It was a nerve racking first time as a liner manager.";
- next;
- mes "[Pedro the Sailor]";
- mes "I was ready to disembark when I saw something I simply could not believe.";
- mes "Black haze was swarming to the port from all over town.";
- next;
- mes "[Pedro the Sailor]";
- mes "At first, I thought it was just a very thick smog.";
- mes "As the days went by, it became clear as to what it was.";
- mes "It was a swarm of souls.";
- next;
- mes "[Pedro the Sailor]";
- mes "A very unpleasant group of souls indeed.";
- mes "Some were wailing some horrible cries around the Ferry about to set sail...";
- next;
- mes "[Pedro the Sailor]";
- mes "After that incident, that ship stayed on that spot until this day.";
- mes "Why? Because they took over the ship! It's haunted!";
- next;
- mes "[Pedro the Sailor]";
- mes "If you don't believe me, see for yourself.";
- mes "Then you'll believe me.";
- malaya_diwata = 1;
- setquest 7395;
- close;
- } else if (malaya_diwata == 1) {
- mes "[Pedro the Sailor]";
- mes "If you want to know, go and see for yourself and get on it.";
- close;
- } else if (malaya_diwata == 2) {
- mes "[Pedro the Sailor]";
- mes "Soul of a Little Girl?";
- mes "What about all them bullying ones?";
- mes "They came and went?";
- next;
- mes "[Pedro the Sailor]";
- mes "I don't understand.";
- mes "Maybe the Leader Mumbaki will know what to do.";
- close;
- } else if (malaya_diwata == 3) {
- mes "[Pedro the Sailor]";
- mes "Hmm... A floral tribute to soothe the soul....";
- mes "You want to hear its story after it calms down?";
- mes "Well... Good luck.";
- next;
- mes "[Pedro the Sailor]";
- mes "It can't be helped for the Ferry to set sail again.";
- mes "I can't go near it because of those mean ones.";
- next;
- mes "[Pedro the Sailor]";
- mes "Now I'm asking you to do this not because I can't be bothered,";
- mes "but because I simply can't do it myself.";
- close;
- } else if (malaya_diwata == 4) {
- mes "[Pedro the Sailor]";
- mes "Did Mumbaki bless the flower?";
- mes "I hope this works...";
- mes "I wish you all the luck!!";
- next;
- mes "[Pedro the Sailor]";
- mes "I hope you can negotiate with success!";
- mes "I'll take care of those rude ones outside the ship the best I can.";
- close;
- } else if (malaya_diwata == 5) {
- mes "[Pedro the Sailor]";
- mes "I see.";
- mes "Perhaps the Ferry can move again...";
- mes "Thank you for all you've done for us.";
- next;
- mes "[Pedro the Sailor]";
- mes "I'd better get ready to set sail then.";
- mes "It's not much, but this is for you.";
- mes "If we can get back in business, I'll take you to Izlude for just 1000z.";
- malaya_diwata = 6;
- erasequest 7399;
- setquest 7401;
-// if (IsPremiumPcCafe == 10)
- getitem 6497, 2; // Lesser_Agimat
-// else
-// getitem 6497, 1; // Lesser_Agimat
- getexp 200000,200000;
- if (!rand(3))
- $malayaNames$[0] = strcharinfo(0);
- close;
- } else {
- .@playtime = questprogress(7401, PLAYTIME);
- if (.@playtime == 1) {
- mes "[Pedro the Sailor]";
- mes "If you want to go to Alberta, use the big ship over there.";
- mes "This little one goes to Izlude.";
- mes "That will be 1000z.";
- next;
- if (select("Use.:That's a rip off!") == 2) {
- mes "[Pedro the Sailor]";
- mes "What?!";
- mes "How much do you pay for the Alberta Liner to get here!?";
- mes "Call this a rip off... You think I'm doing charity?";
- close;
- }
- if (Zeny < 1000) {
- mes "[Pedro the Sailor]";
- mes "The price is 1000 zeny.";
- mes "I can't help you there~";
- close;
- }
- mes "[Pedro the Sailor]";
- mes "Thank you~";
- mes "Let's go before the ghosts come back!";
- Zeny -= 1000;
- close2;
- warp "izlude",195,180;
- end;
- } else if (.@playtime == 2) {
- erasequest 7401;
- goto L_SetQuest;
- } else {
- if (!questprogress(7403)) {
- if (!questprogress(7402)) {
- goto L_SetQuest;
- }
- mes "[Pedro the Sailor]";
- mes "You know what to do.";
- mes "Gather the flowers and take it to Mumbaki to get an Offering Bouquet made.";
- next;
- mes "[Pedro the Sailor]";
- mes "Give the Bouquet to Miss Diwata to cheer her up.";
- mes "....Thank you.";
- close;
- }
- mes "[Pedro the Sailor]";
- mes "Diwata is calm!";
- mes "I can even feel the difference out here.";
- mes "I am always in your debt.";
- next;
- mes "[Pedro the Sailor]";
- mes "You know what? Why don't you do this on a more regular basis?";
- mes "I think you kind of like doing it.";
- setquest 7401;
- erasequest 7403;
-// if (IsPremiumPcCafe == 10)
- getitem 6497, 2; // Lesser_Agimat
-// else
-// getitem 6497, 1; // Lesser_Agimat
- getexp 200000,200000;
- if (!rand(3))
- $malayaNames$[0] = strcharinfo(0);
- close;
- }
- }
- }
- end;
-
-L_SetQuest:
- mes "[Pedro the Sailor]";
- mes "Ah, the thing is...";
- mes "We can't go right now..";
- mes "You see, the ghosts are back...";
- mes "I'm fed up with nuisance.";
- next;
- mes "[Pedro the Sailor]";
- mes "I mean... Miss Diwata... Isn't feeling very well and, even with the Spiritual Protection";
- mes "a normal person can't stand it.";
- next;
- if (select("I see. Take care then.:How about a Floral Tribute?") == 1) {
- mes "[Pedro the Sailor]";
- mes "I'm glad you understand.";
- mes "Sigh...";
- close;
- }
- mes "[Pedro the Sailor]";
- mes "Hmmm. That would be nice.";
- mes "If she can be soothed with flowers...!";
- mes "Good luck.";
- setquest 7402;
- close;
-}
-
-ma_in01,125,107,3 script Ghost Diwata G_SKOGUL,4,4,{
- end;
-OnTouch:
- if (malaya_diwata == 0) {
- cutin "malaya_diwata01", 2;
- mes "- A creepy Little Girl is standing.";
- mes "As our eyes meet, a chill runs down my spine with goose bumps all over. -";
- next;
- mes "[Diwata]";
- mes "Are you here to bully Diwata too?";
- mes "I won't have it!";
- next;
- cutin "", 255;
- mes "-I was thrown out after the Little Girl's low creepy voice and flash from her eyes.-";
- close;
- warp "malaya", 324, 66;
- end;
- } else if (malaya_diwata == 1) {
- cutin "malaya_diwata01", 2;
- mes "- A creepy Little Girl is standing.";
- mes "As our eyes meet, a chill runs down my spine with goose bumps all over. -";
- next;
- mes "[Diwata]";
- mes "Are you here to bully Diwata too?";
- mes "I won't have it!";
- next;
- select ("Wait! I just want to talk!");
- mes "[Diwata]";
- mes "Then who are they behind you?";
- mes "You're one of them!";
- next;
- cutin "malaya_ghost01", 4;
- mes "- Familiar souls are approaching Diwata. -";
- next;
- if (select("It's a misunderstanding!:You're from that..!") == 2) {
- cutin "malaya_ghost02", 4;
- mes "[" + strcharinfo(0) + "]";
- mes "Just as I thought! You're afraid of me?!";
- mes "Stand aside!";
- mes "I need to talk to her.";
- next;
- cutin "malaya_diwata01", 2;
- mes "[Diwata]";
- mes "I don't know why they're backing away...";
- mes "You get out of my sight too!";
- next;
- cutin "", 255;
- mes "-I was thrown out after the Little Girl's annoyed cry and flash from her eyes.-";
- malaya_diwata = 2;
- setquest 7396;
- erasequest 7395;
- close2;
- warp "malaya", 324, 66;
- end;
- }
- cutin "malaya_diwata01",2;
- mes "[Diwata]";
- mes "Enough!";
- next;
- cutin "", 255;
- mes "-I was thrown out after the Little Girl's resolute cry and flash from her eyes.-";
- malaya_diwata = 2;
- setquest 7396;
- erasequest 7395;
- close2;
- warp "malaya", 324, 66;
- end;
- } else if ((malaya_diwata == 2) || (malaya_diwata == 3)) {
- cutin "malaya_diwata01", 2;
- mes "[Diwata]";
- mes "You crawled back in?";
- mes "Get out-!!!!!";
- next;
- cutin "", 255;
- mes "-I was thrown out after the Little Girl's screeching cry and flash from her eyes.-";
- close;
- warp "malaya", 324, 66;
- end;
- } else if (malaya_diwata == 4) {
- if (!countitem(6506)) {
- cutin "malaya_diwata01", 2;
- mes "- The soul of Little Girl Diwata is looking at me fiercely.";
- mes "No Offering Bouquet...!!!";
- next;
- cutin "", 255;
- mes "-I was thrown out with a remote look from her.-";
- close;
- warp "malaya", 324, 66;
- end;
- }
- mes "- The soul of Little Girl Diwata is looking at me fiercely. -";
- mes "- The Offering Bouquet... -";
- cutin "malaya_diwata01", 2;
- next;
- if (select("Throw it to the Little Girl.:Slide it across on the floor.") == 1) {
- mes "- I threw the bouquet before she could toss me out, and she catches in surprise...";
- mes "She won't toss me... far, now that she has the flower.-";
- } else {
- mes "- I slid the flower across the floor to her. She looks puzzled. -";
- }
- next;
- mes "[Diwata]";
- mes "What is the meaning of this?";
- mes "You're not an enemy?";
- next;
- mes "[Diwata]";
- mes "What? You're an outsider too?";
- mes "Ha, so live ones are allowed and I'm not?";
- next;
- mes "[Diwata]";
- mes "Now there's the stereotype of countryside people over outsiders.";
- mes "I am so annoyed. I feel like wiping them off the map.";
- next;
- mes "[Diwata]";
- mes "What? I shouldn't?";
- mes "Why should I not?";
- mes "I'm stalling the ship?";
- next;
- mes "[Diwata]";
- mes "I was going to hear you out because of the flowers";
- mes "but you're telling me lies?!";
- next;
- mes "[Diwata]";
- mes "So you're saying that I brought these hillbillies on this ship";
- mes "and that fighting with them is causing the stall?";
- next;
- mes "[Diwata]";
- mes "... Hmm... Humph. It wasn't what I was intending to do.";
- mes "But they're the ones who're getting on my nerves!";
- next;
- mes "[Diwata]";
- mes "... I can't get off anyway.";
- mes "Which means that I could feel bad again. Got it?";
- next;
- mes "[Diwata]";
- mes "... I'll try to keep it in today.";
- mes "It's not because I like the flowers or because I like having company!";
- mes "It's because I was treated the same way as those cheap ghosts!";
- next;
- mes "[Diwata]";
- mes "Now if you'll excuse me.";
- mes "And I'll be clear. I'm not going to hold my temper for so long.";
- next;
- mes "[Diwata]";
- mes "Now, g... go away!";
- malaya_diwata = 5;
- delitem 6506, 1; // Memorial_Boquet
- erasequest 7398;
- setquest 7399;
- close;
- } else if (malaya_diwata == 5) {
- cutin "malaya_diwata02", 2;
- mes "[Diwata]";
- mes "I promise I'll be a good little girl if those hillbillies leave me alone.";
- mes "If they bother me again, however, I won't be.";
- close;
- } else {
- if (!questprogress(7402)) {
- if (!questprogress(7403)) {
- if (questprogress(7401, PLAYTIME) == 1) {
- cutin "malaya_diwata02", 2;
- mes "[Diwata]";
- mes "Surprisingly enough, I'm doing fine.";
- mes "Of course I'm tense for when they return,";
- mes "but, as always, I'll win.";
- next;
- mes "[Diwata]";
- mes "Then the poor crew will cry again";
- mes "I just can't calm myself down after a fight.";
- next;
- mes "[Diwata]";
- mes "The flowers you bring makes me calm down.";
- mes "....";
- mes ".. It's not because I miss people or I like the flowers. Don't take it the wrong way.";
- close;
- }
- cutin "malaya_diwata01", 2;
- mes "[Diwata]";
- mes "Get lost!";
- mes "What? Oh, it's you.";
- mes "Those hillbillies came back again!";
- mes "I'm going to kill them!";
- close;
- }
- cutin "malaya_diwata02", 2;
- mes "[Diwata]";
- mes "It's good to look at flowers from abroad~";
- mes "Do all flowers from the warm parts of the world smell so nice?";
- next;
- mes "[Diwata]";
- mes "The flowers you bring makes me calm down.";
- mes "....";
- mes ".. It's not because I miss people or I like the flowers. Don't take it the wrong way.";
- close;
- }
- cutin "malaya_diwata01", 2;
- mes "[Diwata]";
- mes "Darn it! Have you come for more?!";
- mes "What?";
- mes "Oh. It's you?";
- mes "I'm really depressed right now.";
- next;
- mes "- Diwata reached her hands out as if expecting something. -";
- next;
- if (select("Give the Bouquet.:Hold her hand.") == 2) {
- mes "[Diwata]";
- mes "What do you think you're doing?!!??!?!!";
- mes "Arghhhh - I have enough creeps around here, thank you!!";
- next;
- cutin "", 255;
- mes "-I was tossed out with Diwata's thunderous cry.-";
- close;
- warp "malaya", 324, 66;
- end;
- }
- if (!countitem(6506)) {
- mes "[Diwata]";
- mes "What? You want me to wave?";
- mes "You didn't bring it?";
- mes "You didn't?!?";
- mes "Arghhh you just can't trust anybody! Anybody!";
- next;
- cutin "", 255;
- mes "-I was tossed out with Diwata's thunderous cry.-";
- close;
- warp "malaya", 324, 66;
- end;
- }
- cutin "malaya_diwata02", 2;
- mes "[Diwata]";
- mes "... Oh... Just as I thought!";
- mes "My only happiness, my only peace of mind..!";
- mes "Flowers from abroad~!";
- next;
- mes "-Diwata seems to feel better. The atmosphere shifts to a more refreshing ambience.-";
- next;
- mes "[Diwata]";
- mes "Tell Pedro the Sailor!";
- mes "Diwata will be a goddess of sea, so set sail in my generosity.";
- delitem 6506, 1; // Memorial_Boquet
- setquest 7403;
- erasequest 7402;
- close;
- }
- cutin "", 255;
- end;
-}
-
-ma_fild01,261,208,2 script Kiko in Mumbaki 4_BARYO_CHIEF,{
- if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
- mes "- Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- mes "[Kiko in Mumbaki]";
- mes "Welcome to Baryo, stranger.";
- mes "I am the soul guidance, protector of people and souls here at Baryo.";
- mes "So, I'm a good leader Kiko in Mumbaki.";
- next;
- switch (select("Give Cast-Iron Caldron.:Request Purification Ritual.:Exchange Jellopy for gold.")) {
- case 1:
- if (!questprogress(7376)) {
- if (!questprogress(7377)) {
- mes "[Kiko in Mumbaki]";
- mes "What cauldron?";
- mes "As far as I know, you're not the one bringing it.";
- next;
- mes "[Kiko in Mumbaki]";
- mes "Poor thing.";
- mes "do not live a life of lies.";
- close;
- }
- mes "[Kiko in Mumbaki]";
- mes "Baryo is not a great place for smithy work.";
- mes "So we always ask a favor to the forge of Malaya.";
- next;
- mes "[Kiko in Mumbaki]";
- mes "Bakonawa does not like loud noises.";
- mes "That's why we beat the sturdy Cast Iron Cauldrons.";
- next;
- mes "[Kiko in Mumbaki]";
- mes "The Spiritual Protection is proof that I've got my cauldron,";
- mes "so deliver it well. Okay? Good.";
- close;
- }
- if (countitem(6504) < 5) {
- mes "[Kiko in Mumbaki]";
- mes "Oh, must be the cauldron I ordered.";
- mes "But, where is it?";
- mes "Are you mocking me?!";
- close;
- }
- mes "[Kiko in Mumbaki]";
- mes "Yes, excellent!";
- mes "Very Good.";
- mes "We can aggravate the Bakonawa more with this.";
- next;
- mes "[Kiko in Mumbaki]";
- mes "I'll give you this for the cauldron.";
- mes "I hear you're having some trouble with souls?";
- mes "Take this. It will help you.";
- delitem 6504, 5; // Cast_Iron_Caldron
- getitem 6503, 5; // Soul_Protection
- setquest 7377;
- erasequest 7376;
- close;
- case 2:
- if (!questprogress(7406)) {
- if (!questprogress(7407)) {
- mes "[Kiko in Mumbaki]";
- mes "The only purification needed in this village is Vantai's food.";
- mes "There are no rituals where an outsider, like yourself, can take part in.";
- close;
- }
- mes "[Kiko in Mumbaki]";
- mes "Vantai must be hungry.";
- mes "Go give it to him.";
- mes "Quickly now.";
- close;
- }
- if ((countitem(523) < 10) || (countitem(6507) < 10)) {
- mes "[Kiko in Mumbaki]";
- mes "Purification of the bones the Guard Dog Vantai needs to gnaw on?";
- mes "My work here just gets better and better.";
- next;
- mes "[Kiko in Mumbaki]";
- mes "Go into the forest and fetch me ^4d4dff10 Evil Spirit Bones^000000 and ^4d4dff10 Holy Waters^000000 for the purification ritual.";
- mes "I'll do the ritual myself.";
- close;
- }
- mes "[Kiko in Mumbaki]";
- mes "Bones from the animals of this forest all have bad spirits within.";
- mes "Of course it cannot be helped due to the malignant spirits flailing about...";
- next;
- mes "[Kiko in Mumbaki]";
- mes "You do this and do this here and there and...";
- mes "There. The evil spirit has left and the bone is so pure that you can just chew on it.";
- next;
- mes "[Kiko in Mumbaki]";
- mes "Now, take this back to Dong the Guard.";
- mes "Vantai will become stronger after eating this purified Evil Spirit Bone.";
- next;
- mes "[Kiko in Mumbaki]";
- mes "Moreover, holding on to Evil Spirit Bones will only do you harm,";
- mes "so I'll take them all to purify.";
- delitem 6507, countitem(6507); // Evil_Bone
- delitem 523, 10; //Holy_Water
- getitem 6505, 10; //Purified_Bone
- setquest 7407;
- erasequest 7406;
- close;
- case 3:
- mes "[Kiko in Mumbaki]";
- mes "Oh no you don't!";
- mes "Don't you dare!";
- close;
- }
- end;
-}
-
-ma_fild01,239,253,3 script Dhong the Guard 4_MAL_SOLDIER,{
- if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
- mes "- Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- mes "[Dhong the Guard]";
- mes "Hi there!";
- mes "Welcome to Baryo.";
- next;
- if (select("You're job seems so hard~:Guard Dog Vantai") == 1) {
- mes "[Dhong the Guard]";
- mes "Not at all. I just watch who comes and goes from here.";
- mes "Travelers are the ones who go through more hardship.";
- close;
- }
- if (BaseLevel < 100) {
- mes "[Dhong the Guard]";
- mes "Vantai is a nice dog.";
- mes "He's probably stronger than you.";
- next;
- mes "[Dhong the Guard]";
- mes "No offense, but";
- mes "you look weaker than the original owners of the bones Vantai chews on.";
- next;
- mes "[Dhong the Guard]";
- mes "That means just about as strong as me!";
- mes "Ha ha ha ha ha ha ha!";
- close;
- }
- .@playtime = questprogress(7408, PLAYTIME);
- if (.@playtime == 1) {
- mes "[Dhong the Guard]";
- mes "The bones you brought Vantai gave him a feast.";
- mes "He'll be full and merry for a while now.";
- mes "Nobody can beat Vantai in recon around here.";
- next;
- mes "[Dhong the Guard]";
- mes "Though it is not nice to say a person is lesser than a dog,";
- mes "but there are some who are lesser.";
- close;
- } else if (.@playtime == 2) {
- erasequest 7408;
- mes "[Dhong the Guard]";
- mes "Vantai?";
- mes "Always the same.";
- mes "Now that you mention it, it's almost time for him to get hungry.";
- next;
- mes "[Dhong the Guard]";
- mes "Of course, he eats normal dog food, but he can't go without those.";
- mes "You know what I mean, right?";
- mes "Smirk...";
- next;
- mes "[Dhong the Guard]";
- mes "Me and Vantai are always waiting";
- mes "for the hero to get us some Evil Spirit Bones from the forest.";
- close;
- } else {
- if (questprogress(7406)) {
- mes "[Dhong the Guard]";
- mes "What I'm saying is that, to be a good guard dog, he must be able to stand ground against evil spirits.";
- mes "For that he needs to eat Evil Spirit Bones, but it must be purified before he can eat them.";
- next;
- mes "[Dhong the Guard]";
- mes "You can get Evil Spirit Bones from monsters or animals in the forest.";
- mes "Kiko in Mumbaki will purify them for you.";
- close;
- } else {
- if (questprogress(7407) == 1) {
- if (countitem(6505) < 10) {
- mes "[Dhong the Guard]";
- mes "Kiko in Mumbaki asked for 10 Purified Spirit Bones.";
- mes "He needs to have at least 10 at a time. Which of course does not last a day...";
- close;
- }
- mes "[Dhong the Guard]";
- mes "Hey, Vantai will love these!";
- mes "It's all in good condition...";
- mes "An evil bone purified through holy ritual...";
- next;
- mes "[Dhong the Guard]";
- mes "This is the perfect dog food!!";
- mes "Now he can sense and detect evil spirits,";
- mes "and since he ate purified ones, he'll get the ability to eradicate them.";
- next;
- mes "[Dhong the Guard]";
- mes "I bet he's the strongest living thing in the village now.";
- mes "Of course not me. I mean Vantai.";
- next;
- mes "[Dhong the Guard]";
- mes "This is your reward.";
- mes "It would be very nice if you could help us again tomorrow.";
- delitem 6505, 10; // Purified_Bone
- setquest 7408;
- erasequest 7407;
-// if (IsPremiumPcCafe == 10)
- getitem 6497, 2; // Lesser_Agimat
-// else
-// getitem 6497, 1; // Lesser_Agimat
- getexp 200000,200000;
- if (!rand(0, 2))
- $malayaNames$[2] = strcharinfo(0);
- close;
- } else {
- mes "[Dhong the Guard]";
- mes "Vantai is not only a guard dog, but he's also a great detector and recon scout.";
- mes "But for him to do so, he needs to eat Purified Spirit Bones.";
- next;
- mes "[Dhong the Guard]";
- mes "As you can see, I can't move from here,";
- mes "so I was wondering if you can get the bones for Vantai...";
- next;
- if (select("Alright.:Sorry.") == 2) {
- mes "[Dhong the Guard]";
- mes "I see.";
- mes "Vantai!";
- mes "No treat for you today..!!";
- next;
- mes "- It seems like Vantai's eyes are more moist today. -";
- close;
- }
- mes "[Dhong the Guard]";
- mes "Bones can be acquired from animals or monsters around here.";
- mes "Take them to Kiko in Mumbaki for purification, which, in turn, can be given to Vantai to eat.";
- next;
- mes "[Dhong the Guard]";
- mes "Bring us 10 Purified Spirit Bones.";
- mes "That reminds me. You'll need Holy Water for the purification ritual.";
- next;
- mes "[Dhong the Guard]";
- mes "Take your time.";
- mes "Look here. Vantai likes it too.";
- setquest 7406;
- close;
- }
- }
- }
- end;
-}
-
-ma_fild01,238,257,2 script Guard Dog Vantai 4_RUS_DWOLF,{
- mes "[Vantai]";
- mes "Grrrrrrr...";
- mes " ";
- mes "(He is intimidated by you.)";
- close;
-}
-
-ma_fild01,200,190,3 script Maries#malaya 4_F_BARYO_WOMAN,{
- if (MaxWeight - Weight < 1000 || checkweight(1201,1) == 0) {
- mes "- Cannot proceed with the quest. You are carrying too many items. -";
- close;
- }
- if (BaseLevel < 100) {
- mes "[Maries]";
- mes "Umm... Hey...";
- mes "Oh, no, sorry. You don't look so strong or bold.";
- mes "I'm sorry. I'm just not quite myself...";
- close;
- }
- if (malaya_hi < 20) {
- mes "An anxious looking woman is stands.";
- close;
- }
- .@playtime = questprogress(7390, PLAYTIME);
- if (.@playtime == 1) {
- mes "[Maries]";
- mes "Now that the children know that they can get back home with an Inside-out Shirt,";
- mes "they play out in the forest recklessly and timelessly.";
- next;
- mes "[Maries]";
- mes "The children will surely get lost again in these conditions.";
- mes "If it happens again, I'll seek your help again.";
- close;
- } else if (.@playtime == 2) {
- mes "[Maries]";
- mes "I'm missing a child... again.";
- mes "Oh my goodness...";
- erasequest 7390;
- close;
- } else {
- if (questprogress(7389)) {
- mes "[Maries]";
- mes "You came back.";
- mes "Thanks to you, the child has returned home safely.";
- next;
- mes "[Maries]";
- mes "Although the shirt is inside-out, it miraculously brings them back to where they should be.";
- mes "Thank you for delivering those precious shirts to my children.";
- setquest 7390;
- erasequest 7389;
-// if (IsPremiumPcCafe == 10)
- getitem 6497, 2; // Lesser_Agimat
-// else
-// getitem 6497, 1; // Lesser_Agimat
- getexp 200000,200000;
- if (!rand(3))
- $malayaNames$[2] = strcharinfo(0);
- close;
- } else {
- if (questprogress(7388)) {
- mes "[Maries]";
- mes "I'm sure they're lost in the woods because of mischievous spirits.";
- mes "Please give the child the ^4d4dffInside-out Shirt^000000 when found.";
- next;
- mes "[Maries]";
- mes "The Inside-out Shirts...";
- mes "You can probably get them from the demons, since they ran away with them.";
- close;
- } else {
- mes "[Maries]";
- mes "Hello... I'm looking for my child...";
- mes "My daughter did not return.";
- mes "Please help, I think she's lost in the forest.";
- next;
- switch (select("Of course.:I'm too busy right now.:You have so many children.")) {
- case 1:
- mes "[Maries]";
- mes "I'm sure she's lost in the woods because of mischievous spirits.";
- next;
- mes "[Maries]";
- mes "If she's cursed, it will be difficult to get her out of there.";
- mes "She'll drift around in the maze so mesmerizing, even for you, in fact.";
- next;
- mes "[Maries]";
- mes "Acquire an ^4d4dffInside-out Shirt^000000 and give it to my daughter.";
- mes "Although the shirt is inside-out, it miraculously brings them back to where they should be.";
- next;
- mes "[Maries]";
- mes "The Inside-out Shirts...";
- mes "You can probably get them from the demons, since they ran away with them.";
- setquest 7388;
- close;
- case 2:
- mes "[Maries]";
- mes "... Yes... I see.";
- mes "I'll have to ask someone else.";
- mes "Alright.";
- mes "Sigh...";
- close;
- case 3:
- mes "[Maries]";
- mes "...I ended up having triplets.";
- mes "Even I sometimes get confused. *Chuckle*";
- next;
- mes "[Maries]";
- mes "They seem to be under a curse because one of them always get's lost in the woods..";
- mes "Sigh...";
- close;
- }
- }
- }
- }
- end;
-}
-
-ma_fild01,203,189,3 script Little Girl#malaya 4_F_BARYO_GIRL,{
- mes "[Little Girl]";
- mes "He he, the forest is scary, but it's so much fun so I go there often to play~";
- mes "Strange, how we always get lost.";
- next;
- mes "[Little Girl]";
- mes "But it's okay because I'm not the only one getting lost~";
- mes "We're triplets~ And we're missing the other two~ Giggle~";
- close;
-}
-
-ma_fild01,251,93,3 script Lost Child#malaya01 4_F_BARYO_GIRL,{
- if (questprogress(7388)) {
- if (!countitem(12700)) {
- mes "[Little Kid]";
- mes "Sigh. Are you lost too?";
- mes "They are so naughty.";
- next;
- mes "[Little Kid]";
- mes "An Inside-out Shirt is just what I need.";
- mes "*Chuckle*...";
- close;
- }
- mes "[Little Kid]";
- mes "Oh, darn them.";
- mes "They must have tricked me into getting lost again!";
- next;
- select ("Do you want to go home?");
- mes "[Little Kid]";
- mes "If I don't get back soon, my mom will be worried sick.";
- mes "Sigh... I wish I had an Inside-out Shirt to go back.";
- next;
- select ("Here you are.");
- mes "[Little Kid]";
- mes "Really?";
- mes "It really is the shirt!";
- mes "This will take me straight home!";
- next;
- mes "[Little Kid]";
- mes "Did mom send you?";
- mes "She must be worried..!";
- mes "I'll go home now!";
- mes "Thanks' a lot!";
- delitem 12700, 1; // Insideout_Shirt
- setquest 7389;
- erasequest 7388;
- close2;
- disablenpc strnpcinfo(0);
- if (strnpcinfo(0) == "Lost Child#malaya01") {
- enablenpc "Lost Child#malaya02";
- } else if (strnpcinfo(0) == "Lost Child#malaya01") {
- enablenpc "Lost Child#malaya03";
- } else {
- enablenpc "Lost Child#malaya01";
- }
- end;
- } else {
- if (questprogress(7389)) {
- mes "[Little Kid]";
- mes "I want to play some more.";
- mes "I can always go back with this shirt.";
- mes "Mom won't be concerned.";
- close;
- } else {
- mes "[Little Kid]";
- mes "Hmmm. Am I lost again?";
- mes "Where am I...";
- mes "I'm sure I have to head in the direction of sunrise from the third tree to get home... Huh?";
- next;
- mes "[Little Kid]";
- mes "Why~ Do I always go in circles here?";
- mes "Do you why, " + ((Sex) ? "mister" : "ma'am") + "?";
- mes "What's with this road?";
- mes "Is somebody trying to trick me?";
- close;
- }
- }
- end;
-
-OnInit:
- if (strnpcinfo(0) != "Lost Child#malaya01")
- disablenpc strnpcinfo(0);
-}
-ma_fild01,114,141,3 duplicate(Lost Child#malaya01) Lost Child#malaya02 4_F_BARYO_GIRL
-ma_fild01,130,314,3 duplicate(Lost Child#malaya01) Lost Child#malaya03 4_F_BARYO_GIRL
-
-ma_fild02,241,39,5 script Good Capre Budidai 4_MAL_BUDIDAI,{
- mes "[Budidai]";
- mes "Hey hey hey~";
- mes "I am such a nice Capre~ Hey!";
- mes "I am going to a fine cafe~YO!";
- mes "I am better than yesterday~Hey!";
- mes "I'm a fine rhyming Capre~Oh?";
- next;
- mes "[Budidai]";
- mes "Hey buddy, You here to hear Budidai singing?";
- next;
- switch (select("You like songs?:A profound study of one eyed monsters.:See ya!")) {
- case 1:
- mes "[Budidai]";
- mes "Yup, Budidai loves singing.";
- mes "Cows, horses, goats, roosters, boars all love my songs.";
- mes "They're all friends.";
- next;
- mes "[Budidai]";
- mes "Except for that one eyed Bongisungisu.";
- mes "He picks on my friends.";
- mes "I am annoyed, but Budidai is weak.";
- next;
- mes "[Budidai]";
- mes "I fear it's single gaze, but I fear more the club he flails.";
- mes "I have to sing my friends some songs, but they don't come because of him.";
- next;
- mes "[Budidai]";
- mes "So Budidai, sings here.";
- mes "Lots of travelers pass by.";
- mes "Capre is a wanderer's buddy.";
- mes "You're a buddy too.";
- close;
- case 2:
- if (BaseLevel < 100) {
- mes "[Budidai]";
- mes "You interested in that fiend, my friend?";
- mes "It's just a bully of the forest!";
- mes "It picks on my animal friends!";
- next;
- mes "[Budidai]";
- mes "Sadly, singing is all that Budidai is skilled at.";
- mes "I can't do anything about the scary gaze and the flailing club.";
- next;
- mes "[Budidai]";
- mes "Bongisungisu! I get the chills just by being in the same forest with it...";
- mes "But Budidai is weak.";
- next;
- mes "[Budidai]";
- mes "You and me, wanderer.";
- mes "We'll never make it.";
- close;
- }
- .@playtime = questprogress(7410, PLAYTIME);
- if (.@playtime == 1) {
- mes "[Budidai]";
- mes "Traveler, my friend!";
- mes "Bongisungisu ran far far away.";
- mes "Dogs, cows, horse, goat and rooster will come back to me, won't they?";
- next;
- mes "[Budidai]";
- mes "But Budidai is worried.";
- mes "The one eyed bully will return eventually.";
- mes "Will you help me out again?";
- next;
- mes "[Budidai]";
- mes "You, friend of Budidai";
- mes "You won't turn you're back on a good Capre?";
- close;
- } else {
- if (questprogress(7409)) {
- if (questprogress(7409, HUNTING) == 2) {
- mes "[Budidai]";
- mes "Astonishing, wanderer!";
- mes "I could hear the pitiful wails of Bongisungisu all the way from here!";
- mes "Budidai can sing again for his friends, yes?";
- next;
- mes "[Budidai]";
- mes "Now, what can Budidai do for the kind wanderer, slayer of the one eyed monster?";
- mes "Aha! Here's a talisman.";
- mes "It will be good for you travelers.";
- next;
- mes "[Budidai]";
- mes "Kind Capre is a friend of travelers.";
- mes "I hope to see you again, wanderer.";
- mes "This is a blessing for friends. Hey hey hey~";
- setquest 7410;
- erasequest 7409;
-// if (IsPremiumPcCafe == 10)
- getitem 6497, 2; // Lesser_Agimat
-// else
-// getitem 6497, 1; // Lesser_Agimat
- getexp 200000,200000;
- if (!rand(3))
- $malayaNames$[1] = strcharinfo(0);
- close;
- } else {
- mes "[Budidai]";
- mes "Please slay the destructive libertine Bongisungisu.";
- mes "For me, a Capre to sing again for one's friends.";
- close;
- }
- } else {
- if (.@playtime == 2) {
- mes "[Budidai]";
- mes "Hey, kind wanderer.";
- mes "Bongisungisu, the one eyed debauchee is back!";
- mes "What do I do? What should I do?";
- next;
- mes "[Budidai]";
- mes "He gets angry when I sing.";
- mes "But the horse, cow, goat, dog and boars love it.";
- mes "It gives Budidai such a hard time.";
- erasequest 7410;
- close;
- } else {
- mes "[Budidai]";
- mes "You interested in that fiend, my friend?";
- mes "It's just a bully of the forest!";
- mes "It picks on my animal friends!";
- next;
- mes "[Budidai]";
- mes "Sadly, singing is all that Budidai is skilled at.";
- mes "I can't do anything about the scary gaze and the flailing club.";
- next;
- mes "[Budidai]";
- mes "Bongisungisu! I get the chills just by being in the same forest with it...";
- mes "But Budidai is weak.";
- next;
- if (select("Shall I take care of it?:That does give the chills.") == 2) {
- mes "[Budidai]";
- mes "Don't remind me.";
- mes "My friends can't come and listen to my songs because of that behemoth.";
- mes "It is so frustrating.";
- close;
- }
- mes "[Budidai]";
- mes "You'd teach Bongisungisu a lesson?!";
- mes "Kind wanderer!!";
- mes "Kick some libertine butt!!";
- setquest 7409;
- close;
- }
- }
- }
- break;
- case 3:
- mes "[Budidai]";
- mes "Leave me wanderer~";
- mes "Capre Budidai will sing of wonders~";
- mes "You best everyone else~";
- mes "You bring all them beasts~";
- mes "Just go back to Kafra~";
- next;
- mes "[Budidai]";
- mes "Hey hey hey~";
- mes "Blessing of the Kind and Good Capre~";
- mes "A wanderer's friend the gift of Capre~";
- mes "Hey hey hey~";
- close;
- }
- end;
-}
-
-// Traders :: malaya_npc
-//============================================================
-ma_fild01,166,214,6 script Old Man in Dilemma#GA 4_F_BARYO_OLD,{
- if (MaxWeight - Weight < 600 || checkweight(1201,1) == 0) {
- mes "Cannot proceed because you have too many items in your possession.";
- close;
- }
- mes "[Old Man in Dilemma]";
- mes "Oh! Demons are gaining more and more power in this world.";
- next;
- switch(select("We need to gather items to fight them off.:Ignore.")) {
- case 1:
- if (countitem(6497) >= 3 && Zeny >= 1000) {
- mes "[Old Man in Dilemma]";
- mes "You don't seem to be strong enough to fight off demons.";
- next;
- mes "[Old Man in Dilemma]";
- mes "Will you create a Greater Agimat of Ancient Spirit with 3 Lesser Agimats and 1,000 Zeny?";
- next;
- if(select("Create.:No, thank you.") == 1) {
- if (countitem(6497) >= 3 && Zeny >= 1000) {
- specialeffect2 EF_CONE;
- specialeffect EF_FORESTLIGHT2;
- Zeny -= 1000;
- getitem 12775,1; //Ancient_Spirit_Agimat
- } else {
- mes "[Old Man in Dilemma]";
- mes "Short on materials.";
- close;
- }
- }
- mes "[Old Man in Dilemma]";
- mes "Hope you win the fight with the demon.";
- close;
- }
- mes "[Old Man in Dilemma]";
- mes "Can't make it now but there is an old way of making it handed down by generations.";
- next;
- mes "[Old Man in Dilemma]";
- mes "You need to call upon the power of Ancient Spirits. But you'll need several important materials first.";
- next;
- select("What are they?");
- mes "[Old Man in Dilemma]";
- mes "3 Lesser Agimats to hold the power of Ancient Spirits here and another special material handed down for generations.";
- next;
- mes "[Old Man in Dilemma]";
- mes "But nobody can get this special item anymore.";
- next;
- select("Something money cannot buy?");
- mes "[Old Man in Dilemma]";
- mes "No, no... It's this round little thing, you see?";
- next;
- select("Are you talking about Zeny?");
- mes "[Old Man in Dilemma]";
- mes "Looks similar to the special items handed down from generations.";
- next;
- mes "[Old Man in Dilemma]";
- mes "As long as we have enough of that, we could make the Greater Agimat of Ancient Spirit to fight against the demons.";
- next;
- select("Sounds good.");
- mes "[Old Man in Dilemma]";
- mes "In case you are too weary to take on the demons...";
- next;
- mes "[Old Man in Dilemma]";
- mes "Come by with 3 Lesser Agimats and 1,000 of those so-called Zeny.";
- next;
- mes "[Old Man in Dilemma]";
- mes "I will make a Greater Agimat of Ancient Spirit that will increase your attacks against demons by 10% for 20 min.";
- close;
- case 2:
- mes "[Old Man in Dilemma]";
- mes "Hope you win the fight with the demon.";
- close;
- }
-}
-
-ma_fild01,238,198,4 script Tikbalang Expert#malaya 4_M_MALAYA,{
- if (MaxWeight - Weight < 50 || checkweight(1201,1) == 0) {
- mes "Cannot proceed because you have too many items in your possession.";
- close;
- }
- mes "[Tikbalang Expert]";
- mes "I spent 90% of my life studying Tikbalang.";
- next;
- switch(select("But you look young?:What is Tikbalang?:Teach me how to catch a Tikbalang.")) {
- case 1:
- mes "[Tikbalang Expert]";
- mes "What! I might be imagining things.";
- next;
- mes "[Tikbalang Expert]";
- mes "I look younger than I am because of my baby face. Ha ha ha~";
- next;
- select("... ... ...");
- mes "[Tikbalang Expert]";
- mes "Trust!! They say faith will bring you luck.";
- close;
- case 2:
- mes "[Tikbalang Expert]";
- mes "Ha ha... You ask the right question.";
- mes "I'm a specialist in that field. Ask me anything.";
- next;
- select("Why won't you answer me?");
- mes "[Tikbalang Expert]";
- mes "Have you... ever been fooled by anyone around you? Why can't you believe someone's word for it? Really, ask me anything.";
- next;
- while(1) {
- switch(select("I don't have any questions.:Characteristics?:Features?:Rumors?:Habitat?")) {
- case 1:
- mes "[Tikbalang Expert]";
- mes "I think this is enough explanation for now. You wouldn't understand other highly sophisticated topics with specific terminology and all anyway.";
- next;
- mes "[Tikbalang Expert]";
- mes "Oh! Do you have any other questions?";
- next;
- mes "[Tikbalang Expert]";
- mes "What do you think? Impressed at how much I know? Come by anytime when you have any more questions.";
- close;
- case 2:
- mes "[Tikbalang Expert]";
- mes "Tikbalangs have a way to confuse travelers when they meet them by making them turn in circles regardless of wherever and how far they travel.";
- next;
- mes "[Tikbalang Expert]";
- mes "They are mischievous creatures.";
- next;
- mes "[Tikbalang Expert]";
- mes "But of course there is a way to stop their pranks. You know about the Inside-out Shirt? You can either wear your top inside-out.";
- next;
- mes "[Tikbalang Expert]";
- mes "Or go on your way quietly without disrupting the Tikbalangs.";
- next;
- mes "[Tikbalang Expert]";
- mes "Ha ha ha ha~ But everyone knows adventurers are never quiet while they travel, right?";
- next;
- mes "[Tikbalang Expert]";
- mes "Never...";
- break;
- case 3:
- mes "[Tikbalang Expert]";
- mes "They say Tikbalangs have several distinctions.";
- next;
- mes "[Tikbalang Expert]";
- mes "First, they are very tall ^AAAAAA(tsk... wish I were tall)^000000 and have skinny, imbalanced legs and arms. Looks almost like a human but their knees are higher than their upper body when they sit down.";
- next;
- mes "[Tikbalang Expert]";
- mes "Second, is the standard characteristics acknowledged by the association. They have heads and feet like a horse.";
- next;
- mes "[Tikbalang Expert]";
- mes "So with all these appearance traits, Tikbalang is sometimes called the creature from hell.";
- break;
- case 4:
- mes "[Tikbalang Expert]";
- mes "There are several fun rumors about Tikbalangs.";
- next;
- mes "[Tikbalang Expert]";
- mes "One of them is about Tikbalangs being the guardians of some kingdom that worships nature.";
- next;
- mes "[Tikbalang Expert]";
- mes "So the Tikbalangs will trick travelers who come with bad intentions to the kingdom by making them travel in circles.";
- next;
- mes "[Tikbalang Expert]";
- mes "Another rumor is that people around here say that 'if it rains on a clear day, then it must be Tikbalang's wedding day'.";
- next;
- mes "[Tikbalang Expert]";
- mes "The association speculates that sayings like 'it rains on Bathory's wedding day' or 'it rains on Moonlight Flower's wedding day' might have derived from the Tikbalang's saying.";
- next;
- mes "[Tikbalang Expert]";
- mes "Lastly, ancient fairy tales say that Tikbalangs can transform into human form or even make themselves transparen't but nobody has verified this yet.";
- break;
- case 5:
- mes "[Tikbalang Expert]";
- mes "Tikbalangs usually live in dark, busy places where there aren't many people around.";
- next;
- mes "[Tikbalang Expert]";
- mes "Hmm... For example, they are known to live beneath bridges, in banana and bamboo forests and beneath large trees.";
- next;
- mes "[Tikbalang Expert]";
- mes "And this is just my opinion but wouldn't you agree that they are living in dark places because it is easier to play pranks on people?";
- break;
- }
- next;
- }
- case 3:
- mes "[Tikbalang Expert]";
- mes "Ha ha ha. Do you now know how great I am?";
- next;
- if (countitem(6496) >= 3 && countitem(6497) >= 5) {
- mes "[Tikbalang Expert]";
- mes "Oh! Isn't this material to make 'Tikbalang Belt' used to tame Tikbalangs?";
- next;
- mes "[Tikbalang Expert]";
- mes "The '^F80835Tikbalang Belt^000000' is used to capture Tikbalangs without the hassle. But that doesn't mean it's 100% successful. Interested? Do you want me to make one for you?";
- next;
- switch(select("Yes, Im interested.:No, I can capture one myself.")) {
- case 1:
- delitem 6496,3; //Tikbalang_Thick_Spine
- getitem 12699,1; //Tikbalang_Belt
- mes "[Tikbalang Expert]";
- mes "Yiiiiiiiiiiii! Yap!";
- next;
- specialeffect EF_SONICBLOW2;
- select("Huh?");
- mes "[Tikbalang Expert]";
- mes "The '^F80835Tikbalang Belt^000000' is already created.";
- close;
- case 2:
- mes "[Tikbalang Expert]";
- mes "You? Ha... You can try if you want to.";
- close;
- }
- }
- mes "[Tikbalang Expert]";
- mes "There is the easy way and the hard way to capture Tikbalangs. Which one do you prefer?";
- next;
- switch(select("Easy way.:Hard way.")) {
- case 1:
- mes "[Tikbalang Expert]";
- mes "Ha ha. I've come up with the easy way myself.";
- next;
- mes "[Tikbalang Expert]";
- mes "Bring me 3 Tikbalang's Thick Spines and 5 Lesser Agimats to make a '^F80835Tikbalang Belt^000000' to help you easily capture Tikbalangs.";
- next;
- mes "[Tikbalang Expert]";
- mes "Ha ha ha ha ha!";
- mes "I will say it again.";
- mes "It's 3 Tikbalang's Thick Spines and 5 Lesser Agimats. Understood?";
- close;
- case 2:
- mes "[Tikbalang Expert]";
- mes "It's easy for me but I don't know about you.";
- next;
- mes "[Tikbalang Expert]";
- mes "Tikbalangs have a sharp, pointy mane behind their neck.";
- next;
- mes "[Tikbalang Expert]";
- mes "Of course! There are several of them but you must get the three thickest ones.";
- next;
- mes "[Tikbalang Expert]";
- mes "These three manes are the weak point. You can tame a Tikbalang by pulling the manes out.";
- next;
- mes "[Tikbalang Expert]";
- mes "Now let me explain how to pull these manes out.";
- next;
- mes "[Tikbalang Expert]";
- mes "You must fly like a butterfly and land like a bee on the back of a Tikbalang.";
- next;
- mes "[Tikbalang Expert]";
- mes "Of course! The Tikbalang will get mad and try to shake you off with all its might.";
- next;
- mes "[Tikbalang Expert]";
- mes "All you have to do is hold on until the Tikbalang gets exhausted.";
- next;
- mes "[Tikbalang Expert]";
- mes "Then again, itll take 4 days and 3 nights for Tikbalangs to get tired since they are strong creatures. But let's not focus on too much details.";
- next;
- mes "[Tikbalang Expert]";
- mes "Which means!! The Tikbalang is already tamed.";
- close;
- }
- }
-}
-
-// Upgrade Boss Equipment :: malaya_mvpitem
-//============================================================
-ma_fild01,158,243,6 script Tribe Blacksmith#malaya 4_M_MALAYA,{
- mes "[Bayani]";
- mes "I will upgrade your armor if you bring one that holds enormous power.";
- next;
- switch (select("What kind of equipment do upgrade?:What are the required materials?:What will it become after an upgrade?:Please upgrade this.")) {
- case 1:
- mes "[Bayani]";
- mes "Your questions are too simple, but!";
- next;
- mes "[Bayani]";
- mes "Are also important.";
- next;
- mes "[Bayani]";
- mes "^7B4772Bakonawa Scale Armor^000000 made from the scales of the Bakonawa monster known to swallow the moon.";
- next;
- mes "[Bayani]";
- mes "Light but sturdy ^7B4772Kalasag^000000 made from rattan that grows wild around Port Malaya.";
- next;
- mes "[Bayani]";
- mes "^7B4772Buwaya Sack Cloth^000000 made from the sack of the man-eating alligator Buwaya.";
- next;
- mes "[Bayani]";
- mes "^7B4772Bangungot Boots of Nightmare^000000 imbued with the hatred and vengeance of the monster Bangungot.";
- next;
- mes "[Bayani]";
- mes "As just mentioned.";
- next;
- mes "[Bayani]";
- mes "I will make powerful armor out of ONLY the strongest armor dropped from fearful monsters.";
- close;
- case 2:
- mes "[Bayani]";
- mes "Learned well.";
- mes "Seems you learned that there is no such thing as free in life.";
- next;
- mes "[Bayani]";
- mes "First thing to remember is that the object to upgrade must be strong itself. At least strong enough to endure ^FF0000+9 Refinement^000000.";
- next;
- mes "[Bayani]";
- mes "Next is true strength that only comes out of power obtained naturally. I need ^FF000020 Ancient Grudges^000000 for protection from evil while Im refining.";
- next;
- mes "[Bayani]";
- mes "When a ^FF0000+9 Refined Strong armor^000000 is combined with ^FF000020 Ancient Grudges^000000 for protection!!";
- next;
- mes "[Bayani]";
- mes "You get a completely new and improved armor from old scraps.";
- next;
- mes "[Bayani]";
- mes "Always look forward to this.";
- close;
- case 3:
- mes "[Bayani]";
- mes "Listen, because this is a very important question.";
- next;
- mes "[Bayani]";
- mes "It won't matter if I say it more than a 100 times that upgraded armor is powerful.";
- next;
- mes "[Bayani]";
- mes "Unless the one that holds it doesn't believe it is! Ask about what has changed and decide for yourself!";
- next;
- while (1) {
- switch (select("There is no more.:Bakonawa Scale Armor:Kalasag:Buwaya Sack Cloth:Bangungot Boots of Nightmare")) {
- case 1:
- mes "[Bayani]";
- mes "Looks like you ran out of questions.";
- mes "Don't forget. You'll have to give up something to gain something.";
- close;
- case 2:
- mes "[Bayani]";
- mes "The Bakonawa Scale Armor adds +1 to all stats for all jobs which is overall great armor for everyone.";
- next;
- mes "[Bayani]";
- mes "But I'm sure the inner you thinks this isn't enough.";
- next;
- mes "[Bayani]";
- mes "That is why +2 can be added to all stats and an extra slot for a card to your socket if upgraded.";
- next;
- break;
- case 3:
- mes "[Bayani]";
- mes "Kalasag is a good shield to reduce damage from boss monsters by 1% per 3 refinements.";
- next;
- mes "[Bayani]";
- mes "But not enough. Can't believe that a shield doesnt have a place to equip a card.";
- next;
- mes "[Bayani]";
- mes "That is why I can add an extra slot for a card to your socket if upgraded.";
- next;
- break;
- case 4:
- mes "[Bayani]";
- mes "The Buwaya Sack Cloth offers healing capacity and healing item effect increase by 1% per 3 refinements. Not to mention it reduces 10% damage from Water, Earth, Fire, and Wind elemental monsters.";
- next;
- mes "[Bayani]";
- mes "But not enough. Can't believe that these clothes don't come with a place to equip a card. Everyone knows that clothes should have Raydric on them!";
- next;
- mes "[Bayani]";
- mes "Don't worry! I can add an extra slot for a card to your socket if upgraded.";
- next;
- break;
- case 5:
- mes "[Bayani]";
- mes "The Bangungot Boots of Nightmare increases +1 MDEF per 1 refinement and speed increases starting at 14 refinement and above.";
- next;
- mes "[Bayani]";
- mes "The speed increase effect from shoes like Moonlight Flower Shoes and Sleipnir items are out of reach for ordinary people.";
- next;
- mes "[Bayani]";
- mes "But of course, +14 refinement isn't easy but there is an easy way to get it.";
- next;
- mes "[Bayani]";
- mes "By upgrading your shoes, you can get speed increase starting from +12 refinement!";
- next;
- mes "[Bayani]";
- mes "And it doesn't end there!!";
- mes "I will also put in an extra slot in your socket to add a card.";
- next;
- break;
- }
- mes "[Bayani]";
- mes "However, you'll have to give up something to gain something.";
- next;
- mes "[Bayani]";
- mes "^0000FFEquipping the Kalasag, Buwaya Sack Cloth, Bakonawa Scale Armor, and Bangungot Boots of Nightmare all at once will lose the ^FF0000Set Effects^0000FF.^000000";
- next;
- mes "[Bayani]";
- mes "Think it through. Next question?";
- next;
- }
- }
- mes "[Bayani]";
- mes "Ha ha ha ha ha ha ha! Good!";
- mes "You've brought the materials, right?";
- next;
- if (select("Oh... sorry...:Preparations are complete!!") == 1) {
- mes "[Bayani]";
- mes "Oh no!!";
- mes "I will need an light but sturdy armor with an refinement of +9 or greater and 20 Ancient Grudges!!";
- close;
- }
- if (countitem(6499) < 20) {
- mes "[Bayani]";
- mes "You said all preparations are done and you give me this?! I need at least 20 Ancient Grudges to refine your item.";
- close;
- }
- mes "[Bayani]";
- mes "So what armor will it be?";
- next;
- switch (select("Bakonawa Scale Armor:Kalasag:Buwaya Sack Cloth:Bangungot Boots of Nightmare")) {
- case 1:
- .@part = EQI_ARMOR;
- .@item = 15051;
- .@newItem = 15052;
- break;
- case 2:
- .@part = EQI_HAND_L;
- .@item = 2169;
- .@newItem = 2170;
- break;
- case 3:
- .@part = EQI_GARMENT;
- .@item = 2590;
- .@newItem = 2591;
- break;
- case 4:
- .@part = EQI_SHOES;
- .@item = 2491;
- .@newItem = 2492;
- break;
- }
-
- if (!(.@item)) {
- mes "[Bayani]";
- mes "You should wear the equipment to upgrade and not come without it on you.";
- close;
- } else if (getequipid(.@part) != .@item) {
- mes "[Bayani]";
- mes "What is this! You said you wanted to upgrade " + getitemname(.@item) + " but why are you giving me this? You should be wearing " + getitemname(.@item) + ".";
- close;
- } else if (getequiprefinerycnt(.@part) < 9) {
- mes "[Bayani]";
- mes "No, the sturdiness of this item has not been tested yet. It'll have to be at least +9 refined for me to say, 'Oh this is pretty sturdy armor.";
- close;
- }
-
- mes "[Bayani]";
- mes "Looks like you did your homework! Don't see a flaw! Then I have one question to ask before I start refinement.";
- next;
- mes "[Bayani]";
- mes "^0000FFOnce your item is refined, the refinement level will be ^FF00000^0000FF and the item will be upgraded.^000000 You get this part?";
- next;
- if (select("No.:Yes.") == 1) {
- mes "[Bayani]";
- mes "What? You didn't know this? Then, read through my instructions and come back again.";
- close;
- }
- mes "[Bayani]";
- mes "Good. Next question. Once refinement is done,";
- mes "^0000FFEquipping the Kalasag, Buwaya Sack Cloth, Bakonawa Scale Armor, and Bangungot Boots of Nightmare all at once will lose the ^FF0000Set Effects^0000FF.^000000";
- mes "Do you understand this point?";
- next;
- if (select("No.:Yes.") == 1) {
- mes "[Bayani]";
- mes "What? You didn't know this? Then, read through my instructions and come back again.";
- close;
- }
- mes "[Bayani]";
- mes "Awesome! Then let's start refining " + getitemname(.@item) + ".";
- next;
- specialeffect EF_SONICBLOW;
- mes "[Bayani]";
- mes "Pow!! Wow!! Flip... flop!";
- next;
- specialeffect2 EF_TRIPLEATTACK;
- mes "[Bayani]";
- mes "BAM!!";
- next;
-
- delitem 6499,20; //Ancient_Grudge
- delequip .@part;
- getitem .@newItem, 1;
-
- mes "[Bayani]";
- mes "Ha ha. Perfect.";
- mes "Congratulations. Your armor is better than ever.";
- close;
-}
-
-// Secret in the Woods :: malaya_buwaya
-//============================================================
-malaya,305,281,3 script Guard#buwaya 4_MAL_SOLDIER,7,7,{
- if (malaya_hi < 10) {
- mes "- From the wary looks on the guard's face, it is obvious he is at alert at the sight of you. He won't intimidate you but seems he won't even deal with you either. -";
- next;
- mes "- Would there be anyone to talk to in the village? -";
- close;
- } else if (malaya_hi < 20) {
- mes "[Guard]";
- mes "There is a small area called ^3131FFBaryo Mahiwaga^000000 outside of Port Malaya.";
- mes "The place is closer to mother nature than what we have here.";
- next;
- mes "[Guard]";
- mes "On the other hand, the area is full of fierce monsters. Take care of yourself while you're traveling there.";
- close;
- }
- if (malaya_buwaya == 0) {
- mes "[Guard]";
- mes "There are more people leaving the village secretly these days. Are you also heading for the woods to look for the mysterious treasure?";
- next;
- if (BaseLevel < 100) {
- mes "[Guard]";
- mes "I take that back. On second thought, I don't think a weakling like you would even dare to go there.";
- next;
- mes "[Guard]";
- mes "You'd better hold tight to your mommy's hand if you want to go outside of Port Malaya or else the monsters will eat you alive. Ha ha.";
- close;
- }
- mes "[Guard]";
- mes "Is that why there are more outsiders here these days? Now don't be sneaky and a know-it-all. How would you know if I'd offered to take you around?";
- next;
- if (select("Treasure?:Ignore.") == 2) {
- mes "[Guard]";
- mes "Are you ignoring me? Bah.";
- close;
- }
- mes "[Guard]";
- mes "Oh, so you aren't here to look for treasure?";
- next;
- mes "[Guard]";
- mes "I hear people are talking about a mysterious treasure hidden deep in the woods.";
- malaya_buwaya = 1;
- setquest 2271;
- next;
- }
- if (malaya_buwaya == 1) {
- mes "[Guard]";
- mes "Do you see that group of people over there? They always gather and talk about it every day.";
- mes "Try talking to them if you are interested, too.";
- close;
- }
- mes "[Guard]";
- mes "So the talk about treasure was just a rumor? I'm not asking because I want to be rich overnight. Ha ha.";
- close;
-OnTouch:
- if ((malaya_hi > 19) && (malaya_buwaya == 0)) {
- emotion e_gasp;
- emotion e_gasp,1;
- }
- end;
-}
-malaya,276,288,5 script Port Malaya Villager::buwaya_A 4_M_MALAYA,{
- if (malaya_hi < 20) {
- mes "- Look at you warily while whispering to each other. -";
- close;
- } else if (malaya_buwaya == 1) {
- emotion e_gasp,0,"buwaya_A";
- mes "[Port Malaya Villager]";
- mes "No, I heard they got lost in the woods.";
- mes "Who would hide such a treasure from a small village like ours?";
- next;
- emotion e_swt2,0,"buwaya_B";
- mes "[Port Malaya Villager]";
- mes "Could it been a monster? My grandma said there is a dragon with a huge head living deep inside the woods.";
- next;
- emotion e_no,0,"buwaya_C";
- mes "[Port Malaya Villager]";
- mes "No. Listen to me.";
- next;
- mes "[Port Malaya Villager]";
- mes "You all know ^3131FFTotoy^000000? The kid living at the ^3131FFInn^000000.";
- mes "Well, did you know Totoy came back from the woods recently?";
- next;
- emotion e_omg,0,"buwaya_A";
- emotion e_omg,0,"buwaya_B";
- mes "[Port Malaya Villager]";
- mes "Really??? He came back alive?";
- next;
- emotion e_gasp,0,"buwaya_C";
- mes "[Port Malaya Villager]";
- mes "Yeah. But the strange part is that the troublemaker ^3131FFTotoy^000000 now quietly stays home and never comes out.";
- next;
- emotion e_what,0,"buwaya_B";
- mes "[Port Malaya Villager]";
- mes "Why?";
- next;
- emotion e_gasp,0,"buwaya_C";
- mes "[Port Malaya Villager]";
- mes "Don't you get it? Totoy must have found the treasure.";
- next;
- emotion e_omg,0,"buwaya_A";
- emotion e_omg,0,"buwaya_B";
- mes "[Port Malaya Villager]";
- mes "What!!!! Then ^3131FFTotoy^000000 is rich now?";
- next;
- emotion e_no,0,"buwaya_C";
- mes "[Port Malaya Villager]";
- mes "I don't think so.";
- mes "I saw ^3131FFTotoy^000000 come back home, but Totoy wasn't carrying anything.";
- mes "But then, I must have missed it because I ran back home right away.";
- next;
- emotion e_what,0,"buwaya_B";
- mes "[Port Malaya Villager]";
- mes "Then what is ^3131FFTotoy^000000 doing at home?";
- next;
- emotion e_dots,0,"buwaya_C";
- mes "[Port Malaya Villager]";
- mes "I think Totoy is making a plan to bring the treasure back without us knowing it.";
- mes "To have the whole treasure for himself, that greedy kid.";
- next;
- emotion e_what,0,"buwaya_A";
- mes "[Port Malaya Villager]";
- mes "Is that true?";
- next;
- emotion e_lv2,0,"buwaya_B";
- mes "[Port Malaya Villager]";
- mes "The treasure would be in better hands with me ~";
- mes "I would clean it every day so it shined and would use it as a beautiful ornament. Ah~~~";
- next;
- emotion e_dots,0,"buwaya_C";
- mes "[Port Malaya Villager]";
- mes "Then how about we talk to ^3131FFTotoy^000000 to spill the beans on where the treasure is?";
- next;
- emotion e_what,0,"buwaya_A";
- mes "[Port Malaya Villager]";
- mes "Wow. That is an awesome idea. No wonder you're the leader!";
- next;
- emotion e_dots,0,"buwaya_A";
- mes "[Port Malaya Villager]";
- mes "But will ^3131FFTotoy^000000 give up the information easily?";
- mes "Because Totoy was sneaky enough to think of getting away with taking the whole treasure.";
- next;
- emotion e_sob,0,"buwaya_B";
- mes "[Port Malaya Villager]";
- mes "Then we should convince ^3131FFTotoy^000000 to tell us where the treasure is instead of looking for it ourselves.";
- next;
- emotion e_sob,0,"buwaya_B";
- mes "[Port Malaya Villager]";
- mes "Ah~~~ it is so hard to get something pretty these days ~~~!!!!";
- malaya_buwaya = 2;
- erasequest 2271;
- setquest 2272;
- close;
- } else if (malaya_buwaya == 2) {
- mes "- Better pay a visit to this Totoy to get more information about the treasure. -";
- close;
- } else {
- mes "- People are talking with serious faces. -";
- close;
- }
-}
-malaya,278,288,3 duplicate(buwaya_A) Port Malaya Villager::buwaya_B 4_F_MALAYA
-malaya,276,286,7 duplicate(buwaya_A) Port Malaya Villager::buwaya_C 4_M_MALAYA
-
-ma_in01,47,101,3 script Totoy#buwaya 4_M_BARYO_BOY,7,7,{
- if ((malaya_hi < 20) || (malaya_buwaya < 2)) {
- mes "- See someone shaky with dopey eyes. -";
- close;
- }
- if (malaya_buwaya == 2) {
- mes "- See someone shaky with dopey eyes. -";
- next;
- if (select("Tap him on the shoulder.:Ignore him.") == 2)
- close;
- emotion e_omg;
- mes "[Totoy]";
- mes "Wah! No! Go away! Leave me alone!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Hey, are you alright?";
- next;
- mes "[Totoy]";
- mes "Huh... you're a person? Who are you?";
- next;
- mes "- He looks you straight in the face but doesn't seem to recognize you. -";
- next;
- mes "[Totoy]";
- mes "Who's there?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "I am " + strcharinfo(0) + ". You are Totoy, right? People say you've found a treasure. Is it true?";
- next;
- mes "[Totoy]";
- mes "What treasure?";
- mes "I can't see. I'm blinded. Please help me. I'm tired and frustrated.";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "What happened?";
- next;
- mes "[Totoy]";
- mes "Can't talk long. I need to heal my eyes first.";
- mes "There should be some ^3131FFGreen Potion^000000 left inside the drawer. Will you take it out for me?";
- malaya_buwaya = 3;
- close;
- } else if (malaya_buwaya == 3) {
- if (!countitem(506)) {
- mes "[Totoy]";
- mes "Can't talk long. I need to heal my eyes first.";
- mes "There should be some ^3131FFGreen Potion^000000 left inside the drawer. Will you get it for me?";
- close;
- }
- mes "[Totoy]";
- mes "Hello? Hey, are you still there? What happened to the Green Potion? Jeez, this is driving me crazy.";
- next;
- if (select("Hand over the Green Potion.:Do not hand over the potion.") == 2) {
- mes "[Totoy]";
- mes "Did you really leave? Hey! Darn!";
- } else {
- mes "[Totoy]";
- mes "Gulp, gulp...";
- delitem 506,1; //Green_Potion
- malaya_buwaya = 4;
- }
- close;
- } else if (malaya_buwaya == 4) {
- emotion e_gasp;
- mes "[Totoy]";
- mes "I can see!! My eyes work!!!";
- mes "Yay! I feel better now!";
- next;
- emotion e_dots,1;
- emotion e_no1;
- mes "[Totoy]";
- mes "Wow! You look better than you sounded. Ha ha.";
- next;
- mes "[Totoy]";
- mes "But what did you say? Something about a treasure?";
- mes "Did you say I found a treasure?";
- mes "What is that about?";
- next;
- select("Tell him what the people are talking about.");
- emotion e_heh;
- mes "[Totoy]";
- mes "WHAT?";
- mes "Puhaha! Totoy is rich! Became rich overnight! Chief Ed!";
- next;
- emotion e_pif;
- mes "[Totoy]";
- mes "Sorry but I went to the woods to collect bugs. Wish I saw a treasure while I was at it. Hmph!";
- next;
- emotion e_dots;
- mes "[Totoy]";
- mes "I did go deep in the woods because I wasn't getting anywhere with collecting bugs. But who would have thought I'd get into this mess?";
- next;
- if (select("What Totoy saw:About bugs") == 2) {
- mes "[Totoy]";
- mes "I only wanted to show people my collection of cute bugs. Ha ha.";
- next;
- emotion e_heh;
- mes "[Totoy]";
- mes "Dropping ice or bugs down peoples clothes is just like a daily greeting, isn't it?";
- next;
- mes "[Totoy]";
- mes "I love to see people run around the village like they are in a marathon. He he.";
- next;
- }
- mes "[Totoy]";
- mes "I thought people wouldn't run away because of an ordinary bug so I went in the woods with Ed.";
- next;
- mes "[Totoy]";
- mes "Ah, Ed is my cute puppy. He's very nice and cuddly. My best friend in the whole wide world.";
- next;
- emotion e_dots;
- mes "[Totoy]";
- mes "Ed usually barks a lot but I should have looked around when he barked and pulled on my sleeves.";
- next;
- mes "[Totoy]";
- mes "- Totoy bends over and whispers to you as if walls have ears. -";
- next;
- mes "[Totoy]";
- mes "There was a monster with a mouth the size of a house right behind me.";
- next;
- select("A monster?!");
- mes "[Totoy]";
- mes "Shssh! Be quiet. I've never seen a mouth that big before. It was full of a river of saliva flowing out of spiky teeth. Just the thought of it makes me want to hide.";
- next;
- mes "[Totoy]";
- mes "The scariest part is that the monster has two heads. You won't believe it till you see it.";
- next;
- emotion e_sob;
- mes "[Totoy]";
- mes "Ed bit the monsters leg with all his might to let me get away. But I don't know what happened to him afterwards. Sniff~";
- next;
- mes "[Totoy]";
- mes "That's when I hurt my eye. To tell you the truth I don't even remember how I came back.";
- next;
- select("About the monster");
- mes "[Totoy]";
- mes "Don't know. It was the first time I saw a monster like that. Who could live to tell the story?";
- next;
- mes "[Totoy]";
- mes "Wait, maybe the ^FF0000Master of Hunting^000000 might know about the monster. They say he fought with all sorts of monsters.";
- next;
- mes "[Totoy]";
- mes "I need some time alone. I need to make a tombstone for Ed. If you want to meet the ^FF0000Master of Hunting^000000, you'll find him near the Weapon Store.";
- next;
- mes "[Totoy]";
- mes "And tell everyone else to stop spreading rumors about treasure. They don't know what I went through. Sniff! I'm going to put Ancient Worms in everyones clothes!";
- malaya_buwaya = 5;
- erasequest 2272;
- setquest 2273;
- close;
- } else if (malaya_buwaya == 5) {
- mes "[Totoy]";
- mes "I have to make a grave for Ed. My loyal friend, Ed...";
- mes "If you want to meet the ^FF0000Master of Hunting^000000, you'll find him near the Weapon Store.";
- close;
- } else if (malaya_buwaya == 6) {
- mes "[Totoy]";
- mes "Ed!! Eeeeeddddddd!!!";
- mes "Can't believe you gave your life to save me. Wail!!!";
- next;
- mes "- Totoy can't be lying when he's crying his heart out like this. -";
- close;
- } else if (malaya_buwaya == 7) {
- mes "[Totoy]";
- mes "Where I saw the monster?";
- next;
- mes "[Totoy]";
- mes "Um... Hmm...";
- mes "I was so busy running away...";
- next;
- mes "[Totoy]";
- mes "It was really deep in the woods. Probably even past Baryo Mahiwaga.";
- mes "I think I heard the sound of ^3131FFFlowing Water^000000. A large whooshing sound. This is all I remember.";
- close;
- } else if ((malaya_buwaya > 7) && (malaya_buwaya < 12)) {
- mes "[Totoy]";
- mes "Poor Ed. I miss Ed. Wail!!!!";
- close;
- } else if (malaya_buwaya == 12) {
- emotion e_sob;
- mes "[Totoy]";
- mes "Poor Ed. I miss Ed. Wail!!!!";
- next;
- enablenpc "Dog#buwaya_totoi";
- mes "[Dog]";
- mes "Bark bark!!";
- next;
- emotion e_omg;
- mes "[Totoy]";
- mes "Ed!!";
- mes "Ed!!! You're alive!!!";
- mes "You've come back!!! I'm so happy!!!!";
- next;
- mes "[Totoy]";
- mes "Did you bring Ed back?";
- mes "Thank you so much!";
- mes "You didn't see the monster, did you?";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "The monster is called Buwaya. I told the Guard about the monster. You better not go near the place again.";
- next;
- mes "[Totoy]";
- mes "Okay!";
- mes "He he. Ed, the woods are too dangerous so we can't go there for bugs anymore.";
- next;
- mes "[Dog]";
- mes "Whimper...";
- next;
- mes "[Totoy]";
- mes "But I'm sure we can find a way to keep our reputation with other creepy stuff!";
- next;
- mes "[Dog]";
- mes "Bark bark!!";
- next;
- /*
- // Better translation needed.
- mes "[Totoy]";
- mes "Um... hey!";
- next;
- select("You are a " + ((Sex) ? "boy" : "girl") + ", aren't you?");
- emotion e_omg,1;
- mes "[Totoy]";
- mes "Huh?";
- if (!Sex) {
- mes "Totoy is a girl, and you are a boy.";
- mes "You're not a boy?";
- } else {
- mes "Totoy is a girl, and you are a girl.";
- mes "You're not a girl?";
- }
- next;
- mes "[Totoy]";
- mes "Is it because my name, Totoy? But that's the name my parents gave me thinking I would be a boy when I was born. Ha ha!";
- next;
- */
- mes "[Totoy]";
- mes "Anyway, thanks for bringing my best friend back.";
- mes "I don't have much but would like to thank you. Wait, let me see what's inside my drawer. He he-";
- malaya_buwaya = 13;
- erasequest 2278;
- setquest 2279;
- close;
- } else if (malaya_buwaya == 13) {
-// if (IsPremiumPcCafe == 10)
- .@amount = 10;
-// else
-// .@amount = 5;
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) {
- mes "- Wait!! -";
- mes "- You have too many items on you. -";
- mes "- Cannot receive the item. -";
- mes "- Clean up your items -";
- mes "- And please try again. -";
- close;
- }
- mes "- Totoy goes through the drawer, turning it upside down. Making a mess of the room. -";
- next;
- mes "[Totoy]";
- mes "Found it!";
- next;
- mes "[Totoy]";
- mes "Here. My mom gave it to me but I don't know how to use it... He he.";
- mes "I hope you can use it.";
- next;
- mes "[Totoy]";
- mes "Visit me when you get bored!";
- mes "Just don't ask about the treasure again~!";
- next;
- mes "[Dog]";
- mes "Woof woof woof!!!!";
- malaya_buwaya = 14;
- getitem 6497,5; //Lesser_Agimat
- disablenpc "Dog#buwaya_totoi";
- erasequest 2279;
- setquest 2280;
- close;
- } else {
- mes "[Totoy]";
- mes "Ed went out to play so I'm alone.";
- mes "Would there be something awesome to surprise people with?";
- close;
- }
-OnTouch:
- emotion e_omg;
- end;
-}
-
-ma_in01,43,101,7 script Dog#buwaya_totoi 4_DOG01,{
- end;
-OnInit:
- disablenpc "Dog#buwaya_totoi";
- end;
-}
-
-ma_in01,44,105,3 script Drawer#buwaya CLEAR_NPC,{
- if (malaya_buwaya == 3) {
- mes "- You look for the Green Potion in Totoys drawer. -";
- next;
- mes "- Rummaging, fumbling. -";
- next;
- mes "- Rummaging, fumbling. -";
- mes "- Rummaging, fumbling. -";
- next;
- mes "- Clunk, clank, crunch. -";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "What? I only see an empty potion bottle.";
- mes "Does this mean I have to get the potion myself? That Totoy is really a troublemaker.";
- close;
- }
- end;
-}
-
-malaya,290,152,5 script Master of Hunting#buwaya 4_M_BARYO_MAN,{
- if ((malaya_hi < 20) || (malaya_buwaya < 5)) {
- mes "[Master of Hunting]";
- mes "Oh! Ho! Ho!";
- mes "I am the Master of Hunting! I'm not afraid of anything with just one exception! I'm afraid of outsiders...";
- close;
- }
- if (malaya_buwaya == 5) {
- mes "[Master of Hunting]";
- mes "Yo! Ho! Ho!";
- mes "I went all the way to Rune-Midgarts Kingdom to defeat the Angry Minorous.";
- next;
- mes "[Master of Hunting]";
- mes "And I succeeded in killing Muka, the one with the voice of a demon that disturbs the peace of the world.";
- mes "Wow! He was really tough. I'm starting to sweat just thinking of him.";
- next;
- mes "[Master of Hunting]";
- mes "Yo! You look like you have a few battle stories yourself. Have you ever seen a Minorous? Ha ha ha!";
- next;
- mes "[Master of Hunting]";
- mes "So you came here to learn all about my excellent hunting skills? Or to ask me to publish an essay on Master of Hunting? Ho!";
- next;
- if (select("About Totoys monster:Interrupt.") == 2) {
- mes "[Master of Hunting]";
- mes "Oh? Hey! Where are you going?!";
- close;
- }
- mes "[Master of Hunting]";
- mes "You say someone saw the monster?";
- next;
- mes "[Master of Hunting]";
- mes "There are many monsters in and out of Port Malaya. What is so special about this one?";
- next;
- select("About a monster with two heads");
- mes "[Master of Hunting]";
- mes "Ho! A monster with two heads, you say? Are you kidding? Where on earth is there a monster with two heads?!";
- next;
- mes "[Master of Hunting]";
- mes "The kid must have been scared by a Condor or something.";
- mes "There's a saying that someone surprised to see a Permeter, will also be surprised to see a peach tree. Ha ha!";
- next;
- mes "[Master of Hunting]";
- mes "You shouldn't lie to an adult. I understand you want the Master of Huntings attention. Ha ha!";
- next;
- if (select("I will prove it.:Suspicious of Totoy.") == 2) {
- mes "[Master of Hunting]";
- mes "Kids tell stories for their own reasons. I'm sure Totoy is the same.";
- malaya_buwaya = 6;
- close;
- }
- mes "[Master of Hunting]";
- mes "Oh! Really? Bring proof if you really think the kid is telling the truth.";
- next;
- mes "[Master of Hunting]";
- mes "Every living thing leaves some kind of trace behind. You also leave behind traces and scents wherever you go. Especially in private places, I mean. He he!";
- next;
- mes "[Master of Hunting]";
- mes "Try collecting 10 Animal Samples from where the kid saw the monster. I will look for traces of that monster from the samples.";
- next;
- mes "[Master of Hunting]";
- mes (Sex) ? "It won't be pleasant but any brave man could easily do it, don't you agree?" : "I don't want the hands of a pretty girl to smell bad but I could care less with someone like you. Ha ha!";
- malaya_buwaya = 7;
- erasequest 2273;
- setquest 2274;
- close;
- } else if (malaya_buwaya == 6) {
- mes "[Master of Hunting]";
- mes "Oh, you're back!";
- next;
- if (select("Let's see if we have a monster in it!:I don't think there is a monster.") == 2) {
- mes "[Master of Hunting]";
- mes "It was a kid's joke. Ha ha.";
- close;
- }
- mes "[Master of Hunting]";
- mes "Oh! Really? Bring proof if you really think the kid is telling the truth.";
- next;
- mes "[Master of Hunting]";
- mes "Every living thing leaves some kind of trace behind. You also leave behind traces and scents wherever you go. Especially in private places, I mean. He he!";
- next;
- mes "[Master of Hunting]";
- mes "Try collecting 10 Animal Samples from where the kid saw the monster. I will look for traces of that monster from the samples.";
- next;
- mes "[Master of Hunting]";
- mes (Sex) ? "It won't be pleasant but any brave man could easily do it, don't you agree?" : "I don't want the hands of a pretty girl to smell bad but I could care less with someone like you. Ha ha!";
- malaya_buwaya = 7;
- erasequest 2273;
- setquest 2274;
- close;
- } else if (malaya_buwaya == 7) {
- if (countitem(6519) < 10) {
- mes "[Master of Hunting]";
- mes "Bring me back samples if you want to prove there is a monster with two heads.";
- close;
- }
- mes "[Master of Hunting]";
- mes "Argh! That's so foul.";
- mes "You've really brought back the samples.";
- mes "Ho! Leave it there and come back after washing your hands. Even god won't smile down at you with that stench.";
- delitem 6519,10; //Collected_Sample
- malaya_buwaya = 8;
- erasequest 2274;
- setquest 2275;
- close;
- } else if (malaya_buwaya == 8) {
- mes "[Master of Hunting]";
- mes "Ho! Shall I?";
- next;
- mes "- Rummaging, fumbling. -";
- next;
- mes "- Rummaging, fumbling. -";
- mes "- Wriggling, wiggling. -";
- next;
- mes "- Rummaging, fumbling. -";
- mes "- Wriggling, wiggling. -";
- mes "- Sway, swag. -";
- next;
- mes "[Master of Hunting]";
- mes "Ho! This is!!";
- next;
- mes "[Master of Hunting]";
- mes "Wow! Ho! Ho! Ho! Awesome!!!!!!";
- next;
- mes "[Master of Hunting]";
- mes "You! Come here and feel this!";
- malaya_buwaya = 9;
- enablenpc "#buwaya_soil";
- close;
- } else if (malaya_buwaya == 9) {
- mes "[Master of Hunting]";
- mes "Don't just stand there. Touch the sample!";
- enablenpc "#buwaya_soil";
- close;
- } else if (malaya_buwaya == 10) {
- mes "[Master of Hunting]";
- mes "Hurry and tell the Guard Leader that Buwaya is active again. Hurry! You'll find the Guard Leader at the north of the village.";
- close;
- } else {
- mes "[Master of Hunting]";
- mes "Snooze...";
- close;
- }
-}
-
-malaya,291,152,3 script #buwaya_soil 4_SOIL,{
- if (malaya_buwaya == 9) {
- mes "- Rummaging, fumbling. -";
- next;
- mes "- Rummaging, fumbling. -";
- mes "- Wriggling, wiggling. -";
- next;
- mes "- Rummaging, fumbling. -";
- mes "- Wriggling, wiggling. -";
- mes "- Sway, swag. -";
- next;
- if (rand(1,10) <= 5) {
- mes "[" + strcharinfo(0) + "]";
- mes "I don't see anything.";
- next;
- mes "[Master of Hunting]";
- mes "It can't be! Look closer!";
- } else {
- mes "- Felt something pointy with the end of your fingers. -";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Ouch!";
- mes "What is this?";
- next;
- mes "[Master of Hunting]";
- mes "Ho! This is huge! And so dense that it can easily scratch steel!";
- next;
- mes "[Master of Hunting]";
- mes "This is ^3131FFBuwaya^000000's tooth!";
- mes "How could this be!";
- next;
- select("Buwaya?");
- mes "[Master of Hunting]";
- mes "Ah! Yes! Stop holding it up. It stinks. Go wash your hands.";
- next;
- mes "[Master of Hunting]";
- mes "Hmm. The monster the kid saw must be Buwaya. No doubt about it.";
- next;
- mes "[Master of Hunting]";
- mes "I've heard that the wife of the neighbor of my grandfather's uncle on my mom's side was also killed by Buwaya.";
- next;
- mes "[Master of Hunting]";
- mes "They say no living thing is left after Buwaya passes by.";
- mes "Totoy is one lucky kid. Wow!";
- next;
- mes "[Master of Hunting]";
- mes "Buwaya was inactive for a long time. Wonder if it was hibernating? Hmm.";
- next;
- mes "[Master of Hunting]";
- mes "Now that I know that a monster like that is out there, I should be cautious, too.";
- mes "Must tell the villagers not to go too deep into the woods.";
- next;
- mes "[Master of Hunting]";
- mes "Please go and tell the Guard Leader that Buwaya is active again.";
- mes "I will contact other hunters in the meantime and think of a plan to kill Buwaya.";
- malaya_buwaya = 10;
- disablenpc "#buwaya_soil";
- erasequest 2275;
- setquest 2276;
- }
- close;
- }
- end;
-OnInit:
- disablenpc "#buwaya_soil";
- end;
-}
-
-- script Unknown Trace#buwaya -1,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) {
- mes "- Wait!! -";
- mes "- You have too many items on you. -";
- mes "- Cannot receive the item. -";
- mes "- Clean up your items -";
- mes "- And please try again. -";
- close;
- }
- if (malaya_buwaya == 7) {
- if (countitem(6519) >= 10) {
- mes "- You don't have to collect any more samples. -";
- close;
- }
- mes "- You see something entangled with soil and grass. -";
- next;
- if (rand(1,10) <= 2) {
- mes "- You are nauseous by the foul smell coming from the samples you are collecting. -";
- sc_start SC_POISON,5000,0;
- close;
- }
- mes "- You slowing and cautiously collect the squashy and slightly warm substance. -";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "It's warm as a mother's bosom.";
- getitem 6519,1; //Collected_Sample
- disablenpc strnpcinfo(0);
- initnpctimer;
- close;
- }
- end;
-OnTimer20000:
- enablenpc strnpcinfo(0);
- stopnpctimer;
- end;
-}
-ma_fild02,155,235,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_1 4_SOIL
-ma_fild02,143,142,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_2 4_SOIL
-ma_fild02,266,155,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_3 4_SOIL
-ma_fild02,221,91,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_4 4_SOIL
-ma_fild02,205,85,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_5 4_SOIL
-ma_fild02,300,98,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_6 4_SOIL
-ma_fild02,100,275,3 duplicate(Unknown Trace#buwaya) Unknown Trace#buwaya_7 4_SOIL
-
-malaya,290,340,3 script Guard Leader#buwaya 4_MAL_CAPTAIN,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 2000) {
- mes "- Wait!! -";
- mes "- You have too many items on you. -";
- mes "- Cannot receive the item. -";
- mes "- Clean up your items -";
- mes "- And please try again. -";
- close;
- }
- if (malaya_hi < 20) {
- mes "- Look at you warily while whispering to each other. -";
- close;
- }
- if (malaya_buwaya <= 10) {
- mes "[Guard Leader]";
- mes "We are busy as hell because of Bangungots servants attacking the hospital.";
- next;
- mes "[Guard Leader]";
- mes "We are doing our best in securing the safety of our village so please enjoy your stay in Port Malaya.";
- }
- if (malaya_buwaya == 10) {
- next;
- if (select("Tell him about Buwaya.:Done with conversation.") == 2) {
- close;
- }
- mes "[Guard Leader]";
- mes "Buwaya? The merciless creature is back?";
- next;
- mes "[Guard Leader]";
- mes "That's bad news. We are already short-handed by assigning everyone to fight off Bangungot.";
- next;
- mes "[Guard Leader]";
- mes "And villagers need to go to the woods to collect fruits and vegetables.";
- next;
- mes "[Guard Leader]";
- mes "Hmm... will you be able to help Port Malaya?";
- next;
- if (select("Leave it to me!:I'm pretty busy myself.") == 2) {
- mes "[Guard Leader]";
- mes "Really? That's no good. All the lives of the villagers will be at stake if we don't do something. How can a youth like you be so heartless. Are all outsiders like you? Hmph! Can't trust young people these days. Hmph.";
- close;
- }
- mes "[Guard Leader]";
- mes "I knew I could count on you.";
- next;
- mes "[Guard Leader]";
- mes "Good. I will trust you.";
- mes "I need to know where Buwaya will likely appear in order to secure villagers living area.";
- mes "Guess Buwayas nest will be the best bet.";
- next;
- mes "[Guard Leader]";
- mes "^3131FFShoot a smoke bomb^000000 once you reach the area.";
- mes "Then we will run to where the smoke bomb was shot.";
- next;
- mes "[Guard Leader]";
- mes "Then take care and good luck.";
- malaya_buwaya = 11;
- erasequest 2276;
- setquest 2277;
- } else if (malaya_buwaya == 11) {
- mes "[Guard Leader]";
- mes "^3131FFShoot a smoke bomb^000000 once you reach the area.";
- mes "Then we will run to where the smoke bomb was shot.";
- } else if ((malaya_buwaya == 12) || (malaya_buwaya == 13)) {
- mes "[" + strcharinfo(0) + "]";
- mes "Let's first bring Ed to Totoy.";
- } else if (malaya_buwaya == 14) {
- mes "[Guard Leader]";
- mes "The Guard Leader gave you the location of Buwaya's cave.";
- mes "This can't be happening.";
- next;
- mes "[Guard Leader]";
- mes "I'm way out of men to assign to the Buwaya situation but well have to do something with what we got.";
- next;
- mes "[Guard Leader]";
- mes "Here, this is a symbol of our gratitude.";
- mes "If you would like to help with Buwaya again, please look for me.";
- mes "Hope you have a great journey.";
- malaya_buwaya = 15;
- getexp 1000000, 600000;
- completequest 2280;
- } else {
- .@hunting = questprogress(2281,HUNTING);
- if (!.@hunting) {
- mes "[Guard Leader]";
- mes "Hear Buwaya appeared from the depth of the Forest.";
- mes "As everyone knows, all our manpower is dispatched to handle Bangungots servants attacking the hospital recently.";
- next;
- mes "[Guard Leader]";
- mes "That is why we have no choice but to ask an outsider to help eliminate Buwaya.";
- mes "They say Buwaya is a very strong and ugly monster with two heads.";
- mes "Will you help us defeat Buwaya?";
- next;
- if (select("Of course.:Nope.") == 2) {
- mes "[Guard Leader]";
- mes "Buwaya is known to be a very dangerous monster.";
- mes "There is no shame in rejecting this request.";
- close;
- }
- if (BaseLevel < 130) {
- mes "[Guard Leader]";
- mes "This mission will be a dangerous one.";
- mes "If you want to help get rid of Buwaya, you must be prepared.";
- mes "Come back once you reach LV 130.";
- close;
- }
- mes "[Guard Leader]";
- mes "According to the legend, Buwaya kidnaps people and puts them in the sack on its back and then eats them later.";
- next;
- mes "[Guard Leader]";
- mes "Keep this in mind and be cautious at all times.";
- mes "I recommend asking trustful colleagues for help.";
- setquest 2281;
- } else if (.@hunting == 1) {
- mes "[Guard Leader]";
- mes "How is it going with the Buwaya situation?";
- next;
- if (select("I give up.:Still fighting.") == 2) {
- mes "[Guard Leader]";
- mes "Keep this in mind and be cautious at all times.";
- mes "I recommend asking trustful colleagues for help.";
- close;
- }
- mes "[Guard Leader]";
- mes "Buwaya is known to be a very dangerous monster.";
- mes "There is no shame in rejecting this request.";
- erasequest 2281;
- } else if (.@hunting == 2) {
-// if (IsPremiumPcCafe == 10)
- .@amount = 10;
-// else
-// .@amount = 5;
- mes "[Guard Leader]";
- mes "Can't believe you really got rid of Buwaya!";
- mes "You aren't just any ordinary youth, aren't you? People of Port Malaya can now sleep at night.";
- next;
- mes "[Guard Leader]";
- mes "Good work.";
- erasequest 2281;
- getitem 6497, .@amount; //Lesser_Agimat
- getexp 0,600000;
- } else {
- mes "[Guard Leader]";
- mes "I will not stand down until all of Port Malaya, including Baryo Mahiwaga, is safe from Buwaya. Promise to take care of yourself.";
- erasequest 2281;
- }
- }
- close;
-}
-
-ma_fild02,307,245,0 script #buwaya_todog1 HIDDEN_WARP_NPC,3,3,{
- end;
-OnTouch:
- if (malaya_buwaya == 11) {
- enablenpc "Dog#buwaya";
- //mes "[Here something]";
- mes "Bark bark!!";
- close;
- }
- end;
-}
-ma_fild02,320,241,0 duplicate(#buwaya_todog1) #buwaya_todog2 HIDDEN_WARP_NPC,3,3
-ma_fild02,317,250,0 duplicate(#buwaya_todog1) #buwaya_todog3 HIDDEN_WARP_NPC,7,7
-
-ma_fild02,312,259,3 script Dog#buwaya 4_DOG01,{
- if (malaya_buwaya == 11) {
- mes "[Dog]";
- mes "Bark bark!!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Why is a dog here?";
- next;
- if (select("Look closely at the dog.:Ignore it.") == 2) {
- mes "[" + strcharinfo(0) + "]";
- mes "Looks like a lost dog.";
- close;
- }
- mes "- Looked real hard at the dirty dog and noticed an old collar on its neck. -";
- next;
- mes "- The collar says, 'Forever with Totoy'. -";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "So you are Ed?";
- next;
- mes "[Dog]";
- mes "Bark bark!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "You didn't get killed by Buwaya. You lucky little dog. Let's go back to your owner.";
- next;
- emotion e_ho;
- mes "[Dog]";
- mes "Bark bark!!";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Ah, before we go, do you happen to know where Buwaya's nest is?";
- next;
- mes "[Dog]";
- mes "Woof!";
- next;
- mes "- Ed is one smart dog and understood what you asked him. Ed started to bark towards the north. -";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Buwaya is over there!";
- mes "Then I should shoot the smoke bomb here.";
- next;
- mes "- You take the smoke bomb out of your inventory and shoot towards the sky. -";
- next;
- mes "^FF0000- Shoook-^000000";
- enablenpc "Guard#buwayacave";
- specialeffect2 EF_MVP;
- next;
- mes "[Guard]";
- mes "Job well done!";
- mes "So Buwaya lives in remote place like this. I will make sure this information goes to the Guard Leader!";
- disablenpc "Guard#buwayacave";
- next;
- mes "[" + strcharinfo(0) + "]";
- mes "Should I return Ed to Totoy first and then go see the Guard Leader?";
- next;
- mes "[Dog]";
- mes "Bark bark!";
- malaya_buwaya = 12;
- disablenpc "Dog#buwaya";
- erasequest 2277;
- setquest 2278;
- close;
- } else if (malaya_buwaya == 12) {
- mes "[" + strcharinfo(0) + "]";
- mes "Lets first bring Ed to Totoy and then go back to the Guard Leader.";
- close;
- }
- end;
-OnInit:
- disablenpc "Dog#buwaya";
- end;
-}
-
-ma_fild02,308,262,3 script Guard#buwayacave 4_MAL_SOLDIER,{
- end;
-OnInit:
- disablenpc "Guard#buwayacave";
- end;
-}
-
-// Bakonawa Extermination :: malaya_bakonawa
-//============================================================
-malaya,280,331,4 script Singing Man#bako1 4_M_BARYO_MAN,{
- if (malaya_bakona1 < 5) {
- mes "[Singing Man]";
- mes "Story of dragon that lives at a lake~";
- mes "Story of an old lady";
- mes "that became a dragon long ago~";
- next;
- mes "[Singing Man]";
- mes "Waiting for the son that left for a foreign land,";
- mes "my son will return";
- mes "when that moon sets for the 90th time";
- next;
- mes "[Singing Man]";
- mes "The moon sets for the 89th,";
- mes "The moon sets for the 90th,";
- mes "The moon sets for the 191st...";
- next;
- mes "[Singing Man]";
- mes "That moon has taken my son away~";
- mes "That horrible thing";
- mes "has swallowed my son,";
- mes "and I will punish that moon~";
- next;
- mes "[Singing Man]";
- mes "The day the furious moon hides itself from sight,";
- mes "the whole world will be flooded with rain";
- mes "with all the villages and people facing death under water~";
- next;
- mes "[Singing Man]";
- mes "The old lady's curse made the moon furious~";
- mes "Get rid of the old lady to calm the moon~";
- mes "If only the old lady wasn't here, If only the old lady wasn't here...";
- next;
- mes "[Singing Man]";
- mes "I hear rumors~";
- mes "The old lady threw herself into the lake~";
- mes "the old lady, now turned into a dragon, will swallow the moon";
- mes "and soon swallow the village too~";
- close;
- } else {
- mes "[Singing Man]";
- mes "You say the legend is all a lie?";
- mes "You mean my ancestors are all liars";
- mes "and swindlers?";
- next;
- mes "[Singing Man]";
- mes "This village is built on an old legend";
- mes "and history.";
- mes "They are not the kind of people that will be shaken by";
- mes "foolish words of an imbecile such as yourself.";
- close;
- }
-}
-
-malaya,275,333,5 script Singing Woman#bako1 4_F_BARYO_WOMAN,{
- if (malaya_bakona1 < 5) {
- mes "[Singing Woman]";
- mes "Bakonawa that live at a lake,";
- mes "story of an old lady that became a dragon.";
- next;
- mes "[Singing Woman]";
- mes "The son that was suppose to return after the moon sets for the 90th time";
- mes "never did come back even after the moon had set for a few hundred times~";
- mes "The moon has swallowed the old lady's son~";
- next;
- mes "[Singing Woman]";
- mes "The moon, the moon, you shall receive the old lady's curse~";
- mes "The whole village was immersed in death";
- mes "with rain and floods sent by the furious moon~";
- next;
- mes "[Singing Woman]";
- mes "The moon, the moon, be still and be calm,";
- mes "for the old lady is gone and she is no more~";
- mes "The old lady has drowned in the lake~";
- mes "She will transform into Bakonawa and come back...";
- next;
- mes "[Singing Woman]";
- mes "...to swallow you and";
- mes "punish the village soon~";
- mes "The day the moon dies";
- mes "is the day the village dies too~";
- close;
- } else {
- mes "[Singing Woman]";
- mes "The legends are all a lie?";
- mes "Why do you say such nonsense?";
- mes "Is there nothing";
- mes "that is important for you to protect?";
- next;
- mes "[Singing Woman]";
- mes "Poor Bakonawa...";
- mes "I would be happy";
- mes "if she took a big bite out of someone like you!";
- close;
- }
-}
-
-malaya,290,329,4 script Frightened Boy#bako1 4_M_BARYO_BOY,{
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- if (malaya_bakona1 < 5) {
- mes "[Frightened Boy]";
- mes "The vicious monster Bakonawa will soon come";
- mes "to swallow the moon and take vengeance upon the village.";
- mes "I'm scared, please help...";
- close;
- } else {
- mes "[Frightened Boy]";
- mes "The legend of Bakonawa is all a lie?";
- mes "So that means Bakonawa doesn't exist?";
- mes "I'm going to play with my friends at the lake later.";
- mes "You told me it was all a lie right?";
- close;
- }
-}
-
-malaya,264,338,4 script Frightened Maiden#bako1 4_F_BARYO_GIRL,{
- if (malaya_hi < 20) {
- mes "- She seems cautious of you. -";
- close;
- }
- if (malaya_bakona1 < 5) {
- mes "[Frightened Maiden]";
- mes "It is said that Bakonawa hates loud noises.";
- mes "Pound the pot if you want to live!";
- next;
- switch(select("Hates loud noises?:What is Bakonawa?")) {
- case 1:
- mes "[Frightened Maiden]";
- mes "You already heard that the old lady";
- mes "died and became Bakonawa, right?";
- next;
- mes "[Frightened Maiden]";
- mes "The legend has it that";
- mes "the old lady had very keen hearing";
- mes "because she was always focusing on";
- mes "the returning of her traveling son.";
- next;
- mes "[Frightened Maiden]";
- mes "So naturally, Bakonawa also";
- mes "has very keen hearing.";
- mes "The reason why everyone is banging";
- mes "pots and pans is because of this.";
- close;
- case 2:
- mes "[Frightened Maiden]";
- mes "It is a terrible monster that lives at a lake.";
- mes "We are all trembling with fear";
- mes "because we don't know when it might attack the village.";
- next;
- mes "[Frightened Maiden]";
- mes "Some say that it is more obsessed with swallowing the moon";
- mes "than attacking the village.";
- mes "if that's the case, I wish it would just swallow the moon";
- mes "and leave us alone.";
- close;
- }
- } else {
- mes "[Frightened Maiden]";
- mes "The villagers hate you now.";
- mes "You've been saying that legend of Bakonawa";
- mes "is a lie and they are saying you are more of a monster";
- mes "than Bakonawa.";
- close;
- }
-}
-
-malaya,272,339,5 script Old Fortune Teller#bako1 4_F_BARYO_OLD,{
- if (malaya_hi < 20) {
- mes "- Old Fortune Teller seems cautious of you. -";
- close;
- }
- if (malaya_bakona1 < 5) {
- mes "[Old Fortune Teller]";
- mes "You must not hate Bakonawa.";
- mes "The hate against it is only feeding its rage";
- mes "to grow bigger.";
- next;
- mes "[Old Fortune Teller]";
- mes "To calm the dead lady's anger,";
- mes "we annually hold a ceremony and prepare food.";
- mes "But there seems to be no way to calm the";
- mes "ever growing anger of the old lady.";
- next;
- mes "[Old Fortune Teller]";
- mes "The day is nearing. I can sense it.";
- mes "Bakonawa will soon swallow the moon";
- mes "and come to punish the village.";
- close;
- } else {
- mes "[Old Fortune Teller]";
- mes "How can you say the legend is a lie!";
- mes "Because of you, the fury of Bakonawa";
- mes "grew even larger!";
- mes "If the village perishes,";
- mes "it is all your fault!";
- close;
- }
-}
-
-malaya,285,332,4 script Old Legend Teller#bako1 4_M_BARYO_OLD,{
- if (checkweight(1301,3) == 0) {
- mes "You cannot start the conversation. You are carrying too many items. -";
- close;
- }
- if (BaseLevel < 120) {
- mes "[Old Legend Teller]";
- mes "There is something that needs to be done";
- mes "but you look too fragile";
- mes "to give me a hand.";
- next;
- mes "[Old Legend Teller]";
- mes "Come back when";
- mes "your strength grows strong enough";
- mes "to match Incubus.";
- close;
- }
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- if (malaya_bakona1 == 0) {
- mes "[Old Legend Teller]";
- mes "The old lady has come back";
- mes "to life as Bakonawa.";
- mes "Soon she will come to take vengeance on the village.";
- mes "We must calm her";
- mes "if to prevent further destruction...";
- next;
- switch(select("Calm Bakonawa?:Further destruction?")) {
- case 1:
- mes "[Old Legend Teller]";
- mes "The old lady faced an unjust death";
- mes "because of villagers' selfishness.";
- mes "She was a caring mother who loved her";
- mes "son dearly.";
- next;
- mes "[Old Legend Teller]";
- mes "If we track the whereabouts of her son and hold a ritual";
- mes "with her son's belongings,";
- mes "her restless soul will be calmed";
- mes "and she will spare us from destruction.";
- next;
- mes "[Villagers]";
- mes "It is no use sir!!";
- next;
- mes "[Villagers]";
- mes "You cannot stop the monster that way!";
- next;
- mes "[Old Legend Teller]";
- mes "Of course, it will not be easy to track down the whereabouts of a person";
- mes "who has been gone for a hundred years.";
- mes "...";
- next;
- mes "[Old Legend Teller]";
- mes "Still, don't you think";
- mes "it is worth a try?";
- mes "Please help us and save us from our misery.";
- next;
- switch(select("It is no use.:I'll help.")) {
- case 1:
- mes "[Old Legend Teller]";
- mes "Yes, you are also right.";
- mes "You are up against not a human,";
- mes "but a monster.";
- mes "Still, I trust in that old lady's";
- mes "good heart.";
- close;
- case 2:
- mes "[Old Legend Teller]";
- mes "Will you do it?";
- mes "According to the legend,";
- mes "the old lady's son was limping";
- mes "and was a traveling merchant that sold wooden dolls.";
- next;
- mes "[Old Legend Teller]";
- mes "There is a ^FF0000Slate Piece^000000 he left.";
- mes "But the piece is small and damaged,";
- mes "its hard to identify it.";
- next;
- mes "[Old Legend Teller]";
- mes "First, bring it to me.";
- mes "Down along this path";
- mes "you will meet my granddaughter near the port.";
- mes "Get the Slate Piece from there.";
- malaya_bakona1 = 1;
- setquest 1174;
- close;
- }
- case 2:
- mes "[Old Legend Teller]";
- mes "The grudge against the people of";
- mes "Bakonawa- I mean, the dead old lady.";
- mes "The moon and this village...";
- mes "She will try to destroy it.";
- next;
- select("Take vengeance? After all these years?");
- mes "[Old Legend Teller]";
- mes "For some time, she has";
- mes "blamed the moon and";
- mes "resented the villagers.";
- mes "The feeling grew larger as the time passed.";
- next;
- mes "[Old Legend Teller]";
- mes "Why do you think she became such a monster?";
- mes "What do you think went through her head";
- mes "for years and years?";
- mes "Anger and vengeance.";
- next;
- mes "[Old Legend Teller]";
- mes "Unforgettable grudge";
- mes "that she was abandoned.";
- mes "against the moon and the village.";
- mes "This is why this grudge must be resolved.";
- close;
- }
- } else if (malaya_bakona1 == 1) {
- mes "[Old Legend Teller]";
- mes "Please bring the ^FF0000Slate Piece^000000.";
- mes "Down along this path";
- mes "you will meet my granddaughter near the port.";
- mes "Get the Slate Piece from there.";
- close;
- } else if (malaya_bakona1 == 2) {
- mes "[Old Legend Teller]";
- mes "Good, you have the Slate Piece.";
- mes "Hold on to it and don't lose it.";
- mes "It will be of helpful in tracking down the legend.";
- next;
- mes "[Old Legend Teller]";
- mes "I heard there is a man that lives by himself";
- mes "at the end of northwestern part of Forest Field.";
- mes "I heard someone saw a wooden doll there.";
- mes "It is such a remote place that people like us";
- mes "simply cannot travel there.";
- mes "Could you visit the place for us?";
- next;
- switch(select("Go there yourself!:Your explanation is too vague.:On my way!")) {
- case 1:
- mes "[Old Legend Teller]";
- mes "You twisted youth!";
- close;
- case 2:
- mes "[Old Legend Teller]";
- mes "You have a point, but";
- mes "this is the best I can do for now.";
- mes "The place is at the end of northwestern part of the forest.";
- mes "After you pass the bridge and travel west,";
- mes "you will see a person.";
- break;
- case 3:
- mes "[Old Legend Teller]";
- mes "You have a good heart young man!";
- mes "The place is at the end of northwestern part of the forest.";
- mes "After you pass the bridge and travel west,";
- mes "You will see a ^0000FFMalaya Immigrant^000000.";
- break;
- }
- mes "Good luck to you... for our sake...";
- erasequest 1175;
- setquest 1176;
- malaya_bakona1 = 3;
- close;
- } else if (malaya_bakona1 == 3) {
- mes "[Old Legend Teller]";
- mes "The place is at the end of northwestern part of the forest.";
- mes "After you pass the bridge and travel west,";
- mes "you will see a person.";
- mes "Good luck to you... for our sake...";
- close;
- } else if (malaya_bakona1 < 6) {
- mes "[Old Legend Teller]";
- mes "The track of the old lady's son";
- mes "is connected all the way to";
- mes "Baryo Mahiwaga?";
- mes "There is a chance he wasn't a merchant...";
- mes "I'm really curious about who he was...";
- next;
- mes "[Old Legend Teller]";
- mes "Why did you come back here";
- mes "instead of going straight to";
- mes "Baryo Mahiwaga?";
- close;
- } else if (malaya_bakona1 == 6) {
- mes "[Old Legend Teller]";
- mes "Is that really true?";
- mes "Bakonawa turning into an old lady";
- mes "and fabricating the legend...";
- mes "It seems all the villagers up until now";
- mes "have been manipulated by that terrible monster.";
- next;
- mes "[Old Legend Teller]";
- mes "There is no reason to hesitate then.";
- mes "You must go into Bakonawa's lair";
- mes "before it attacks first.";
- mes "I believe we can trust you to do this, yes?";
- next;
- switch(select("Well...:Of course!")) {
- case 1:
- mes "[Old Legend Teller]";
- mes "The atmosphere was really good";
- mes "but suddenly it's all ruined.";
- mes "I didn't expect you to be so shy...";
- close;
- case 2:
- mes "[Old Legend Teller]";
- mes "I will speak to";
- mes "the village chief for you";
- mes "so that you can enter the Bakonawa Lake.";
- mes "Please get rid of this monster for us.";
- erasequest 1179;
- malaya_bakona1 = 7;
-// if (IsPremiumPcCafe == 10)
- getitem 6499,5; //Ancient_Grudge
-// else
-// getitem 6499,3; //Ancient_Grudge
- getexp 500000,200000;
- close;
- }
- close;
- } else if (malaya_bakona1 == 7) {
- if (malaya_bakona2 < 15) {
- mes "[Old Legend Teller]";
- mes "If you don't mind,";
- mes "could you lend a hand to the Village Chief?";
- mes "Nobody cares for each other anymore";
- mes "because of Bakonawa...";
- next;
- }
- mes "[Old Legend Teller]";
- mes "The legend that";
- mes "we believed for a hundred years,";
- mes "all lies....";
- mes "Please get rid of this monster for us.";
- close;
- }
-}
-
-ma_fild02,40,240,4 script Malaya Immigrant#bako1 4_M_BARYO_MAN,{
- if (malaya_bakona1 < 3) {
- mes "[Malaya Immigrant]";
- mes "You must have a brave heart";
- mes "to come to such a remote place.";
- mes "How is Port Malaya these days?";
- mes "I heard the monster that lives at the lake, Baknoawa";
- mes "is threatening the villagers.";
- mes "I am in the dark about what is going on because I'm here all the time.";
- close;
- } else if (malaya_bakona1 == 3) {
- mes "[Malaya Immigrant]";
- mes "You must have a brave heart";
- mes "to come to such a remote place.";
- mes "How is Port Malaya these days?";
- mes "I heard the monster that lives at the lake, Baknoawa";
- mes "is threatening the villagers.";
- mes "I am in the dark about what is going on because I'm here all the time.";
- next;
- mes "[Malaya Immigrant]";
- mes "Are you the traveling merchant who used to sell Wooden Doll, right?";
- mes "I don't know about any traveling merchant, but by Wooden Doll";
- mes "(going through things) do you mean this?";
- mes "I don't know about the specifics, but";
- mes "I think it's related to what I heard long time ago.";
- next;
- switch(select("What are you doing here?:Do you know about this Slate Piece?:Please tell me the story.:Who is the traveling merchant?")) {
- case 1:
- mes "[Malaya Immigrant]";
- mes "I liked the environment here";
- mes "so I decided to stay and live.";
- mes "There is no obligation here.";
- mes "To me, that's as good as heaven.";
- close;
- case 2:
- mes "[Malaya Immigrant]";
- mes "It is a very old Slate Piece.";
- mes "I'm sorry but I never seen this before.";
- mes "There is some kind of writing here";
- mes "but I can't make it out.";
- close;
- case 3:
- mes "[Malaya Immigrant]";
- mes "It's a simple story.";
- mes "^0000FFA wounded man who I had never seen before^000000";
- mes "^0000FFcame to my house and asked for help.^000000";
- mes "^0000FFOnce healed, he made a Wooden Doll^000000";
- next;
- mes "[Malaya Immigrant]";
- mes "^0000FFthat is suppose to chase away evil spirits ^000000";
- mes "^0000FFas a token of gratitude,^000000";
- mes "^0000FFand left for Baryo Mahiwaga.^000000";
- next;
- select("He left for Baryo Mahiwaga?");
- mes "[Malaya Immigrant]";
- mes "According to what I've heard";
- mes "that's correct. But the story has been";
- mes "passed on from mouth to mouth for a";
- mes "long time. I can't be sure.";
- next;
- mes "From Baryo Mahiwaga village, using keyword ^0000FFMalaya^000000,";
- mes "or ^0000FFBakonawa^000000,";
- mes "maybe I could find out the identity and whereabouts";
- mes "of the traveling merchant.";
- erasequest 1176;
- setquest 1177;
- malaya_bakona1 = 4;
- close;
- case 4:
- mes "[Malaya Immigrant]";
- mes "Well, there is a lack of information";
- mes "so I can't make say for sure but";
- mes "I'm skeptical if he was in fact even a merchant.";
- mes "Coming to a town with a";
- mes "critical wound seems too suspicious...";
- next;
- mes "[Malaya Immigrant]";
- mes "And craving a Wooden Doll";
- mes "could be seen to have some kind of ritualistic meaning.";
- mes "Protecting one from some evil force...";
- mes "that kind of thing.";
- next;
- mes "Identity of the traveling merchant...";
- mes "Looks like there is one more";
- mes "mystery to be solved.";
- mes "I suppose it will all come to light";
- mes "soon enough.";
- close;
- }
- } else {
- mes "[Malaya Immigrant]";
- mes "I will tell you again slowly";
- mes "the story that has been passed on.";
- mes "Listen carefully and repeat...";
- mes "no, I mean, you don't have repeat it.";
- next;
- mes "[Orally Transmitted Story]";
- mes "^0000FFA wounded man who I had never seen before^000000";
- mes "^0000FFcame to my house and asked for help.^000000";
- mes "^0000FFOnce healed, as a token of gratitude, he made a Wooden Doll^000000";
- mes "^0000FFthat is suppose to chase away evil sprits.^000000";
- mes "^0000FFThen he left for Baryo Mahiwaga.^000000";
- next;
- mes "From Baryo Mahiwaga village, using keyword ^0000FFMalaya^000000,";
- mes "or ^0000FFBakonawa^000000,";
- mes "maybe I could find out the identity and whereabouts";
- mes "of the traveling merchant.";
- close;
- }
-}
-
-ma_fild01,165,237,4 script Malaya Immigrant#bako2 4_M_MALAYA,{
- if (malaya_bakona1 < 4) {
- mes "[Malaya Immigrant]";
- mes "Have you been to";
- mes "Port Malaya?";
- mes "I am curious to know";
- mes "what is going on there";
- mes "but I can't travel because there are monsters everywhere.";
- close;
- } else if (malaya_bakona1 == 4) {
- mes "[Malaya Immigrant]";
- mes "Wooden Doll?";
- mes "There is a tale related to that,";
- mes "but you didn't come all the way";
- mes "just to hear some folktale right?";
- next;
- switch(select("I just came here to take a break.:Tell me the tale.")) {
- case 1:
- mes "[Malaya Immigrant]";
- mes "You must have a lot of free time on your hands!";
- mes "I'm no travel agent";
- mes "so go bother someone else!";
- close;
- case 2:
- mes "[Malaya Immigrant]";
- mes "It's baloney";
- mes "so I don't really remember the details.";
- next;
- mes "[Summary of the folktale]";
- mes "Long time ago, 5 swordsmen fought";
- mes "against the monster Bakonawa.";
- mes "Four died and one left a critical wound";
- mes "to the monster but in return";
- mes "sustained a serious wound in his leg himself.";
- next;
- mes "[Summary of the folktale]";
- mes "After escaping the scene, Bakonawa transformed into a human";
- mes "and secretly pursued the swordsman.";
- mes "The swordsman made a Wooden Doll that";
- mes "can keep the monster from approaching.";
- next;
- mes "[Malaya Immigrant]";
- mes "This is the end of story.";
- mes "Without any conclusion...";
- next;
- mes "[Malaya Immigrant]";
- mes "I heard there is a record that the swordsman left";
- mes "but I don't understand why";
- mes "he would leave it here in such a distant place";
- mes "here instead of Malaya.";
- next;
- select("I wish to see the record.");
- mes "[Malaya Immigrant]";
- mes "The record is engraved on the stone ahead.";
- mes "However, the stone is so badly";
- mes "damaged and some pieces fell out that";
- mes "it will be hard to make the words out.";
- next;
- mes "Investigate the stone ahead.";
- erasequest 1177;
- setquest 1178;
- malaya_bakona1 = 5;
- close;
- }
- } else if (malaya_bakona1 == 5) {
- mes "[Malaya Immigrant]";
- mes "The stone ahead holds a record that";
- mes "a swordsman from a long time ago left.";
- next;
- switch(select("Where did this swordsman go after?:Tell me the tale again.")) {
- case 1:
- mes "[Malaya Immigrant]";
- mes "Well, there is no story after that so";
- mes "I guess nobody would know what happened.";
- close;
- case 2:
- mes "[Summary of the folktale]";
- mes "Long time ago, 5 swordsmen fought";
- mes "against the monster Bakonawa.";
- mes "Four died and one left a critical wound";
- mes "on the monster but in return";
- mes "sustained a serious wound in his leg himself.";
- next;
- mes "[Summary of the folktale]";
- mes "After escaping the scene, Bakonawa transformed into a human";
- mes "and secretly pursued the swordsman.";
- mes "The swordsman made a Wooden Doll that";
- mes "can keep the monster from approaching.";
- close;
- }
- } else {
- mes "[Malaya Immigrant]";
- mes "I suppose you wish to hear the story again right?";
- mes "No problem! I can tell this story forever!";
- next;
- mes "[Summary of the folktale]";
- mes "Long time ago, 5 swordsmen fought";
- mes "against the monster Bakonawa.";
- mes "Four died and one left a critical wound";
- mes "on the monster but in return";
- mes "sustained a serious wound in his leg himself.";
- next;
- mes "[Summary of the folktale]";
- mes "After escaping the scene, Bakonawa transformed into a human";
- mes "and secretly pursued the swordsman.";
- mes "The swordsman made a Wooden Doll that";
- mes "can keep the monster from approaching.";
- close;
- }
-}
-
-ma_fild01,171,235,0 script #bako1 HIDDEN_WARP_NPC,2,2,{
- end;
-OnTouch:
- if (malaya_bakona1 == 5) {
- mes "The damage is so severe";
- mes "that the record is unidentifiable.";
- mes "When inserting the Slate Piece";
- mes "to a hole on the wall, it fits perfectly like a piece of puzzle.";
- mes "The letters are not clear but you can still read it.";
- next;
- callsub L_Record;
- malaya_bakona1 = 6;
- erasequest 1178;
- setquest 1179;
- close;
- } else if (malaya_bakona1 == 6) {
- mes "Here is the record left by a swordsman";
- mes "from a hundred years ago.";
- next;
- switch(select("I don't need to read it.:Read the record again.")) {
- case 1:
- mes "I remember the story clearly.";
- mes "Let's tell the ^0000FFOld Legend Teller^000000 in Malaya";
- mes "about what I discovered.";
- close;
- case 2:
- callsub L_Record;
- close;
- }
- }
- end;
-
-L_Record:
- mes "[Record left by a swordsman from a hundred years ago]";
- mes "After fighting with Bakonawa, I sustained a critical wound";
- mes "and came to this place.";
- mes "Only thing I can do is";
- mes "Place the Wooden Doll in one place";
- mes "the monster would come.";
- next;
- mes "[Record left by a swordsman from a hundred years ago]";
- mes "^0000FFSometimes transforming into a child, or even a old lady,^000000";
- mes "I know that ^0000FFBakonawa^000000has been";
- mes "chasing after me in secret to kill me.";
- mes "Because of that critical injury the monster * sustained,";
- next;
- mes "[Record left by a swordsman from a hundred years ago]";
- mes "** it will need nearly a hundred years";
- mes "for Bakonawa to absorb the power of the moon";
- mes "to fully recover its power.";
- mes "Beware of the day the moon disappears.";
- next;
- mes "[Record left by a swordsman from a hundred years ago]";
- mes "The day will come when Bakonawa";
- mes "will run amuck.";
- mes "But it will take nearly a hundred years to fully recover its power.";
- mes "There will always be someone better than me";
- mes "to defeat the vile creature.";
- next;
- mes "[Record left by a swordsman from a hundred years ago]";
- mes "I will place my trust in the one that will replace me ages from now...";
- next;
- mes "How could this be...";
- mes "Lie told by Bakonawa when it turned into an old lady";
- mes "in order to take revenge on the swordsman";
- mes "turned into a legend after all these years.";
- next;
- mes "I found out that Bakonawa";
- mes "is nothing but a blood thirsty monster.";
- mes "I must tell what I know to the ^0000FFOld Legend Teller^000000";
- mes "in Malaya.";
- return;
-}
-
-malaya,304,100,4 script Old Man's Granddaughter 4_F_BARYO_GIRL,{
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- if (malaya_bakona1 == 0) {
- mes "[Old Man's Granddaughter]";
- mes "Grandpa believes";
- mes "Bakonawa can";
- mes "turn good.";
- mes "Do you think it's possible?";
- close;
- } else if (malaya_bakona1 == 1) {
- mes "[Old Man's Granddaughter]";
- mes "^FF0000Slate Piece^000000?";
- mes "Why would you need something";
- mes "that is barely recognizable?";
- mes "I'll give it to you if you want.";
- next;
- mes "Let's go to the";
- mes "^FF0000Old Legend Teller^000000";
- mes "now that I have the Slate Piece.";
- erasequest 1174;
- setquest 1175;
- malaya_bakona1 = 2;
- close;
- } else if (malaya_bakona1 == 2) {
- mes "[Old Man's Granddaughter]";
- mes "Please take this Slate Piece";
- mes "and deliver it to my grandpa.";
- next;
- mes "Let's go to the";
- mes "^FF0000Old Legend Teller^000000";
- mes "now that I have the Slate Piece.";
- close;
- } else {
- mes "[Old Man's Granddaughter]";
- mes "Because of Bakonawa,";
- mes "the village is always unpeaceful.";
- close;
- }
-}
-
-malaya,286,269,4 script Angry Man#bako2 4_M_BARYO_MAN,{
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- mes "[Angry Man]";
- mes "Calm Bakonawa?";
- mes "Do you know how many people have been";
- mes "sacrificed by Bakonawa?";
- mes "I will fight on my own if I have to!";
- close;
-}
-
-malaya,276,269,5 script Calm Woman#bako2 4_F_BARYO_WOMAN,{
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- mes "[Calm Little Girl]";
- mes "It is too dangerous to fight against";
- mes "Bakonawa. There is a chance";
- mes "it will get more angry and put children and";
- mes "elders in danger.";
- close;
-}
-
-malaya,276,262,4 script Angry Boy#bako2 4_M_BARYO_BOY,{
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- mes "[Angry Boy]";
- mes "I lost my father and my friend";
- mes "to that Bakonawa.";
- mes "I will surely revenge them!";
- close;
-}
-
-malaya,283,265,4 script Village Chief#bako2 4_BARYO_CHIEF,{
- if (checkweight(1301,3) == 0) {
- mes "You cannot start the conversation. You are carrying too many items. -";
- close;
- }
- if (BaseLevel < 120) {
- mes "[Village Chief]";
- mes "I'm desperate for a helping hand";
- mes "but you look";
- mes "too weak and fragile.";
- next;
- mes "[Village Chief]";
- mes "Please come back when";
- mes "you grow strong enough";
- mes "to match Incubus.";
- close;
- }
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- if (malaya_bakona2 == 0) {
- if (malaya_bakona1 <= 5) {
- mes "[Village Chief]";
- mes "I'm don't know what's the right decision.";
- mes "To fight against Bakonawa,";
- mes "or calm it by offering it a sacrificial gift.";
- } else {
- mes "[Village Chief]";
- mes "The legend was all a lie?";
- mes "It seems all the villagers up until now";
- mes "were manipulated by that vile monster.";
- next;
- mes "[Village Chief]";
- }
- mes "Recently, there have been more people that have";
- mes "been harmed by Bakonawa.";
- next;
- mes "[Village Chief]";
- mes "There are some missing villagers";
- mes "but I can't find out if";
- mes "they are simply missing or if they have been";
- mes "killed by Bakonawa.";
- next;
- mes "[Village Chief]";
- mes "I heard that the belongings of the missing people";
- mes "are being found at Baryo Mahiwaga Field.";
- mes "Please go there to find ^0000FFLost Belongings^000000";
- mes "and give them to the families of";
- mes "the missing people";
- mes "in whatever amount they want.";
- next;
- mes "[Village Chief]";
- mes "^0000FFLost Belongings^000000";
- mes "are said to be carried by";
- mes "^FF0000Tiucknuc^000000 that roams Baryo Mahiwaga.";
- next;
- switch(select("Do it yourself.:I'm on my way.")) {
- case 1:
- mes "[Village Chief]";
- mes "You give me a lot to think about.";
- mes "Leave the village at once.";
- close;
- case 2:
- mes "[Village Chief]";
- mes "Let's start then. First,";
- mes "retrieve two ^FF0000Lost Belongings^000000 from Tiucknuc";
- mes "and take them to ^0000FFMissing Person's Father^000000";
- mes "for me.";
- malaya_bakona2 = 1;
- setquest 1180;
- close;
- }
- } else if (malaya_bakona2 == 1) {
- mes "[Village Chief]";
- mes "From Tiucknuc that roams Baryo Mahiwaga Field,";
- mes "retrieve two ^FF0000Lost Belongings^000000";
- mes "and deliver them to ^0000FFMissing Person's Father^000000";
- mes "for me.";
- close;
- } else if (malaya_bakona2 == 2) {
- mes "[Village Chief]";
- mes "Retrieve Seven ^FF0000Lost Belongings^000000 from Tiucknuc";
- mes "and deliver them to ^0000FFMissing Person's Friend^000000";
- mes "for me.";
- close;
- } else if (malaya_bakona2 == 3) {
- mes "[Village Chief]";
- mes "Retrieve three ^FF0000Lost Belongings^000000 from Tiucknuc";
- mes "and deliver them to ^0000FFMissing Person's Son^000000";
- mes "for me.";
- close;
- } else if (malaya_bakona2 == 4) {
- mes "[Village Chief]";
- mes "Retrieve five ^FF0000Lost Belongings^000000 from Tiucknuc";
- mes "and deliver them to ^0000FFMissing Person's Mother^000000";
- mes "for me.";
- close;
- } else if (malaya_bakona2 == 5) {
- mes "[Village Chief]";
- mes "So it's clear that all the missing people";
- mes "have been killed by Bakonawa.";
- next;
- mes "[Villagers]";
- mes "Kill Bakonawa!";
- mes "Let's get rid of the monster ourselves!";
- next;
- mes "[Village Chief]";
- mes "It seems we would no longer be able to";
- mes "hold rituals to calm Bakonawa.";
- next;
- mes "[Village Chief]";
- mes "Young Fortune Teller is looking for your help";
- mes "saying that the energy of the moon seems strange.";
- erasequest 1184;
- setquest 1185;
- malaya_bakona2 = 6;
-// if (IsPremiumPcCafe == 10)
- getitem 12700,7; //Insideout_Shirt
-// else
-// getitem 12700,5; //Insideout_Shirt
- close;
- } else if (malaya_bakona2 == 6) {
- mes "[Village Chief]";
- mes "Young Fortune Teller is looking for your help";
- mes "saying that the energy of the moon seems strange.";
- close;
- } else if (malaya_bakona2 == 7) {
- mes "[Village Chief]";
- mes "I know that terrible things happened";
- mes "long time ago when the moon disappeared.";
- mes "I hope the moon recovers its strength";
- mes "with your devoted effort.";
- close;
- } else if (malaya_bakona2 == 8) {
- mes "[Village Chief]";
- mes "I will tell the";
- mes "Young Fortune Teller to help you.";
- mes "But before that, there is";
- mes "something you must do immediately.";
- next;
- mes "[Village Chief]";
- mes "We never know when Bakonawa will attack";
- mes "the village so we must set traps near the village";
- mes "entrance and near the cave.";
- next;
- mes "[Village Chief]";
- mes "I would be grateful if you help us.";
- mes "I have dispatched workers";
- mes "near where traps will be set up,";
- mes "so you just have to visit about 5 places.";
- next;
- switch(select("Sounds like too much work.:Sure thing.")) {
- case 1:
- mes "[Village Chief]";
- mes "This operation means life and death to us";
- mes "yet you refuse it easily as if";
- mes "it was some kind of a chore...";
- next;
- mes "[Village Chief]";
- mes "What a hero!";
- close;
- case 2:
- mes "[Village Chief]";
- mes "The first trap will be set up at";
- mes "Baryo Mahiwaga Field";
- mes "near the village entrance. ^0000FFGruffy Worker^000000";
- mes "will be waiting for you. He will be very helpful.";
- erasequest 1187;
- setquest 1188;
- malaya_bakona2 = 9;
- close;
- }
- } else if (malaya_bakona2 == 9) {
- mes "[Village Chief]";
- mes "The first trap will be set up at";
- mes "Baryo Mahiwaga Field";
- mes "near the village entrance. ^0000FFGruffy Worker^000000";
- mes "will be waiting for you. He will be very helpful.";
- close;
- } else if (malaya_bakona2 == 10) {
- mes "[Village Chief]";
- mes "The second trap will be set up";
- mes "near a place where it connects from";
- mes "Baryo Mahiwaga Field to Bakonawa Lake.";
- mes "^0000FFGrumpy Worker^000000";
- mes "will be waiting for you. He will be very helpful.";
- close;
- } else if (malaya_bakona2 == 11) {
- mes "[Village Chief]";
- mes "The third trap will be set up";
- mes "near Bakonawa Lake Entrance.";
- mes "^0000FFCowardly Worker^000000";
- mes "will be waiting for you. He will be very helpful.";
- close;
- } else if (malaya_bakona2 == 12) {
- mes "[Village Chief]";
- mes "The fourth trap will be set up";
- mes "near the entrance of Bakonawa Lake as well.";
- mes "^0000FFGloomy Worker^000000 will be waiting for you.";
- mes "He will be very helpful.";
- close;
- } else if (malaya_bakona2 == 13) {
- mes "[Village Chief]";
- mes "The fifth trap will be set up";
- mes "near the entrance of Bakonawa Lake too.";
- mes "^0000FFSentimental Worker^000000";
- mes "will be waiting for you. He will be very helpful.";
- close;
- } else if (malaya_bakona2 == 14) {
- mes "[Village Chief]";
- mes "It looks like the traps are all set up.";
- mes "We just finished our village meeting on";
- mes "what to do about Bakonawa.";
- next;
- mes "[Village Chief]";
- mes "We have concluded that";
- mes "we will fight against Bakonawa.";
- mes "Please help us by";
- mes "attacking his lair.";
- erasequest 1193;
- malaya_bakona2 = 15;
- getexp 1000000,600000;
-// if (IsPremiumPcCafe == 10)
- getitem 6497,7; //Lesser_Agimat
-// else
-// getitem 6497,5; //Lesser_Agimat
- close;
- } else if (malaya_bakona2 == 15) {
- mes "[Village Chief]";
- if (malaya_bakona1 < 7) {
- mes "Would you visit ^0000FFOld Legend Teller^000000";
- mes "when you have a chance?";
- mes "I think you would be able to help him.";
- next;
- mes "[Village Chief]";
- mes "Thank you.";
- }
- mes "Please think of the countless victims";
- mes "and defeat Bakonawa";
- mes "for their sake.";
- close;
- }
-}
-
-ma_fild01,1,1,0 script malaya_ma_fild01_mon -1,{
-OnInit:
- enablenpc "malaya_ma_fild01_mon";
- donpcevent "malaya_ma_fild01_mon::OnEnable";
- end;
-
-OnEnable:
- monster "ma_fild01",0,0,"Tiyanak",2314,5,"malaya_ma_fild01_mon::OnMyMobDead";
- initnpctimer;
- end;
-
-OnDisable:
- stopnpctimer;
- killmonster "ma_fild01","malaya_ma_fild01_mon::OnMyMobDead";
- disablenpc "malaya_ma_fild01_mon";
- end;
-
-OnTimer600000:
- killmonster "ma_fild01","malaya_ma_fild01_mon::OnMyMobDead";
- stopnpctimer;
- donpcevent "malaya_ma_fild01_mon::OnEnable";
- end;
-
-OnMyMobDead:
- if (mobcount("ma_fild01","malaya_ma_fild01_mon::OnMyMobDead") < 5 && (malaya_bakona2 == 1 || malaya_bakona2 == 2 || malaya_bakona2 == 3 || malaya_bakona2 == 4))
- getitem 6520,1; //Lost_Belongings
- end;
-}
-
-malaya,269,267,5 script Missing Person's Father 4_M_MALAYA,{
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- if (malaya_bakona2 == 0) {
- mes "[Missing Person's Father]";
- mes "Please find our";
- mes "child.";
- mes "Bakonawa would have not harmed our child.";
- mes "He must be around here somewhere.";
- close;
- } else if (malaya_bakona2 == 1) {
- if (countitem(6520) < 2) {
- mes "[Missing Person's Father]";
- mes "You are looking for two of his ^FF0000Lost Belongings^000000?";
- mes "Are you confident that";
- mes "he already died?";
- close;
- }
- mes "[Missing Person's Father]";
- mes "This... is our child's ^FF0000Lost Belongings^000000";
- mes "for sure.";
- mes "The monster got to him after all....";
- next;
- mes "The man is unable to continue as he tries to hold back his tears.";
- mes "Let's continue to find the lost belongings of the missing people.";
- mes "Let's retrieve them from Tiucknuc that roams Baryo Mahiwaga Field,";
- mes "seven ^FF0000Lost Belongings^000000";
- mes "and deliver them to ^0000FFMissing Person's Friend^000000.";
- delitem 6520,2; //Lost_Belongings
- erasequest 1180;
- setquest 1181;
- malaya_bakona2 = 2;
- close;
- } else if (malaya_bakona2 == 2) {
- mes "[Missing Person's Father]";
- mes "My baby... my poor baby...";
- next;
- mes "The man is unable to continue as he tries to hold back his tears.";
- mes "Let's continue to find the lost belongings of the missing people.";
- mes "Retrieve seven ^FF0000Lost Belongings^000000 from Tiucknuc";
- mes "and deliver them to ^0000FFMissing Person's Friend^000000.";
- close;
- } else {
- mes "[Missing Person's Father]";
- mes "My baby... my poor baby...";
- close;
- }
-}
-
-malaya,265,274,5 script Missing Person's Friend 4_M_BARYO_BOY,{
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- if (malaya_bakona2 < 2) {
- mes "[Missing Person's Friend]";
- mes "Please find";
- mes "my friend.";
- mes "We were playing ball together";
- mes "and suddenly my friend disappeared.";
- next;
- mes "[Missing Person's Friend]";
- mes "I'm sure he is alive and well";
- mes "somewhere.";
- close;
- } else if (malaya_bakona2 == 2) {
- if (countitem(6520) < 7) {
- mes "[Missing Person's Friend]";
- mes "You are looking for seven ^FF0000Lost Belongings^000000";
- mes "of my friend?";
- mes "My friend is not dead!";
- close;
- }
- mes "[Missing Person's Friend]";
- mes "These are marbles and toys I gave him...";
- mes "These are clearly ^FF0000Lost Belongings^000000";
- mes "of my friend... Where is my friend?";
- mes "Bring him here, bring him here now!";
- callsub L_Quest;
- delitem 6520,7; //Lost_Belongings
- erasequest 1181;
- setquest 1182;
- malaya_bakona2 = 3;
- close;
- } else {
- mes "[Missing Person's Friend]";
- mes "Bring back my friend!";
- mes "Bring back my friend now!";
- mes "My friend is alive,";
- mes "It's all a lie, sob~";
- if (malaya_bakona2 == 3)
- callsub L_Quest;
- close;
- }
-
-L_Quest:
- next;
- mes "Leaving behind the crying boy,";
- mes "let's continue to find the lost belongings of the missing people.";
- mes "Retrieve three ^FF0000Lost Belongings^000000 from Tiucknuc";
- mes "and deliver them to ^0000FFMissing Person's Son^000000.";
- return;
-}
-
-malaya,270,278,4 script Missing Person's Son 4_M_BARYO_MAN,{
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- if (malaya_bakona2 < 3) {
- mes "[Missing Person's Son]";
- mes "Bakonawa has hurt my father?";
- mes "I can't believe this.";
- mes "Please find my father!";
- close;
- } else if (malaya_bakona2 == 3) {
- if (countitem(6520) < 3) {
- mes "[Missing Person's Son]";
- mes "You are looking for three ^FF0000Lost Belongings^000000";
- mes "of my father? Why lost belongings and not my father?";
- mes "No, that can't be it. He is alive somewhere!";
- close;
- }
- mes "[Missing Person's Son]";
- mes "These are clearly his clothes and shoes...";
- mes "These are ^FF0000Lost Belongings^000000 of my father.";
- mes "Oh dear lord... father!";
- callsub L_Quest;
- delitem 6520,3; //Lost_Belongings
- erasequest 1182;
- setquest 1183;
- malaya_bakona2 = 4;
- close;
- } else {
- mes "[Missing Person's Son]";
- mes "Why did such a thing happen....";
- if (malaya_bakona2 == 4)
- callsub L_Quest;
- close;
- }
-
-L_Quest:
- next;
- mes "Man crying in agony.";
- mes "Let's continue to find the lost belongings of the missing people.";
- mes "Retrieve five ^FF0000Lost Belongings^000000 from Tiucknuc";
- mes "and deliver them to ^0000FFMissing Person's Mother^000000.";
- return;
-}
-
-malaya,265,284,4 script Missing Person's Mother 4_F_BARYO_WOMAN,{
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- if (malaya_bakona2 < 4) {
- mes "[Missing Person's Mother]";
- mes "Please find my child.";
- mes "I sent her out to do a chore";
- mes "and she still isn't back.";
- close;
- } else if (malaya_bakona2 == 4) {
- if (countitem(6520) < 5) {
- mes "[Missing Person's Mother]";
- mes "You are looking for five ^FF0000Lost Belongings^000000 of my child?";
- mes "What does this mean?";
- mes "Are you saying my child is dead?";
- close;
- }
- mes "[Missing Person's Mother]";
- mes "This is my child's hair comb.";
- mes "Why do you have five ^FF0000Lost Belongings^000000 of my child?";
- mes "Why...? She's... dead?";
- next;
- mes "[Missing Person's Mother]";
- mes "No wait... I think I hear her voice.";
- mes "She's going to be home soon. I should go home now.";
- mes "I should prepare a dinner for her. She must be starving.";
- mes "Ha ha...";
- next;
- mes "A mother that has gone mad...";
- mes "Now that I finished finding the missing people,";
- mes "I should report back to the Village Chief.";
- delitem 6520,5; //Lost_Belongings
- erasequest 1183;
- setquest 1184;
- malaya_bakona2 = 5;
- close;
- } else {
- mes "[Missing Person's Mother]";
- mes "Ha ha ha... I can hear my child's voice,";
- mes "just listen closely.";
- mes "Can't you hear her calling her mother?";
- mes "Ha ha ha...";
- next;
- mes "A mother that has gone mad...";
- if (malaya_bakona2 == 5) {
- mes "Now that I finished finding the missing people,";
- mes "I should report back to the Village Chief.";
- }
- close;
- }
-}
-
-malaya,289,364,4 script Young Fortune Teller 4_F_MALAYA,{
- if (checkweight(1301,3) == 0) {
- mes "You cannot start the conversation. You are carrying too many items. -";
- close;
- }
- if (malaya_hi < 20) {
- mes "- He seems cautious of you. -";
- close;
- }
- if (malaya_bakona2 < 6) {
- mes "[Young Fortune Teller]";
- mes "The energy of the moon grew weak.";
- mes "The reason there are more monsters,";
- mes "and the reason there are more victims,";
- mes "is all because of this.";
- close;
- } else if (malaya_bakona2 == 6) {
- mes "[Young Fortune Teller]";
- mes "The energy of the moon grew weak for a couple of days.";
- mes "The reason there are more monsters,";
- mes "and the reason there are more victims, is all because of this.";
- next;
- mes "[Young Fortune Teller]";
- mes "I'm trying to hold a ritual";
- mes "that will restore the moon's energy by sacrificing monsters' blood,";
- mes "so I need you to hunt fifteen ^FF0000Tikbalang^000000";
- mes "at Baryo Mahiwaga Field.";
- next;
- switch(select("It's none of my business.:You can count on me.")) {
- case 1:
- mes "[Young Fortune Teller]";
- mes "You are so selfish!";
- mes "During the ritual,";
- mes "I will pray for your bad luck too.";
- close;
- case 2:
- mes "[Young Fortune Teller]";
- mes "Hurry.";
- mes "If the moon completely disappears,";
- mes "there will be a great disaster.";
- erasequest 1185;
- setquest 1186;
- malaya_bakona2 = 7;
- close;
- }
- } else if (malaya_bakona2 == 7) {
- if (questprogress(1186,HUNTING) == 2) {
- mes "[Young Fortune Teller]";
- mes "It looks like you took care of ^FF0000Tikbalang^000000";
- mes "well enough.";
- mes "I think I can start the ritual now.";
- mes "There are some items that we need, please go to";
- mes "the Village Chief for help.";
- erasequest 1186;
- setquest 1187;
- malaya_bakona2 = 8;
-// if (IsPremiumPcCafe == 10)
- getitem 12699,7; //Tikbalang_Belt
-// else
-// getitem 12699,5; //Tikbalang_Belt
- close;
- } else {
- mes "[Young Fortune Teller]";
- mes "I need you to hunt fifteen ^FF0000Tikbalang^000000";
- mes "at Baryo Mahiwaga Field.";
- next;
- mes "[Young Fortune Teller]";
- mes "Hurry.";
- mes "If the moon completely disappears,";
- mes "there will be a great disaster.";
- close;
- }
- } else if (malaya_bakona2 == 8) {
- mes "[Young Fortune Teller]";
- mes "I think I can start the ritual now.";
- mes "There are some items that we need, please go to";
- mes "the Village Chief for help.";
- close;
- } else {
- mes "[Young Fortune Teller]";
- mes "On the day when the moon fully disappears,";
- mes "the dragon will attack the village.";
- mes "No one will be safe.";
- close;
- }
- end;
-}
-
-ma_fild01,54,253,4 script Gruffy Worker#bako2 4_M_MALAYA,{
- if (malaya_bakona2 < 9) {
- mes "[Gruffy Worker]";
- mes "The Village Chief told me to";
- mes "wait for you here.";
- close;
- } else if (malaya_bakona2 == 9) {
- mes "[Gruffy Worker]";
- mes "The trap will be set right in front.";
- mes "Walk forward a little.";
- close;
- } else if (malaya_bakona2 == 10) {
- mes "[Gruffy Worker]";
- mes "You can find the";
- mes "Grumpy Worker near where";
- mes "Baryo Mahiwaga Field connects to Bakonawa Lake.";
- mes "Go and set up the trap together.";
- close;
- } else {
- mes "[Gruffy Worker]";
- mes "Are you trying to advertise that";
- mes "there is a trap here? Step aside.";
- close;
- }
- end;
-}
-
-ma_fild01,54,244,0 script #bako2 HIDDEN_WARP_NPC,2,2,{
- end;
-OnTouch:
- if (malaya_bakona2 == 9) {
- mes "I should set up the trap";
- mes "right about here.";
- next;
- mes "[Gruffy Worker]";
- mes "Using the tools like this";
- mes "bang bang bang!";
- next;
- mes "bang bang bang!";
- next;
- mes "The trap is now set.";
- next;
- mes "[Gruffy Worker]";
- mes "You can find the";
- mes "Grumpy Worker near where";
- mes "Baryo Mahiwaga Field connects to Bakonawa Lake.";
- mes "Go and set up the trap together.";
- erasequest 1188;
- setquest 1189;
- malaya_bakona2 = 10;
- close;
- } else if (malaya_bakona2 == 10) {
- mes "The trap has been set up here.";
- next;
- mes "[Gruffy Worker]";
- mes "This trap is not meant to capture you,";
- mes "so move.";
- next;
- mes "[Gruffy Worker]";
- mes "You can find the";
- mes "Grumpy Worker near where";
- mes "Baryo Mahiwaga Field connects to Bakonawa Lake.";
- mes "Go there to him.";
- close;
- }
- end;
-}
-
-ma_fild01,236,119,5 script Grumpy Worker#bako2 4_M_BARYO_BOY,{
- if (malaya_bakona2 < 10) {
- mes "[Grumpy Worker]";
- mes "Village Chief told me to";
- mes "wait for you here.";
- mes "Sooo boring!";
- close;
- } else if (malaya_bakona2 == 10) {
- mes "[Grumpy Worker]";
- mes "A hole needs to be dug up in front of here?";
- mes "I have to dig too?";
- mes "Says who?";
- close;
- } else if (malaya_bakona2 == 11) {
- mes "[Grumpy Worker]";
- mes "Go find the Cowardly Worker";
- mes "near the entrance of Bakonawa Lake.";
- mes "Come on, move it!";
- close;
- } else {
- mes "[Grumpy Worker]";
- mes "I set up the trap";
- mes "and you are advertising that it's here.";
- mes "Scram!";
- close;
- }
-}
-
-ma_fild01,242,116,0 script #bako3 HIDDEN_WARP_NPC,2,2,{
- end;
-OnTouch:
- if (malaya_bakona2 == 10) {
- mes "I should set up the trap";
- mes "right about here.";
- next;
- mes "[Grumpy Worker]";
- mes "I really don't like it here!";
- mes "...";
- mes "With this pickax,";
- mes "dig dig dig!";
- next;
- mes "dig dig dig!";
- next;
- mes "The trap is now set.";
- next;
- mes "[Grumpy Worker]";
- mes "Go find the Cowardly Worker";
- mes "near the entrance of Bakonawa Lake.";
- mes "Come on, move it!";
- erasequest 1189;
- setquest 1190;
- malaya_bakona2 = 11;
- close;
- } else if (malaya_bakona2 == 11) {
- mes "The trap has been set up here.";
- next;
- mes "[Grumpy Worker]";
- mes "Are you trying to test";
- mes "with your body if the trap works?";
- mes "Move aside!";
- next;
- mes "[Grumpy Worker]";
- mes "Go find the Cowardly Worker";
- mes "near the entrance of Bakonawa Lake.";
- mes "Come on, move it!";
- close;
- }
- end;
-}
-
-ma_scene01,177,89,4 script Cowardly Worker#bako2 4_M_BARYO_MAN,{
- if (malaya_bakona2 < 11) {
- mes "[Cowardly Worker]";
- mes "Village Chief told me to";
- mes "wait for you here.";
- mes "Why me? I have a bad feeling about this....";
- close;
- } else if (malaya_bakona2 == 11) {
- mes "[Cowardly Worker]";
- mes "set up a trap in front of here?";
- mes "Village Chief said I have to help too?";
- mes "Can you please do it by yourself?";
- close;
- } else if (malaya_bakona2 == 12) {
- mes "[Cowardly Worker]";
- mes "Go up and you will";
- mes "find the Gloomy Worker.";
- mes "Go! You scare me.";
- mes "You look like you are going to beat me up.";
- close;
- } else {
- mes "[Cowardly Worker]";
- mes "Go away!";
- mes "What if Bakonawa";
- mes "appears because of you?";
- mes "I'm scared to death!";
- close;
- }
- end;
-}
-
-ma_scene01,179,85,0 script #bako4 HIDDEN_WARP_NPC,2,2,{
- end;
-OnTouch:
- if (malaya_bakona2 == 11) {
- mes "I should set up the trap";
- mes "right about here.";
- next;
- mes "[Cowardly Worker]";
- mes "There is nothing weird";
- mes "buried here right?";
- mes "...";
- mes "Using the shovel, dig dig dig!";
- next;
- mes "dig dig dig!";
- next;
- mes "The trap is now set.";
- next;
- mes "[Cowardly Worker]";
- mes "Go up and you will";
- mes "find the Gloomy Worker.";
- erasequest 1190;
- setquest 1191;
- malaya_bakona2 = 12;
- close;
- } else if (malaya_bakona2 == 12) {
- mes "The trap has been set up here.";
- next;
- mes "[Cowardly Worker]";
- mes "Step aside immediately!";
- mes "Bakonawa might find out this is a trap";
- mes "and come for us.";
- next;
- mes "[Cowardly Worker]";
- mes "Go up and you will";
- mes "find the Gloomy Worker.";
- emotion e_swt,1;
- close;
- }
- end;
-}
-
-ma_scene01,141,118,4 script Gloomy Worker#bako2 4_M_MALAYA,{
- if (malaya_bakona2 < 12) {
- mes "[Gloomy Worker]";
- mes "Village Chief told me to wait for you here.";
- mes "He must want me to do something.";
- mes "Whew...";
- close;
- } else if (malaya_bakona2 == 12) {
- mes "[Gloomy Worker]";
- mes "set up a trap on the left side?";
- mes "I don't think it will be much use...";
- mes "Whew, I should've moved away or something...";
- close;
- } else if (malaya_bakona2 == 13) {
- mes "[Gloomy Worker]";
- mes "We are all gonna die anyway by Bakonawa.";
- mes "This is pointless.";
- mes "Just go up the path and you will find";
- mes "Sentimental Worker.";
- close;
- } else {
- mes "[Gloomy Worker]";
- mes "Bakonawa is going to attack us anyway.";
- mes "What pointless work...";
- close;
- }
- end;
-}
-
-ma_scene01,138,122,0 script #bako5 HIDDEN_WARP_NPC,2,2,{
- end;
-OnTouch:
- if (malaya_bakona2 == 12) {
- mes "I should set up the trap";
- mes "right about here.";
- next;
- mes "[Gloomy Worker]";
- mes "Just catch this net,";
- mes "throw throw!";
- next;
- mes "throw throw!";
- next;
- mes "The trap is now set.";
- next;
- mes "[Gloomy Worker]";
- mes "Just go up the path and you will find";
- mes "Sentimental Worker.";
- mes "Though I doubt it will be much help.";
- erasequest 1191;
- setquest 1192;
- malaya_bakona2 = 13;
- close;
- } else if (malaya_bakona2 == 13) {
- mes "The trap has been set up here.";
- next;
- mes "[Gloomy Worker]";
- mes "The trap is meaningless.";
- mes "See? It doesn't even work.";
- close;
- }
- end;
-}
-
-ma_scene01,175,170,5 script Sentimental Worker#bako2 4_M_BARYO_MAN,{
- if (malaya_bakona2 < 13) {
- mes "[Sentimental Worker]";
- mes "Village Chief told me to wait for you here.";
- mes "Is there a some kind of surprise event?";
- mes "My heart is beating faster~";
- close;
- } else if (malaya_bakona2 == 13) {
- mes "[Sentimental Worker]";
- mes "Wow! So we are going to work together";
- mes "to set up a trap behind this place?";
- mes "This is sooo cool!";
- mes "This is the coolest thing in the world!";
- close;
- } else if (malaya_bakona2 == 14) {
- mes "[Sentimental Worker]";
- mes "Now that the trap is set,";
- mes "Are we going to report back to Village Chief?";
- mes "Oh what fun!";
- mes "It sounds so exiting!";
- close;
- } else {
- mes "[Sentimental Worker]";
- mes "More I think about it, more exited I get.";
- mes "I'm secretly guarding the trap!";
- mes "I want to hear out loud.";
- mes "I have a trap in front of me! Ha ha ha ha~";
- emotion e_swt2,1;
- close;
- }
- end;
-}
-
-ma_scene01,171,174,0 script #bako6 HIDDEN_WARP_NPC,2,2,{
- end;
-OnTouch:
- if (malaya_bakona2 == 13) {
- mes "I should set up the trap";
- mes "right about here.";
- next;
- mes "[Sentimental Worker]";
- mes "Wow! This really is a perfect place";
- mes "to set up a trap.";
- mes "I'm going to throw the rope!";
- mes "Here goes the rope!";
- next;
- mes "Here goes the rope!";
- next;
- mes "The trap is now set.";
- mes "Let's go to the Village Chief";
- mes "now that the trap is set.";
- erasequest 1192;
- setquest 1193;
- malaya_bakona2 = 14;
- close;
- } else if (malaya_bakona2 == 14) {
- mes "The trap is set here.";
- next;
- mes "[Sentimental Worker]";
- mes "Try out the trap first!";
- mes "I'm so curious";
- mes "what would happen!";
- mes "It's going to be so much fun!";
- close;
- }
- end;
-}
-
-// Original name: "Bakonawa Introduction Quest Helper#bako1"
-sec_in02,10,16,5 script Bakonawa Intro Helper 4_MASK_SMOKEY,{
- if (callfunc("F_GM_NPC",1854,0) < 1) {
- mes "Seafood and Black Bean Sauce Noodle!";
- close;
- }
- mes "[Briquet Scheme]";
- mes "Just boldly tell me";
- mes "what is it that you want!";
- next;
- switch(select("Reset all quests:Just before the end of first quest:Reset secondary quest:Distribution of lost belongings:Just after hunting")) {
- case 1:
- mes "Here you go!";
- malaya_bakona1 = 0;
- malaya_bakona2 = 0;
- for(.@i = 1174; .@i<=1193; ++.@i) {
- if (questprogress(.@i))
- erasequest .@i;
- }
- close;
- case 2:
- mes "[Briquet Scheme]";
- mes "Here you go!";
- malaya_bakona1 = 6;
- for(.@i = 1174; .@i<=1178; ++.@i) {
- if (questprogress(.@i))
- erasequest .@i;
- }
- setquest 1179;
- close;
- case 3:
- mes "[Briquet Scheme]";
- mes "Here you go!";
- malaya_bakona2 = 0;
- for(.@i = 1180; .@i<=1193; ++.@i) {
- if (questprogress(.@i))
- erasequest .@i;
- }
- close;
- case 4:
- mes "[Briquet Scheme]";
- mes "Here you go!";
- getitem 6520,17; //Lost_Belongings
- close;
- case 5:
- mes "[Briquet Scheme]";
- mes "Here you go!";
- malaya_bakona2 = 8;
- setquest 1187;
- for(.@i = 1178; .@i<=1193; ++.@i) {
- if (questprogress(.@i))
- erasequest .@i;
- }
- close;
- }
-}
-
-// Nurse in Port Malaya :: malaya_bang
-//============================================================
-function script F_Malaya_Nurse {
- if (malaya_bang == 30) {
- mes "[Nurse Las]";
- mes "A talisman?";
- mes "I think you should search for something else.";
- cutin "malaya_nurseA01",2;
- callsub L_Warp, getarg(0);
- } else if (malaya_bang == 31) {
- mes "[Nurse Las]";
- mes "A talisman and a person?";
- cutin "malaya_nurseA01",2;
- next;
- mes "[Nurse Las]";
- mes "I did see the talisman but I didn't go near it because I got a bad feeling about it.";
- next;
- mes "[Nurse Las]";
- mes "Oh!";
- mes "Speaking of talismans, wouldn't that old lady know about them, since she put some around the village?";
- mes "I think it'll be a good idea to ask her.";
- malaya_bang = 32;
- changequest 11303,11304;
- callsub L_Warp, getarg(0), 1;
- } else if (malaya_bang == 32) {
- mes "[Nurse Las]";
- mes "Oh!";
- mes "Speaking of talismans, wouldn't that old lady know about them, since she put some around the hospital?";
- mes "I think it'll be a good idea to ask her.";
- cutin "malaya_nurseA01",2;
- callsub L_Warp, getarg(0), 1;
- } else if (malaya_bang == 33) {
- mes "[Nurse Las]";
- mes "A shaman... Best if we met her.";
- cutin "malaya_nurseA01",2;
- callsub L_Warp, getarg(0), 1;
- } else if (malaya_bang == 34) {
- mes "[Nurse Las]";
- mes "Oh!";
- mes "You must have met her.";
- mes "I feel something strong...";
- cutin "malaya_nurseA01",2;
- next;
- select("Tell her about the talisman.");
- mes "[Nurse Las]";
- mes "Yes!";
- mes "I have an idea.";
- mes "How about we stick that one over the one we saw on the 2nd floor door?";
- emotion e_ic;
- next;
- mes "[Nurse Las]";
- mes "Maybe it will block the bad energy it's giving out.";
- malaya_bang = 35;
- changequest 11306,11307;
- callsub L_Warp, getarg(0), 1;
- } else if (malaya_bang == 35) {
- mes "[Nurse Las]";
- mes "Yes!";
- mes "I have an idea.";
- mes "How about we stick that one over the one we saw on the 2nd floor door?";
- emotion e_ic;
- cutin "malaya_nurseA01",2;
- next;
- mes "[Nurse Las]";
- mes "Maybe it will block the bad energy it's giving out.";
- callsub L_Warp, getarg(0), 1;
- } else if (malaya_bang == 36) {
- callsub L_Weight;
- mes "[Nurse Maenne]";
- mes "*Sigh*...";
- mes "I thought it strange when you were standing behind me....";
- cutin "malaya_nurseB",2;
- next;
- mes "[Nurse Maenne]";
- mes "I didn't think you'd do something like this.";
- emotion e_dots;
- next;
- mes "[Nurse Maenne]";
- mes "We were just about to enter Bangungot's room, before we were thrown out...";
- next;
- switch(select("Bangungot?:Nurse Maenne?")) {
- case 1:
- callsub L_Bangungot;
- select("Nurse Maenne");
- callsub L_Maenne;
- break;
- case 2:
- callsub L_Maenne;
- select("Bangungot");
- callsub L_Bangungot;
- break;
- }
- callsub L_Incomplete;
- malaya_bang = 42;
- changequest 11308,11309;
- callsub L_Reward;
- callsub L_Warp, getarg(0), 1;
- } else if (malaya_bang == 40) {
- callsub L_Weight;
- if (questprogress(11309,HUNTING) == 2) {
- callsub L_Complete;
- malaya_bang = 41;
- completequest 11309;
- callsub L_Reward;
- callsub L_Warp, getarg(0), 1;
- } else {
- callsub L_Incomplete;
- malaya_bang = 42;
- callsub L_Reward;
- callsub L_Warp, getarg(0);
- }
- } else if (malaya_bang > 40) {
- if (malaya_bang == 42) {
- if (questprogress(11309,HUNTING) == 2) {
- callsub L_Complete;
- malaya_bang = 41;
- completequest 11309;
- callsub L_Warp, getarg(0), 1;
- } else {
- callsub L_Incomplete;
- callsub L_Warp, getarg(0);
- }
- }
- callsub L_Incomplete;
- switch(getarg(0)) {
- case 1:
- next;
- switch(select("Enter the hospital.:Quit.")) {
- case 1:
- callsub L_Warp, getarg(0);
- case 2:
- mes "[Nurse Maenne]";
- mes "Hmmm...";
- close2;
- cutin "",255;
- end;
- }
- case 2:
- callsub L_Warp, getarg(0);
- }
- }
- return;
-
-L_Weight:
- if (checkweight(1201,1) == 0) {
- mes "- Wait !! -";
- mes "- You have too many items. -";
- mes "- Cannot receive item. -";
- mes "- Please lighten your bag -";
- mes "- and try again. -";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "- Wait !! -";
- mes "- You are carrying too many items. -";
- mes "- Cannot receive item. -";
- mes "- Please lighten your bag -";
- mes "- and try again. -";
- close;
- }
- return;
-
-L_Warp:
- switch(getarg(0)) {
- case 1:
- close2;
- cutin "",255;
- if (getarg(1,0) == 0)
- warp "ma_dun01",33,110;
- end;
- case 2:
- next;
- switch(select("Go outside.:Quit.")) {
- case 1:
- close2;
- cutin "",255;
- warp "malaya",58,76;
- end;
- case 2:
- mes "[Nurse Las]";
- mes "Tsk...";
- close2;
- cutin "",255;
- end;
- }
- }
-
-L_Reward:
-// if (IsPremiumPcCafe == 10) {
- getitem 6499,5; //Ancient_Grudge
- getitem 6497,10; //Lesser_Agimat
-// } else {
-// getitem 6499,3; //Ancient_Grudge
-// getitem 6497,5; //Lesser_Agimat
-// }
- getitem 617,1; //Old_Violet_Box
- getexp 1000000,0;
- return;
-
-L_Bangungot:
- mes "[Nurse Maenne]";
- mes "It's a vicious monster roaming this hospital.";
- next;
- mes "[Nurse Maenne]";
- mes "Hmmmm...";
- mes "It's not exactly a monster....";
- mes "More like a curse or disease...";
- next;
- mes "[Nurse Maenne]";
- mes "There's a story saying that it used to be a wood fairy.";
- next;
- mes "[Nurse Maenne]";
- mes "Anyway, it doesnt change the fact that she killed the patients of this hospital and turned them into monsters.";
- next;
- return;
-
-L_Maenne:
- mes "[Nurse Maenne]";
- mes "Me?";
- mes "As you can see, I'm the new nurse here.";
- mes "I'm a nurse who specializes in 'this' kind of work, instead of looking after patients.";
- cutin "malaya_nurseB",2;
- next;
- mes "[Nurse Maenne]";
- mes "Oh!";
- mes "The Bangungot pretended to be me?";
- next;
- mes "[Nurse Maenne]";
- mes "Seeing how much it rattled you.";
- mes "It's a rather smart one.";
- next;
- mes "[Nurse Maenne]";
- mes "Simply said, I cure unnatural phenomenon around hospitals.";
- next;
- mes "[Nurse Maenne]";
- mes "Many things happen in the world.";
- next;
- return;
-
-L_Complete:
- mes "[Nurse Maenne]";
- mes "She may have rooted here deeper than I thought.";
- mes "I can still feel her presence.";
- cutin "malaya_nurseB",2;
- next;
- mes "[Nurse Maenne]";
- mes "What you killed was a part of her...";
- mes "But, it was a big help since you confused and damaged her at the same time.";
- next;
- mes "[Nurse Maenne]";
- mes "It makes things a lot easier.";
- mes "Thank you.";
- return;
-
-L_Incomplete:
- mes "[Nurse Maenne]";
- mes "It would've been easier if she was apart from her body, but now that she returned to her room, this is going to be a little tricky.";
- cutin "malaya_nurseB",2;
- next;
- mes "[Nurse Maenne]";
- mes "Of course, don't you dare walk away from this, since you disturbed my job and led her to her room.";
- next;
- mes "[Nurse Maenne]";
- mes "If you make it to the 2nd floor door, I'll open a small door to her room for you.";
- mes "After that, she's all yours.";
- return;
-}
-
-malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{
- if (malaya_hi < 20) {
- mes "[Nurse]";
- mes "People of this town are too cautious of outsiders.";
- emotion e_ag;
- cutin "malaya_nurseA01",2;
- next;
- mes "[Nurse]";
- mes "I'm sure they have their reasons, but I wish they'd tell me how to get closer...";
- close2;
- cutin "",255;
- end;
- }
- if (BaseLevel < 100) {
- mes "There's a nurse outside the hospital holding a large bag.";
- mes "I don't think I can help her.";
- close;
- }
- if (malaya_bang == 0) {
- mes "[Nurse]";
- mes "Hey, hold on.";
- mes "Are you planning on going inside?";
- cutin "malaya_nurseA01",2;
- next;
- switch(select("Yes.:No.")) {
- case 1:
- mes "[Nurse]";
- mes "Oh~";
- mes "I'm so glad!";
- mes "I was literally waiting all day for someone to some by.";
- cutin "malaya_nurseA02",2;
- next;
- switch(select("About the hospital:Reason for stalling me:Ignore.")) {
- case 1:
- mes "[Nurse]";
- mes "This hospital is the only one in town.";
- mes "And it's going to be my new job.";
- cutin "malaya_nurseA03",2;
- next;
- mes "[Nurse]";
- mes "I heard it was just built, but it seems so creepy....";
- emotion e_swt;
- next;
- mes "[Nurse]";
- mes "I was surprised when I got here too.";
- mes "It says 'closed' all around it!";
- next;
- select("Reason for stalling me.");
- mes "[Nurse]";
- mes "I was told that they needed nurses in this town,";
- mes "so I came here after turning down numerous proposals.";
- next;
- mes "[Nurse]";
- mes "I'd heard they were really cautious of outsiders...";
- next;
- mes "[Nurse]";
- mes "Not even a soul to welcome me, let alone a party!";
- mes "Shocking!";
- emotion e_sob;
- next;
- mes "[Nurse]";
- mes "What's more, I made it here after being lost and now I'm facing a creepy and locked hospital!";
- next;
- break;
- case 2:
- mes "[Nurse]";
- mes "I was told that they needed nurses in this town,";
- mes "so I came here after turning down numerous proposals.";
- cutin "malaya_nurseA03",2;
- next;
- mes "[Nurse]";
- mes "I'd heard they were really cautious of outsiders...";
- next;
- mes "[Nurse]";
- mes "Not even a soul to welcome me, let alone a party!";
- mes "Shocking!";
- emotion e_sob;
- next;
- mes "[Nurse]";
- mes "What's more, I made it here after being lost and now I'm facing a creepy and locked hospital!";
- next;
- select("About the hospital");
- mes "[Nurse]";
- mes "This hospital is the only one in town.";
- mes "And it's going to be my new job.";
- next;
- mes "[Nurse]";
- mes "I heard it was just built, but it seems so creepy....";
- emotion e_swt;
- next;
- mes "[Nurse]";
- mes "I was surprised when I got here too.";
- mes "It says 'closed' all around it!";
- next;
- break;
- case 3:
- mes "[Nurse]";
- mes "Yes, you must be busy.";
- mes "Oh, well.";
- mes "I'll let you be on your way.";
- mes "Don't mind me. *Sob*";
- emotion e_sob;
- cutin "malaya_nurseA03",2;
- close2;
- cutin "",255;
- end;
- }
- break;
- case 2:
- mes "[Nurse]";
- mes "Oh, I see...";
- emotion e_sob;
- close2;
- cutin "",255;
- end;
- }
- mes "[Nurse]";
- mes "Now that you say it... If you're going inside, could you take me with you?";
- cutin "malaya_nurseA04",2;
- next;
- mes "[Nurse]";
- mes "Doors are locked!";
- mes "My bags are heavy!";
- mes "And my legs are killing me.";
- cutin "malaya_nurseA03",2;
- next;
- mes "[Nurse]";
- mes "If I knew this was going to happen, I would've worn ER night-shift shoes instead of first-day shoes... *sniff*";
- emotion e_sob;
- next;
- switch(select("Help.:Don't help.")) {
- case 1:
- mes "[Nurse]";
- mes "*Sob*";
- mes "I guess this world is still worth living in.";
- mes "You are too kind.";
- emotion e_sob;
- next;
- mes "[Nurse Las]";
- mes "I'm 'Las', who's supposed to work in this hospital.";
- mes "By the looks of it, though, I may become jobless...";
- next;
- mes "[Nurse Las]";
- mes "Let's start by getting inside.";
- next;
- mes "[Nurse Las]";
- mes "Before that....";
- mes "Could you get something to wrap my feet? I can't put my shoes on because I've got blisters.";
- emotion e_hlp;
- cutin "malaya_nurseA04",2;
- next;
- mes "[Nurse Las]";
- mes "2 Rotten Bandages should do to wrap both my feet. They may look dirty, but they have special liquid on them that have amazing effects.";
- malaya_bang = 1;
- setquest 11284;
- close2;
- cutin "",255;
- end;
- case 2:
- mes "[Nurse]";
- mes "Yes, you must be busy.";
- mes "Oh, well.";
- mes "I'll let you be on your way.";
- mes "Don't mind me. *Sob*";
- emotion e_sob;
- cutin "malaya_nurseA03",2;
- close2;
- cutin "",255;
- end;
- }
- } else if (malaya_bang == 1) {
- if (countitem(930) > 1) {
- mes "[Nurse Las]";
- mes "Oh......";
- mes "I know they're effective but... Not so tempting.";
- cutin "malaya_nurseA01",2;
- next;
- mes "[Nurse Las]";
- mes "Rotten Bandages... A fit name for something that seems to have been cut fresh from a mummy.";
- next;
- mes "[Nurse Las]";
- mes "I'm having second thoughts looking at them, but as I am to be a professional nurse!!";
- mes "Here goes nothing!!!";
- mes "Ewwww!!";
- next;
- mes "[Nurse Las]";
- mes "*Squish*";
- mes "*Squelch*";
- delitem 930,2; //Rotten_Bandage
- malaya_bang = 2;
- close2;
- cutin "",255;
- end;
- } else {
- mes "[Nurse Las]";
- mes "Before that...";
- mes "Could you get something to wrap my feet? I can't put my shoes on because I've got blisters.";
- emotion e_hlp;
- cutin "malaya_nurseA03",2;
- next;
- mes "[Nurse Las]";
- mes "2 Rotten Bandages should do to wrap both my feet. They may look dirty, but they have special liquid on that have with amazing effects.";
- close2;
- cutin "",255;
- end;
- }
- } else if (malaya_bang == 2) {
- mes "[Nurse Las]";
- mes "Ahhhhh...";
- mes "My feet feel a lot better now, but it smells funny.";
- cutin "malaya_nurseA01",2;
- next;
- mes "[Nurse Las]";
- mes "Oh...... the smell......";
- mes "My new shoes will be ruined...";
- emotion e_swt2;
- next;
- mes "[Nurse Las]";
- mes "Okay!!!!!!";
- mes "I don't know if it's locked or stuck, let's try pushing it together!";
- malaya_bang = 3;
- changequest 11284,11285;
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 3) {
- mes "[Nurse Las]";
- mes "Okay!!!!!!";
- mes "I don't know if it's locked or stuck, let's try pushing it together!";
- cutin "malaya_nurseA01",2;
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 4) {
- mes "["+strcharinfo(0)+"]";
- mes "We pushed and pulled, but it won't budge.";
- emotion e_swt2,1;
- next;
- mes "[Nurse Las]";
- mes "Strange~";
- mes "They wouldn't have sent me to a closed down hospital.";
- cutin "malaya_nurseA03",2;
- next;
- mes "[Nurse Las]";
- mes "Hmmm!";
- mes "I can't stand it anymore!";
- emotion e_an;
- next;
- mes "[Nurse Las]";
- mes "Could you ask the townsfolk about the hospital while I contact HQ?";
- cutin "malaya_nurseA01",2;
- next;
- mes "[Nurse Las]";
- mes "Hey, why don't you start with that girl over there?";
- mes "Perhaps she'll tell you something.";
- malaya_bang = 5;
- changequest 11286,11287;
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 5) {
- mes "[Nurse Las]";
- mes "Could you ask the townsfolk about the hospital while I contact HQ?";
- cutin "malaya_nurseA01",2;
- next;
- mes "[Nurse Las]";
- mes "Hey, why don't you start with that girl over there?";
- mes "Perhaps she'll tell you something.";
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 6) {
- mes "[Nurse Las]";
- mes "What did she say?";
- emotion e_what;
- cutin "malaya_nurseA02",2;
- next;
- select("Tell her what she said.");
- mes "[Nurse Las]";
- mes "Strange.";
- mes "HQ confirmed that I am assigned here.";
- cutin "malaya_nurseA01",2;
- next;
- mes "[Nurse Las]";
- mes "Maybe that girl doesn't know about this place?";
- mes "HQ couldn't have sent me here and be lying about it. Could you ask someone else in town?";
- next;
- mes "[Nurse Las]";
- mes "I'll contact HQ again for more info.";
- mes "Hey, why not ask that man over there?";
- mes "I'm sure he'll know something.";
- malaya_bang = 7;
- changequest 11288,11289;
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 7) {
- mes "[Nurse Las]";
- mes "I'll contact HQ again for more info.";
- mes "Hey, why not ask that man over there?";
- mes "I'm sure he'll know something.";
- cutin "malaya_nurseA01",2;
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 8) {
- mes "[Nurse Las]";
- mes "An inn?";
- mes "Good gracious!";
- mes "If they'd have told me earlier I wouldn't have had to stand out here for so long!";
- emotion e_pif;
- cutin "malaya_nurseA01",2;
- next;
- mes "[Nurse Las]";
- mes "Ummm......";
- mes "......";
- mes "......";
- next;
- mes "[Nurse Las]";
- mes "Hey... you know what...";
- next;
- mes "[Nurse Las]";
- mes "I don't think I can move anymore because of my feet. Could you go to the inn for me?";
- emotion e_swt2;
- cutin "malaya_nurseA03",2;
- next;
- mes "[Nurse Las]";
- mes "I can't carry my bags around so I'll stay here and watch over them while I treat my feet.";
- next;
- mes "[Nurse Las]";
- mes "I have to be back here again anyway.";
- mes "Thank you.";
- malaya_bang = 9;
- changequest 11290,11291;
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 9) {
- mes "[Nurse Las]";
- mes "I don't think I can move anymore because of my feet. Could you go to the inn for me?";
- emotion e_swt2;
- cutin "malaya_nurseA03",2;
- next;
- mes "[Nurse Las]";
- mes "I can't carry my bags around so I'll stay here and watch over them while I treat my feet.";
- next;
- mes "[Nurse Las]";
- mes "I have to be back here again anyway.";
- mes "Thank you.";
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 10) {
- mes "[Nurse Las]";
- mes "Hey~";
- mes "How'd it go?";
- cutin "malaya_nurseA02",2;
- next;
- select("Hand over the key and message.");
- mes "[Nurse Las]";
- mes "Keys?";
- mes "Well this is one step closer to my goals!";
- mes "Let's open the door right now!";
- malaya_bang = 11;
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 11) {
- mes "[Nurse Las]";
- mes "Keys?";
- mes "Well this is one step closer to my goals!";
- mes "Let's open the door right now!";
- cutin "malaya_nurseA02",2;
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 12) {
- mes "[Nurse Las]";
- mes "That's weird~!";
- mes "The door's not locked?";
- mes "How can this be?????";
- mes "????";
- emotion e_what;
- emotion e_what,1;
- cutin "malaya_nurseA04",2;
- next;
- mes "[Nurse Las]";
- mes "Oh no!!!";
- mes "Everything's falling apart.";
- mes "Maybe we should wait for the doctor to come.....";
- cutin "malaya_nurseA03",2;
- next;
- mes "[???]";
- mes "...";
- cutin "",255;
- next;
- mes "[???]";
- mes "*Snigger*";
- emotion e_what,1;
- emotion e_what;
- next;
- mes "[???]";
- mes "Hey "+((Sex)?"dude":"missy")+",";
- mes "You're not getting in the hospital.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Who's there?!";
- next;
- mes "[???]";
- mes "*Snigger*";
- next;
- mes "[???]";
- mes "That's a secret~";
- mes "My mom will kill me if she knew I was here!";
- next;
- switch(select("About entering the hospital.:About it's mom.:About ???:Quit.")) {
- case 1:
- mes "[???]";
- mes "A few days ago, the old lady who lives near us went around the hospital sticking some kind of sticks into the ground.";
- next;
- mes "[???]";
- mes "She was mumbling and looking around a lot.";
- next;
- mes "[???]";
- mes "I was well hidden here because I wasn't supposed to be here.";
- next;
- break;
- case 2:
- mes "[???]";
- mes "My mom once told me.";
- mes "The old lady's daughter was hospitalized here.";
- next;
- mes "[???]";
- mes "She never got out of it though...";
- next;
- mes "[???]";
- mes "She wasn't the only one. There were many strange things going on at the hospital.";
- next;
- mes "[???]";
- mes "That's why my mom doesn't want me coming around here.";
- next;
- break;
- case 3:
- mes "[???]";
- mes "No way Jose!";
- mes "I got a spanking last time I was caught around here!";
- next;
- mes "[???]";
- mes "If I'm caught again, it won't end with a spanking....";
- mes "So scary.";
- next;
- break;
- case 4:
- mes "[???]";
- mes "Humph!!";
- close;
- }
- mes "The voice seems to be coming from the bushes near the entrance of the hospital.";
- specialeffect EF_STEAL,AREA,"Bushes#ma";
- malaya_bang = 13;
- changequest 11293,11294;
- close;
- } else if (malaya_bang == 13) {
- mes "The voice seems to be coming from the bushes near the entrance of the hospital.";
- mes "Let's check around.";
- specialeffect EF_STEAL,AREA,"Bushes#ma";
- close;
- } else if (malaya_bang == 14) {
- mes "[Nurse Las]";
- mes "Hmmm... Let's look around the hospital.";
- cutin "malaya_nurseA01",2;
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 15) {
- mes "[Nurse Las]";
- mes "Hey... ummm...";
- mes "You know...";
- mes "Could you give that old lady a visit?";
- cutin "malaya_nurseA04",2;
- next;
- mes "[Nurse Las]";
- mes "Oh, me? I'll look be looking around here.";
- next;
- mes "[Nurse Las]";
- mes "As you know, my feet hurt...";
- mes "Yes?";
- mes "Yes?";
- next;
- switch(select("Go.:Don't go.")) {
- case 1:
- mes "[Nurse Las]";
- mes "Okay, off you go.";
- mes "I think she lives on the west side of town.";
- mes "Go on.";
- next;
- mes "[Nurse Las]";
- mes "Hey you in the bushes, I'll tell on you if you don't go home now!";
- malaya_bang = 16;
- changequest 11296,11297;
- close2;
- cutin "",255;
- end;
- case 2:
- mes "[Nurse Las]";
- mes "Why!?";
- mes "Staying here won't solve anything.";
- close2;
- cutin "",255;
- end;
- }
- } else if (malaya_bang == 16 || malaya_bang == 17) {
- mes "[Nurse Las]";
- mes "Okay, off you go.";
- mes "I think she lives on the west side of town.";
- mes "Go on.";
- cutin "malaya_nurseA04",2;
- next;
- mes "[Nurse Las]";
- mes "Hey you in the bushes, I'll tell on you if you don't go home now!";
- emotion e_omg,0,"Bushes#ma";
- close2;
- cutin "",255;
- end;
- } else if (malaya_bang == 18) {
- mes "[Nurse Las]";
- mes "How'd it go?";
- mes "Did you meet the old lady?";
- cutin "malaya_nurseA02",2;
- next;
- mes "[Nurse Las]";
- mes "Oh by the way, when ["+strcharinfo(0)+"], you were gone, I tried the door.";
- mes "It did open...";
- next;
- mes "[Nurse Las]";
- mes "But the way to the 2nd floor was blocked.";
- mes "I thought the door opening was a break through, but turns out it wasn't.";
- cutin "malaya_nurseA03",2;
- next;
- mes "[Nurse Las]";
- mes "Anyway, the first floor door is open, so let's go inside.";
- mes "Everything would be meaningless if the second floor door is not opened.";
- emotion e_sob;
- malaya_bang = 19;
- changequest 11299,11300;
- close2;
- cutin "",255;
- warp "ma_dun01",33,110;
- end;
- } else if (malaya_bang == 19) {
- mes "[Nurse Las]";
- mes "Anyway, the first floor door is open, so let's go inside.";
- mes "Everything would be meaningless if the second floor door is not opened.";
- emotion e_sob;
- cutin "malaya_nurseA01",2;
- close2;
- cutin "",255;
- warp "ma_dun01",33,110;
- end;
- } else if (malaya_bang < 30) {
- mes "[Nurse Las]";
- mes "Could you check the 2nd floor door again in case I missed something?";
- cutin "malaya_nurseA01",2;
- close2;
- cutin "",255;
- warp "ma_dun01",33,110;
- end;
- } else {
- callfunc "F_Malaya_Nurse",1;
- end;
- }
- mes "There's a nurse outside the hospital holding a large bag.";
- mes "I don't think I can help her.";
- close;
-}
-
-ma_dun01,35,108,4 script Nurse#ma_n2 4_F_NURSE,{
- if (malaya_bang < 19) {
- // fall through
- } else if (malaya_bang < 30) {
- if (malaya_bang == 19) {
- mes "The hospital is infested with monsters, like the old lady said.";
- mes "How could she have gone back and forth to the 2nd floor with her feet like that....";
- next;
- malaya_bang = 20;
- changequest 11300,11301;
- }
- mes "[Nurse Las]";
- mes "Could you check the 2nd floor door again in case I missed something?";
- cutin "malaya_nurseA01",2;
- next;
- switch(select("Go outside.:Quit.")) {
- case 1:
- close2;
- cutin "",255;
- warp "malaya",58,76;
- end;
- case 2:
- mes "[Nurse Las]";
- mes "Tsk...";
- close2;
- cutin "",255;
- end;
- }
- } else {
- callfunc "F_Malaya_Nurse",2;
- end;
- }
- mes "[Nurse]";
- mes "I want to be left alone.";
- mes "Please leave.";
- close2;
- warp "malaya",58,76;
- end;
-}
-
-ma_dun01,152,23,4 script Suspicious Wooden Stick::MalayaStick0 4_BULLETIN_BOARD2,{
- if (malaya_bang == 20) {
- mes "There's a talisman similar to the ones outside the hospital.";
- mes "Let's look around for something else.";
- malaya_bang = 30;
- changequest 11301,11302;
- close;
- } else if (malaya_bang == 30) {
- mes "There's a talisman similar to the ones outside the hospital.";
- mes "Let's look around for something else.";
- close;
- } else if (malaya_bang == 35) {
- mes "After sticking on the talisman over the other one, the dark feeling lifted away, just like Las said.";
- next;
- mes "[Nurse Las]";
- mes "*Snigger*";
- cutin "malaya_nurseA05",2;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "?!";
- cutin "",255;
- next;
- mes "[Nurse Las]";
- mes "Yes, yes!";
- cutin "malaya_nurseA05",2;
- next;
- mes "[Nurse Las]";
- mes "The annoying talismans are gone!";
- next;
- mes "[Nurse Las]";
- mes "*Giggle*";
- next;
- mes "[Nurse Las]";
- mes "Human's are so dumb. You show them a pretty little helpless look and they fall for it.";
- next;
- mes "[Nurse Las]";
- mes "*Snigger*";
- next;
- mes "[Nurse Las]";
- mes "For your work, I shall take you to my room...";
- mes "Darn...";
- next;
- mes "[Nurse Las]";
- mes "......";
- next;
- mes "[Nurse Las]";
- mes "No no no!";
- mes "You still have those annoying talismans!!!";
- next;
- mes "[Nurse Las]";
- mes "This is your lucky day!";
- mes "*Snigger*";
- malaya_bang = 36;
- changequest 11307,11308;
- close2;
- cutin "",255;
- warp "malaya",58,76;
- end;
- } else if (malaya_bang > 35) {
- mes "Cannot feel anything evil about the talisman.";
- mes "Only the bitter taste of being fooled around Las remains...";
- close;
- } else {
- mes "No power can be felt.";
- close;
- }
-}
-
-malaya,48,76,4 script Hospital Door#ma_n1 CLEAR_NPC,{
- if (malaya_bang == 3) {
- mes "Pushed hard on the door, but it won't open.";
- mes "It doesn't feel like it's locked or stuck, but encased by a layer of something.";
- malaya_bang = 4;
- changequest 11285,11286;
- close;
- } else if (malaya_bang == 4) {
- mes "Pushed hard on the door, but it won't open.";
- mes "It doesn't feel like it's locked or stuck, but encased by a layer of something.";
- close;
- } else if (malaya_bang == 11) {
- mes "Put the key inside the lock of the hospital door...";
- mes "But it's not locked as expected.";
- next;
- mes "Then why is the door not opening?";
- malaya_bang = 12;
- changequest 11292,11293;
- close;
- } else if (malaya_bang == 12) {
- mes "Put the key inside the lock of the hospital door...";
- mes "But it's not locked as expected.";
- next;
- mes "Then why is the door not opening?";
- close;
- } else if (malaya_bang > 18) {
- if(select("Enter the hospital.:Quit.") == 1)
- warp "ma_dun01",33,110;
- end;
- } else {
- mes "The hospital door seems to be closed.";
- close;
- }
-}
-
-malaya,64,78,4 script Village Woman#mab 4_F_MALAYA,{
- if (malaya_hi < 20) {
- mes "[Village Woman]";
- mes "......";
- next;
- mes "Seems very cautious about you.";
- close;
- }
- if (malaya_bang == 5) {
- mes "[Village Woman]";
- mes "Oh~Are you an adventurer?";
- mes "It seems like we have a lot of them in town lately.";
- next;
- mes "[Village Woman]";
- mes "I was born here and never went far away from here, so I always feel like going on my adventures when I hear the stories they bring.";
- next;
- switch(select("Ask about the hospital.:End conversation.")) {
- case 1:
- mes "[Village Woman]";
- mes "The hospital?";
- mes "It's been closed for a very long time.";
- mes "They don't talk about it around here.";
- next;
- mes "[Village Woman]";
- mes "I never had to go to the hospital.";
- mes "I've been there once when I had a stomach ache as a child. I remember the place being creepy.";
- next;
- mes "[Village Woman]";
- mes "Children never like hospitals.";
- next;
- select("Ask about the nurse.");
- mes "[Village Woman]";
- mes "The new nurse?";
- mes "I don't know.";
- mes "I haven't given it a thought.";
- mes "It is strange to have a new nurse coming to a closed hospital.";
- malaya_bang = 6;
- changequest 11287,11288;
- close;
- case 2:
- mes "[Village Woman]";
- mes "Have a nice day~";
- close;
- }
- } else if (malaya_bang == 6) {
- mes "[Village Woman]";
- mes "The new nurse?";
- mes "I don't know.";
- mes "I haven't given it a thought.";
- mes "It is strange to have a new nurse coming to a closed hospital.";
- malaya_bang = 6;
- changequest 11287,11288;
- close;
- } else {
- mes "[Village Woman]";
- mes "Oh~Are you an adventurer?";
- mes "It seems like we have a lot of them in town lately.";
- next;
- mes "[Village Woman]";
- mes "I was born here and never went far away from here, so I always feel like going on my adventures when I hear the stories they bring.";
- close;
- }
-}
-
-malaya,62,37,4 script Village Man#mab 4_M_MALAYA,{
- if (malaya_hi < 20) {
- mes "[Village Man]";
- mes "Hmmm! Haven't seen you around?";
- mes "What brings you to our town?";
- next;
- mes "Seems very cautious about you.";
- close;
- }
- if (malaya_bang == 7) {
- mes "[Village Man]";
- mes "*Laughs*";
- mes "An adventurer, are you?";
- mes "When you have time, come and take a look around my pineapple farm.";
- next;
- mes "[Village Man]";
- mes "Just a little bit~";
- mes "far from the village, but I'll give you all the pineapple you want in exchange for a good story of yours!";
- next;
- switch(select("Ask about the hospital.:End conversation.")) {
- case 1:
- mes "[Village Man]";
- mes "Ummm......";
- mes "You mean that hospital?";
- next;
- mes "[Village Man]";
- mes "It was closed down because of an accident.";
- mes "But I wouldn't trouble an outsider with the details......";
- mes "There's not much I can tell you.";
- next;
- select("Ask about the nurse.");
- mes "[Village Man]";
- mes "Oh!!!";
- mes "Did you meet the nurse?!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "She was standing in front of the hospital.";
- mes "Oh!";
- mes "She must have gone to contact HQ.";
- next;
- mes "[Village Man]";
- mes "We requested 'the nurse', and she's already here! We're saved!";
- next;
- select("The nurse?");
- mes "[Village Man]";
- mes "She was invited here to save our hospital.";
- next;
- mes "[Village Man]";
- mes "Now I have to spread the good news! Could you bring her to the inn at the center of town?";
- next;
- mes "[Village Man]";
- mes "That's where the doctor is staying.";
- mes "He's been there ever since the hospital was closed.";
- malaya_bang = 8;
- changequest 11289,11290;
- close;
- case 2:
- mes "[Village Man]";
- mes "Whoopeee!";
- close;
- }
- } else if (malaya_bang == 8) {
- mes "[Village Man]";
- mes "Now I have to spread the good news! Could you bring her to the inn at the center of town?";
- next;
- mes "[Village Man]";
- mes "That's where the doctor is staying.";
- mes "He's been there ever since the hospital was closed.";
- close;
- } else {
- mes "[Village Man]";
- mes "Whoopeee!";
- mes "An adventurer, are you?";
- mes "When you have time, come and take a look around my pineapple farm.";
- next;
- mes "[Village Man]";
- mes "Just a little bit~";
- mes "far from the village, but I'll give you all the pineapple you want in exchange for a good story of yours!";
- close;
- }
-}
-
-malaya,210,200,5 script Dr. Boon#ma 4_LGTSCIENCE,{
- if (malaya_hi < 20) {
- mes "[Dr. Boon]";
- mes "......";
- next;
- mes "Seems very cautious about you.";
- close;
- }
- if (malaya_bang == 9) {
- mes "[Dr. Boon]";
- mes "So~ You're the new nurse?";
- next;
- switch(select("Yes.:No.")) {
- case 1:
- mes "[Dr. Boon]";
- mes "Nothing's more important for a nurse than their white uniform.";
- mes "Go get changed!";
- close;
- case 2:
- mes "[Dr. Boon]";
- mes "Oh! I'm sorry.";
- mes "We're waiting for a new nurse.";
- mes "My bad.";
- next;
- select("Explain the situation.");
- mes "[Dr. Boon]";
- mes "Aha~";
- mes "So that's what happened.";
- mes "Oh, dear. I guess there was a misunderstanding.";
- next;
- mes "[Dr. Boon]";
- mes "You see, I've been treating patients at the inn after what happened to the hospital.";
- next;
- mes "[Dr. Boon]";
- mes "Even so, I must apologize for making her stand there so long.";
- next;
- mes "[Dr. Boon]";
- mes "I can't leave right now because I have patients to look after. Why don't you go over and hand over this key?";
- next;
- mes "[Dr. Boon]";
- mes "And give her a message with the key saying, 'I'll leave it to your own discretion'.";
- next;
- mes "[Dr. Boon]";
- mes "I'll be there as soon as I'm done here.";
- mes "Good luck~";
- malaya_bang = 10;
- changequest 11291,11292;
- close;
- }
- } else if (malaya_bang == 10) {
- mes "[Dr. Boon]";
- mes "I can't leave right now because I have patients to look after. Why don't you go over and hand over this key?";
- next;
- mes "[Dr. Boon]";
- mes "And give her a message with the key saying, 'I'll leave it to your own discretion'.";
- next;
- mes "[Dr. Boon]";
- mes "I'll be there as soon as I'm done here.";
- mes "Good luck~";
- close;
- } else {
- mes "[Dr. Boon]";
- mes "*Sigh*";
- mes "The work... It never ends...";
- mes "How am I supposed to handle all these patients on my own?";
- next;
- mes "[Dr. Boon]";
- mes "What? What's a doctor doing in an inn?";
- mes "Well, why not?";
- close;
- }
-}
-
-malaya,53,68,4 script Bushes#ma CLEAR_NPC,{
- if (malaya_bang < 13) {
- mes "It's just a bush.";
- mes "A sweet scent of wood rises when shaken.";
- close;
- }
- if (malaya_bang == 13) {
- mes "[???]";
- mes "Don't come any closer!";
- mes "Old "+((Sex)?"man":"lady")+"!";
- mes "How'd you know I was here?";
- emotion e_omg;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'm not old.";
- emotion e_an,1;
- next;
- switch(select("About entering the hospital.:About its mom.:About ???.:Ask about the old lady.:Ask about the hospital grounds.:Quit.")) {
- case 1:
- mes "[???]";
- mes "A few days ago, the old lady who lives near us went around the hospital sticking some kind of sticks into the ground.";
- next;
- mes "[???]";
- mes "She was mumbling and looking around a lot.";
- next;
- mes "[???]";
- mes "I was well hidden here because I wasn't supposed to be here.";
- next;
- break;
- case 2:
- mes "[???]";
- mes "My mom once told me.";
- mes "The old lady's daughter was hospitalized here.";
- next;
- mes "[???]";
- mes "She never got out of it though...";
- next;
- mes "[???]";
- mes "She wasn't the only one. There were many strange things going on at the hospital.";
- next;
- mes "[???]";
- mes "That's why my mom doesn't want me coming around here.";
- next;
- break;
- case 3:
- mes "[???]";
- mes "No way Jose!";
- mes "I got a spanking last time I was caught around here!";
- next;
- mes "[???]";
- mes "If I'm caught again, it won't end with a spanking....";
- mes "So scary.";
- next;
- break;
- case 4:
- mes "[???]";
- mes "It's the lady who lives next door to us.";
- next;
- mes "[???]";
- mes "I saw her a few days ago doing something around the hospital.";
- next;
- mes "[???]";
- mes "I couldn't see what she was doing from here, but I found some sticks there after she'd left.";
- malaya_bang = 14;
- changequest 11294,11295;
- close;
- case 5:
- mes "[???]";
- mes "I dunno.";
- mes "Nothing's different except for the sticks.";
- next;
- mes "[???]";
- mes "The old lady comes back once in a while to check on the sticks.";
- mes "My heart races when that happens!";
- next;
- break;
- case 6:
- mes "[???]";
- mes "Humph!!";
- emotion e_pif;
- close;
- }
- mes "[???]";
- mes "Promise me you won't tell anyone that you saw me!!!";
- mes "Promise?!";
- close;
- } else if (malaya_bang == 14) {
- mes "[???]";
- mes "I couldn't see what she was doing from here, but I found some sticks there after she'd left.";
- close;
- } else if (malaya_bang == 15) {
- mes "[???]";
- mes "Don't come any closer!";
- mes "Old "+((Sex)?"man":"lady")+"!";
- mes "How'd you know I was here?";
- emotion e_omg;
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I'm not old.";
- emotion e_an,1;
- close;
- } else {
- mes "There's a trace of a young child.";
- mes "Think the child's gone home now.";
- close;
- }
-}
-
-- script Suspicious Wooden Stick::MalayaStick -1,{
- if (checkweight(1201,1) == 0) {
- mes "- Wait !! -";
- mes "- You have too many items. -";
- mes "- Cannot receive item. -";
- mes "- Please lighten your bag -";
- mes "- and try again. -";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "- Wait !! -";
- mes "- You are carrying too many items. -";
- mes "- Cannot receive item. -";
- mes "- Please lighten your bag -";
- mes "- and try again. -";
- close;
- }
- if (malaya_bang == 14) {
- mes "A strange stick is planted on the ground.";
- mes "A mysterious force can be felt.";
- next;
- switch(select("Pull it out.:Leave it.")) {
- case 1:
- if (rand(1,5) == 4) {
- mes "Pulled out the deeply planted stick.";
- mes "The hospital seems to have become more gloomy.";
- if (rand(2)) {
- malaya_bang = 15;
- changequest 11295,11296;
- getitem 6497,1; //Lesser_Agimat
- donpcevent "Tent"+replacestr(strnpcinfo(3),"MalayaStick","")+"#ma::OnEnable";
- next;
- mes "Better show Las the talisman.";
- close;
- } else {
- getitem 6497,1; //Lesser_Agimat
- donpcevent "Tent"+replacestr(strnpcinfo(3),"MalayaStick","")+"#ma::OnEnable";
- close;
- }
- } else {
- mes "After pulling out the deeply planted stick, an uneasy feeling washes over.";
- donpcevent "Tent"+replacestr(strnpcinfo(3),"MalayaStick","")+"#ma::OnEnable";
- close;
- }
- case 2:
- mes "It looks ominous. Better leave it alone.";
- close;
- }
- } else {
- mes "There's a strange looking stick.";
- close;
- }
- end;
-OnEnable:
- enablenpc strnpcinfo(3); // NPC name is too long for strnpcinfo(0).
- end;
-OnDisable:
- disablenpc strnpcinfo(3);
- end;
-}
-malaya,40,52,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick1 4_BULLETIN_BOARD2
-malaya,31,42,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick2 4_BULLETIN_BOARD2
-malaya,34,36,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick3 4_BULLETIN_BOARD2
-malaya,40,32,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick4 4_BULLETIN_BOARD2
-malaya,50,85,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick5 4_BULLETIN_BOARD2
-malaya,46,93,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick6 4_BULLETIN_BOARD2
-malaya,36,98,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick7 4_BULLETIN_BOARD2
-malaya,48,79,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick8 4_BULLETIN_BOARD2
-malaya,50,46,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick9 4_BULLETIN_BOARD2
-malaya,59,84,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick10 4_BULLETIN_BOARD2
-
-- script Tent#ma -1,{ //557
- end;
-OnInit:
- disablenpc strnpcinfo(0);
- end;
-OnEnable:
- enablenpc strnpcinfo(0);
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- disablenpc strnpcinfo(0);
- end;
-OnTimer1000:
- donpcevent "MalayaStick"+replacestr(strnpcinfo(1),"Tent","")+"::OnDisable";
- end;
-OnTimer30000:
- donpcevent "MalayaStick"+replacestr(strnpcinfo(1),"Tent","")+"::OnEnable";
- donpcevent strnpcinfo(0)+"::OnDisable";
- end;
-}
-- duplicate(Tent#ma) Tent1#ma -1
-- duplicate(Tent#ma) Tent2#ma -1
-- duplicate(Tent#ma) Tent3#ma -1
-- duplicate(Tent#ma) Tent4#ma -1
-- duplicate(Tent#ma) Tent5#ma -1
-- duplicate(Tent#ma) Tent6#ma -1
-- duplicate(Tent#ma) Tent7#ma -1
-- duplicate(Tent#ma) Tent8#ma -1
-- duplicate(Tent#ma) Tent9#ma -1
-- duplicate(Tent#ma) Tent10#ma -1
-
-malaya,114,183,3 script Bent Old Lady#ma 4_F_BARYO_OLD,{
- if (malaya_bang == 16) {
- mes "[Bent Old Lady]";
- mes "Ho ho ho ho~~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ma'am, excuse me, but can I ask you a question?";
- next;
- mes "[Bent Old Lady]";
- mes "Ho ho ho ho~~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ma'am?";
- next;
- mes "[Bent Old Lady]";
- mes "Ho ho ho ho~~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ma'am?";
- next;
- mes "[Bent Old Lady]";
- mes "Ho ho ho ho~~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ma'am!!!!!!!!!";
- next;
- mes "[Bent Old Lady]";
- mes "Who? What?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Excuse me, but can I ask you something?";
- next;
- mes "[Bent Old Lady]";
- mes "What? I can't hear you.";
- mes "Speak up!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "I! Have! Something! To! Ask! You!";
- next;
- mes "[Bent Old Lady]";
- mes "Oh~Yes dear~";
- mes "I'll tell you everything I know, dear~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Do you know anything about the hospital?";
- next;
- mes "[Bent Old Lady]";
- mes "Hospital?";
- mes "........";
- next;
- mes "[Bent Old Lady]";
- mes "Hospital?!?!?!?";
- next;
- mes "[Bent Old Lady]";
- mes "That hospital is cursed!";
- mes "Something wicked is living there!";
- next;
- mes "[Bent Old Lady]";
- mes "The thing took away my poor little girl.";
- next;
- switch(select("Ask about the hospital.:Ask about her daughter.")) {
- case 1:
- mes "[Bent Old Lady]";
- mes "Everybody was happy to hear about the hospital being built.";
- next;
- mes "[Bent Old Lady]";
- mes "We no longer had to go to other towns for medical care.";
- next;
- mes "[Bent Old Lady]";
- mes "But the one they built didn't work out so well.";
- mes "It couldn't cure people.";
- mes "I knew this would happen when they chopped down the old tree to build it.";
- next;
- mes "[Bent Old Lady]";
- mes "But the administrator wouldn't listen.";
- mes "Far from curing people, they started to die.";
- mes "So did my daughter...";
- malaya_bang = 17;
- changequest 11297,11298;
- close;
- case 2:
- mes "[Bent Old Lady]";
- mes "She suffered from nothing life threatening.";
- mes "It was...";
- mes "Just a cold......";
- next;
- mes "[Bent Old Lady]";
- mes "The wicked thing.... My daughter...";
- mes "There's something in that hospital.";
- close;
- }
- } else if (malaya_bang == 17) {
- select("Show her the stick.");
- mes "[Bent Old Lady]";
- mes "What?";
- mes "Arghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh";
- emotion e_omg;
- next;
- mes "[Bent Old Lady]";
- mes "Arghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh";
- emotion e_omg;
- next;
- mes "[Bent Old Lady]";
- mes "Arghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh";
- emotion e_omg;
- next;
- mes "[Bent Old Lady]";
- mes "Arghhhhhhhhhh!!!!!!!!!!!";
- emotion e_omg;
- next;
- mes "[Bent Old Lady]";
- mes "What have you done!";
- mes "That... That was a talisman to stop the wicked thing!";
- next;
- mes "[Bent Old Lady]";
- mes "If you pull them up, it will go after people again!";
- next;
- mes "[Bent Old Lady]";
- mes "I saw it!";
- mes "I saw it when they closed the hospital saying that everybody had died.";
- next;
- mes "[Bent Old Lady]";
- mes "But they all knew.";
- mes "The patients weren't all dead.";
- next;
- mes "[Bent Old Lady]";
- mes "Taken alive...";
- mes "By the thing that took my daughter...";
- next;
- mes "[Bent Old Lady]";
- mes "Oh dear.";
- next;
- mes "Nurse Las may be in danger, standing alone in front of the hospital.";
- mes "If I don't return quickly...";
- malaya_bang = 18;
- changequest 11298,11299;
- close;
- } else if (malaya_bang == 18) {
- mes "Nurse Las may be in danger, standing alone in front of the hospital.";
- mes "If I don't return quickly...";
- close;
- } else if (malaya_bang == 32) {
- mes "[Bent Old Lady]";
- mes "Yes? The talisman?";
- mes "I asked the shaman up north of the village to make them,";
- next;
- mes "[Bent Old Lady]";
- mes "Not famous, but a talented shaman.";
- malaya_bang = 33;
- changequest 11304,11305;
- close;
- } else {
- mes "[Bent Old Lady]";
- mes "Ho ho ho ho~~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ma'am, excuse me, but can I ask you a question?";
- next;
- mes "[Bent Old Lady]";
- mes "Ho ho ho ho~~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ma'am?";
- next;
- mes "[Bent Old Lady]";
- mes "Ho ho ho ho~~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ma'am?";
- next;
- mes "[Bent Old Lady]";
- mes "Ho ho ho ho~~";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Ma'am!!!!!!!!!";
- next;
- mes "[Bent Old Lady]";
- mes "Who? What?";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Excuse me, but can I ask you something?";
- next;
- mes "[Bent Old Lady]";
- mes "What? I can't hear you.";
- mes "Speak up!";
- close;
- }
-}
-
-malaya,276,367,4 script Bent Shaman#ma 4_F_UMOLDWOMAN,{
- if (malaya_hi < 20) {
- mes "[Bent Shaman]";
- mes "Urgh Urgh Urghhhhhh";
- next;
- mes "Doesn't give even a glance...";
- close;
- }
- mes "[Bent Shaman]";
- mes "Hmmmm...";
- mes "I feel, feel....";
- next;
- mes "[Bent Shaman]";
- mes "I feel something bad from you...";
- if (malaya_bang == 33) {
- next;
- mes "[Bent Shaman]";
- mes "No no...";
- mes "You need not say anything!";
- mes "You'll be needing this.";
- next;
- mes "[Bent Shaman]";
- mes "It's okay.";
- mes "No need for money.";
- mes "It's the karma this village must face...";
- malaya_bang = 34;
- changequest 11305,11306;
- }
- close;
-}
-
-// Pintados Festival :: malaya_pintados
-//============================================================
-/*
-Description
------------
-The Pintados Festival begins when players have accumulated 1000 Lesser Agimats,
-1000 Silver Crosses, and 300 dyestuffs, and lasts for 7 days. During that time,
-players are able to create a tattoo.
-
-Global Variables
-----------------
-$malaya_pintados_00 - Festival time limit, in 30-minute intervals. (range: 0~344)
-$malaya_pintados_01 - Number of Lesser Agimats collected. (range: 0~1000)
-$malaya_pintados_02 - Number of Silver Crosses collected. (range: 0~1000)
-$malaya_pintados_03 - Number of dyestuffs collected. (range: 0~300)
-$malaya_pintados_04$ - Last player to create a tattoo.
-*/
-
-ma_fild01,1,1,4 script Pintados Manager#pin 4_F_KHELLISIA,{
- if (callfunc("F_GM_NPC",1854,0) == 1) {
- mes "Bingo!";
- next;
- } else {
- mes "Error occurred.";
- close;
- }
- mes "Hi, I'm the Pintados Festival Manager. Please select an item.";
- mes "Time Value: ("+$malaya_pintados_00+"/344)";
- mes "Lesser Agimat Value: ("+$malaya_pintados_01+"/1,000)";
- mes "Cross Value: ("+$malaya_pintados_02+"/1,000)";
- mes "Dyestuffs Value: ("+$malaya_pintados_03+"/300)";
- mes "Recent Tattoo Creator: "+$malaya_pintados_04$;
- next;
- switch(select("Eastern Medicine Button ? Start & End:Detail Button ? Adjust Value:Start Timer:End Timer")) {
- case 1:
- mes "This is the Eastern Medicine Control Button.";
- mes "You can set the Start or End values for the festival.";
- next;
- switch(select("Start Pintados Festival:End Pintados Festival:NPC_ON:NPC_OFF")) {
- case 1:
- $malaya_pintados_00 = 1;
- donpcevent "Pintados Manager#pin::OnEnable";
- mes "Start the Pintados Festival.";
- close;
- case 2:
- donpcevent "Pintados Manager#pin::OnDisable";
- mes "End the Pintados Festival.";
- close;
- case 3:
- donpcevent "Pintados Manager#pin::OnEnableNPC";
- mes "Add an NPC.";
- close;
- case 4:
- donpcevent "Pintados Manager#pin::OnDisableNPC";
- mes "Remove an NPC.";
- close;
- }
- case 2:
- mes "Adjust the global value. Please select the value to adjust.";
- next;
- while(1) {
- switch(select("Complete Adjustment:Time ("+$malaya_pintados_00+"):Lesser Agimat ("+$malaya_pintados_01+"):Silver Cross ("+$malaya_pintados_02+"):Dyestuffs ("+$malaya_pintados_03+")")) {
- case 1:
- mes "Completed global adjustment.";
- close;
- case 2:
- mes "Adjust Time [0~344]";
- mes "Global Increase by 1/30 min.";
- mes "1 - 49 -> Day 1";
- mes "50 - 98 -> Day 2";
- mes "99 - 147 -> Day 3";
- mes "148 - 196 -> Day 4";
- mes "197 - 245 -> Day 5";
- mes "246 - 294 -> Day 6";
- mes "295 - 343 -> Day 7";
- mes "Global 1 = 1 hr.";
- next;
- input .@input;
- if (.@input < 0 || .@input > 344)
- close;
- $malaya_pintados_00 = .@input;
- break;
- case 3:
- mes "Adjust the accumulated value for the Lesser Agimat.";
- mes "Values can be adjusted between 0 to 1000.";
- next;
- input .@input;
- if (.@input < 0 || .@input > 1000)
- close;
- $malaya_pintados_01 = .@input;
- break;
- case 4:
- mes "Adjust the accumulated value of the Silver Cross.";
- mes "Values can be adjusted between 0 to 1000.";
- next;
- input .@input;
- if (.@input < 0 || .@input > 1000)
- close;
- $malaya_pintados_02 = .@input;
- break;
- case 5:
- mes "Adjust the accumulated value for the Dyestuff.";
- mes "Values can be adjusted between 0 to 300.";
- next;
- input .@input;
- if (.@input < 0 || .@input > 300)
- close;
- $malaya_pintados_03 = .@input;
- break;
- }
- mes "Time Value: ("+$malaya_pintados_00+"/344)";
- mes "Lesser Agimat Value: ("+$malaya_pintados_01+"/1,000)";
- mes "Cross Value: ("+$malaya_pintados_02+"/1,000)";
- mes "Dyestuffs Value: ("+$malaya_pintados_03+"/300)";
- mes "This is the current value. Do you want to adjust it?";
- next;
- }
- case 3:
- initnpctimer;
- break;
- case 4:
- stopnpctimer;
- break;
- }
- end;
-
-// Moved to individual NPCs for smoother processing.
-//OnInit:
-// if ($malaya_pintados_00 > 0)
-// donpcevent "Pintados Manager#pin::OnEnableNPC";
-// end;
-
-OnTimer1800000:
- //$malaya_pintados_00 = $malaya_pintados_00;
- if ($malaya_pintados_00 > 0 && $malaya_pintados_00 < 344) {
- ++$malaya_pintados_00;
- stopnpctimer;
- initnpctimer;
- } else {
- $malaya_pintados_00 = 0;
- donpcevent "Pintados Manager#pin::OnDisable";
- }
- end;
-OnEnable:
- initnpctimer;
- donpcevent "Pintados Manager#pin::OnEnableNPC";
- announce "The 'Pintados Festival' will be held for a week in Baryo Mahiwaga.",bc_all,"0xFB9D04",FW_NORMAL,12;
- end;
-OnDisable:
- stopnpctimer;
- $malaya_pintados_00 = 0;
- $malaya_pintados_01 = 0;
- $malaya_pintados_02 = 0;
- $malaya_pintados_03 = 0;
- donpcevent "Pintados Manager#pin::OnDisableNPC";
- announce "The 'Pintados Festival' ended with great success.",bc_all,"0xFB9D04",FW_NORMAL,12;
- end;
-OnEnableNPC:
- .@str$ = "::OnEnable";
-OnDisableNPC:
- if (.@str$ == "")
- .@str$ = "::OnDisable";
- donpcevent "Tourist#pin01"+.@str$;
- donpcevent "Tourist#pin02"+.@str$;
- donpcevent "Tourist#pin03"+.@str$;
- donpcevent "Young Tattooist#pin04"+.@str$;
- donpcevent "Tourist#pin05"+.@str$;
- donpcevent "Drumming Young Man#pin06"+.@str$;
- donpcevent "Drumming Young Man#pin07"+.@str$;
- donpcevent "Drumming Young Man#pin08"+.@str$;
- donpcevent "Beat Catching Boy#pin09"+.@str$;
- donpcevent "Beat Catching Boy#pin10"+.@str$;
- donpcevent "Beat Catching Boy#pin11"+.@str$;
- end;
-}
-
-ma_fild01,179,260,2 script Festival Helper Boy#pin 4_M_BARYO_BOY,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
- mes "Cannot proceed because you have too many items in your possession.";
- close;
- }
- if ($malaya_pintados_00 == 0) {
- if ($malaya_pintados_01 > 999 && $malaya_pintados_02 > 999 && $malaya_pintados_03 > 299) {
- $malaya_pintados_00 = 1;
- donpcevent "Pintados Manager#pin::OnEnable";
- emotion e_lv;
- mes "[Isco]";
- mes "Many adventurers helped find festival items that I returned to the village.";
- next;
- emotion e_ho;
- mes "[Isco]";
- mes "He he... Now we can hold the '^7A96E0Pintados Festival^000000'.";
- close;
- }
- // fall through
- } else {
- mes "[Isco]";
- mes "He he... The fun '^7A96E0Pintados Festival^000000' is in full swing.";
- next;
- if ($malaya_pintados_00 > 0 && $malaya_pintados_00 < 50) {
- emotion e_ho;
- mes "[Isco]";
- mes "Today's the first day of the '^7A96E0Pintados Festival^000000'. The festival is held for 7 days, so have fun.";
- close;
- } else if ($malaya_pintados_00 > 49 && $malaya_pintados_00 < 99) {
- mes "[Isco]";
- mes "Oh! Did you know?";
- mes "Village tattooists draw tattoos only during the '^7A96E0Pintados Festival^000000'.";
- close;
- } else if ($malaya_pintados_00 > 98 && $malaya_pintados_00 < 148) {
- mes "[Isco]";
- mes "Today's the third day of the '^7A96E0Pintados Festival^000000'.";
- next;
- mes "[Isco]";
- mes "Villagers say that an adventurer named "+$malaya_pintados_04$+" got a tattoo at the festival.";
- close;
- } else if ($malaya_pintados_00 > 147 && $malaya_pintados_00 < 197) {
- mes "[Isco]";
- mes "Villagers say that an adventurer named "+$malaya_pintados_04$+" got a tattoo at the festival.";
- next;
- mes "[Isco]";
- mes "The Tattooist is scary and doesn't draw tattoos for just anyone so the adventurer must be special.";
- close;
- } else if ($malaya_pintados_00 > 196 && $malaya_pintados_00 < 246) {
- mes "[Isco]";
- mes "An adventurer named "+$malaya_pintados_04$+" is famous in the village.";
- next;
- mes "[Isco]";
- mes "Have you every seen ^FF8440Bakonawa^000000, the monster known to swallow the moon? They say he is really ferocious.";
- close;
- } else if ($malaya_pintados_00 > 245 && $malaya_pintados_00 < 295) {
- emotion e_sob;
- mes "[Isco]";
- mes "I'm so sad. Many adventurers helped to hold the '^7A96E0Pintados Festival^000000' and now only one day is left.";
- close;
- } else {
- emotion e_sob;
- mes "[Isco]";
- mes "Oh gosh! It's already the last day of the '^7A96E0Pintados Festival^000000'. Can't believe there won't be more festivities.";
- close;
- }
- }
- emotion e_spin;
- mes "[Isco]";
- mes "Oh no. What will we do with the festival coming to an end.";
- next;
- switch(select("What is it?:How many did you collect?:Brought back a lost belonging.")) {
- case 1:
- mes "[Isco]";
- mes "There is a traditional festival held since ancient times";
- mes "in Baryo Mahiwaga called the '^7A96E0Pintados Festival^000000'.";
- next;
- emotion e_otl;
- mes "[Isco]";
- mes "I don't think I'll make it to the festival this time.";
- next;
- select("Why?");
- mes "[Isco]";
- mes "I was going back to the village delivering 1000 Lesser Agimats, 1000 Silver Crosses, and 300 Dyestuffs as an errand from Port Malaya.";
- next;
- mes "[Isco]";
- mes "But '^FF8440Bongisungisu^000000' appeared out of nowhere and took the items away from me.";
- next;
- select("Are you hurt?");
- emotion e_sigh;
- mes "[Isco]";
- mes "Fortunately not.";
- next;
- mes "[Isco]";
- mes "But I'm in deep trouble. The '^7A96E0Pintados Festival^000000' can't be held without those items. What should I do.";
- close;
- case 2:
- mes "[Isco]";
- mes "Many adventurers are helping out but only collected...";
- next;
- mes "[Isco]";
- mes "Lesser Agimat "+$malaya_pintados_01+", Silver Cross "+$malaya_pintados_02+", Dyestuff "+$malaya_pintados_03+" so far.";
- next;
- emotion e_sigh;
- mes "[Isco]";
- mes "Sigh... We are still short of materials to start the '^7A96E0Pintados Festival^000000'.";
- close;
- case 3:
- .@str$ = (Sex)?"Bro":"Sis";
- break;
- }
- emotion e_lv;
- mes "[Isco]";
- mes "Oh~ Really? Wow!";
- mes "Thanks! "+strcharinfo(0)+" "+.@str$+"!!";
- mes "He he. What did you bring?";
- next;
- .@i = select(
- "Lesser Agimat (^FF0000"+(($malaya_pintados_01 > 999)?"Collection complete":(1000 - $malaya_pintados_01)+" short")+"^000000):"+
- "Silver Cross (^FF0000"+(($malaya_pintados_02 > 999)?"Collection complete":(1000 - $malaya_pintados_02)+" short")+"^000000):"+
- "Dyestuff (^FF0000"+(($malaya_pintados_03 > 299)?"Collection complete":(300 - $malaya_pintados_03)+" short")+"^000000)"
- );
- switch(.@i) {
- case 1:
- .@item = 6497; //Lesser_Agimat
- .@name$ = "Lesser Agimats";
- .@total = 1000;
- break;
- case 2:
- .@item = 6502; //Silver_Cross
- .@name$ = "Silver Crosses";
- .@total = 1000;
- break;
- case 3:
- setarray .@items[0],975,976,978,979,980,981,982,983;
- .@name$ = "Dyestuffs";
- .@total = 300;
- break;
- }
- mes "[Isco]";
- mes "Wow! "+.@str$+" You've brought "+.@name$+"!";
- next;
- mes "[Isco]";
- mes "Wait. One... two...";
- if (getd("$malaya_pintados_0"+.@i) >= .@total) {
- mes "Eh... oh? I already have all the "+.@name$+" I need. "+.@str$+"! But thank you for helping.";
- close;
- }
- if (.@i < 3) {
- mes "I am "+(.@total - getd("$malaya_pintados_0"+.@i))+" short of "+.@name$+". How many did you bring?";
- next;
- switch(select("One?!:Enter quantity.")) {
- case 1:
- .@amount = 1;
- mes "[Isco]";
- mes "He he... You've brought back one.";
- next;
- break;
- case 2:
- mes "[Isco]";
- mes "He he... I'm slow with numbers. I get lost when it's over 50. How many will you give me?";
- next;
- input .@amount;
- if (.@amount < 1 || .@amount > 50) {
- mes "[Isco]";
- mes "Sigh~ I'm lost! I can't count if the numbers are weird.";
- close;
- }
- break;
- }
- if (countitem(.@item) < .@amount) {
- mes "[Isco]";
- mes "Sigh~ "+.@str$+"! Where is the "+getitemname(.@item)+"?";
- close;
- }
- } else {
- mes "I am "+(.@total - getd("$malaya_pintados_0"+.@i))+" short of Dyestuffs. What kind of Dyestuff did you bring?";
- next;
- for(.@j = 0; .@j<getarraysize(.@items); ++.@j)
- .@menu$ += getitemname(.@items[.@j])+" (^FF0000"+countitem(.@items[.@j])+"^000000):";
- .@item = .@items[select(.@menu$)-1];
- if (countitem(.@item) == 0) {
- mes "[Isco]";
- mes "Sigh~ You don't have any "+getitemname(.@item)+".";
- close;
- }
- mes "[Isco]";
- mes .@str$+"! How many Scarlet Dyestuffs can you give me from the "+countitem(.@item)+" you have?";
- next;
- switch(select("Enter Quantity:All")) {
- case 1:
- mes "[Isco]";
- mes "He he... I'm slow with numbers. I get lost when it's over 50. How many will you give me?";
- next;
- input .@amount;
- if (.@amount < 1 || .@amount > 50) {
- mes "[Isco]";
- mes "Sigh~ I told you I'm not good with numbers.";
- close;
- }
- break;
- case 2:
- .@amount = countitem(.@item);
- break;
- }
- if (countitem(.@item) < .@amount) {
- mes "[Isco]";
- mes "Sigh... I'm short of "+getitemname(.@item)+".";
- close;
- }
- }
- delitem .@item,.@amount;
- setd "$malaya_pintados_0"+.@i, getd("$malaya_pintados_0"+.@i)+.@amount;
- .@amount_left = .@total - getd("$malaya_pintados_0"+.@i);
- mes "[Isco]";
- mes "He he... Thanks. "+.@str$+"!";
- if (.@amount_left <= 0)
- mes "Whoa! We've collected all the "+.@name$+" we need. Happy~!";
- else
- mes "I only need "+.@amount_left+" more "+.@name$+".";
- close;
-}
-
-ma_fild01,172,223,6 script Tattooist#pin 4_M_BARYO_OLD,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
- mes "Cannot proceed because you have too many items in your possession.";
- close;
- }
- emotion e_what;
- mes "[Tattooist]";
- mes "Why do you want a Tattoo?";
- next;
- switch(select("What is a Tattoo?:I'm curious about the effect of Tattoos.:I need a Tattoo.")) {
- case 1:
- mes "[Tattooist]";
- mes "A Tattoo of a powerful monster is said to increase the ability of the holder.";
- next;
- select("Awesome. How can I get one?");
- mes "[Tattooist]";
- mes "Drawing a Tattoo is a very holy task.";
- next;
- mes "[Tattooist]";
- mes "10 Ancient Grudges to protect me while I draw Tattoos.";
- next;
- mes "[Tattooist]";
- mes "1 Doll that looks like a powerful monster.";
- next;
- mes "[Tattooist]";
- mes "And last but not least, 1 Spirit Piece to imbue the energy of a powerful monster into the Tattoo.";
- next;
- select("What kind of Tattoo will you draw?");
- mes "[Tattooist]";
- mes "I can draw 3 kinds of Tattoos.";
- next;
- mes "[Tattooist]";
- mes "Bangungot Agimat Tattoo for a powerful monster that comes from an old gigantic tree in Port Malaya.";
- next;
- mes "[Tattooist]";
- mes "Bakonawa Agimat Tattoo for a huge monster that can swallow the moon.";
- next;
- mes "[Tattooist]";
- mes "Buwaya Agimat Tattoo for a giant alligator that kidnaps people.";
- next;
- select("Where can I get the Spirit Pieces and Doll?");
- mes "[Tattooist]";
- mes "You can get these powerful items from Buwaya, Bangungot, and Bakonawa themselves but it won't be an easy task.";
- next;
- mes "[Tattooist]";
- mes "This holy task isn't done every day. Tattoos are drawn only during the '^7A96E0Pintados Festival^000000'.";
- close;
- case 2:
- mes "[Tattooist]";
- mes "Which Tattoo's effect are you curious about?";
- next;
- while(1) {
- switch (select("Bangungot Agimat Tattoo:Buwaya Agimat Tattoo:Bakonawa Agimat Tattoo:I have no questions.")) {
- case 1:
- mes "[Tattooist]";
- mes "Need 10 Ancient Grudges, 1 Piece of Bangungot's Spirit, and 1 Bangungot Doll to create";
- next;
- mes "[Tattooist]";
- mes "The Bangungot Agimat Tattoo holds the energy of an old gigantic tree in Port Malaya.";
- next;
- mes "[Tattooist]";
- mes "Increases the effect of healing others by 4% and healing from others by 7%.";
- next;
- break;
- case 2:
- mes "[Tattooist]";
- mes "Need 10 Ancient Grudges, 1 Piece of Buwaya's Spirit, and 1 Buwaya Doll to create";
- next;
- mes "[Tattooist]";
- mes "The Buwaya Agimat Tattoo contains the energy from a giant alligator.";
- next;
- mes "[Tattooist]";
- mes "Increases MATK by +7% and decreases Fixed Casting by 7%.";
- next;
- break;
- case 3:
- mes "[Tattooist]";
- mes "Need 10 Ancient Grudges, 1 Piece of Bakonawa's Spirit, and 1 Bakonawa Doll to create";
- next;
- mes "[Tattooist]";
- mes "The Bakonawa Agimat Tattoo holds the energy from a gigantic monster that can swallow the moon.";
- next;
- mes "[Tattooist]";
- mes "Increases ATK by +7% and ASPD by 10%.";
- next;
- break;
- case 4:
- mes "[Tattooist]";
- mes "Looks like you've got all the answers. Hope you enjoy your journey.";
- close;
- }
- mes "[Tattooist]";
- mes "Do you have any questions about other Tattoo effects?";
- next;
- }
- case 3:
- break;
- }
- if ($malaya_pintados_00 == 0) {
- mes "[Tattooist]";
- mes "The holy task of drawing Tattoos is only done during the '^7A96E0Pintados Festival^000000'. Sorry but looks like the festival is not on.";
- close;
- }
- mes "[Tattooist]";
- mes "You've come right on time during the '^7A96E0Pintados Festival^000000'.";
- next;
- mes "[Tattooist]";
- mes "There is no time like during the holy '^7A96E0Pintados Festival^000000' to draw Tattoos.";
- next;
- mes "[Tattooist]";
- mes "The festival doesn't last long so I should start drawing. What Tattoo do you need?";
- next;
- switch(select("I will think it over.:Bangungot Agimat Tattoo:Buwaya Agimat Tattoo:Bakonawa Agimat Tattoo")) {
- case 1:
- mes "[Tattooist]";
- mes "Hope you enjoy the '^7A96E0Pintados Festival^000000'.";
- close;
- case 2:
- .@tattoo = 2911; //Bangungot_Tattoo
- .@doll = 6517; //Bangungot_Doll
- .@spirit = 6524; //Bangungot_Spirit_Piece
- .@name$ = "Bangungot";
- break;
- case 3:
- .@tattoo = 2907; //Buwaya_Tattoo
- .@doll = 6518; //Buwaya_Doll
- .@spirit = 6525; //Buwaya_Spirit_Piece
- .@name$ = "Buwaya";
- break;
- case 4:
- .@tattoo = 2910; //Bakonawa_Tattoo
- .@doll = 6516; //Bakonawa_Doll
- .@spirit = 6523; //Bakonawa_Spirit_Piece
- .@name$ = "Bakonawa";
- break;
- }
- if (countitem(6499) < 10 || countitem(.@spirit) == 0 || countitem(.@doll) == 0) {
- mes "[Tattooist]";
- mes "I think you are short on materials.";
- mes "Need 10 Ancient Grudges, 1 Piece of "+.@name$+"'s Spirit, and 1 "+.@name$+" Doll to create a ^EE1D11"+.@name$+" Agimat Tattoo^000000.";
- close;
- }
- emotion e_flash;
- mes "[Tattooist]";
- mes "The materials are full with holy energy. I'm sure we'll get a great Tattoo using these.";
- next;
- mes "[Tattooist]";
- mes "Please don't interrupt while I'm working on drawing a holy Tattoo if you want it to come out right.";
- next;
- mes "The Tattooist placed the Ancient Grudges around the workplace.";
- next;
- specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#01";
- specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#02";
- specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#03";
- specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#04";
- specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#05";
- mes "The Ancient Grudge lit up and tools starts to glow. He smiled satisfyingly at the glowing tools and materials.";
- next;
- mes "And then "+.@name$+" stared intensely at the doll as if to remember every detail of it in his head.";
- next;
- if(select("Aren't you going to start?:... ... ..") == 1) {
- emotion e_an;
- delitem 6499,5; //Ancient_Grudge
- mes "[Tattooist]";
- mes "Oh no, now you ruined it.";
- mes "I cannot draw a Tattoo for someone like you who doesn't understand art. You can take back the remaining materials.";
- next;
- mes "Received back 5 Ancient Grudges, "+.@name$+" Doll, and Piece of "+.@name$+"'s Spirit.";
- close;
- }
- emotion e_bzz;
- mes "Think he will melt the doll with his eyes?";
- next;
- specialeffect EF_SONICBLOWHIT;
- mes "He closed and opened his eyes slowly as if to memorize the doll in his head and then held up a glowing tool to start drawing.";
- next;
- mes "The "+.@name$+" Tattoo was completed almost instantly.";
- next;
- emotion e_an;
- mes "But he kept on looking at each corner of the drawing as if he didn't like some of its details.";
- next;
- if(select("Looks good to me.:... ... ..") == 1) {
- emotion e_an;
- emotion e_ag;
- delitem 6499,5; //Ancient_Grudge
- mes "[Tattooist]";
- mes "Ergh! I told you not to interrupt!";
- next;
- mes "The Tattooist ripped up the drawing irritably.";
- next;
- mes "[Tattooist]";
- mes "I can't continue like this. Maybe another time. You can take back the remaining materials.";
- next;
- mes "Received back 5 Ancient Grudges, "+.@name$+" Doll, and Piece of "+.@name$+"'s Spirit.";
- close;
- }
- mes "He looked at the drawing intensely for a long time and then nodded with a satisfied smile.";
- next;
- mes "Looks like he is satisfied with the "+.@name$+" drawing.";
- next;
- emotion e_dum;
- mes "But now he is staring at the sky without doing anything else. What is he waiting for?";
- next;
- if(select("When will it be done?:... ... ..") == 1) {
- emotion e_an;
- emotion e_ag;
- delitem 6499,5; //Ancient_Grudge
- mes "[Tattooist]";
- mes "Ergh! I told you not to interrupt!";
- next;
- mes "The Tattooist ripped up the drawing irritably.";
- next;
- mes "[Tattooist]";
- mes "I can't continue like this. Maybe another time. You can take back the remaining materials.";
- next;
- mes "Received back 5 Ancient Grudges, "+.@name$+" Doll, and Piece of "+.@name$+"'s Spirit.";
- close;
- }
- emotion e_dots;
- mes "[Tattooist]";
- mes ".";
- next;
- mes "[Tattooist]";
- mes ". .";
- next;
- mes "[Tattooist]";
- mes ". . .";
- next;
- emotion e_dots;
- mes "[Tattooist]";
- mes ". . . .";
- next;
- mes "[Tattooist]";
- mes ". . . . .";
- next;
- mes "[Tattooist]";
- mes ". . . . . .";
- next;
- mes "[Tattooist]";
- mes ". . . . . . .";
- next;
- emotion e_flash;
- mes "The Tattooist's eyes started to shine after staring at the sky for awhile, then he broke the Piece of "+.@name$+"'s Spirit with both his hands.";
- next;
- specialeffect EF_DETOXICATION;
- mes "The Piece of "+.@name$+"'s Spirit is shattered into powder. The Tattooist's hands are glowing.";
- next;
- if(select("Why did you break the pieces...:... ... ..") == 1) {
- delitem 6499,5; //Ancient_Grudge
- delitem .@spirit,1;
- emotion e_an;
- emotion e_ag;
- mes "[Tattooist]";
- mes "Ergh! I told you not to interrupt!";
- next;
- mes "The glowing light from his hands faded away. He starred at his hands for a while and then ripped up the drawing irritably.";
- next;
- mes "[Tattooist]";
- mes "I was this close to completing a wonderful piece but you ruined it. Not in a good mood. You can take the remaining materials.";
- next;
- mes "Received back 5 Ancient Grudges and the doll.";
- close;
- }
- mes "He held up the powder in both hands and then blew it onto the drawing.";
- next;
- specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#01";
- specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#02";
- specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#03";
- specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#04";
- specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#05";
- mes "All Ancient Grudges started to burn and then the glowing light from the "+.@name$+" drawing faded away.";
- next;
- specialeffect EF_LIGHTSPHERE;
- mes "Blinking light on top of the drawing.";
- next;
- mes "Light faded away and the "+.@name$+" drawing is no longer the simple one it was before.";
- next;
- mes "The "+.@name$+" drawing looks as if it is... alive.";
- next;
- mes "The Tattooist is finally satisfied and is all smiles.";
- next;
- emotion e_heh;
- mes "[Tattooist]";
- mes "Ha ha. It came out great.";
- next;
- delitem 6499,10; //Ancient_Grudge
- delitem .@spirit,1;
- delitem .@doll,1;
- getitem .@tattoo,1;
- $malaya_pintados_04$ = strcharinfo(0);
- mes "[Tattooist]";
- mes "I'm sorry you had to wait for a long time. But it was worth it cause I haven't created a Tattoo of this quality in a long time.";
- next;
- mes "[Tattooist]";
- mes "The ^EE1D11"+.@name$+" Agimat Tattoo^000000 you've waited for is now completed.";
- next;
- mes "[Tattooist]";
- mes "Hope you enjoy the '^7A96E0Pintados Festival^000000'.";
- close;
-}
-
-ma_fild01,171,224,0 script Ancient Grudge#01 HIDDEN_WARP_NPC,{ end; }
-ma_fild01,173,224,0 duplicate(Ancient Grudge#01) Ancient Grudge#02 HIDDEN_WARP_NPC
-ma_fild01,173,223,0 duplicate(Ancient Grudge#01) Ancient Grudge#03 HIDDEN_WARP_NPC
-ma_fild01,172,222,0 duplicate(Ancient Grudge#01) Ancient Grudge#04 HIDDEN_WARP_NPC
-ma_fild01,171,223,0 duplicate(Ancient Grudge#01) Ancient Grudge#05 HIDDEN_WARP_NPC
-
-ma_fild01,192,200,8 script Tourist#pin01 1_M_MERCHANT,{
- mes "[Tourist]";
- mes "I came from afar and dropped everything to come and enjoy the 'Pintados Festival'.";
- next;
- mes "[Tourist]";
- mes "I don't regret visiting but...";
- next;
- mes "[Tourist]";
- mes "I don't like the Tattoo I got after all I've gone through to get it.";
- next;
- mes "[Tourist]";
- mes "I've looked at it in the light but I think the Tattooist made a mistake.";
- next;
- mes "[Tourist]";
- mes "This ruined my whole visit.";
- next;
- mes "[Tourist]";
- mes "Tsk!";
- close;
-OnInit:
- if (!$malaya_pintados_00)
- disablenpc "Tourist#pin01";
- end;
-OnEnable:
- enablenpc "Tourist#pin01";
- end;
-OnDisable:
- disablenpc "Tourist#pin01";
- end;
-}
-
-ma_fild01,211,200,6 script Tourist#pin02 4_M_TWMASKMAN,{
- mes "[Tourist]";
- mes "I heard of the 'Pintados Festival' and came all the way from Gonryun.";
- next;
- mes "[Tourist]";
- mes "Just in case you might think otherwise, this is a mask on my face and not a tattoo.";
- close;
-OnInit:
- if (!$malaya_pintados_00)
- disablenpc "Tourist#pin02";
- end;
-OnEnable:
- enablenpc "Tourist#pin02";
- end;
-OnDisable:
- disablenpc "Tourist#pin02";
- end;
-}
-
-ma_fild01,251,205,2 script Tourist#pin03 4_M_CHNOLD,{
- mes "[Tourist]";
- mes "Hey, hear me. This isn't the Tattoo I wanted.";
- next;
- mes "[Tourist]";
- mes "I asked for a Bakonawa Tattoo but the more I look at it, this is Bangungot.";
- next;
- mes "[Tattooist]";
- mes "No... you said that you wanted that one. Don't be so difficult.";
- next;
- mes "[Tourist]";
- mes "Don't you know that customer is king? Huh? Do you want a bad reputation?";
- next;
- mes "[Tattooist]";
- mes "Ugh... Can't believe this.";
- close;
-OnInit:
- if (!$malaya_pintados_00)
- disablenpc "Tourist#pin03";
- end;
-OnEnable:
- enablenpc "Tourist#pin03";
- end;
-OnDisable:
- disablenpc "Tourist#pin03";
- end;
-}
-
-ma_fild01,249,206,6 script Young Tattooist#pin04 4_M_MALAYA,{
- mes "[Tattooist]";
- mes "Ah... I can't work with customers like this.";
- next;
- mes "[Tattooist]";
- mes "How many times do I have to tell you, you said you wanted a Bangungot.";
- next;
- mes "[Tattooist]";
- mes "Ouch, my throat... Shouting will get me nowhere.";
- close;
-OnInit:
- if (!$malaya_pintados_00)
- disablenpc "Young Tattooist#pin04";
- end;
-OnEnable:
- enablenpc "Young Tattooist#pin04";
- end;
-OnDisable:
- disablenpc "Young Tattooist#pin04";
- end;
-}
-
-ma_fild01,162,235,6 script Tourist#pin05 4_F_CHNDRESS1,{
- mes "[Tourist]";
- mes "They say the Pintados Festival will only be held for one week.";
- next;
- mes "[Tourist]";
- mes "I came from Louyang without knowing about the festival. Must be my lucky day.";
- close;
-OnInit:
- if (!$malaya_pintados_00)
- disablenpc "Tourist#pin05";
- end;
-OnEnable:
- enablenpc "Tourist#pin05";
- end;
-OnDisable:
- disablenpc "Tourist#pin05";
- end;
-}
-
-ma_fild01,164,234,6 script Drumming Young Man#pin06 4_M_BARYO_MAN,{
- mes "ba-dum-DUM- ba-dum-DUM";
- next;
- mes "[Drumming Young Man]";
- mes "The Pintados Festival wouldn't be a festival without a drummer.";
- next;
- mes "[Drumming Young Man]";
- mes "Why don't you join?";
- close;
-OnInit:
- if (!$malaya_pintados_00)
- disablenpc "Drumming Young Man#pin06";
- end;
-OnEnable:
- enablenpc "Drumming Young Man#pin06";
- end;
-OnDisable:
- disablenpc "Drumming Young Man#pin06";
- end;
-}
-
-ma_fild01,170,231,4 script Drumming Young Man#pin07 4_M_BARYO_MAN,{
- mes "ba-dum-DUM- ba-dum-DUM";
- next;
- mes "[Drumming Young Man]";
- mes "The Pintados from Pintados Festival means painted in our language.";
- next;
- mes "[Drumming Young Man]";
- mes "So that is probably why we have people drawing special Tattoos during the festival.";
- close;
-OnInit:
- if (!$malaya_pintados_00)
- disablenpc "Drumming Young Man#pin07";
- end;
-OnEnable:
- enablenpc "Drumming Young Man#pin07";
- end;
-OnDisable:
- disablenpc "Drumming Young Man#pin07";
- end;
-}
-
-ma_fild01,164,228,6 script Drumming Young Man#pin08 4_M_BARYO_MAN,{
- mes "ba-dum-DUM- ba-dum-DUM";
- next;
- mes "[Drumming Young Man]";
- mes "I don't remember it accurately, but they say the Pintados Festival was to celebrate a rich harvest.";
- close;
-OnInit:
- if (!$malaya_pintados_00)
- disablenpc "Drumming Young Man#pin08";
- end;
-OnEnable:
- enablenpc "Drumming Young Man#pin08";
- end;
-OnDisable:
- disablenpc "Drumming Young Man#pin08";
- end;
-}
-
-ma_fild01,170,234,4 script Beat Catching Boy#pin09 4_M_BARYO_BOY,{
- mes "ba-dum-TSH- ba-dum-TSH-";
- next;
- mes "[Beat Catching Boy]";
- mes "I always get energetic when I hear drums and sticks in a rhythmic beat.";
- next;
- mes "[Beat Catching Boy]";
- mes "ba-dum-TSH- ba-dum-TSH- So much fun!";
- close;
-OnInit:
- if (!$malaya_pintados_00)
- disablenpc "Beat Catching Boy#pin09";
- end;
-OnEnable:
- enablenpc "Beat Catching Boy#pin09";
- end;
-OnDisable:
- disablenpc "Beat Catching Boy#pin09";
- end;
-}
-
-ma_fild01,164,231,6 script Beat Catching Boy#pin10 4_M_BARYO_BOY,{
- mes "ba-dum-TSH- ba-dum-TSH-";
- next;
- mes "[Beat Catching Boy]";
- mes "I may be using sticks to catch the beat right now but you never know if I'll grow big enough to play the drums, right?";
- close;
-OnInit:
- if (!$malaya_pintados_00)
- disablenpc strnpcinfo(0);
- end;
-OnEnable:
- enablenpc strnpcinfo(0);
- end;
-OnDisable:
- disablenpc strnpcinfo(0);
- end;
-}
-ma_fild01,170,228,4 duplicate(Beat Catching Boy#pin10) Beat Catching Boy#pin11 4_M_BARYO_BOY
diff --git a/npc/re/quests/quests_mora.txt b/npc/re/quests/quests_mora.txt
deleted file mode 100644
index fc076a6b3..000000000
--- a/npc/re/quests/quests_mora.txt
+++ /dev/null
@@ -1,5359 +0,0 @@
-//===== Hercules Script ======================================
-//= Mora Quest NPCs
-//===== By: ==================================================
-//= 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:
-//== Theore's Request, Chesire's New Day,
-//== Helping Lope and Euridi, Mora Daily Quests,
-//== Find the Research Tools, Knights of the Neighborhood
-//===== Additional Comments: =================================
-//= 0.1 NPCs are currently placeholders. [Euphy]
-//= 1.0 Implemented all official quests. [Euphy]
-//= 1.1 Added GM management function and NPCs. [Euphy]
-//============================================================
-
-// Theore's Request :: ep14_1_bs
-//============================================================
-mid_camp,148,222,4 script Theore#ep14_1_bs 4_F_SCIENCE,3,3,{
- if (BaseLevel < 100) {
- mes "- A person with a white gown -";
- mes "- is pulling at his hair. -";
- close;
- }
- if (ep14_1_bs == 0) {
- mes "[Theore]";
- mes "Aaaarrrggghh!!!";
- mes "Darn it!!!!";
- mes "I'm finished!!!";
- next;
- mes "[Theore]";
- mes "How am I supposed to submit a report that's so bad!!! A 5-year-old could do better!!!";
- mes "Noooo!!!";
- ep14_1_bs = 1;
- close;
- } else if (ep14_1_bs == 1) {
- mes "- A person with a white gown -";
- mes "- is pulling at his hair. -";
- next;
- if(select("Try talking to him.:How noisy.") == 2) {
- mes "[Theore]";
- mes "Oh, of course, I'm sorry.";
- mes "I'll keep it down.";
- close;
- }
- mes "["+strcharinfo(0)+"]";
- mes "Sir... Are you okay?";
- mes "You will lose all your hair like that.";
- mes "Calm down.";
- next;
- mes "[Theore]";
- mes "Sob.......";
- next;
- mes "[Theore]";
- mes ".......";
- next;
- mes "[Theore]";
- mes "Odin!!!";
- mes "Freyja!!!!";
- mes "Sazarim!!!";
- mes "Thank you!!";
- mes "It's not all over!!";
- next;
- mes "[Theore]";
- mes "There's always hope! I, Theore, will persevere and go on!!";
- next;
- mes "[Theore]";
- mes "Dear Adventurer!!!";
- mes "No, no, dear Warrior!!!!";
- mes "Are you busy at the moment?";
- mes "If you spare me a little time, I will see to it that you're rewarded handsomely!";
- next;
- switch(select("I'm busy.:Listen to him more.")) {
- case 1:
- mes "[Theore]";
- mes ".......";
- mes "I see, I suppose it can't be helped.";
- mes "I'll probably lose all my hair and be on the ad for hair growth solutions. But I won't hold it against you, Warrior.";
- next;
- mes "[Theore]";
- mes "Dear God! My luck ends here. *sob*";
- mes "Even though the world is turning its back on me, I won't blame anyone!!!";
- close;
- case 2:
- mes "[Theore]";
- mes "Ahhh!";
- mes "I feel like I was saved.";
- mes "So the thing is.......";
- next;
- mes "[Theore]";
- mes "Oh! Oh dear!";
- mes "How rude of me, I haven't even introduced myself.";
- mes "My name is Theore, and I work for 'Bazett Teablack's Institute of Culture of the Other World.' ";
- next;
- mes "[Theore]";
- mes "I'm currently working on researching Laphines in the Splendide Basecamp.";
- mes "Might be because I've been working soooo hard, but these days the Laphines all run away as soon as they see me.";
- next;
- mes "[Theore]";
- mes "The deadline is approaching, and I still haven't figured out the most critical part. ";
- mes "My professor will be very disappointed .......";
- next;
- mes "[Theore]";
- mes "So won't you give me a hand?!";
- mes "Your help will be acknowledged fully - I will tell the professor myself!";
- next;
- switch(select("Help.:Don't help.")) {
- case 1:
- mes "[Theore]";
- mes "Sob sob Warrior, you're the best!";
- mes "I will not forget this!!!";
- mes "I'm going to write about it in my diary!!";
- mes "And in the report!!!";
- mes "And in a letter I'm sending home!!";
- next;
- mes "[Theore]";
- mes "I'll tell my buddies at the lab!!!";
- mes "I'll tell Lugen!!!";
- mes "I'll write it in the bulletin board!!!";
- mes "Let's see!!! Where else?";
- next;
- mes "- The man seems to be in a manic state. -";
- mes "- Wait until he calms down -";
- mes "- and try speaking to him again. -";
- ep14_1_bs = 2;
- setquest 11182;
- close;
- case 2:
- mes "[Theore]";
- mes ".......";
- mes "You bad person, making me all worked up.";
- mes "*sob*";
- close;
- }
- }
- } else if (ep14_1_bs == 2) {
- if (questprogress(11182,PLAYTIME) != 2) {
- mes "[Theore]";
- mes "......";
- switch(rand(1,4)) {
- case 1:
- mes "I must tell my next-door neighbor Pico!!!";
- mes "And Kachua!!!";
- break;
- case 2:
- mes "Tell the merchant across the street!!!";
- mes "And also tell the administrator!!!";
- break;
- case 3:
- mes "Tell Mr. Holgren!!!";
- mes "Write up a report for the King!!!";
- break;
- case 4:
- mes "Tell the people around here!!!";
- mes "Shout it out loud from the observatory so the whole world hears!!!";
- break;
- }
- next;
- mes "- He is still manic. -";
- mes "- Wait until he calms down -";
- mes "- and try speaking to him again. -";
- close;
- }
- mes "[Theore]";
- mes "My apologies.";
- mes "I got a little excited.";
- mes "I do apologize.";
- next;
- mes "[Theore]";
- mes "I'm usually a calm and rational person, but it feels like I've been everywhere - heaven AND hell - today!";
- next;
- mes "[Theore]";
- mes "To the point: what I would like to ask you is not a hard task.";
- next;
- mes "[Theore]";
- mes "As you probably know, the Laphines are at war with the Saphas.";
- mes "Until recently, they attacked the Saphas mercilessly.";
- next;
- mes "[Theore]";
- mes "But lately, the frequency of attacks has decreased significantly.";
- mes "I can't figure out why, they are single-minded creatures and it's not likely that they just took pity on the Saphas' situation.";
- next;
- mes "[Theore]";
- mes "Also, there are rumors of unarmed Laphines flying through the fields.";
- next;
- mes "[Theore]";
- mes "I have seen it once, but he ran away as soon as he spotted me and I didn't get a chance to ask him.";
- mes "I'm sure that he went back to the village. But as desperately as I want to ask, I was banned from entering the Splendide Basecamp.";
- next;
- select("Banned?");
- mes "[Theore]";
- mes "Well...";
- mes "I got so excited after the professor assigned me to this research project.......";
- mes "that I combed through Splendide night and day, and they finally kicked me out.";
- mes "Ha ha ha!";
- next;
- mes "[Theore]";
- mes "The Laphines may look cute, but they are combat specialists.......";
- mes "So here I am, without the courage to sneak in, but with the report half-finished.......";
- next;
- mes "[Theore]";
- mes "Tell me, is there a life more unfortunate than mine?";
- mes "*chuckle*";
- next;
- mes "[Theore]";
- mes "So Warrior, would you please find the Laphines who are coming to the Splendide field, and find out what they're up to?";
- next;
- mes "[Theore]";
- mes "They may run away if you try to speak to them, so pay close attention when you find one.";
- next;
- mes "[Theore]";
- mes "The Laphines are such a rowdy crew, and it's very unsettling to see how quiet they've been - almost like a period of calm before a giant thunderstorm.";
- ep14_1_bs = 3;
- changequest 11182,11183;
- close;
- } else if (ep14_1_bs == 3) {
- mes "[Theore]";
- mes "So Warrior, would you please find the Laphines who are coming to the Splendide field, and ask them what they're up to?";
- next;
- mes "[Theore]";
- mes "They may run away if you try to speak to them, so pay close attention when you find one.";
- next;
- mes "[Theore]";
- mes "The Laphines are such a rowdy crew, and it's very unsettling to see how quiet they've been - almost like a period of calm before a giant thunderstorm.";
- close;
- } else if (ep14_1_bs < 10) {
- if (ep14_1_bs2 == 0) {
- mes "- He is in no state for conversations. You should take the pouch to Splendide and look for its owner. -";
- close;
- } else if (ep14_1_bs2 < 4) {
- mes "[Theore]";
- mes "Hmm...... They were rummaging through the bushes?";
- mes "Hmm... Hmm...";
- next;
- mes "[Theore]";
- mes "They may have left a clue, can you please look around the area?";
- mes "If they were looking through the bushes, they may have been looking for something they've lost.";
- mes "Or they may have left something behind.";
- close;
- } else if (ep14_1_bs2 < 7) {
- if (countitem(6390) == 0) {
- mes "[Theore]";
- mes "They may have left a clue, can you please look around the area?";
- mes "If they were looking through the bushes, they may have been looking for something they've lost.";
- mes "Or they may have left something behind.";
- close;
- }
- mes "[Theore]";
- mes "A pouch that a Laphine dropped as it fled?";
- mes "Hmm... Hmm... A soft leather pouch with a string made by soaking dried vines in oil.... too small for humans or Saphas to use...";
- next;
- mes "[Theore]";
- mes "Could... Could it be??!!";
- mes "that object?!";
- mes "that I've only heard about, but never came across!!!";
- next;
- mes "[Theore]";
- mes "In the ancient times, Laphines used to carry fairy dust - such as the flying dust, minimizing dust - in a small pouch like this.";
- next;
- mes "[Theore]";
- mes "They usually enjoy extravagant designs, but this 'fairy dust pouch' is something that they always carry around, and it is made simply without extravagant ornaments, keeping in line with tradition.";
- next;
- mes "[Theore]";
- mes "I'm not sure what it'll be like nowadays, but if this is the 'fairy dust pouch,' the owner should be anxious to find it.";
- next;
- mes "[Theore]";
- mes "We can't give it back for free though. In exchange for some information - that's a fair deal!";
- next;
- mes "[Theore]";
- mes "And perhaps they won't be too upset if we look inside the pouch!";
- mes "Wooow!!";
- mes "I always believed when I was little that a fairy would come and sprinkle me with flying dust to make me fly!!!";
- next;
- mes "- Before I can stop him, -";
- mes "- he opened the small pouch. -";
- next;
- mes "[Theore]";
- mes ".......";
- next;
- mes "[Theore]";
- mes "Oh...";
- mes "Berries......and leaves?";
- mes ".......";
- next;
- mes "[Theore]";
- mes "......What about the flying dust?";
- mes "Noooo!";
- mes "My poor innocent imagination!!!!";
- next;
- mes "- He is in no state for conversations. You should take the pouch to Splendide and look for its owner. -";
- ep14_1_bs2 += 3; //4,5,6 -> 7,8,9
- changequest 11185,11186;
- close;
- } else {
- mes "- He is in no state for conversations. You should take the pouch to Splendide and look for its owner. -";
- close;
- }
- } else if (ep14_1_bs < 18) {
- mes "- He appears to be busy. You should finish the task at hand and come back. -";
- close;
- } else if (ep14_1_bs == 18) {
- mes "[Theore]";
- mes "At last, you're back!!!!";
- mes "How did the investigation go?!";
- next;
- mes "[Theore]";
- mes "Wow!!!";
- mes "Incredible!!!!!!";
- mes "Unbelievable!!!";
- next;
- mes "[Theore]";
- mes "The best!!!!";
- mes "This is surely enough to write an excellent report on!!";
- mes "All thanks to you, Warrior!!";
- next;
- mes "[Theore]";
- mes "I'll never, EVER forget what you've done for me!";
- mes "No!!";
- mes "My grandchildren's grandchildren will remember!!!!";
- mes "*Sob*";
- next;
- mes "[Theore]";
- mes "Then I'm off to put the finishing touches on the report!!!!!!!";
- mes "Oh yeah!!!!";
- ep14_1_bs = 19;
- getexp 0,200000;
- getitem 6380,5; //Mora_Coin
- close;
- } else if (ep14_1_bs > 18) {
- mes "[Theore]";
- mes "I'll write the report with lightning speed!!!!!!!";
- mes "Oh yeah!!!!";
- close;
- }
- end;
-OnTouch:
- if (BaseLevel > 99) {
- if (ep14_1_bs == 0) {
- mes "[Theore]";
- mes "Aaaarrrggghh!!!";
- mes "Darn it!!!!";
- mes "I'm finished!!!";
- next;
- mes "[Theore]";
- mes "How am I supposed to submit a report that's so bad!!! A 5-year-old could do better!!!";
- mes "Noooo!!!";
- ep14_1_bs = 1;
- close;
- }
- }
- end;
-}
-
-- script #mora_bush -1,{
- if (ep14_1_bs != 3 || rand(5)) {
- mes "- It's just an ordinary bush. -";
- close;
- }
- .@i = atoi(charat(strnpcinfo(2),9));
- .@rand = rand(1,3);
- mes "[Unarmed Laphine]";
- mes "Aaaarrrrrggggghhhhh!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!";
- donpcevent "Fairy#cmd"+.@i+.@rand+"::OnEnable";
- ep14_1_bs = .@i+3;
- ep14_1_bs2 = .@rand;
- changequest 11183,11184;
- next;
- mes "- You try to talk to the Laphine, -";
- mes "- who is looking around the bushes, -";
- mes "- but it flew away -";
- mes "- while yelling fearfully. -";
- next;
- mes "- What was the fairy doing? -";
- mes "- You decide to look around. -";
- donpcevent "Bush"+.@i+"Timer::OnEnable";
- close;
-OnEnable:
- enablenpc strnpcinfo(0);
- donpcevent "Bush"+charat(strnpcinfo(2),9)+"Timer::OnDisable";
- end;
-OnDisable:
- disablenpc strnpcinfo(0);
- end;
-}
-
-- script #mora_pouch -1,{
- end;
-OnTouch:
- .@i = atoi(charat(strnpcinfo(2),9));
- if (ep14_1_bs == .@i+3) {
- if (countitem(6390) == 0) {
- if (checkweight(1201,1) == 0) {
- mes " - Hang on there !! -";
- mes " - You are carrying too many kinds of items - ";
- mes " - to receive any more items. - ";
- mes " - Please lighten your load - ";
- mes " - and try again. - ";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes " - Hang on there !! -";
- mes " - You are carrying too much weight - ";
- mes " - Please lighten your load - ";
- mes " - and try again. - ";
- close;
- }
- mes "- Jumble Fumble -";
- mes "- Rustle Bustle -";
- next;
- if (rand(1,5) == 4) {
- mes "- You've found a Small pouch. -";
- if (ep14_1_bs2 > 0 && ep14_1_bs2 < 4)
- ep14_1_bs2 += 3;
- changequest 11184,11185;
- getitem 6390,1; //Small_Pocket
- close;
- } else {
- mes "- You didn't find anything. -";
- close;
- }
- }
- }
- end;
-}
-
-- script #mora_fairy -1,{
- end;
-OnInit:
- disablenpc strnpcinfo(0);
- end;
-OnEnable:
- enablenpc strnpcinfo(0);
- initnpctimer;
- end;
-OnDisable:
- disablenpc strnpcinfo(0);
- stopnpctimer;
- end;
-OnTimer5000:
- donpcevent strnpcinfo(0)+"::OnDisable";
- stopnpctimer;
- end;
-}
-
-spl_fild02,79,104,0 duplicate(#mora_bush) Bush#ep14_1_bs1 HIDDEN_NPC
-spl_fild02,79,104,0 duplicate(#mora_pouch) #ep14_1_bs1 HIDDEN_WARP_NPC,2,2
-spl_fild02,79,104,6 duplicate(#mora_fairy) Fairy#cmd11 4_F_FAIRYKID5
-spl_fild02,79,104,6 duplicate(#mora_fairy) Fairy#cmd12 4_M_FAIRYKID4
-spl_fild02,79,104,6 duplicate(#mora_fairy) Fairy#cmd13 4_F_FAIRYKID4
-
-spl_fild02,103,344,0 duplicate(#mora_bush) Bush#ep14_1_bs2 HIDDEN_NPC
-spl_fild02,103,344,0 duplicate(#mora_pouch) #ep14_1_bs2 HIDDEN_WARP_NPC,2,2
-spl_fild02,103,344,6 duplicate(#mora_fairy) Fairy#cmd21 4_F_FAIRYKID5
-spl_fild02,103,344,6 duplicate(#mora_fairy) Fairy#cmd22 4_M_FAIRYKID4
-spl_fild02,103,344,6 duplicate(#mora_fairy) Fairy#cmd23 4_F_FAIRYKID4
-
-spl_fild02,261,323,0 duplicate(#mora_bush) Bush#ep14_1_bs3 HIDDEN_NPC
-spl_fild02,261,323,0 duplicate(#mora_pouch) #ep14_1_bs3 HIDDEN_WARP_NPC,2,2
-spl_fild02,261,323,6 duplicate(#mora_fairy) Fairy#cmd31 4_F_FAIRYKID5
-spl_fild02,261,323,6 duplicate(#mora_fairy) Fairy#cmd32 4_M_FAIRYKID4
-spl_fild02,261,323,6 duplicate(#mora_fairy) Fairy#cmd33 4_F_FAIRYKID4
-
-spl_fild02,137,305,0 duplicate(#mora_bush) Bush#ep14_1_bs4 HIDDEN_NPC
-spl_fild02,137,305,0 duplicate(#mora_pouch) #ep14_1_bs4 HIDDEN_WARP_NPC,2,2
-spl_fild02,137,305,6 duplicate(#mora_fairy) Fairy#cmd41 4_F_FAIRYKID5
-spl_fild02,137,305,6 duplicate(#mora_fairy) Fairy#cmd42 4_M_FAIRYKID4
-spl_fild02,137,305,6 duplicate(#mora_fairy) Fairy#cmd43 4_F_FAIRYKID4
-
-spl_fild02,23,196,0 duplicate(#mora_bush) Bush#ep14_1_bs5 HIDDEN_NPC
-spl_fild02,23,196,0 duplicate(#mora_pouch) #ep14_1_bs5 HIDDEN_WARP_NPC,2,2
-spl_fild02,23,196,6 duplicate(#mora_fairy) Fairy#cmd51 4_F_FAIRYKID5
-spl_fild02,23,196,6 duplicate(#mora_fairy) Fairy#cmd52 4_M_FAIRYKID4
-spl_fild02,23,196,6 duplicate(#mora_fairy) Fairy#cmd53 4_F_FAIRYKID4
-
-spl_fild02,186,260,0 duplicate(#mora_bush) Bush#ep14_1_bs6 HIDDEN_NPC
-spl_fild02,186,260,0 duplicate(#mora_pouch) #ep14_1_bs6 HIDDEN_WARP_NPC,2,2
-spl_fild02,186,260,6 duplicate(#mora_fairy) Fairy#cmd61 4_F_FAIRYKID5
-spl_fild02,186,260,6 duplicate(#mora_fairy) Fairy#cmd62 4_M_FAIRYKID4
-spl_fild02,186,260,6 duplicate(#mora_fairy) Fairy#cmd63 4_F_FAIRYKID4
-
-- script #mora_bush_timer -1,{
- end;
-OnInit:
- disablenpc strnpcinfo(0);
- end;
-OnEnable:
- enablenpc strnpcinfo(0);
- initnpctimer;
- end;
-OnDisable:
- stopnpctimer;
- disablenpc strnpcinfo(0);
- end;
-OnTimer1000:
- donpcevent "Bush#ep14_1_bs"+charat(strnpcinfo(0),4)+"::OnDisable";
- end;
-OnTimer600000:
- donpcevent "Bush#ep14_1_bs"+charat(strnpcinfo(0),4)+"::OnEnable";
- donpcevent strnpcinfo(0)+"::OnDisable";
- end;
-}
-spl_fild02,180,1,0 duplicate(#mora_bush_timer) Bush1Timer 4_F_FAIRYKID5
-spl_fild02,181,1,0 duplicate(#mora_bush_timer) Bush2Timer 4_F_FAIRYKID5
-spl_fild02,182,1,0 duplicate(#mora_bush_timer) Bush3Timer 4_F_FAIRYKID5
-spl_fild02,183,1,0 duplicate(#mora_bush_timer) Bush4Timer 4_F_FAIRYKID5
-spl_fild02,184,1,0 duplicate(#mora_bush_timer) Bush5Timer 4_F_FAIRYKID5
-spl_fild02,186,1,0 duplicate(#mora_bush_timer) Bush6Timer 4_F_FAIRYKID5
-
-spl_fild02,187,1,0 script Field Bush Switch 4_F_FAIRYKID5,{
- callfunc "F_GM_NPC";
- donpcevent "Bush#ep14_1_bs1::OnEnable";
- end;
-}
-
-splendide,183,117,4 script Tired-looking Fairy 4_F_FAIRYKID3,{
- if (!isequipped(2782)) {
- mes "[Tired-looking Fairy]";
- mes "VeOsaRiveh No ModAsh";
- next;
- mes "- You can't understand the fairy's words. -";
- mes "- You need something to help you interpret them. -";
- close;
- }
- if (ep14_1_bs < 4) {
- mes "[Tired-looking Fairy]";
- mes "I'm tired, don't talk to me.";
- close;
- } else if (ep14_1_bs < 10) {
- if (!questprogress(11187)) {
- mes "[Tired-looking Fairy]";
- mes "I'm tired, don't talk to me.";
- next;
- select("Show the pouch.");
- mes "[Tired-looking Fairy]";
- mes "Huh?!";
- mes "Where did you get this from?!";
- next;
- select("I found it in the bushes.");
- mes "[Tired-looking Fairy]";
- mes "It may not look like much, but it is an important object for us. I suppose I should say thanks.";
- next;
- mes "[Tired-looking Fairy]";
- mes "But it won't be easy to find its owner with just the pouch...";
- changequest 11186,11187;
- next;
- if(select("I think I saw a fairy that might be the owner.:I'll think about it.") == 2) {
- mes "[Tired-looking Fairy]";
- mes "Then tell me if you remember anything.";
- close;
- }
- } else if (questprogress(11187) == 2) {
- mes "[Tired-looking Fairy]";
- mes "I hope you can find the owner.";
- close;
- }
- mes "[Tired-looking Fairy]";
- mes "Do you remember how the fairy looked?";
- next;
-
- setarray .@Hair$[0],"blonde","grassy-green","woody-brown","sea-blue";
- setarray .@Skin$[0],"dark","light";
- setarray .@Clothing$[0],"snow-white","grape","sky-blue","grassy-green";
- setarray .@Wings$[0],"round","two pairs of","characteristic";
-
- setarray .@i[1],
- select("Blonde hair:Grassy-green hair:Woody-brown hair:Sea-blue hair"),
- select("Dark-skinned:Light-skinned"),
- select("Snow-white clothing:Grape clothing:Sky-blue clothing:Grassy-green clothing"),
- select("Round wings:Two pairs of wings:Characteristic Wings");
-
- .@i[0] = (1 << .@i[1]) | (1 << (.@i[2]+4)) | (1 << (.@i[3]+6)) | (1 << (.@i[4]+10));
-
- mes "[Tired-looking Fairy]";
- mes "A "+.@Skin$[.@i[2]-1]+"-skinned fairy with "+.@Hair$[.@i[1]-1]+" hair and "+.@Wings$[.@i[4]-1]+" wings, dressed in "+.@Clothing$[.@i[3]-1]+" clothing.......";
- switch(.@i[0]) {
- case 4418: // Kusmi: blonde hair, light skin, grape clothing, two pairs of wings
- mes "Hmm...... That must be Kusmi.";
- next;
- mes "[Tired-looking Fairy]";
- mes "Kusmi must be roaming the area southeast of the village.";
- mes "Go see if she has lost her pouch.";
- if (ep14_1_bs2 == 7)
- ep14_1_bs2 = 10;
- close;
- case 2212: // Theodore: grassy-green hair, dark skin, snow-white clothing, round wings
- mes "Hmm......That must be Theodore.";
- next;
- mes "[Tired-looking Fairy]";
- mes "Theodore must be roaming the area northeast of the village.";
- mes "Go see if he has lost his pouch.";
- if (ep14_1_bs2 == 8)
- ep14_1_bs2 = 11;
- close;
- case 9264: // Pauchon: sea-blue hair, dark skin, grassy-green clothing, characteristic wings
- mes "Hmm......That must be Pauchon.";
- next;
- mes "[Tired-looking Fairy]";
- mes "Pauchon must be roaming the area north of the village.";
- mes "Go see if she has lost her pouch.";
- if (ep14_1_bs2 == 9)
- ep14_1_bs2 = 12;
- close;
- default:
- next;
- mes "[Tired-looking Fairy]";
- mes "Hmm...";
- mes "I don't remember seeing such a fairy.";
- mes "Are you sure you're not mistaken?";
- mes "Try to remember it again.";
- close;
- }
- }
- mes "[Tired-looking Fairy]";
- mes "What's up?";
- mes "Did you find the owner of the pouch?";
- close;
-}
-
-splendide,119,138,4 script Kusmi#ep14_1_bs 4_F_FAIRYKID5,{
- if (!isequipped(2782)) {
- mes "[Kusmi]";
- mes "DimFusTal Mu Lars";
- mes "ModAnduLo";
- mes "Mod";
- mes "DorDuMe U NohLarsFulo Mu Fus";
- next;
- mes "- You can't understand the fairy's words. -";
- mes "- You need something to help you interpret them. -";
- close;
- }
- if (ep14_1_bs > 3 && ep14_1_bs < 10) {
- mes "[Kusmi]";
- mes "And who mayy you be?";
- next;
- select("Show the pouch.");
- if (countitem(6390) == 0) {
- mes "[Kusmi]";
- mes "What is it that you want to show mee?";
- close;
- }
- if (ep14_1_bs2 == 10) {
- mes "[Kusmi]";
- mes "Ahh!!";
- mes "My pouch!!!!!";
- mes "Thank you sirr!!!!!";
- mes "I've been looking for it all overr!";
- next;
- select("Ask about the rumor.");
- mes "[Kusmi]";
- mes "That's a difficult questionn!";
- mes "But you've returned my pouch, so I'll have to answerr......";
- next;
- mes "[Kusmi]";
- mes "Promise me you won't tell anyonee!";
- mes "If you can promise, please talk to me againn.";
- delitem 6390,1; //Small_Pocket
- ep14_1_bs = 10;
- changequest 11187,11188;
- close;
- } else {
- mes "[Kusmi]";
- mes "Hmm I don't know who, but must be a slobb to be dropping his pouch like soo.";
- mes "Huh? Mine??";
- mes "No, mine is right here safelyy?";
- next;
- mes "[Kusmi]";
- mes "It's a precious object so I hope you'll find the owner itt.";
- close;
- }
- }
- if (ep14_1_bs2 == 10) {
- if (ep14_1_bs == 10) {
- mes "[Kusmi]";
- mes "You can't say this to anybody okayy~?";
- mes "Recently,";
- mes "the supplies from our the mainland have been cutt!";
- mes "Or rather, the supply route is being blocked and we can't get our suppliess?";
- next;
- mes "[Kusmi]";
- mes "We need to find enough food before we run out of stored goods, that's why we've been rummaging the bushess.";
- next;
- mes "[Kusmi]";
- mes "But this cursed frozen land has no good foods.";
- mes "We're barely keeping it green using magic, but it takes too much power to make fruit.";
- next;
- mes "[Kusmi]";
- mes "The energy spent in making food is probably twice as much as the energy gained from eatingg.";
- mes "Those higher up don't want to admit it, but it's going to become a serious problem soonn.";
- next;
- mes "[Kusmi]";
- mes "We can't leave the battleground because we're in war, so we can't go checkk.";
- mes "I am curiousss.......";
- next;
- mes "[Kusmi]";
- mes "Not just me, but many Laphines are worriedd.";
- mes "Well that's the situation, so if you meet a Laphine in the bushes please don't talk to himm.";
- mes "It's embarrassingg!!!";
- next;
- mes "[Kusmi]";
- mes "Oh, and you must never ever tell anyone about what happened todayy!";
- mes "Unless that person wanted to help uss... spreading the word won't do Splendide any goood.";
- ep14_1_bs = 11;
- completequest 11188;
- setquest 11189;
- close;
- } else if (ep14_1_bs == 11) {
- mes "[Kusmi]";
- mes "Eh?";
- mes "You stilll want to talk?";
- next;
- select("Supply route from the mainland?");
- mes "[Kusmi]";
- mes "Well if you hear that you'll have to helpp!";
- mes "Still want to knoww?!";
- next;
- switch(select("Yes.:No.")) {
- case 1:
- mes "[Kusmi]";
- mes "It's not a special road or anythingg.";
- mes "Just an old roadd.";
- mes "Some say it connects different continents. It also connects the Splendide Basecamp and Alfheim through the backk.";
- next;
- mes "[Kusmi]";
- mes "If you're headed that way, please go see that all's okayy.";
- ep14_1_bs = 12;
- changequest 11189,11190;
- close;
- case 2:
- mes "[Kusmi]";
- mes "Thank you for finding my pouchh.";
- mes "I would give you some fairy dust, but there is none leftt.";
- close;
- }
- } else if (ep14_1_bs == 12) {
- mes "[Kusmi]";
- mes "It's not a special road or anythingg.";
- mes "Just an old roadd.";
- mes "Some say it connects different continents. It also connects the Splendide Basecamp and Alfheim through the backk.";
- next;
- mes "[Kusmi]";
- mes "If you're headed that way, please go see that all's okayy.";
- close;
- } else if (ep14_1_bs == 13) {
- mes "[Kusmi]";
- mes "A crevicee?";
- mes "That's why we couldn't contact the mainland.";
- mes "Urggg.......";
- mes "It would be good to know what's going on up theree.";
- next;
- mes "[Kusmi]";
- mes "If you happen to go through Bifrost, please figure out what's going onn.";
- mes "In the middle of Bifrost is a small village called 'Mora.' All the supplies from the mainland come through that villagee.";
- next;
- mes "[Kusmi]";
- mes "If you go to the warehouse in Mora Village, the manager will tell you moree.";
- mes "Also, on the way back, will you check to see that my friend Rondo is in Mora Villagee?";
- next;
- mes "[Kusmi]";
- mes "He always used to visit Splendide around this time, but the situation is no good now. I'll have to tell him to come another time.";
- ep14_1_bs = 14;
- changequest 11191,11192;
- close;
- } else if (ep14_1_bs == 14) {
- mes "[Kusmi]";
- mes "If you happen to go through Bifrost, please figure out what's going onn.";
- mes "In the middle of Bifrost is a small village called 'Mora.' All the supplies from the mainland come through that villagee.";
- next;
- mes "[Kusmi]";
- mes "If you go to the warehouse in Mora Village, the manager will tell you moree.";
- if (questprogress(11193) == 1)
- close;
- mes "Also, on the way back, will you check to see that my friend Rondo is in Mora Villagee?";
- next;
- mes "[Kusmi]";
- mes "He always used to visit Splendide around this time, but the situation is no good now. I'll have to tell him to come another time.";
- close;
- } else if (ep14_1_bs > 14) {
- if (!questprogress(11193)) {
- mes "[Kusmi]";
- mes "Will you check to see that my friend Rondo is in Mora Villagee?";
- next;
- mes "[Kusmi]";
- mes "He always used to visit Splendide around this time, but the situation is no good now. I'll have to tell him to come another time.";
- close;
- }
- mes "[Kusmi]";
- mes "Heee!";
- mes "You really went through the fog of the Maze of the Hazy Forest?";
- mes "Wow!!!";
- mes "That's very impressivee.";
- next;
- mes "[Kusmi]";
- mes "Thank you soooo much.";
- mes "I hope we'll be able to go through Bifrost againn.";
- mes "I want to meet Rondo and talk to him againn.";
- if (ep14_1_bs == 17) {
- next;
- mes "[Kusmi]";
- mes "Oh, And Daphrer is in northwest Splendide.";
- }
- if (questprogress(11193) != 2) {
- completequest 11192;
- completequest 11193;
- }
- close;
- }
- }
- mes "[Kusmi]";
- mes "This place is always coldd.";
- mes "So different from my heavenly hometownn.";
- close;
-}
-
-splendide,304,295,4 script Theodore#ep14_1_bs 4_M_FAIRYKID4,{
- if (!isequipped(2782)) {
- mes "[Theodore]";
- mes "DimFusTal Mu Lars";
- mes "ModAnduLo";
- mes "Mod";
- mes "DorDuMe U NohLarsFulo Mu Fus";
- next;
- mes "- You can't understand the fairy's words. -";
- mes "- You need something to help you interpret them. -";
- close;
- }
- if (ep14_1_bs > 3 && ep14_1_bs < 10) {
- mes "[Theodore]";
- mes "Who are you!";
- next;
- select("Show the pouch.");
- if (countitem(6390) == 0) {
- mes "[Theodore]";
- mes "Hmm? What do you mean?";
- close;
- }
- if (ep14_1_bs2 == 11) {
- mes "[Theodore]";
- mes "Ahh!!";
- mes "My pouch!!!!!";
- mes "I've been looking for it all over the place.";
- mes "Thanks!";
- next;
- select("Ask about the rumor.");
- mes "[Theodore]";
- mes "Hrm!!";
- mes "What a penetrating question!";
- next;
- mes "[Theodore]";
- mes "If you really want to hear the answer, talk to me again.";
- mes "I need time to think.";
- delitem 6390,1; //Small_Pocket
- ep14_1_bs = 10;
- changequest 11187,11194;
- close;
- } else {
- mes "[Theodore]";
- mes "What is that dirty pouch!";
- mes "It is definitely not mine.";
- next;
- mes "[Theodore]";
- mes "But I hope you find its rightful owner.";
- close;
- }
- }
- if (ep14_1_bs2 == 11) {
- if (ep14_1_bs == 10) {
- mes "[Theodore]";
- mes "You are not to tell anyone what I'm about to tell you.";
- next;
- mes "[Theodore]";
- mes "Recently, there's a big problem in Splendide.";
- mes "There is no communication with the mainland.";
- mes "Not just communication, but supplies have been cut off also. People act indifferent but actually there is deep panic.";
- next;
- mes "[Theodore]";
- mes "This frozen land is no use for collecting food, but to farm it would be too much work.";
- next;
- mes "[Theodore]";
- mes "In fact, just maintaining the green is costing an incredible amount of magic power.";
- mes "No word has come from higher up, but from the rumors it's not an easily fixable problem.";
- next;
- mes "[Theodore]";
- mes "And because there is no easy fix, everybody is worried sick.";
- mes "By military law, our soldiers cannot leave the battlefield during war, so it's impossible to get more information.";
- next;
- mes "[Theodore]";
- mes "Therefore, if you happen to run into a Laphine, please don't mention any of this.";
- mes "Everybody is trying as hard as they can, but we are still a proud race.";
- next;
- mes "[Theodore]";
- mes "And as I said before, what I told you is a secret and you must not tell anyone.";
- mes "We do need help, but we are cornered and we don't want others to know.";
- ep14_1_bs = 11;
- completequest 11194;
- setquest 11195;
- close;
- } else if (ep14_1_bs == 11) {
- mes "[Theodore]";
- mes "You have further business with me?";
- next;
- select("Supply route from the mainland?");
- mes "[Theodore]";
- mes "Hmm... if you hear that, you might just have to help us out?";
- mes "Do you still want to know?";
- next;
- switch(select("Yes.:No.")) {
- case 1:
- mes "[Theodore]";
- mes "The supply route comes through Bifrost, and you can get to it from the back of the Splendide Basecamp.";
- mes "That is why we set up the basecamp here.";
- mes "The origin of the route is unclear, but it has been known for a long time to be a bridge that connects continents.";
- next;
- mes "[Theodore]";
- mes "If you happen to venture there, please ask a guard what things are like there.";
- ep14_1_bs = 12;
- changequest 11195,11196;
- close;
- case 2:
- mes "[Theodore]";
- mes "Thank you for getting the pouch back to me.";
- mes "Fairy dust? I don't carry around such a thing.";
- close;
- }
- } else if (ep14_1_bs == 12) {
- mes "[Theodore]";
- mes "The supply route comes through Bifrost, and you can get to it from the back of the Splendide Basecamp.";
- mes "That is why we set up the basecamp here.";
- mes "The origin of the route is unclear, but it has been known for a long time to be a bridge that connects continents.";
- next;
- mes "[Theodore]";
- mes "If you happen to venture there, please ask a guard what things are like there.";
- close;
- } else if (ep14_1_bs == 13) {
- mes "[Theodore]";
- mes "A crevice?";
- mes "So that was why we couldn't reach the mainland.";
- mes "It would be good to know what's going on up there.";
- next;
- mes "[Theodore]";
- mes "Hmm...";
- mes "I can't leave here, but you would be able to, no?";
- mes "The supplies from the mainland come through 'Mora' Village, which is located in the middle of Bifrost.";
- next;
- mes "[Theodore]";
- mes "If you speak to the Warehouse Manager of Mora Village, you'd be able to get more information.";
- mes "If you're willing, will you go to Bifrost's 'Mora' Village and meet the Warehouse Manager?";
- next;
- mes "[Theodore]";
- mes "And if it's not too much trouble, you could drop by my friend Lilitia's also...";
- ep14_1_bs = 14;
- changequest 11197,11198;
- close;
- } else if (ep14_1_bs == 14) {
- mes "[Theodore]";
- mes "If you speak to the Warehouse Manager of Mora Village, you'd be able to get more information.";
- mes "If you're willing, will you go to Bifrost's 'Mora' Village and meet the Warehouse Manager?";
- if (questprogress(11199) == 1)
- close;
- next;
- mes "[Theodore]";
- mes "And if it's not too much trouble, you could drop by my friend Lilitia's also...";
- close;
- } else if (ep14_1_bs > 14) {
- if (!questprogress(11199)) {
- mes "[Theodore]";
- mes "And if it's not too much trouble, you could drop by my friend Lilitia's also...";
- close;
- }
- mes "[Theodore]";
- mes "Wow!!!";
- mes "So you went through the Maze of the Hazy Forest and returned from Mora Village.";
- mes "I made the right decision by asking you!";
- next;
- mes "[Theodore]";
- mes "Thank you.";
- mes "I hope this gets resolved soon...";
- mes "I don't want to further upset Lilitia...";
- if (ep14_1_bs == 17) {
- next;
- mes "[Theodore]";
- mes "Oh, And Daphrer is in northwest Splendide.";
- }
- if (questprogress(11199) != 2) {
- completequest 11198;
- completequest 11199;
- }
- close;
- }
- }
- mes "[Theodore]";
- mes "Sometimes, I sense a painful beauty in this frozen earth, quite different from the beauty of my hometown.";
- mes "But this is a difficult environment for us to live in, certainly.";
- close;
-}
-
-splendide,168,301,4 script Pauchon#ep14_1_bs 4_F_FAIRYKID4,{
- if (!isequipped(2782)) {
- mes "[Pauchon]";
- mes "DimFusTal Mu Lars";
- mes "ModAnduLo";
- mes "Mod";
- mes "DorDuMe U NohLarsFulo Mu Fus";
- next;
- mes "- You can't understand the fairy's words. -";
- mes "- You need something to help you interpret them. -";
- close;
- }
- if (ep14_1_bs > 3 && ep14_1_bs < 10) {
- mes "[Pauchon]";
- mes "What can I do for you, sir?";
- next;
- select("Show the pouch.");
- if (countitem(6390) == 0) {
- mes "[Pauchon]";
- mes "Huh? Do you see something?";
- mes "I don't see anything...";
- close;
- }
- if (ep14_1_bs2 == 12) {
- mes "[Pauchon]";
- mes "Good heavens...!";
- mes "I think this is mine!";
- mes "Thank you.";
- mes "I've been worried since I lost it, you lifted a burden off of my mind.";
- next;
- select("Ask about the rumor.");
- mes "[Pauchon]";
- mes "That's not easy for me to answer...";
- mes "I do appreciate you finding my pouch.... Hmm...";
- mes "Please give me some time to think..";
- delitem 6390,1; //Small_Pocket
- ep14_1_bs = 10;
- changequest 11187,11200;
- close;
- } else {
- mes "[Pauchon]";
- mes "Oh dear. It's not mine.";
- mes "But to carelessly drop such an important object!";
- mes "I don't know who it is, but that Laphine needs a lesson!";
- close;
- }
- }
- if (ep14_1_bs2 == 12) {
- if (ep14_1_bs == 10) {
- mes "[Pauchon]";
- mes "What I'm about to tell you is top secret!";
- mes "We don't even talk about it amongst ourselves!";
- mes "How would we say that the supply from the mainland's been cut off like that!";
- next;
- mes "[Pauchon]";
- mes "Ugh?!";
- mes "Oh boy... I've done it....";
- mes "It's really a top secret!!";
- mes "Don't tell anybody!";
- next;
- mes "[Pauchon]";
- mes "Well since I spilled the beans already... oh well, too late.";
- mes "So it's been a while since we received supplies from the mainland.";
- next;
- mes "[Pauchon]";
- mes "We're not starving, but we're receiving less and less food.";
- mes "I was hungry so I went to go pick fruit, but in this cold climate there are no fruit trees.";
- next;
- mes "[Pauchon]";
- mes "And the people higher up only tell us to wait... I'm so tired of waiting!";
- mes "But the instant I leave this place, I'll end up going to prison....";
- next;
- mes "[Pauchon]";
- mes "So I'm stuck here, and I'll be stuck here, suffering from hunger.... *sob*";
- next;
- mes "[Pauchon]";
- mes "I'd eat the bark off of that tree if I could.";
- mes "If only somebody could help. *sob*";
- ep14_1_bs = 11;
- completequest 11200;
- setquest 11201;
- close;
- } else if (ep14_1_bs == 11) {
- mes "[Pauchon]";
- mes "What?";
- mes "What do you want... I'm hungry, don't have energy to talk...";
- next;
- select("Supply route from the mainland?");
- mes "[Pauchon]";
- mes "Are you going to help me if I tell you?";
- mes "If not, I won't tell.";
- next;
- switch(select("Yes.:No.")) {
- case 1:
- mes "[Pauchon]";
- mes "A giant road leads away from the back of Splendide.";
- mes "I don't know if it's related to legends and what not, but I've heard that the road's been there forever.";
- next;
- mes "[Pauchon]";
- mes "Oh! The guard there might know something.";
- mes "If you're headed that way, please go find out what's up.";
- ep14_1_bs = 12;
- changequest 11201,11202;
- close;
- case 2:
- mes "[Pauchon]";
- mes "Thank you for finding the pouch.";
- mes "Ugh... I'm starving... I suppose I'll have to eat these bitter berries...";
- close;
- }
- } else if (ep14_1_bs == 12) {
- mes "[Pauchon]";
- mes "A giant road leads away from the back of Splendide.";
- mes "I don't know if it's related to legends and what not, but I've heard that the road's been there forever.";
- next;
- mes "[Pauchon]";
- mes "Oh! The guard there might know something.";
- mes "If you're headed that way, please go find out what's up.";
- close;
- } else if (ep14_1_bs == 13) {
- mes "[Pauchon]";
- mes "Crevice?!?";
- mes "Hmm I have heard that crevices are creeping up here and there, but it even infiltrated Bifrost....";
- mes "It appears to be more serious than I had imagined.";
- next;
- mes "[Pauchon]";
- mes "If you can, would you go to 'Mora' Village in Bifrost and figure out what's going on?";
- next;
- mes "[Pauchon]";
- mes "The supplies from the mainland come through the Village. If you go speak to the Warehouse Manager, he'll be able to tell you something.";
- mes "Also, please pay a visit to my friend Humming.";
- next;
- mes "[Pauchon]";
- mes "He's such a flighty guy, might have already left, but we were supposed to meet up in Mora Village.";
- ep14_1_bs = 14;
- changequest 11203,11204;
- close;
- } else if (ep14_1_bs == 14) {
- mes "[Pauchon]";
- mes "If you can, would you go to 'Mora' Village in Bifrost and figure out what's going on?";
- next;
- mes "[Pauchon]";
- mes "The supplies from the mainland come through the Village. If you go speak to the Warehouse Manager, he'll be able to tell you something.";
- if (questprogress(11205) == 1)
- close;
- mes "Also, please pay a visit to my friend Humming.";
- next;
- mes "[Pauchon]";
- mes "He's such a flighty guy, might have already left, but we were supposed to meet up in Mora Village.";
- close;
- } else if (ep14_1_bs > 14) {
- if (!questprogress(11205)) {
- mes "[Pauchon]";
- mes "Please pay a visit to my friend Humming.";
- mes "He's such a flighty guy, might have already left, but we were supposed to meet up in Mora Village.";
- close;
- }
- mes "[Pauchon]";
- mes "I had my doubts...But you really did cross the legendary Maze of the Hazy Forest...";
- mes "I'm very impressed.";
- next;
- mes "[Pauchon]";
- mes "I really appreciate your help.";
- mes "I hope this gets resolved soon.";
- mes "What I'm really afraid of... is hunger. More than war.";
- if (ep14_1_bs == 17) {
- next;
- mes "[Pauchon]";
- mes "Oh, And Daphrer is in northwest Splendide.";
- }
- if (questprogress(11205) != 2) {
- completequest 11204;
- completequest 11205;
- }
- close;
- }
- }
- mes "[Pauchon]";
- mes "Ah... I'm hungry.";
- mes "When I get back to the mainland I'm going to stuff my belly until it bursts.";
- close;
-}
-
-splendide,262,376,4 script Laphine Soldier#ep14_1 4_M_FAIRYSOLDIER,{
- if (!isequipped(2782)) {
- mes "[Laphine Soldier]";
- mes "DielFarmar Di RiniIyazser Ha mahAgolAsh U U ";
- mes "TurNohnar Di DurNeiFar Ra AnuVerNoth Ha AshRivehDor Ha BurWehLars Ur RinimanMod";
- next;
- mes "- You can't understand the fairy's words. -";
- mes "- You need something to help you interpret them. -";
- close;
- }
- mes "[Laphine Soldier]";
- mes "This is Bifrost, which leads to Alfheim.";
- mes "Please note that entry is forbidden due to a crevice caused by an unidentified source.";
- if (ep14_1_bs != 12)
- close;
- next;
- mes "[Laphine Soldier]";
- mes "The other way leads to the Maze of the Hazy Forest.";
- next;
- mes "[Laphine Soldier]";
- mes "You can get to Alfheim by making it through the Maze of the Hazy Forest. However, nobody has ever come back from the Maze of the Hazy Forest.";
- if (questprogress(11190) == 1) {
- ep14_1_bs = 13;
- changequest 11190,11191;
- } else if (questprogress(11196) == 1) {
- ep14_1_bs = 13;
- changequest 11196,11197;
- } else if (questprogress(11202) == 1) {
- ep14_1_bs = 13;
- changequest 11202,11203;
- }
- close;
-}
-
-mora,185,163,2 script Warehouse Manager#ep14_1 4_M_RAFLE_GR,{
- if (ep14_1_bs < 15) {
- mes "[Warehouse Manager]";
- mes "No, sir!";
- mes "You cannot enter at will.";
- mes "This is a warehouse. If you need something, please ask the staff outside.";
- if (ep14_1_bs < 14)
- close;
- next;
- select("Supplies for Laphine?");
- mes "[Warehouse Manager]";
- mes "Ah!";
- mes "You're from Splendide?";
- mes "Let's see...";
- mes "All the supplies from over there to there are destined for Splendide.";
- next;
- mes "[Warehouse Manager]";
- mes "We are quite worried too because the crevice in Bifrost has made it impossible to deliver these goods.";
- next;
- mes "[Warehouse Manager]";
- mes "And the travelers who were heading down are also stuck here. The increasing number of customers is both a blessing and a curse..";
- next;
- mes "[Warehouse Manager]";
- mes "If you plan to go back to Splendide, pay a visit to Jones at the Inn.";
- mes "He has something that needs to be urgently delivered to the army of Splendide.";
- ep14_1_bs = 15;
- setquest 11206;
- close;
- } else if (ep14_1_bs == 15) {
- mes "[Warehouse Manager]";
- mes "If you plan to go back to Splendide, pay a visit to Jones at the Inn.";
- mes "He has something that needs to be urgently delivered to the army of Splendide.";
- close;
- } else {
- mes "[Warehouse Manager]";
- mes "We are quite worried too because the crevice in Bifrost has made it impossible to deliver these goods.";
- next;
- mes "[Warehouse Manager]";
- mes "And the travelers who were heading down are also stuck here. The increasing number of customers is both a blessing and a curse...";
- close;
- }
- end;
-}
-
-mora,35,119,4 script Rondo#ep14_1_bs 4_M_DOGTRAVELER,{
- mes "[Rondo]";
- mes "Mora is such a mysterious place.";
- mes "You can understand any language.";
- next;
- mes "[Rondo]";
- mes "Of course, when we leave this area I won't be able to understand what you say, but I'll be able to remember the conversations we had. And I'll look forward to the day we meet again, here.";
- if (ep14_1_bs > 13 && ep14_1_bs2 == 10) {
- next;
- mes "[Rondo]";
- mes "Please tell Kusmi";
- mes "that if he wants to meet, we can meet any time. There is nothing to worry about.";
- if (!questprogress(11193))
- setquest 11193;
- }
- close;
-}
-
-mora,98,66,4 script Lilitia#ep14_1_bs 4_F_RAFLE_PK,{
- if (ep14_1_bs > 13 && ep14_1_bs2 == 11) {
- mes "[Lilitia]";
- mes "Boo!!!";
- mes "He broke his promise again!!!";
- next;
- mes "[Lilitia]";
- mes "He said he'd be here this time for sure!!!";
- mes "That place is too cold for me to visit!!!!!";
- mes "My precious leaves will wither there.";
- next;
- mes "[Lilitia]";
- mes "What? Theodore sent you?";
- mes "Please tell him that I'm so mad!!";
- if (!questprogress(11199))
- setquest 11199;
- close;
- }
- mes "[Lilitia]";
- mes "I really hate the cold.";
- mes "That's why Mora is a lovely place to live.";
- next;
- mes "[Lilitia]";
- mes "The leaves are always fresh here. And, the stress about languages just disappears.";
- close;
-}
-
-mora,139,102,2 script Humming#ep14_1_bs 4_F_DOGTRAVELER,{
- if (ep14_1_bs > 13 && ep14_1_bs2 == 12) {
- mes "[Humming]";
- mes "Oh!";
- mes "You're here because Pauchon sent you?";
- next;
- mes "[Humming]";
- mes "It must've been hard for you to get here. I'm impressed.";
- mes "The Maze of the Hazy Forest~ It fuels my adventurous spirit!";
- next;
- mes "[Humming]";
- mes "If you reach Splendide before me, please tell Pauchon";
- mes "that I'm going through the Maze of the Hazy Forest.";
- if (!questprogress(11205))
- setquest 11205;
- close;
- }
- mes "[Humming]";
- mes "I heard that a crevice crept in between Jotunheim and Midgard, so I wanted to check it out. But I got stuck here.";
- mes "I was looking forward to seeing a new place.";
- next;
- mes "[Humming]";
- mes "Are you from Midgard?";
- mes "What is it like there?";
- mes "I've always wanted to see a creature called Poring.";
- close;
-}
-
-mora,55,124,2 script Jones#ep14_1_bs 4_M_MERCAT1,{
- if (ep14_1_bs < 15) {
- mes "[Jones]";
- mes "Oh.... Darn.......";
- mes "I can't go down, and I can't go back. My credibility that I've worked so hard on is just crumbling into dust.";
- close;
- } else if (ep14_1_bs == 15) {
- mes "[Jones]";
- mes "Ah, are you the traveler who came through the Maze of the Hazy Forest from Splendide?";
- mes "If you plan to go back, can you please deliver this to the Splendide army?";
- next;
- mes "[Jones]";
- mes "A person high up requested it, but I can't cross Bifrost.";
- next;
- mes "[Jones]";
- mes "Deliveries to other places have all stopped also. Ah, my credibility is suffering....";
- next;
- switch(select("Yes.:No.")) {
- case 1:
- mes "[Jones]";
- mes "Thank you.";
- ep14_1_bs = 16;
- changequest 11206,11207;
- close;
- case 2:
- mes "[Jones]";
- mes "I'm a bit embarrassed to ask this of a stranger...... Ha ha!";
- close;
- }
- } else if (ep14_1_bs == 16) {
- if (checkweight(1201,1) == 0) {
- mes "[Jones]";
- mes "You have too many kinds of items. Please lighten your load and come back.";
- close;
- }
- if (MaxWeight - Weight < 3500) {
- mes "[Jones]";
- mes "You are carrying too much weight. Please lighten your load and come back.";
- close;
- }
- mes "[Jones]";
- mes "Please take good care of it.";
- mes "It's for Daphrer in Splendide.";
- ep14_1_bs = 17;
- getitem 6391,1; //Splendid_Supply_Kit
- changequest 11207,11208;
- close;
- } else if (ep14_1_bs == 17) {
- mes "[Jones]";
- mes "Please take good care of it.";
- mes "It's for Daphrer in Splendide.";
- close;
- } else if (ep14_1_bs > 17) {
- mes "[Jones]";
- mes "Thanks to you, the job is well done.";
- mes "Hehe, I see potential in you as a delivery man.";
- mes "Interested in the career of delivery?";
- close;
- } else {
- mes "[Jones]";
- mes "Hehe, I see potential in you as a delivery man.";
- mes "Interested in the career of delivery?";
- close;
- }
- end;
-}
-
-splendide,121,260,4 script Daphrer#ep14_1_bs 4_F_FAIRY,{
- if (!isequipped(2782)) {
- mes "[Daphrer]";
- mes "DRHSfhsdfGSDH FGkkmvoifk DFG DFHshfeksmn fgg FDbbd fjnnvk n skncki dfgd F FHdfkdfjkmv";
- close;
- }
- if (countitem(6391)) {
- mes "[Daphrer]";
- mes "Oh....";
- mes "I've been waiting for you.";
- next;
- mes "[Daphrer]";
- mes "This was urgently needed so thank you for bringing it here, I hope I haven't caused you too much trouble..";
- next;
- mes "[Daphrer]";
- mes "This is probably too small to be a reward, but please accept this as a sign of my gratitude.";
- delitem 6391,1; //Splendid_Supply_Kit
- if (ep14_1_bs == 17) {
- ep14_1_bs = 18;
- completequest 11208;
- getexp 0,500000;
- getitem 6380,5; //Mora_Coin
- } else
- getitem 6380,2; //Mora_Coin
- close;
- }
- if (ep14_1_bs == 17) {
- mes "[Daphrer]";
- mes "Oh....";
- mes "So you lost the item on the way.";
- next;
- mes "[Daphrer]";
- mes "I knew that it was probably a stretch......";
- mes "Perhaps I've been unrealistic.";
- mes "But I thank you for your trouble anyway. Please accept this as a sign of my gratitude.";
- ep14_1_bs = 18;
- completequest 11208;
- getexp 0,200000;
- getitem 6380,2; //Mora_Coin
- close;
- }
- mes "[Daphrer]";
- mes "For me, a drop of water to make a flower blossom is more important than a sword for war.";
- close;
-}
-
-sec_in02,35,175,0 script Theore Set Guid 4_F_FAIRYKID,{
- callfunc "F_GM_NPC";
- switch(select("Set0:Set33:Set2_0")) {
- case 1:
- ep14_1_bs = 0;
- end;
- case 2:
- ep4_1_bs = 3;
- setquest 11183;
- end;
- case 3:
- ep14_1_bs2 = 0;
- end;
- }
-}
-
-// Chesire's New Day :: ep14_1_cheshir2
-//============================================================
-dic_in01,262,191,0 script #ep14_1_xq02 HIDDEN_WARP_NPC,0,3,{
- end;
-OnTouch:
- if (ep13_3_secret > 22 && !questprogress(7206)) {
- enablenpc "Cheshire#ep14_1_xq01";
- cutin "ep13_cheshire_h",1;
- mes "[Cheshire]";
- mes "Oh, wait!";
- mes "There's another thing I'd like you to do.";
- mes "There's not enough time to go into details...";
- next;
- mes "- Cheshire glanced at the guard standing close to you, and leaned close and whispered into your ear.-";
- next;
- mes "[Cheshire]";
- mes "You'll find cat caravans in the middle of ^4d4dffKamidal Tunnel^000000.";
- mes "There is ^4d4dffa marked box among the caravans' goods to the west of the entrance to the Scaraba Hole^000000.";
- next;
- mes "[Cheshire]";
- mes "I'd like you to bring it to me.";
- mes "You'll see where you should bring it by looking at the box.";
- mes "This is an important matter.";
- next;
- mes "[Cheshire]";
- mes "I have something to get done in advance...";
- mes "Good luck!";
- setquest 7206;
- close2;
- disablenpc "Cheshire#ep14_1_xq01";
- cutin "",255;
- }
- end;
-}
-
-dic_in01,260,194,4 script Cheshire#ep14_1_xq01 4_M_CATMAN2,{
- end;
-OnInit:
- disablenpc "Cheshire#ep14_1_xq01";
- end;
-}
-
-dic_dun01,274,114,0 script Stacked Boxes of Goods CLEAR_NPC,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
- mes "- You have too many items to do this quest. -";
- close;
- }
- .@playtime = questprogress(7208,PLAYTIME);
- if (.@playtime == 1) {
- mes "Boxes with all kinds of goods in them are stacked to the ceiling.";
- mes "The marked box Cheshire was talking about doesn't seem to be here yet.";
- close;
- } else if (.@playtime == 2) {
- mes "Boxes with all kinds of goods in them are stacked to the ceiling.";
- mes "Looking closely, you find a box with a small piece of paper stuck to it.";
- mes "You've found the box of goods Cheshire was talking about.";
- next;
- switch(select("Move the box.:Give up.")) {
- case 1:
- mes "You promised to take the box of Bradium to Cheshire, who will be waiting for you near the Crevice of Bifrost.";
- erasequest 7208;
- setquest 7210;
- getitem 6392,1; //Bradium_Box
- close;
- case 2:
- mes "You decided to give up delivering the box.";
- mes "You left the box as it is.";
- erasequest 7208;
- close;
- }
- } else {
- if (!questprogress(7207)) {
- if (questprogress(7206)) {
- mes "Boxes with all kinds of goods in them are stacked to the ceiling.";
- mes "Looking closely, you find a box with a small piece of paper stuck to it.";
- next;
- mes "The piece of paper is marked with some mysterious symbol, and below it is written ^4d4dffTo: The Crevice of Bifrost^000000 in small letters.";
- next;
- mes "This must the box Cheshire was talking about.";
- mes "You decide to take it to the location shown on the piece of paper.";
- completequest 7206;
- setquest 7207;
- getitem 6392,1; //Bradium_Box
- close;
- }
- } else if (questprogress(7207) != 2) {
- mes "You've already obtained the box Cheshire was talking about.";
- mes "Now you only have to take it to the Crevice of Bifrost.";
- close;
- }
- mes "Boxes with all kinds of goods in them are stacked to the ceiling.";
- close;
- }
- end;
-}
-
-bif_fild01,335,168,3 script Cheshire#ep14_1_xq04 4_M_CATMAN1,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 1000) {
- mes "- You have too many items to do this quest. -";
- close;
- }
- cutin "ep13_cheshire",1;
- if (questprogress(7209)) {
- if (countitem(6090) < 20) {
- mes "[Cheshire]";
- mes "Bring me 20 pieces of refined Bradium.";
- mes "In exchange for the box, which you carelessly and irresponsibly sold to somebody.";
- mes "Have I made myself clear?!";
- close2;
- cutin "",255;
- end;
- }
- mes "[Cheshire]";
- mes "So you've brought it?";
- mes "The amount is less than it was, but I guess I can't help it.";
- mes "Next time, you must bring the box to me intact.";
- next;
- mes "- Cheshire threw the Bradium into the Crevice. -";
- next;
- mes "[Cheshire]";
- mes "You made a mistake of losing the box, you have to be content with this.";
- mes "And starting tomorrow, get the box here intact.";
- mes "Every day.";
- delitem 6090,20; //Purified_Bradium
- erasequest 7209;
- setquest 7208;
- getitem 6304,1; //Sapa_Feat_Cert
- close2;
- cutin "",255;
- end;
- }
- callsub L_CheckPlaytime;
- if (questprogress(7210)) {
- if (countitem(6392) == 0)
- callsub L_LostQuest,7210;
- else {
- mes "[Cheshire]";
- mes "You've come at just the right time.";
- mes "And I see the box is intact!";
- mes "Well done.";
- next;
- mes "[Cheshire]";
- mes "Well, I'll be counting on you, tomorrow as well.";
- mes "Get it?";
- mes "Now, leave this place before the Laphines grow suspicious.";
- erasequest 7210;
- setquest 7208;
- delitem 6392,1; //Bradium_Box
- getitem 6304,1; //Sapa_Feat_Cert
- getexp 50000,40000;
- close2;
- cutin "",255;
- end;
- }
- }
- if (ep13_3_secret > 22) {
- if (!questprogress(7207)) {
- if (!questprogress(7206)) {
- mes "[Cheshire]";
- mes "...Hmm? Huh?";
- mes "It's "+strcharinfo(0)+"!";
- mes "What are you doing here?";
- next;
- select("Huh? Cheshire?");
- mes "[Cheshire]";
- mes "What makes you so surprised?";
- mes "Does it surprise you to see me here?";
- next;
- select("Nothing, it's just the hood...");
- mes "[Cheshire]";
- mes "Oh... This. Because it's bothersome.";
- mes "And here, I don't have to mind others.";
- mes "Oh, and well met!";
- mes "I was going to put you to work when you came to Diel.";
- next;
- mes "[Cheshire]";
- mes ".......What? Why are you staring at me like that?";
- mes "his is all for Ahat's good.";
- next;
- switch(select("I guess I have no choice.:I have a lot of things to do!")) {
- case 1:
- mes "["+strcharinfo(0)+"]";
- mes "(He will be suspicious if I refuse to do it... I guess I should play along for now.)";
- mes "Okay.";
- mes "I'll do anything for Ahat's pleasure.";
- mes "So, what do you need me for?";
- next;
- break;
- case 2:
- mes "[Cheshire]";
- mes "Things to do?";
- mes "What things?";
- mes "This is one of the things you must do.";
- mes "Don't forget you're are loyal to Ahat.";
- next;
- break;
- }
- mes "[Cheshire]";
- mes "Great! Now I will tell you what to do.";
- mes "You know there is an entrance to Scaraba Hole in the middle of Kamidal Tunnel?";
- mes "You will find cat caravans around there who sell supplies and some simple tools.";
- next;
- mes "[Cheshire]";
- mes "There is a marked box among the goods stacked there.";
- mes "I'd like you to bring the box to me.";
- next;
- mes "[Cheshire]";
- mes "It's a simple job of picking up and delivering a box.";
- mes "Do it ^4d4dff quickly and quietly, without being noticed^000000.";
- setquest 7206;
- next;
- mes "[Cheshire]";
- mes "Now, move!";
- close2;
- cutin "",255;
- end;
- } else {
- mes "[Cheshire]";
- mes "Bring the box from Kamidal Tunnel.";
- mes "Quickly and quietly!";
- mes "No, get a move on!";
- close2;
- cutin "",255;
- end;
- }
- } else if (questprogress(7207) != 2) {
- if (countitem(6392) == 0)
- callsub L_LostQuest,7207;
- else {
- mes "[Cheshire]";
- mes "........That box!";
- mes "Oh, yes. It's the right one!";
- mes "You've done a good job.";
- mes "This is very important.";
- mes "Ahat will be pleased.";
- next;
- mes "[Cheshire]";
- mes "The boxes will be at the same place every day.";
- mes "I'll leave the job to you.";
- next;
- select("Why don't you do it yourself?");
- mes "[Cheshire]";
- mes "........ Hmm...";
- mes "It's only you humans that have free access to any place.";
- mes "Plus, this place is Laphine territory.";
- next;
- mes "[Cheshire]";
- mes "I don't attract their attention much, looking like this,";
- mes "but what would Saphas think?";
- mes "To see Ahat's man in a Laphine territory?";
- next;
- mes "[Cheshire]";
- mes "They will grow suspicious.";
- mes "But you humans are free from such troubles, so that's why you're the right one for the job.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "(... I don't buy his story, but he believes I'm on his side, so I guess I should play along.)";
- mes "What happens to this Bradium, then?";
- next;
- mes "[Cheshire]";
- mes "That thing?";
- mes "Hand it to me.";
- next;
- mes "- Cheshire opened the box, checked the Bradium in it, threw them into the Crevice,";
- mes "and looked back, dusting his hands off, and with a triumphant look on his face. -";
- next;
- mes "[Cheshire]";
- mes "This is what happens.";
- mes "*laugh* Beyond the Crevice lies a path unknown to you.";
- next;
- mes "[Cheshire]";
- mes "Well, I'll leave the matter to you.";
- mes "Try to bring the box to me every day.";
- mes "Okay?";
- delitem 6392,1; //Bradium_Box
- completequest 7207;
- setquest 7208;
- getitem 6304,1; //Sapa_Feat_Cert
- getexp 50000,40000;
- next;
- mes "[Cheshire]";
- mes "In compensation for your efforts, I'll give you an Exploit Certification of Sapha and a little cash.";
- mes "Now, leave this place before the Laphines grow suspicious.";
- close2;
- cutin "",255;
- end;
- }
- } else {
- callsub L_CheckPlaytime;
- mes "[Cheshire]";
- mes "Huh? What's up?";
- mes "You haven't brought the box today?";
- next;
- mes "[Cheshire]";
- mes "Hmm, this is unexpected...";
- mes "Well, I have no choice then.";
- mes "I'll have another guy do it today.";
- mes "But you must do it starting tomorrow, okay?";
- setquest 7208;
- close2;
- cutin "",255;
- end;
- }
- } else if (ep13_3_secret > 15) {
- mes "[Cheshire]";
- mes "... Huh? I think I've seen you somewhere...";
- mes "..........Oh!";
- mes strcharinfo(0)+"...?!";
- mes "What brings you here?";
- next;
- mes "[Cheshire]";
- mes "You say you've forgotten what to do?";
- mes "You're not supposed to be here.";
- mes "You're supposed to be at the crevice to the south of Dicastes.";
- next;
- mes "[Cheshire]";
- mes "Whoa.";
- mes "What was Ahat thinking when he sent such an idiot to me?";
- mes "Now, get a move on and do your job.";
- close2;
- cutin "",255;
- end;
- }
- mes "[Cheshire]";
- mes "...Why isn't this fellow showing up?";
- mes "Should be here by now...";
- mes "Lost the way back perhaps...?";
- mes "....? Eh? Who, who are you? How long have you been standing here?";
- next;
- select("A cat?!");
- mes "[Cheshire]";
- mes "Who... who's a cat?!";
- mes "Get lost!";
- close2;
- cutin "",255;
- end;
-L_LostQuest:
- mes "[Cheshire]";
- mes "Oh, have you been there?";
- mes "What happened to the box?";
- mes "Why are you empty-handed?";
- next;
- switch(select("I'll look for it again!:I lost it...")) {
- case 1:
- mes "[Cheshire]";
- mes "Make sure you do a good job!";
- mes "And keep looking for it.";
- mes "You must not lose it.";
- break;
- case 2:
- mes "[Cheshire]";
- mes "Where?";
- mes "Which merchant did you sell it to?";
- mes "Can't you distinguish between what to sell and what not to sell?";
- mes "Were you asleep when you made the deal?";
- next;
- mes "[Cheshire]";
- mes "This is utterly ridiculous.";
- mes "Make up for what you lost!";
- mes "^4d4dff20 pieces of refined Bradium^000000!!!";
- erasequest getarg(0);
- setquest 7209;
- break;
- }
- close2;
- cutin "",255;
- end;
-L_CheckPlaytime:
- .@playtime = questprogress(7208,PLAYTIME);
- if (.@playtime == 1) {
- mes "[Cheshire]";
- mes "Each day, one of these boxes is sent to Kamidal Tunnel.";
- mes "It's smuggled in among other items.";
- next;
- mes "[Cheshire]";
- mes "Sneak into the place on time, and bring the box to me. The boxes will be at the same place every day.";
- mes "You'll be doing it every day.";
- close2;
- cutin "",255;
- end;
- } else if (.@playtime == 2) {
- mes "[Cheshire]";
- mes "It's about time.";
- mes "Now go get the box.";
- mes "It should be lying near the entrance to Scaraba Hole in the Kamidal Tunnel.";
- mes "You've done this before, so you must be familiar with it?";
- close2;
- cutin "",255;
- end;
- } else
- return;
-}
-
-dicastes02,125,192,0 script #call_cheshir_ep14 HIDDEN_WARP_NPC,0,3,{
- end;
-OnTouch:
- if (ep13_3_secret > 22) {
- if (rand(2)) {
- emotion e_ho,1;
- mes "..........?";
- mes "You sense someone moving around.";
- mes "There must be someone down there.";
- if ($@cheshire_on == 0) {
- donpcevent "Cheshire#ep14_extra::OnEnable";
- $@cheshire_on = 1;
- }
- close;
- }
- }
- end;
-}
-
-dicastes02,103,190,3 script Cheshire#ep14_extra 4_M_CATMAN1,{
- if (ep13_3_secret > 22) {
- cutin "ep13_cheshire",1;
- mes "[Cheshire]";
- mes "...Eh?";
- mes "What a surprise. What are you doing here?";
- next;
- switch(select("And what are YOU doing here?:Those ears...?")) {
- case 1:
- mes "[Cheshire]";
- mes "Out for a walk?";
- mes "I came out with Ahat, but he went back in to take care of an urgent matter.";
- next;
- mes "[Cheshire]";
- mes ".. ..............";
- next;
- select("....:Wha... What a pretty tree.");
- mes "[Cheshire]";
- mes "This tree... it's white, transparent, and shiny.";
- mes "It's a Sapha's body.";
- next;
- mes "[Cheshire]";
- mes "You know Saphas slowly turn to stone throughout their lives.";
- mes "So when they die, they turn to stony trees.";
- mes "This forest is... their cemetery, so to speak.";
- next;
- mes "[Cheshire]";
- mes "....... Look closely, and you can make out his arms and legs.";
- mes "Interesting, isn't it?";
- next;
- mes "[Cheshire]";
- mes "... .. ...";
- next;
- mes "[Cheshire]";
- mes "Oh, this is so annoying.";
- mes "I'm off!";
- next;
- mes "- Cheshire stormed off... -";
- break;
- case 2:
- mes "[Cheshire]";
- mes "What? The ears?";
- mes "Well, it's no wonder because I'm a beastman.";
- mes "... Why... Why are you staring me like that?";
- next;
- select("Are you responsible for the report?!");
- mes "[Cheshire]";
- mes "What are you talking about?";
- mes "I don't know such a thing!";
- next;
- mes "- Cheshire ran away... -";
- break;
- }
- disablenpc "Cheshire#ep14_extra";
- stopnpctimer;
- close2;
- cutin "",255;
- end;
- }
- mes "A boy dressed in unusual clothing is standing, with a fierce look in his eyes.";
- mes "You guess you'd better leave him alone.";
- close;
-OnInit:
- disablenpc "Cheshire#ep14_extra";
- end;
-OnEnable:
- enablenpc "Cheshire#ep14_extra";
- initnpctimer;
- end;
-OnDisable:
- disablenpc "Cheshire#ep14_extra";
- stopnpctimer;
- end;
-OnTimer600000:
- disablenpc "Cheshire#ep14_extra";
- $@cheshire_on = 0;
- stopnpctimer;
- end;
-}
-
-// Helping Lope and Euridi :: ep14_1_rofe
-//============================================================
-mora,117,66,3 script Euridi#pa 4_F_MORAFINE2,{
- if (BaseLevel < 100) {
- mes "[Euridi]";
- mes "You are very delicate.";
- mes "It's true that I need help,";
- mes "but I don't think you can help.";
- close;
- }
- if (ep14_1_rope == 0) {
- mes "[Euridi]";
- mes "I hear you passed through the Hazy Forest.";
- mes "Did you...";
- mes "Did you happen to see";
- mes "Lope, my fiance, there?";
- next;
- switch(select("Yes, I did.:No, I didn't.")) {
- case 1:
- mes "[Euridi]";
- mes "Are you sure? Where did you see him?";
- mes "Take me there, quick!";
- mes "...";
- next;
- mes "[Euridi]";
- mes "What?";
- mes "You're kidding...?";
- mes "How could you?";
- close;
- case 2:
- mes "[Euridi]";
- mes "Please find my Lope.";
- mes "I came here to the Village of Mora";
- mes "after asking all around,";
- mes "but there is nothing more I can do.";
- next;
- mes "[Euridi]";
- mes "My heart aches at the thought of Lope...";
- mes "He will be desperately looking for me...";
- next;
- switch(select("Sorry, I'm busy!:I'll help you!")) {
- case 1:
- mes "[Euridi]";
- mes "How heartless!";
- close;
- case 2:
- mes "[Euridi]";
- mes "I heard that he had gone into the Hazy Forest,";
- mes "while guiding tourists around the village.";
- mes "One of the tourists who went with Lope";
- mes "must still be at the inn.";
- next;
- mes "[Euridi]";
- mes "He wouldn't see me and locked himself in the room.";
- mes "But he might be willing to see you, because you've been to the Hazy Forest.";
- setquest 1109;
- ep14_1_rope = 1;
- close;
- }
- }
- } else if (ep14_1_rope == 1) {
- mes "[Euridi]";
- mes "The tourist is at the inn,";
- mes "not in front of me!";
- close;
- } else if (ep14_1_rope == 2) {
- mes "[Euridi]";
- mes "So you've seen Pitt!";
- mes "I knew he would be willing to see you.";
- mes "What did he say?";
- next;
- mes "[Euridi]";
- mes "...No way....!";
- mes "That is utter nonsense.";
- mes "To blame Lope for it!";
- mes "I found this piece of paper";
- mes "near the Hazy Forest.";
- mes "I'm sure it's Lope's.";
- next;
- mes "[Euridi]";
- mes "If you find the rest of ^0000FFLope's Clues^000000,";
- mes "you'll be able to find out";
- mes "where he is.";
- mes "I'm counting on you, "+strcharinfo(0)+".";
- changequest 1110,1111;
- ep14_1_rope = 3;
- close;
- } else if (ep14_1_rope == 3) {
- mes "[Euridi]";
- mes "If you come across a ^0000FFLope's Clue^000000, please show it to Pitt.";
- mes "I hope he will tell the truth soon.";
- close;
- } else if (ep14_1_rope == 4) {
- mes "[Euridi]";
- mes "I don't understand it.";
- mes "I'm now suspicious of his motives.";
- mes "Why is he trying so hard to accuse Lope?";
- mes "Wait... those clues...";
- next;
- mes "[Euridi]";
- mes "Those seem to be more than simple notes.";
- mes "Can I have a look at them?";
- mes "...";
- mes "These fit together like a puzzle.";
- mes "... Oh!... This is...";
- next;
- mes "[Lope's Letter]";
- mes "...We've been wandering around the Forest for days.";
- mes "...So we're not protecting the tourists,";
- mes "I got sick from deadly poison, and became a burden to everyone.";
- mes "How pathetic...";
- next;
- mes "[Lope's Letter]";
- mes "No wonder I was kicked out of";
- mes "the Splendide Expedition.";
- mes "...But I managed to protect at least one tourist.";
- mes "He will deliver this letter and the ring to you.";
- next;
- mes "[Lope's Letter]";
- mes "...I wanted to propose to you";
- mes "as a proud member of the Expedition.";
- mes "I'm sorry, Euridi.";
- mes "See you soon.";
- next;
- mes "Having read the letter,";
- mes "Euridi is standing staring blankly like someone who wasn't all there.";
- mes "Let's go show the letter to Pitt.";
- changequest 1112,1113;
-
- //delitem 6383,30; //Clue_Of_Lope
- .@count = countitem(6383);
- if (.@count) delitem 6383,((.@count > 30)?30:.@count); //Clue_Of_Lope
-
- ep14_1_rope = 5;
- close;
- } else if (ep14_1_rope == 5) {
- mes "[Euridi]";
- mes "No, Lope must be safe.";
- mes "He will come back no matter what...";
- close;
- } else if (ep14_1_rope == 6) {
- mes "[Euridi]";
- mes "......";
- next;
- mes "You hear a song coming from the girl who is hanging her head low.";
- mes "Her friend seems to have something to say.";
- close;
- } else if (ep14_1_rope == 7 || ep14_1_rope == 8) {
- mes "You hear a quiet singing voice.";
- mes "You can't make the words out.";
- close;
- } else if (ep14_1_rope == 9) {
- mes "[Euridi]";
- mes "Have you found Lope?";
- mes "Is he safe?";
- next;
- switch(select("Tell her you can't possibly find him.:Tell her he is dead.")) {
- case 1:
- mes "[Euridi]";
- mes "I'll go look for him myself.";
- mes "Hopefully... it's not too late, yet.";
- mes "Let me go, there's no time to lose!";
- close;
- case 2:
- mes "[Euridi]";
- mes "I don't believe it.";
- mes "He told me he would come back soon...";
- mes "He told me to hang on.";
- mes "It can't be... It just can't be...";
- next;
- mes "You hand her Lope's Ring, which Pitt gave you.";
- mes "With the ring in her hand, Euridi bursts into tears.";
- mes "She starts to sing in a strained voice, still crying.";
- changequest 1116,1117;
- ep14_1_rope = 10;
-
- //delitem 6384,1; //Ring_Of_Lope
- if (countitem(6384)) delitem 6384,1; //Ring_Of_Lope
-
- close;
- }
- } else if (ep14_1_rope > 9) {
- mes "You stand frozen.";
- mes "You hear a quiet singing voice.";
- close;
- }
-}
-
-mora,115,68,3 script Euridi's Friend#pa 4_F_MORAFINE1,{
- if (ep14_1_rope < 2) {
- mes "[Euridi's Friend]";
- mes "Please stop Euridi.";
- mes "She is desperate to find her missing fiance.";
- close;
- } else if (ep14_1_rope == 2) {
- mes "[Euridi's Friend]";
- mes "Pitt is definitely suspicious.";
- mes "I think he is avoiding Euridi...";
- mes "He must be hiding something.";
- close;
- } else if (ep14_1_rope == 3) {
- mes "[Euridi's Friend]";
- mes "To tell the truth, I don't think";
- mes "that Lope is alive.";
- mes "I'm just worried about Euridi.";
- next;
- mes "[Euridi]";
- mes "Aaarrrggghhh!!!!!!!!";
- next;
- mes "[Euridi's Friend]";
- mes "...";
- mes "To tell the truth, I really believe";
- mes "that Lope is alive.";
- mes "...";
- mes "*sigh*";
- close;
- } else if (ep14_1_rope == 4) {
- mes "[Euridi's Friend]";
- mes "How's Pitt doing?";
- mes "I think I should go visit him";
- mes "and make him feel worse!";
- mes "He's so disgusting!";
- close;
- } else if (ep14_1_rope == 5) {
- mes "[Euridi's Friend]";
- mes "Go to Pitt, quick.";
- close;
- } else if (ep14_1_rope == 6) {
- mes "[Euridi's Friend]";
- mes "Euridi is singing a song of healing";
- mes "to protect her weakened body and mind.";
- mes "At this rate, something's going to happen to her too.";
- next;
- mes "[Euridi's Friend]";
- mes "Oh, I remember a traveler telling me";
- mes "that he had seen a suspicious man";
- mes "near the entrance to the Hazy Forest.";
- next;
- mes "[Euridi's Friend]";
- mes "The traveler says he looked creepy standing there staring blankly,";
- mes "but he couldn't see clearly";
- mes "because of the thick fog.";
- mes "I think it's worth investigating.";
- changequest 1114,1115;
- ep14_1_rope = 7;
- close;
- } else if (ep14_1_rope == 7) {
- mes "[Euridi's Friend]";
- mes "I hear that a suspicious man was seen";
- mes "near the entrance to the Hazy Forest.";
- mes "The traveler says he looked creepy standing there staring blankly,";
- mes "but he couldn't see clearly";
- mes "because of the thick fog.";
- mes "I think it's worth investigating.";
- close;
- } else if (ep14_1_rope == 8 || ep14_1_rope == 9) {
- mes "[Euridi's Friend]";
- mes "Your face is dark.";
- mes "Bad news?";
- close;
- } else if (ep14_1_rope == 10) {
- mes "[Euridi's Friend]";
- mes "There is a Laphine saying that";
- mes "desperation invites disaster.";
- mes "Maybe we're responsible";
- mes "for what happened.";
- next;
- if (checkweight(6380,1) == 0) {
- mes "[Euridi's Friend]";
- mes "You have too many things with you.";
- mes "Can you throw out some of them?";
- close;
- }
- mes "[Euridi's Friend]";
- mes "Lope will be able to rest in peace now.";
- mes "Thank you. I won't forget what you've done for me.";
- completequest 1117;
- ep14_1_rope = 11;
- getexp 1000000,2000000;
- getitem 6380,10; //Mora_Coin
- close;
- } else if (ep14_1_rope > 10) {
- mes "[Euridi's Friend]";
- mes "Thank you. I won't forget your help.";
- close;
- }
-}
-
-mora,65,145,3 script Pitt#pa 4_M_LYINGDOG,{
- if (ep14_1_rope == 0) {
- mes "[Pitt]";
- mes "So you're quite good,";
- mes "since you passed through the Hazy Forest alive.";
- mes "I'm completely messed up, you see,";
- mes "so I can't afford to listen to the tales of your exploits.";
- mes "Now leave.";
- close;
- } else if (ep14_1_rope == 1) {
- mes "[Pitt]";
- mes "You have a knack for pestering people, don't you?";
- mes "Euridi sent you, eh?";
- mes "The Laphine couple is";
- mes "anxious to kill me.";
- next;
- mes "[Pitt]";
- mes "Go and tell her!";
- mes "That the stupid guide";
- mes "pushed us reluctant tourists into the forest,";
- mes "and ran off to save his own skin!";
- next;
- mes "[Pitt]";
- mes "So you're sorry that it's me, not him, that's here?";
- mes "He will be alive somewhere,";
- mes "so go and try to find him! Just stop bothering me!";
- changequest 1109,1110;
- ep14_1_rope = 2;
- close;
- } else if (ep14_1_rope == 2) {
- mes "[Pitt]";
- mes "This is all because of";
- mes "the stupid guide!";
- mes "I hate Laphines!";
- close;
- } else if (ep14_1_rope == 3) {
- if (countitem(6383) < 30) {
- mes "[Pitt]";
- mes "This is all because of";
- mes "the stupid guide!";
- mes "I hate Laphines!";
- close;
- }
- mes "[Pitt]";
- mes "That thing you have in your hand...";
- mes "It looks very strange.";
- mes "I've never seen such a thing before.";
- mes "You'd better not keep that.";
- mes "Can I have it?";
- next;
- switch(select("Give it to him.:Don't give it to him.")) {
- case 1:
- mes "[Pitt]";
- mes "So I swallow it like this,";
- mes "and voila! Evidence gone!";
- mes "Now I can sleep soundly, thank you!";
- delitem 6383,5; //Clue_Of_Lope
- close;
- case 2:
- mes "[Pitt]";
- mes "Why are you showing me such a thing?";
- mes "I don't know anything! I'm the victim here!";
- mes "I'm a victim of the schemes of the Laphine couple.";
- mes "It's unfair...";
- next;
- mes "It's no use trying to talk to him any more.";
- mes "Try talking to Euridi.";
- changequest 1111,1112;
- ep14_1_rope = 4;
- close;
- }
- } else if (ep14_1_rope == 4) {
- mes "[Pitt]";
- mes "This is unfair!";
- mes "This is so totally unfair!";
- close;
- } else if (ep14_1_rope == 5) {
- if (checkweight(6384,1) == 0) {
- mes "[Pitt]";
- mes "What are you, a professional mover?";
- mes "Stomping about with a ton of stuff on your back!";
- mes "I can't rest because of the noise!";
- mes "Throw away all that stuff!";
- close;
- }
- mes "[Pitt]";
- mes "I never imagined you'd find them all";
- mes "and piece them together.";
- mes "Is this a divine punishment...?";
- mes "Or Laphines' curse?";
- mes "Whew...";
- next;
- mes "[Pitt]";
- mes "That guide fellow,";
- mes "he opened the gate out";
- mes "when he was hit hard";
- mes "by the poison.";
- next;
- mes "[Pitt]";
- mes "When I was hesitating whether to take him with me,";
- mes "he handed me that letter and the ring.";
- mes "Laphines' jewelry...";
- mes "It's rumored that nobody could ever have it except Laphines,";
- mes "including the Gods themselves.";
- next;
- mes "[Pitt]";
- mes "So I had in my hands";
- mes "a treasure among treasures!";
- mes "How...! Just how on earth";
- mes "could I have let it pass through!";
- next;
- mes "[Pitt]";
- mes "I was going to leave this place";
- mes "as soon as I pulled myself together.";
- mes "But now I'm stuck here,";
- mes "affected by the poison myself.";
- next;
- mes "[Pitt]";
- mes "I'll give you the ring back,";
- mes "so please leave me alone!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Then where could Lope...?";
- next;
- mes "[Pitt]";
- mes "If he died near the exit of the forest,";
- mes "he must be somewhere around there,";
- mes "in whatever form he might be in.";
- changequest 1113,1114;
- ep14_1_rope = 6;
- getitem 6384,1; //Ring_Of_Lope
- close;
- } else if (ep14_1_rope == 6 || ep14_1_rope == 7) {
- mes "[Pitt]";
- mes "I'm a victim, too!";
- mes "So leave me alone! I beg you!";
- close;
- } else if (ep14_1_rope == 8) {
- mes "[Pitt]";
- mes "...";
- close;
- } else if (ep14_1_rope > 8) {
- mes "He's sleeping.";
- mes "He seems to be in a very deep sleep.";
- close;
- }
-}
-
-bif_fild01,132,338,3 script Lope#pa 4_M_FAIRYSOLDIER2,2,2,{
- if (ep14_1_rope < 8) {
- mes "[Suspicious Man]";
- mes "......";
- close;
- } else if (ep14_1_rope == 8) {
- donpcevent "Lope#pa::OnEnable";
- mes "[Suspicious Man]";
- mes "Aaaarrrrrggggghhhh!!!!!!";
- mes "I can't see anything.";
- mes "Who's there?";
- mes "Answer, or I'll take you as an enemy and kill you.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Euridi is looking for you.";
- next;
- mes "[Suspicious Man]";
- mes "......";
- next;
- mes "[Lope]";
- mes "Wraith, how can you be so harsh to me?";
- mes "I asked you to wipe the name off my mind";
- mes "in return for bearing the curse!";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Will you please calm down and listen to...";
- next;
- mes "[Lope]";
- mes "My desire to help";
- mes "led me to my death,";
- mes "And my desire to survive and take revenge";
- mes "led me to my rebirth.";
- mes "I will not side with life any more.";
- next;
- mes "[Lope]";
- mes "As soon as my transformation is over,";
- mes "I will punish you all with the bloody confusion of the Hazy Forest,";
- mes "which saved my life!";
- next;
- mes "You put the letter Euridi pieced together in Lope's hands.";
- next;
- mes "[Lope]";
- mes "...This is!";
- mes "I feel Euridi's touch.";
- mes "So the letter... was delivered to Euridi?";
- mes "This is unbelievable...";
- next;
- mes "[Lope]";
- mes "Deformed as I am now,";
- mes "I'm not her love any more.";
- mes "Go back, and tell her that Lope turned to dust";
- mes "on the ground of the Hazy Forest long ago.";
- next;
- mes "[Lope]";
- mes "Now go!";
- mes "This is my last request as a Laphine called Lope...";
- ep14_1_rope = 9;
- changequest 1115,1116;
- close;
- } else {
- mes "[Lope]";
- mes "Deformed as I am now,";
- mes "I'm not her love any more.";
- mes "Go back, and tell her that Lope turned to dust";
- mes "on the ground of the Hazy Forest long ago.";
- next;
- mes "[Lope]";
- mes "Now go!";
- mes "This is my last request as a Laphine called Lope...";
- next;
- mes "You see a ring glowing faintly on his left hand.";
- close;
- }
- end;
-OnEnable:
- setnpcdisplay "Lope#pa", 4_M_MUT1;
- end;
-OnDisable:
- disablenpc "Lope#pa";
- initnpctimer;
- end;
-OnReset:
- setnpcdisplay "Lope#pa", 4_M_FAIRYSOLDIER2;
- enablenpc "Lope#pa";
- end;
-OnTimer2000:
- donpcevent "Lope#pa::OnReset";
- stopnpctimer;
- end;
-OnTouch:
- mes "I see a suspicious man. Should I try talking to him?";
- next;
- switch(select("Leave him alone.:Talk to him.")) {
- case 1:
- donpcevent "Lope#pa::OnDisable";
- mes "[Suspicious Man]";
- mes "......";
- close;
- case 2:
- donpcevent "Lope#pa::OnDisable";
- if (ep14_1_rope == 7) {
- mes "[Suspicious Man]";
- mes ".";
- mes "...";
- mes "........!!!";
- next;
- mes "[Suspicious Man]";
- mes "Aaaaarrrrrggghh!!!!!";
- ep14_1_rope = 8;
- close;
- } else {
- mes "[Suspicious Man]";
- mes "......";
- close;
- }
- }
-}
-
-// Find the Research Tools :: ep14_1_muk
-//============================================================
-mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 500) {
- mes "^FF0000- Warning message -";
- mes "- Hang on there!! -";
- mes "- You have too many items -";
- mes "- to receive any more items. -";
- mes "- Please lighten your load -";
- mes "- and try again. -^000000";
- close;
- }
- // NPC disabled from 12am ~ 5am.
- if (gettime(3) >= 0 && gettime(3) < 5) {
- if (ep14_1_muk > 0) {
- mes "[Raffle Researcher]";
- mes "Don't humans sleep?";
- mes "People should be sleeping at this hour.";
- mes "Why on earth are you bothering me?";
- next;
- mes "[Raffle Researcher]";
- mes "I can't get any sleep because of you.";
- mes "I have to sleep for my research tomorrow.";
- mes "You should go sleep too.";
- close;
- } else {
- mes "Z z Z z";
- next;
- mes "^FF0000He appears to be asleep.^000000";
- close;
- }
- }
- if (ep14_1_muk == 0) {
- mes "[Raffle Researcher]";
- mes "Oh no~ My research tools...";
- mes "What...... What was it?";
- emotion e_sob;
- next;
- select("What is your business here?");
- mes "[Raffle Researcher]";
- mes "Hmm?";
- emotion e_what;
- next;
- mes "[Raffle Researcher]";
- mes "You're human...? Are you human...?";
- mes "You... came from the underworld?";
- next;
- mes "[Raffle Researcher]";
- mes "Human beings are incredible...";
- mes "You survived the crevice and made it here.";
- next;
- mes "[Raffle Researcher]";
- mes "... ... ...";
- next;
- mes "[Raffle Researcher]";
- mes "You, come here for a minute.";
- mes "It's a simple experiment, so there's no need to be afraid.";
- emotion e_gg;
- next;
- if(select("What a crazy Raffle. I must run away.:... ...") == 1) {
- mes "[Raffle Researcher]";
- mes "You said you had made it up from the Crevice,";
- mes "so I was wondering what race you were,";
- mes "but a mere human? How did you get up here?";
- emotion e_lv;
- close;
- }
- if (BaseLevel < 100) {
- mes "[Raffle Researcher]";
- mes "What... I thought a human who made it up from the Crevice";
- mes "would be extraordinary,";
- mes "but you're no more than a kid.";
- next;
- mes "[Raffle Researcher]";
- mes "Go hunt more ^000000Porings^000000";
- mes "and come back when your level is in the triple digits kid!";
- close;
- }
- mes "[Raffle Researcher]";
- mes "... ... ...";
- emotion e_dots;
- next;
- mes "[Raffle Researcher]";
- mes "You... You're not like the other humans.";
- mes "You're not running away...";
- next;
- mes "[Raffle Researcher]";
- mes "You've got some serious guts...";
- mes "Now I really want to do some experiments on you...";
- next;
- select("Well... that's... um...");
- mes "[Raffle Researcher]";
- mes "Ha ha... Just kidding...";
- mes "I'm a Raffle researcher,";
- mes "but I don't research humans.";
- mes "Actually, I have no idea";
- mes "what to research";
- mes "about humans...";
- next;
- select("Glad to hear that...");
- mes "[Raffle Researcher]";
- mes "That's that. You're not busy, are you?";
- mes "I'd like you to give me a hand...";
- next;
- select("Help him.:Help willingly.:Although you feel a little embarrassed, help anyhow.:Help with conviction.:Help adorably.:You're suspicious, but help anyhow.:You have no choice. Help him.");
- mes "[Raffle Researcher]";
- mes "I haven't met many humans";
- mes "but you clearly care about";
- mes "another person's hardship.";
- mes "You must be an ^FF0000extremely^000000 nice human.";
- emotion e_no1;
- next;
- mes "[Raffle Researcher]";
- mes "I'll save my thanks for time's sake.";
- mes "It's important, so please take care of it quickly.";
- mes "I can't proceed with the research because of it.";
- next;
- mes "[Raffle Researcher]";
- mes "Here at the Mora Inn,";
- mes "there's a very famous bath.";
- mes "If anybody, not just us Raffles,";
- mes "goes into the bath water";
- mes "their wounds will be healed instantly...";
- next;
- mes "[Raffle Researcher]";
- mes "So being a great researcher, I went into the bath";
- mes "to check it out further";
- mes "and... unfortunately...";
- next;
- mes "[Raffle Researcher]";
- mes "I was attacked by a mysterious creature,";
- mes "and I lost consciousness.";
- next;
- mes "[Raffle Researcher]";
- mes "When I woke up, I realized that";
- mes "my important research tools were missing...";
- mes "So I was at a loss for what to do.";
- next;
- mes "[Raffle Researcher]";
- mes "And here you are, a human,";
- mes "a brave, heroic human that arrived at Mora Village from the Crevice.";
- mes "Your willingness to help has really taken this load off of my mind.";
- next;
- select("... ... ...");
- mes "[Raffle Researcher]";
- mes "Please go to the bath house and retrieve my research tools.";
- mes "The sooner you get them back,";
- mes "the sooner I can get back to my research.";
- setquest 5016;
- ep14_1_muk = 1;
- next;
- mes "[Raffle Researcher]";
- mes "Have a safe trip.";
- emotion e_paper;
- close;
- } else if (ep14_1_muk == 1) {
- if (questprogress(5016) && countitem(6385) == 0) {
- mes "[Raffle Researcher]";
- mes "You're back? Where are my research tools?";
- emotion e_what;
- next;
- mes "[Raffle Researcher]";
- mes "You still haven't found the research tools?";
- mes "I'm disappointed. Get yourself to the bath";
- mes "and quickly retrieve my research tools";
- mes "taken away from me.";
- close;
- }
- mes "[Raffle Researcher]";
- mes "Wow!! You found the research tools...?";
- mes "You're quite capable.";
- mes "I really like how you handle your work.";
- next;
- mes "[Raffle Researcher]";
- mes "I like you.";
- mes "Do you want to work on my research with me?";
- mes "I could use your help here and there,";
- mes "until I'm done with this research.";
- next;
- select("As you wish.");
- mes "[Raffle Researcher]";
- mes "Great. Thanks, and when we're done,";
- mes "I'll pay you handsomely.";
- mes "Also, for every research project that's completed,";
- mes "I'll also give you some pocket money.";
- next;
- mes "[Raffle Researcher]";
- mes "Young Raffles these days... they are just plain stupid.";
- mes "I've always wanted a capable research assistant,";
- mes "but it hasn't been easy to find one.";
- next;
- if (checkweight(6380,1) == 0) {
- mes "[Raffle Researcher]";
- mes "By the way... Was it that difficult to";
- mes "reclaim the research tools?";
- mes "You're carrying some very heavy looking equipment.";
- mes "Go lighten your load, and I'll pay you for your work.";
- close;
- }
- mes "[Raffle Researcher]";
- mes "It must've been hard work to retrieve the tools.";
- mes "Why don't you take this and go to the inn";
- mes "and rest up? There's nothing for you to do right now.";
- delitem 6385,1; //Research_Tool_Bag
- ep14_1_muk = 2;
- getitem 6380,1; //Mora_Coin
- erasequest 5016;
- close;
- } else if (ep14_1_muk == 2) {
- // Unofficial check, but it's needed here.
- if (questprogress(5029,PLAYTIME) == 1) {
- mes "[Raffle Researcher]";
- mes "It must've been hard work to retrieve the tools.";
- mes "Why don't you take this and go to the inn";
- mes "and rest up? There's nothing for you to do right now.";
- close;
- }
- switch(rand(1,5)) {
- case 1:
- mes "[Raffle Researcher]";
- mes "I'm still preparing for the research.";
- mes "Unfortunately a few research tools";
- mes "were damaged.";
- emotion e_an;
- close;
- case 2:
- mes "[Raffle Researcher]";
- mes "Come to think of it, I don't think";
- mes "I told you my name.";
- next;
- mes "[Raffle Researcher]";
- mes "My name is Inffle. If anybody";
- mes "asks you who you are working with,";
- mes "you can say ^0000FFI'm working with Researcher Inffle.^000000";
- mes "That's why I'm telling you my name.";
- emotion e_ok;
- close;
- case 3:
- mes "[Raffle Researcher]";
- mes "Why? The inn is closed?";
- mes "That's strange, it shouldn't be.";
- mes "Why don't you go try again?";
- emotion e_what;
- close;
- case 4:
- break;
- case 5:
- mes "[Raffle Researcher]";
- mes "Darn, I get more worked up the more I think about it.";
- mes "It's not like I went with bad intentions...";
- mes "I just wanted to do some research...";
- mes "Can't believe I got attacked...";
- mes "I just can't believe it...";
- mes "What do you think?";
- emotion e_an;
- close;
- }
- mes "[Raffle Researcher]";
- mes "Good thing you're here.";
- next;
- mes "[Raffle Researcher]";
- mes "I've been thinking about";
- mes "the unidentified creature in the bath.";
- mes "He's quite the little devil, to take research tools,";
- mes "which are as important to a researcher as his life...";
- next;
- mes "[Raffle Researcher]";
- mes "A research assistant's job";
- mes "is to make sure that the researcher can focus on his research";
- mes "And not have to worry about anything else... VERY! Important.";
- next;
- mes "[Raffle Researcher]";
- mes "I'd like you to take my revenge";
- mes "on the unidentified creature for me...";
- next;
- mes "[Raffle Researcher]";
- mes "I don't even want anything that drastic.";
- mes "3 times! Go bully him for just 3 times.";
- mes "You can draw on his face,";
- mes "pinch him, tickle him,";
- mes "whatever you want. Just bully him 3 times.";
- ep14_1_muk = 3;
- setquest 5017;
- close;
- } else if (ep14_1_muk < 6) {
- mes "[Raffle Researcher]";
- mes "How's the work going?";
- mes "An assistant has to work swiftly and effectively.";
- mes "Could it be that you have forgotten";
- mes "what your task is?";
- next;
- select("Exactly. What should I do?");
- mes "[Raffle Researcher]";
- mes "Go bully the unidentified creature";
- mes "just 3 times.";
- mes "You can draw on his face,";
- mes "pinch him, tickle him, or whatever.";
- mes "Bully him 3 times.";
- emotion e_gg;
- close;
- } else if (ep14_1_muk == 6) {
- mes "[Raffle Researcher]";
- mes "So you taught him a lesson? Great. I feel avenged!";
- emotion e_heh;
- next;
- mes "[Raffle Researcher]";
- mes "For a while, I couldn't sleep";
- mes "because I couldn't stop thinking about the lost research tools.";
- next;
- mes "[Raffle Researcher]";
- mes "That's that! We need to begin the bath research now.";
- mes "I need to finish the research quickly,";
- mes "so that I can start on a new topic.";
- next;
- mes "[Raffle Researcher]";
- mes "Go to the bath water";
- mes "with the sample tube that I give you,";
- mes "and gather some samples.";
- next;
- mes "[Raffle Researcher]";
- mes "Look around the bath water,";
- mes "and you will find an area emitting a distinct aura.";
- mes "You can collect the samples";
- mes "from that area.";
- next;
- if (MaxWeight - Weight < 100 || checkweight(1092,10) == 0) {
- mes "[Raffle Researcher]";
- mes "You are carrying too much weight.";
- mes "I can't give you the sample tube.";
- mes "Why don't you lighten your load and come back?";
- close;
- }
- mes "[Raffle Researcher]";
- mes "Here is the sample tube for collecting.";
- mes "Go and collect 10 samples!";
- ep14_1_muk = 7;
- getitem 1092,10; //Empty_Cylinder
- erasequest 5018;
- setquest 5019;
- close;
- } else if (ep14_1_muk == 7) {
- if (questprogress(5019) && countitem(6386) < 10) {
- mes "[Raffle Researcher]";
- mes "Have you collected the samples yet?";
- mes "Please hurry up.";
- next;
- mes "[Raffle Researcher]";
- mes "Look around the bath water,";
- mes "and you will find an area emitting a distinct aura.";
- mes "You can collect the samples";
- mes "from that area.";
- close;
- }
- if (checkweight(6380,1) == 0) {
- mes "[Raffle Researcher]";
- mes "I know that you've done a lot...";
- mes "but you are carrying too many things.";
- mes "Even though I want to give you pocket money, I can't.";
- mes "Could you lighten your load and come back?";
- close;
- }
- mes "[Raffle Researcher]";
- mes "You got the bath water sample. Great job.";
- next;
- mes "[Raffle Researcher]";
- mes "I'll have to run a few tests";
- mes "with the bath water samples.";
- mes "It usually takes about 24 hours.";
- mes "Why don't you come back then?";
- delitem 6386,10; //Bathtub_R_Sample
- getitem 6380,1; //Mora_Coin
- ep14_1_muk = 8;
- erasequest 5019;
- setquest 5020;
- close;
- } else if (ep14_1_muk == 8) {
- if (questprogress(5020,PLAYTIME) == 1) {
- mes "[Raffle Researcher]";
- mes "The basic tests have not been completed yet.";
- mes "There's nothing for you to do now.";
- mes "Go for a walk.";
- mes "Spend some money that I gave you.";
- close;
- }
- mes "[Raffle Researcher]";
- mes "The basic tests are done.";
- mes "As I thought...";
- mes "There were many interesting substances in the bath water.";
- emotion e_ho;
- next;
- mes "[Raffle Researcher]";
- mes "The most notable is this unidentifiable DNA.";
- mes "I didn't have a chance to compare it to a lot of DNA samples,";
- mes "but I'm pretty sure that this DNA";
- mes "has been transformed by the mysterious substances of the bath.";
- next;
- mes "[Raffle Researcher]";
- mes "After much thought,";
- mes "I concluded that this DNA probably belongs to";
- mes "the unidentified creature that attacked me.";
- next;
- if (rand(2)) {
- .@str$ = "teeth";
- .@quest = 5021;
- } else {
- .@str$ = "scales";
- .@quest = 5022;
- }
- mes "[Raffle Researcher]";
- mes "I'd better compare the two.";
- mes "Please return to the bath";
- mes "and look for the creature's "+.@str$+".";
- mes "If you can, please bring me 10 of them.";
- ep14_1_muk = 9;
- erasequest 5020;
- setquest .@quest;
- close;
- } else if (ep14_1_muk == 9) {
- if (questprogress(5021) || questprogress(5022)) {
- if (questprogress(5021)) {
- .@quest = 5021;
- .@item = 6387; //Teeth_Sample
- setarray .@str$[0],"tooth","teeth";
- } else {
- .@quest = 5022;
- .@item = 6388; //Scale_Sample
- setarray .@str$[0],"scale","scales";
- }
- if (countitem(.@item) < 10) {
- mes "[Raffle Researcher]";
- mes "Haven't you found the unidentified creature's "+.@str$[1]+" yet?";
- mes "Look carefully!";
- mes "I'm certain that the creature";
- mes "dropped his "+.@str$[1]+" somewhere.";
- close;
- }
- mes "[Raffle Researcher]";
- mes "You've collected all the "+.@str$[0]+" samples, finally.";
- mes "As humans say,";
- mes "I've been waiting forever for them.";
- next;
- if (checkweight(6380,1) == 0) {
- mes "[Raffle Researcher]";
- mes "I know that you've done a lot...";
- mes "but you are carrying too many things.";
- mes "Even though I want to give you pocket money, I can't.";
- mes "Could you lighten your load and come back?";
- close;
- }
- mes "[Raffle Researcher]";
- mes "OK, I'll get to work right away.";
- mes "If you have any business to attend to, do so.";
- mes "The DNA analysis takes about 6 hours.";
- mes "Why don't you go for a walk";
- mes "and come back then?";
- delitem .@item,10;
- getitem 6380,1; //Mora_Coin
- erasequest .@quest;
- setquest 5023;
- close;
- } else if (questprogress(5023,PLAYTIME) == 1) {
- mes "[Raffle Researcher]";
- mes "I'm still analyzing the DNA.";
- mes "The DNA analysis takes about 6 hours.";
- mes "Why don't you go for a walk and come back then?";
- close;
- } else {
- switch(rand(1,6)) {
- case 1:
- case 3:
- .@quest = 5021;
- .@item = 6387; //Teeth_Sample
- setarray .@str$[0],"tooth","teeth";
- break;
- case 2:
- case 4:
- .@quest = 5022;
- .@item = 6388; //Scale_Sample
- setarray .@str$[0],"scale","scales";
- break;
- case 5:
- case 6:
- break;
- }
- if (.@quest) {
- mes "[Raffle Researcher]";
- mes "This is not it.";
- mes "The samples that you collected belonged to a normal species.";
- emotion e_swt2;
- next;
- mes "[Raffle Researcher]";
- mes "Must be because so many species of creatures";
- mes "have been in the bath.";
- next;
- mes "[Raffle Researcher]";
- mes "I'm sorry, but please re-collect the samples.";
- mes "This time, the "+.@str$[1]+"... Yes.";
- mes "Please bring the "+.@str$[0]+" samples.";
- erasequest 5023;
- setquest .@quest;
- close;
- }
- mes "[Raffle Researcher]";
- mes "Great! These samples are surely";
- mes "from the mysterious creature.";
- next;
- mes "[Raffle Researcher]";
- mes "According to the analysis,";
- mes "The DNA is a mutant form of fish DNA.";
- mes "I'm not sure how long this creature";
- mes "has lived in the bath,";
- mes "but this DNA is 70% evolved";
- mes "from the original fish DNA.";
- next;
- mes "[Raffle Researcher]";
- mes "Where did this fish come from?";
- mes "How can it survive in the warm bath water?";
- mes "After the DNA analysis,";
- mes "my head is filled with even more questions.";
- next;
- mes "... ... ... ... ...";
- emotion e_dots;
- emotion e_dots,1;
- next;
- mes "[Raffle Researcher]";
- mes "The village elders say";
- mes "that the bath water comes from";
- mes "the puddles around the village.";
- next;
- callsub L_CheckWeight;
- mes "[Raffle Researcher]";
- mes "If you get me a sample from the puddle";
- mes "to the east, at 2 o'clock from here,";
- mes "I'll tell you what to do next.";
- next;
- mes "[Raffle Researcher]";
- mes "You probably don't need to run around";
- mes "like you did collecting";
- mes "the bath water samples.";
- ep14_1_muk = 10;
- getitem 1092,1; //Empty_Cylinder
- erasequest 5023;
- setquest 5024;
- next;
- mes "[Raffle Researcher]";
- mes "If you get all 4 puddle samples at once";
- mes "it may be more convenient. However,";
- mes "there's the risk of samples being damaged or mixed up.";
- mes "Therefore, I'm going to send you one place at a time. Good luck.";
- close;
- }
- } else if (ep14_1_muk == 10) {
- if (countitem(6389) == 0) {
- mes "[Raffle Researcher]";
- mes "You still haven't gone to collect the puddle sample?";
- mes "Go to the puddle to the east of the village,";
- mes "and collect a sample.";
- mes "It's going to be at 2 o'clock from here.";
- close;
- }
- mes "[Raffle Researcher]";
- mes "You have the sample from the puddle to the east?";
- mes "Great job, but it's no time to rest -";
- mes "the research is almost done.";
- next;
- callsub L_CheckWeight;
- mes "[Raffle Researcher]";
- mes "Get me a sample from the puddle from the west.";
- mes "It's not completely to the west...";
- mes "The puddle should be at 7 o'clock";
- mes "from the village.";
- delitem 6389,1; //Puddle_R_Sample
- ep14_1_muk = 11;
- getitem 1092,1; //Empty_Cylinder
- changequest 5024,5025;
- next;
- mes "[Raffle Researcher]";
- mes "Take care not to damage the sample.";
- mes "Good luck!";
- close;
- } else if (ep14_1_muk == 11) {
- if (countitem(6389) == 0) {
- mes "[Raffle Researcher]";
- mes "You still haven't gone to collect the puddle sample?";
- mes "Go to the puddle to the west of the village,";
- mes "and collect a sample.";
- mes "It's going to be at 7 o'clock from here.";
- close;
- }
- mes "[Raffle Researcher]";
- mes "You have the sample from the puddle to the west?";
- mes "Great job, but it's no time to rest -";
- mes "the research is almost done.";
- next;
- callsub L_CheckWeight;
- mes "[Raffle Researcher]";
- mes "Get me a sample from the puddle from the south.";
- mes "The puddle to the south";
- mes "should be... at 6 o'clock from here.";
- delitem 6389,1; //Puddle_R_Sample
- ep14_1_muk = 12;
- getitem 1092,1; //Empty_Cylinder
- changequest 5025,5026;
- next;
- mes "[Raffle Researcher]";
- mes "I can't emphasize this enough, even if I did it 1000000000000000000000 times.";
- mes "Please take care that";
- mes "the sample is not damaged.";
- close;
- } else if (ep14_1_muk == 12) {
- if (countitem(6389) == 0) {
- mes "You still haven't gone to collect the puddle sample?";
- mes "Get me a sample from the puddle from the south.";
- mes "The puddle to the south is located";
- mes "at 6 o'clock from here.";
- next;
- mes "[Raffle Researcher]";
- mes "You know what I'm going to say?";
- mes "Be careful.";
- close;
- }
- mes "[Raffle Researcher]";
- mes "You have the sample from the puddle to the south?";
- mes "Now only the puddle to the north";
- mes "remains to be sampled.";
- next;
- callsub L_CheckWeight;
- mes "[Raffle Researcher]";
- mes "Please get me the sample from the puddle to the north.";
- mes "It's not completely to the north.";
- mes "it's at 11 o'clock from the village.";
- delitem 6389,1; //Puddle_R_Sample
- ep14_1_muk = 13;
- getitem 1092,1; //Empty_Cylinder
- changequest 5026,5027;
- next;
- mes "[Raffle Researcher]";
- mes "You know what I'm going to say?";
- mes "Be careful.";
- close;
- } else if (ep14_1_muk == 13) {
- if (countitem(6389) == 0) {
- mes "[Raffle Researcher]";
- mes "You still haven't gone to collect the puddle sample?";
- mes "Please get me a sample from the puddle to the north.";
- mes "It's not exactly north of the village.";
- mes "The puddle should be located at 11 o'clock";
- mes "from the village.";
- close;
- }
- mes "[Raffle Researcher]";
- mes "You brought the last sample from the puddle from the north.";
- mes "Great work. You've done really well.";
- next;
- mes "[Raffle Researcher]";
- mes "Now, I'm going to do some research";
- mes "with these samples,";
- mes "looking at the relationship between";
- mes "these puddles and the bath.";
- next;
- if (checkweight(6380,4) == 0) {
- mes "[Raffle Researcher]";
- mes "I know that you've done a lot...";
- mes "but you are carrying too many things.";
- mes "Even though I want to give you pocket money, I can't.";
- mes "Could you lighten your load and come back?";
- close;
- }
- mes "[Raffle Researcher]";
- mes "If I finish this experiment...";
- mes "There's probably nothing else to do. While I run the experiment,";
- mes "why don't you go and entertain yourself?";
- delitem 6389,1; //Puddle_R_Sample
- ep14_1_muk = 14;
- getitem 6380,4; //Mora_Coin
- erasequest 5027;
- setquest 5028;
- next;
- mes "[Raffle Researcher]";
- mes "Comparison of the samples and the bath water";
- mes "will take about 12 hours.";
- close;
- } else if (ep14_1_muk == 14) {
- if (questprogress(5028,PLAYTIME) == 1) {
- mes "[Raffle Researcher]";
- mes "What? You're here? Well...";
- next;
- mes "[Raffle Researcher]";
- mes "But the sample studies have not been finished.";
- mes "This is an experiment for the final result,";
- mes "so don't be too hasty.";
- mes "I think the research will take about 12 hours.";
- next;
- mes "[Raffle Researcher]";
- mes "Come back then.";
- close;
- }
- mes "[Raffle Researcher]";
- mes "You're here? Finally,";
- mes "the experiment results are all in.";
- mes "Do you want to look at the results?";
- next;
- switch(select("Actually, I don't want to.:Look at the results.")) {
- case 1:
- mes "[Raffle Researcher]";
- mes "Good thinking. Actually, it may hurt";
- mes "regular people's brains to look at it.";
- mes "I suppose it's time for your reward";
- mes "for helping me out so much.";
- next;
- mes "[Raffle Researcher]";
- mes "Did I talk to you about the reward before the experiment?";
- mes "That you won't be sorry that you helped out...";
- next;
- break;
- case 2:
- mes "[Raffle Researcher]";
- mes "You're curious about the results? Really???";
- mes "OK, here it is.";
- next;
- callsub L_ShowReport;
- mes "[Raffle Researcher]";
- mes "There are no volcanoes around the area";
- mes "and no record of volcanoes in the past,";
- mes "but the water temperature is that high...";
- mes "Isn't it surprising?";
- next;
- mes "[Raffle Researcher]";
- mes "The ingredients are... yes.";
- mes "There are certainly substances that are beneficial for you humans.";
- mes "But, there are also substances";
- mes "that are fatal to us Raffles,";
- mes "or other races.";
- next;
- mes "[Raffle Researcher]";
- mes "And if you look at the electric conductivity,";
- mes "it is quite higher than that of the average water.";
- mes "My theory is that";
- mes "this must be the cause of the mysterious power.";
- mes "That's what I'm thinking about.";
- mes "Anyhow.";
- next;
- mes "[Raffle Researcher]";
- mes "There is something at work that science cannot explain";
- mes "in the bath water...";
- mes "Take the unidentified creature, for instance.";
- mes "How strange is it that a fish can live";
- mes "in such warm water?";
- next;
- mes "[Raffle Researcher]";
- mes "I'm not satisfied with the research results and conclusions.";
- mes "I guess in the end,";
- mes "it will remain a mystery...";
- next;
- mes "[Raffle Researcher]";
- mes "I suppose it's time for your reward";
- mes "for helping me out so much.";
- next;
- mes "[Raffle Researcher]";
- mes "Did I talk to you about the reward before the experiment?";
- mes "That you won't be sorry that you helped out...";
- next;
- break;
- }
- mes "[Raffle Researcher]";
- mes "I was thinking about what you would want";
- mes "for your reward... and I felt";
- mes "a little... sad.";
- next;
- mes "[Raffle Researcher]";
- mes "... ... ... ...";
- next;
- mes "[Raffle Researcher]";
- mes "During our short time here together working on these projects,";
- mes "I sent you all over the place.";
- mes "It must've been hard, but you didn't complain at all.";
- mes "And unlike some of the other guys I've had,";
- mes "you never skipped work.";
- next;
- mes "[Raffle Researcher]";
- mes "I suppose I've grown fond of you,";
- mes "so that it saddens me to say goodbye...";
- next;
- mes "[Raffle Researcher]";
- mes "But thank you anyhow. I've been researching for a while,";
- mes "but I've never met such an excellent research assistant as you.";
- next;
- if (MaxWeight - Weight < 100 || checkweight(1092,1) == 0) {
- mes "[Raffle Researcher]";
- mes "Hmm? By the way...";
- mes "You are carrying too much weight.";
- mes "Could it be because you are also sad";
- mes "about parting ways?";
- next;
- mes "[Raffle Researcher]";
- mes "With this weight, I can't give you a reward!";
- close;
- }
- mes "[Raffle Researcher]";
- mes "The best research assistant in my life...";
- mes "is you, "+strcharinfo(0)+"!!!";
- ep14_1_muk = 15;
- completequest 5028;
- getexp 1000000,4000000;
- getitem 6380,30; //Mora_Coin
- next;
- mes "[Raffle Researcher]";
- mes "If we happen to run into each other again,";
- mes "let's work on a research project once more.";
- close;
- } else if (ep14_1_muk == 15) {
- mes "[Raffle Researcher]";
- mes "Hmm? No?... What are you doing here?";
- next;
- mes "[Raffle Researcher]";
- mes "Could it be that you suddenly want to look at";
- mes "the research report???";
- next;
- switch(select("Look at the report.:I came to say hello.")) {
- case 1:
- mes "[Raffle Researcher]";
- mes "Haven't I shown it to you before?";
- next;
- mes "[Raffle Researcher]";
- mes "... ... ... ...";
- emotion e_dots;
- next;
- mes "[Raffle Researcher]";
- mes "Maybe I haven't shown you.";
- mes "Sorry about that. So you wanted to see it so badly";
- mes "that you came back to see me?";
- mes "Great! Here it is.";
- next;
- while(1) {
- callsub L_ShowReport;
- mes "[Raffle Researcher]";
- mes "This concludes the report of";
- mes "Mora Village's mysterious bath.";
- mes "You want to look again?";
- emotion e_what;
- next;
- switch(select("Look again.:Don't look again.")) {
- case 1:
- mes "[Raffle Researcher]";
- mes "Sure... As you wish!!";
- next;
- break;
- case 2:
- mes "[Raffle Researcher]";
- mes "Goodbye. Come by any time,";
- mes "if you want to look at the results again.";
- mes "You're always welcome here.";
- close;
- }
- }
- case 2:
- mes "[Raffle Researcher]";
- mes "Oh, You came to say hi. I see.";
- mes "Long time no see, "+strcharinfo(0)+".";
- next;
- mes "[Raffle Researcher]";
- mes "I've been telling you that I lucked out in picking you as my research assistant.";
- mes "Come by any time,";
- mes "if you want to look at the results again.";
- mes "You're always welcome here.";
- close;
- }
- } else {
- mes "[Raffle Researcher]";
- mes "Hmm? I'm Researcher Inffle.";
- mes "Who are you?";
- close;
- }
- end;
-L_ShowReport:
- mes "[Experimental Results]";
- mes "*** Researcher - Inffle";
- mes "*** Research Assistant - "+strcharinfo(0);
- mes " ";
- mes "<Research topic>";
- mes "*** Bath of Mora Village";
- 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 "<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 "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 "3. Research on the puddles around the village";
- mes "From the four puddles around the village,";
- mes "confirmed that the testing substances were";
- mes "distributed evenly across the puddles.";
- mes "It is thought that the four puddles";
- mes "combine and result in";
- mes "the mysterious power.";
- mes " ";
- mes "<Material analysis>";
- mes "*** Temperature ***** 33.5¡Æ";
- mes "*** PH ************ 9.8";
- mes "*** Solid residues *** 176";
- mes "*** K+ ************ 0,23";
- mes "*** Ca++ ********** 1.83";
- mes "*** Cl- *********** 26.2";
- mes "*** HCO3- ********* 31.0";
- mes "*** H2S *********** 1.7";
- mes "*** Na++ ********** 51.9";
- mes "*** Mg+ *********** 0.03";
- mes "*** SO4- ********** 5.0";
- mes "*** F ************* 12.8";
- mes "*** SiO2 ********** 23.9";
- mes "*** Li ************ 0.06";
- mes "*** CO3+ ********** 22.8";
- mes "*** Sr ************ 0.04";
- mes "*** Ge ************ 0.004";
- mes "*** T-solids ****** 165";
- mes "*** Electric conductivity **** 500";
- mes "*** Longitude ********** 4.6";
- next;
- return;
-L_CheckWeight:
- if (MaxWeight - Weight < 100 || checkweight(1092,1) == 0) {
- mes "[Raffle Researcher]";
- mes "You are carrying too much weight.";
- mes "I can't give you the sample tube.";
- mes "Why don't you lighten your load and come back?";
- close;
- }
- return;
-}
-
-mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{
- if (checkweight(1201,1) == 0 || MaxWeight - Weight < 500) {
- mes "^FF0000- Warning message -";
- mes "- Hang on there!! -";
- mes "- You have too many items -";
- mes "- to receive any more items. -";
- mes "- Please lighten your load -";
- mes "- and try again. -^000000";
- close;
- }
- if (BaseLevel < 100) {
- mes "Something looks at you from head to toe, and disappears, mocking you.";
- close2;
- donpcevent "Black Shadow#ep14_muk::OnDisable";
- end;
- }
- .@playtime = questprogress(5029,PLAYTIME);
- if (.@playtime == 1) {
- mes "You see a dark hole. As you show interest, something disappears quickly into the dark hole.";
- close2;
- donpcevent "Black Shadow#ep14_muk::OnDisable";
- end;
- } else if (.@playtime == 2)
- erasequest 5029;
- if (ep14_1_goki == 30) {
- if (!questprogress(5030) && !questprogress(5031) && !questprogress(5032) && !questprogress(5033) && !questprogress(5034)) {
- mes "[Unidentified creature]";
- mes "Arrgghh!!!";
- mes "Why you bother me.";
- mes "You stop bullying me.";
- next;
- if(select("Bully anyway.:I'll stop.") == 1) {
- emotion e_sob;
- ep14_1_goki = 0;
- close2;
- donpcevent "Black Shadow#ep14_muk::OnDisable";
- end;
- }
- mes "[Unidentified creature]";
- mes "You... Good.";
- mes "Everybody calls me monster.";
- mes "Hit me. Bully. Me tired.";
- next;
- mes "[Fishee]";
- mes "My name Fishee.";
- mes "Dad name me.";
- next;
- mes "... ... ... ... ...";
- next;
- mes "He appears to be rambling.";
- next;
- mes "[Fishee]";
- mes "Bully. Fun. Every day.";
- mes "I talk. Still bully.";
- next;
- mes "[Fishee]";
- mes "You... Good. Help Fishee?";
- next;
- if(select("Don't help.:Help.") == 1) {
- emotion e_sob;
- ep14_1_goki = 0;
- close2;
- donpcevent "Black Shadow#ep14_muk::OnDisable";
- end;
- }
- mes "[Fishee]";
- mes "You good. Good!";
- next;
- mes "[Fishee]";
- mes "Me didn't live here.";
- mes "Me lived puddle.";
- mes "Puddle. Live there.";
- next;
- mes "[Fishee]";
- mes "Me sleep weird.";
- mes "Wake up one day.";
- mes "Here, bath.";
- next;
- mes "[Fishee]";
- mes "Don't know how go home.";
- mes "Me just live here.";
- mes "Grow big. Hole small.";
- mes "Can't get in.";
- next;
- mes "[Fishee]";
- mes "Me miss family. Me want to see family.";
- mes "You good. How my family do.";
- mes "Bring me. Good.";
- next;
- select("How would I know who is your family?");
- mes "[Fishee]";
- mes "Us fish stupid.";
- mes "Stupid. But know family name.";
- next;
- mes "[Fishee]";
- mes "Family know name Fishee. Family come.";
- next;
- mes "[Fishee]";
- mes "Please. In puddle.";
- mes "You tell me my family do okay.";
- setquest 5030+rand(4); //5030,5031,5032,5033
- close;
- } else if (questprogress(5030) || questprogress(5031) || questprogress(5032) || questprogress(5033)) {
- mes "[Fishee]";
- mes "Please. In puddle.";
- mes "You tell me my family do okay.";
- next;
- mes "[Fishee]";
- mes "You forgot me name?";
- next;
- if(select("Please tell me your name again!:I know your name.") == 1) {
- mes "[Fishee]";
- mes "Your memory, like fish.";
- mes "Stupid. I talk.";
- mes "My name Fishee, Fishee!!";
- next;
- }
- mes "[Fishee]";
- mes "Please. In puddle.";
- mes "You tell me my family do okay.";
- close;
- } else if (questprogress(5034) == 1) {
- if (MaxWeight - Weight < 100 || checkweight(5792,1) == 0) {
- mes "[Fishee]";
- mes "You have lots.";
- mes "I give. To you.";
- mes "Empty bag. Come back.";
- close;
- }
- mes "[Fishee]";
- mes "You told me my family ok. Thank you.";
- mes "I know thank you. Fish.";
- mes "Re... Don't know word.";
- next;
- select("Perhaps... Reward??");
- mes "[Fishee]";
- mes "Yes. That. You good.";
- mes "Smart. Give you reward.";
- mes "I know thank you. Fish.";
- next;
- mes "[Fishee]";
- mes "This, I got from bath.";
- mes "No. Someone left it.";
- mes "... ... Good guy. I give you.";
- completequest 5034;
- getitem 5792,1; //Fish_Pin
- close;
- } else if (questprogress(5034) == 2) {
- mes "[Fishee]";
- mes "You... I saw. Feeling. I saw. Feeling.";
- mes "You... Name?";
- next;
- input .@inputstr$;
- mes "[Fishee]";
- mes .@inputstr$+" do.";
- mes "No know. No remember..";
- mes "Who.. you... are?";
- close;
- }
- }
- .@weapon$ = ((getequipisequiped(EQI_HAND_R))?getequipname(EQI_HAND_R):"Bare handed");
- .@pc_hp = 200;
- .@npc_hp = 200;
- setarray .@skills$[0],"Midsection punch","Headbutt","Wiggle wiggle","Screw punch","Mumble muble";
- mes "The unidentified creature is attacking. What will you do?";
- next;
- while(1) {
- switch(select("Attack with a weapon.:Attack using a skill.:Attack using teeth.:Run away in fear.")) {
- case 1: // Weapon
- .@p_damage = 10;
- .@pc_attack = rand(1,10);
- mes "["+strcharinfo(0)+"'s Attack]";
- switch(.@pc_attack) {
- // Miss.
- case 3:
- mes "You attempt to attack with your recent expensive purchase ^FF0000["+.@weapon$+"]^000000, but the unidentified creature rapidly dodged.";
- break;
- case 6:
- mes "By mistake, you use ^FF0000["+.@weapon$+"]^000000 that Holgren has thrown your way to attack the unidentified creature, but the creature foresaw the attack and dodged.";
- break;
- case 9:
- mes "You use your precious ^FF0000[+"+.@weapon$+"+]^000000 to attack the unidentified creature, but the creature pulled back and dodged your attack.";
- break;
- // Hit.
- default:
- specialeffect EF_HIT1;
- .@npc_hp -= .@p_damage;
- switch(.@pc_attack) {
- case 1: .@str$ = "With your precious ^FF0000["+.@weapon$+"]^000000, you attacked the unidentified creature. The weapon pierced the creature's body."; break;
- case 2: .@str$ = "By mistake, you use ^FF0000["+.@weapon$+"]^000000 that Holgren has thrown your way to attack the unidentified creature. With a thud, the unidentified creature's body is swaying."; break;
- case 4: .@str$ = "You attempt to attack with your recent expensive purchase ^FF0000["+.@weapon$+"]^000000. You hit the unidentified creature's body with a thud."; break;
- case 5: .@str$ = "You use a borrowed ^FF0000["+.@weapon$+"]^000000 to attack the unidentified creature, but the weapon slipped. But the weapon flies off and pierces the creature's body."; break;
- case 7: .@str$ = "With your precious ^FF0000["+.@weapon$+"]^000000, you attacked the unidentified creature. It was as if the weapon was part of your body."; break;
- case 8: .@str$ = "You use your lucky ^FF0000["+.@weapon$+"]^000000 to attack the unidentified creature."; break;
- case 10: .@str$ = "You use a friend's ^FF0000["+.@weapon$+"]^000000 to attack the unidentified creature."; break;
- }
- mes .@str$+" ^FF0000["+.@p_damage+"]^000000 damage inflicted.";
- break;
- }
- next;
- break;
- case 2: // Skill
- .@p_damage = 20;
- .@pc_attack = rand(1,6);
- .@skillname$ = .@skills$[rand(5)];
- mes "["+strcharinfo(0)+"'s Attack]";
- switch(.@pc_attack) {
- // Miss.
- case 2:
- mes "You use skill ^0000FF["+.@skillname$+"]^000000 but you couldn't concentrate, and failed to use the skill properly.";
- break;
- case 4:
- mes "You use skill ^0000FF["+.@skillname$+"]^000000 with all your might, but the unidentified creature dodged lightly and mocked you.";
- break;
- case 6:
- mes "You use skill ^0000FF["+.@skillname$+"]^000000 to attack the creature, but he got out of sight and you failed to use the skill.";
- break;
- // Hit.
- default:
- specialeffect EF_BASH;
- .@npc_hp -= .@p_damage;
- switch(.@pc_attack) {
- case 1: .@str$ = "With an attack so fast and furious, the creature is too stunned to move."; break;
- case 3: .@str$ = "The creature dodged, but you foresaw his movements and targeted accurately."; break;
- case 5: .@str$ = "Your skill flew in a perfect parabola and hit the creature exactly."; break;
- }
- mes "You use skill ^0000FF["+.@skillname$+"]^000000 to attack the unidentified creature. "+.@str$+" ^FF0000["+.@p_damage+"]^000000 damage inflicted.";
- break;
- }
- next;
- break;
- case 3: // Tooth
- .@p_damage = 50;
- .@pc_attack = rand(1,10);
- mes "["+strcharinfo(0)+"'s Attack]";
- if (.@pc_attack == 4 || .@pc_attack == 7) {
- specialeffect EF_HIT1;
- .@npc_hp -= .@p_damage;
- mes "You use your well-groomed teeth to bite the unidentified creature hard until your teeth sink into its flesh. ^FF0000["+.@p_damage+"]^000000 damage inflicted.";
- } else
- mes "You use your steel-like teeth to bite the unidentified creature, but the frightened creature dodged. He stares at you with strange eyes.";
- next;
- break;
- case 4: // Run
- mes "You get scared of the unidentified creature, and attempt to run.";
- next;
- mes "["+strcharinfo(0)+"'s Escape]";
- if (rand(1,2) == 1) {
- mes "Fortunately, the unidentified creature did not come after you.";
- close;
- } else {
- mes "When you attempt to run away, the unidentified creature sees you and attacks. You fail to escape.";
- next;
- specialeffect2 EF_HIT1;
- mes "The creature slams you with its tail. It's so painful that a tear rolls out of your eyes. ^FF000010^000000 damaged received.";
- .@pc_hp -= 10;
- next;
- // Unofficial check, but it's needed here.
- callsub L_CheckPCAlive, .@pc_hp;
- }
- break;
- }
- if (.@npc_hp <= 0) {
- mes "You won. The unidentified creature is unconscious.";
- next;
- if (questprogress(5016) && countitem(6385) == 0) {
- mes "What will you do?";
- next;
- select("Look for the research tools.");
- if (checkweight(6385,1) == 0) {
- mes "You attempted to look for the research tools,";
- mes "but you are carrying too many things.";
- mes "You'd better lighten your load";
- mes "and come back.";
- close2;
- donpcevent "Black Shadow#ep14_muk::OnDisable";
- end;
- }
- mes "Found Researcher Raffle's ^0000FF Research tool ^000000.";
- ep14_1_goki += 1;
- getitem 6385,1; //Research_Tool_Bag
- setquest 5029;
- next;
- mes "The creature wakes up and disappears into the dark hole.";
- close2;
- donpcevent "Black Shadow#ep14_muk::OnDisable";
- end;
- } else if (questprogress(5017)) {
- mes "How will you bully the creature?";
- next;
- input .@inputstr$;
- mes "You do ^0000FF"+.@inputstr$+"^000000 to bully the unidentified creature.";
- next;
- setquest 5029;
- switch(ep14_1_muk) {
- case 3:
- mes "You bully the unidentified creature. This is kind of fun.";
- break;
- case 4:
- mes "You bully the unidentified creature for the second time. It's definitely entertaining.";
- break;
- case 5:
- mes "You bully the unidentified creature for the third time. It's fun, but now it is time to stop.";
- changequest 5017,5018;
- break;
- }
- ep14_1_muk += 1;
- ep14_1_goki += 1;
- close2;
- donpcevent "Black Shadow#ep14_muk::OnDisable";
- end;
- } else {
- mes "What will you do?";
- next;
- if(select("Check the body of the unidentified creature.:Leave.") == 2) {
- setquest 5029;
- ep14_1_goki += 1;
- close2;
- donpcevent "Black Shadow#ep14_muk::OnDisable";
- end;
- }
- if (rand(1,30) == 7) {
- if (checkweight(6380,1) == 0) {
- mes "While you were checking the body of the unidentified creature, your fingers touch something. You got lucky, but due to your heavy load you failed to obtain a ^0000FF Mora Coin^000000.";
- ep14_1_goki += 1;
- setquest 5029;
- close2;
- donpcevent "Black Shadow#ep14_muk::OnDisable";
- end;
- }
- mes "While you were checking the body of the unidentified creature, your fingers touch something. Lucky. Obtained a ^0000FF Mora Coin^000000.";
- ep14_1_goki += 1;
- getitem 6380,1; //Mora_Coin
- setquest 5029;
- next;
- mes "The creature wakes up and disappears into the dark hole.";
- } else {
- mes "As soon as you touch the creature's body, it wakes up and disappears into the dark hole.";
- ep14_1_goki += 1;
- setquest 5029;
- }
- close2;
- donpcevent "Black Shadow#ep14_muk::OnDisable";
- end;
- }
- }
- mes "[ Current Progress ]";
- mes strcharinfo(0)+" HP = "+.@pc_hp;
- mes "Unidentified Creature HP = "+.@npc_hp;
- next;
- mes "[Attack of the unidentified creature]";
- .@npc_attack = rand(1,3);
- switch(.@npc_attack) {
- case 1:
- .@n_damage = 10;
- mes "The unidentified creature shoots a stream of bath water.";
- break;
- case 2:
- .@n_damage = 20;
- mes "The unidentified creature dashes at you with great speed. It appears to be attempting a headbutt.";
- break;
- case 3:
- .@n_damage = 50;
- mes "The unidentified creature runs at you with its teeth bared. It appears to be attempting to bite.";
- break;
- }
- next;
- mes "What will you do?";
- next;
- switch(select("... ... ...:Dodge.:Block.:It's too much. Run away.")) {
- case 1:
- switch(.@npc_attack) {
- case 1:
- specialeffect2 EF_ICEARROW;
- mes "You stand still. The stream of water hits your face squarely. Your mind is clear in an instant. ^FF0000["+.@n_damage+"]^000000 damage received.";
- break;
- case 2:
- specialeffect2 EF_BASH;
- mes "You stand still. The creature headbutts you squarely. Your mind is clear in an instant. ^FF0000["+.@n_damage+"]^000000 damage received.";
- break;
- case 3:
- specialeffect2 EF_HIT1;
- mes "You stand still. While you were standing stupidly, the creature comes near and bites you mercilessly. Your mind is clear in an instant. ^FF0000["+.@n_damage+"]^000000 damage received.";
- break;
- }
- .@pc_hp -= .@n_damage;
- next;
- break;
- case 2:
- switch(.@npc_attack) {
- case 1:
- .@miss = rand(1,5);
- mes "[Attack of the unidentified creature]";
- switch(.@miss) {
- // Miss.
- case 1:
- mes "The unidentified creature shoots a stream of water at you, but you dodge it easily by tilting your body.";
- break;
- case 3:
- mes "The unidentified creature shoots a stream of water at you, but you dodge it while picking your nose.";
- break;
- // Hit.
- default:
- specialeffect2 EF_ICEARROW;
- .@pc_hp -= .@n_damage;
- switch(.@miss) {
- case 2: .@str$ = "face"; break;
- case 4: .@str$ = "stomach"; break;
- case 5: .@str$ = "arm"; break;
- }
- mes "The stream of water hits your "+.@str$+" squarely. ^FF0000["+.@n_damage+"]^000000 damage received.";
- break;
- }
- next;
- break;
- case 2:
- .@miss = rand(1,10);
- mes "[Attack of the unidentified creature]";
- switch(.@miss) {
- // Miss.
- case 1:
- mes "The unidentified creature dashes at you attempting a headbutt, but you are not the one to succumb to such an attack.";
- break;
- case 3:
- mes "The unidentified creature dashes at you attempting a headbutt, but you move slightly to dodge the attack.";
- break;
- case 5:
- mes "The unidentified creature dashes at you attempting a headbutt, but you dodge the attack while picking your nose.";
- break;
- case 7:
- mes "The unidentified creature dashes at you attempting a headbutt, but you dodge the attack easily.";
- break;
- // Hit.
- default:
- specialeffect2 EF_BASH;
- .@pc_hp -= .@n_damage;
- switch(.@miss) {
- case 2: .@str$ = "With a thud, you can feel intense pain."; break;
- case 4: .@str$ = "*thud* Your back seems to give way."; break;
- case 6: .@str$ = "The creature's attack hits you in the shoulder."; break;
- case 8: .@str$ = "The attack is like an arrow."; break;
- case 9: .@str$ = "The attack was fast and accurate."; break;
- case 10: .@str$ = "It hits your hand with a thud."; break;
- }
- mes "The unidentified creature dashes at you and headbutts. "+.@str$+" ^FF0000["+.@n_damage+"]^000000 damage received.";
- break;
- }
- next;
- break;
- case 3:
- .@miss = rand(1,10);
- mes "[Attack of the unidentified creature]";
- switch(.@miss) {
- // Miss.
- case 1:
- mes "The unidentified creature runs at you with its teeth bared, but you dodge the attack sneering.";
- break;
- case 3:
- mes "The unidentified creature runs at you with its teeth bared, but you dodge the attack by moving slightly.";
- break;
- case 5:
- mes "The unidentified creature runs at you with its teeth bared, but you dodge the attack while stretching.";
- break;
- case 7:
- mes "The unidentified creature runs at you with its teeth bared, but you dodge the attack while counting Zenies.";
- break;
- case 8:
- mes "The unidentified creature runs at you with its teeth bared, but you dodge the attack lightly.";
- break;
- case 9:
- mes "The unidentified creature runs at you with its teeth bared, but you dodge the attack sneering.";
- break;
- // Hit.
- default:
- specialeffect2 EF_HIT1;
- .@pc_hp -= .@n_damage;
- switch(.@miss) {
- case 2: .@str$ = "leg. Its sharp teeth penetrate your legs."; break;
- case 4: .@str$ = "arm. Its sharp teeth penetrate your arm."; break;
- case 6: .@str$ = "toe. You feel like your toe is being cut off."; break;
- case 10: .@str$ = "finger. You feel like your finger is being cut off."; break;
- }
- mes "The unidentified creature runs at you with its teeth bared, and bites your "+.@str$+" ^FF0000["+.@n_damage+"]^000000 damage received.";
- break;
- }
- next;
- break;
- }
- break;
- case 3:
- .@defend = rand(1,10);
- switch(.@npc_attack) {
- case 1:
- if (.@defend == 3 || .@defend == 6) {
- .@n_damage /= 2;
- specialeffect2 EF_GUARD;
- } else
- specialeffect2 EF_ICEARROW;
- .@pc_hp -= .@n_damage;
- mes "[Defense of "+strcharinfo(0)+"]";
- switch(.@defend) {
- // Blocked.
- case 3: .@str$ = "You block the stream of water with your strong butt. Feels refreshing. HP reduced only by half."; break;
- case 6: .@str$ = "You block the stream of water with your strong hands. Your hands sting a little. HP reduced only by half."; break;
- // Not blocked.
- case 1: .@str$ = "You try to block the stream of water with your strong butt, but it's too late."; break;
- case 2: .@str$ = "You try to block the stream of water with your big gut, but to no avail."; break;
- case 4: .@str$ = "You try to block the stream of water with your gathered hands, but the creature targets a different place."; break;
- case 5: .@str$ = "You try to block the stream of water with your strong hands, but you fail."; break;
- case 7: .@str$ = "You try to block the stream of water with arms crossed, but you fold them wrong."; break;
- case 8: .@str$ = "You try to block the stream of water with your rock-like head, but it was not possible."; break;
- case 9: .@str$ = "You try to block the stream of water with your solid muscles, but it was not possible."; break;
- case 10: .@str$ = "You try to block the stream of water with your strong feet, but your effort was wasted."; break;
- }
- mes .@str$+" ^FF0000["+.@n_damage+"]^000000 damage received.";
- next;
- break;
- case 2:
- if (.@defend == 1 || .@defend == 3 || .@defend == 5 || .@defend == 7) {
- .@n_damage /= 2;
- specialeffect2 EF_GUARD;
- } else
- specialeffect2 EF_BASH;
- .@pc_hp -= .@n_damage;
- mes "[Defense of "+strcharinfo(0)+"]";
- switch(.@defend) {
- // Blocked.
- case 1: .@str$ = "You block the dash attack with your fat butt. Your butt is world class. HP reduced only by half."; break;
- case 3: .@str$ = "You block the dash attack with your big gut. Your gut is world class. HP reduced only by half."; break;
- case 5: .@str$ = "You block the dash attack with your strong hands. Your hands are world class. HP reduced only by half."; break;
- case 7: .@str$ = "The unidentified creature dashed with lightning speed, but you easily block the attack with your big gut. Your gut is world class. HP reduced only by half."; break;
- // Not blocked.
- case 2: .@str$ = "You try to block the dash attack with your fat butt, but miss and get hit in an unmentionable place."; break;
- case 4: .@str$ = "You try to block the dash attack with your big gut, but your gut isn't big enough to absorb the impact."; break;
- case 6: .@str$ = "You try to block the dash attack with arms crossed, but you feel an incredible force."; break;
- case 8: .@str$ = "You try to block the dash attack, to no avail."; break;
- case 9: .@str$ = "You try to block the dash attack with your strong hands, to no avail."; break;
- case 10: .@str$ = "You try to block the dash attack with your durable feet, but the pain woke you up."; break;
- }
- mes .@str$+" ^FF0000["+.@n_damage+"]^000000 damage received.";
- next;
- break;
- case 3:
- if (.@defend == 2 || .@defend == 4 || .@defend == 6 || .@defend == 8) {
- .@n_damage /= 2;
- specialeffect2 EF_GUARD;
- }
- .@pc_hp -= .@n_damage;
- mes "[Defense of "+strcharinfo(0)+"]";
- switch(.@defend) {
- // Blocked.
- case 2: .@str$ = "but you block its attack with a branch nearby. HP reduced only by half."; break;
- case 4: .@str$ = "but you block its attack with a weapon. HP reduced only by half."; break;
- case 6: .@str$ = "but you block its attack using skill ^0000FFFriend Shield^000000. HP reduced only by half."; break;
- case 8: .@str$ = "but you block its attack using a book you always carry around. HP reduced only by half."; break;
- // Not blocked.
- case 1: .@str$ = "and bites your arm."; break;
- case 3: .@str$ = "and bites your leg."; break;
- case 5: .@str$ = "and bites your shoulder."; break;
- case 7: .@str$ = "and bites your finger."; break;
- case 9: .@str$ = "and bites your finger."; break;
- case 10: .@str$ = "and bites your toe."; break;
- }
- mes "The unidentified creature runs at you with its teeth bared, "+.@str$+" ^FF0000["+.@n_damage+"]^000000 damage received.";
- next;
- break;
- }
- break;
- case 4:
- mes "You get scared of the unidentified creature, and attempt to run.";
- next;
- mes "["+strcharinfo(0)+"'s Escape]";
- if (rand(1,2) == 1) {
- mes "Fortunately ^BF2C15Unidentified creature^000000";
- mes "did not come after you.";
- close;
- } else {
- mes "When you attempt to run away, the unidentified creature sees you and attacks.";
- mes "You fail to escape.";
- next;
- mes "The creature slams you with its tail. It's so painful that a tear rolls out of your eyes. ^FF000010^000000 damaged received.";
- .@pc_hp -= 10;
- next;
- }
- break;
- }
- callsub L_CheckPCAlive, .@pc_hp;
- mes "[ Current Progress ]";
- mes strcharinfo(0)+" HP = "+.@pc_hp;
- mes "Unidentified Creature HP = "+.@npc_hp;
- next;
- }
- end;
-L_CheckPCAlive:
- if (getarg(0) <= 0) {
- mes "You lost to the unidentified creature. Your mind goes blank and you faint.";
- next;
- mes "You leave the bath with somebody's help.";
- percentheal -99,0;
- donpcevent "Black Shadow#ep14_muk::OnDisable";
- warp "mora",31,132;
- end;
- }
- return;
-OnInit:
- disablenpc "Black Shadow#ep14_muk";
- end;
-OnEnable:
- enablenpc "Black Shadow#ep14_muk";
- disablenpc "???#ep14_muk01";
- disablenpc "???#ep14_muk02";
- disablenpc "???#ep14_muk03";
- disablenpc "???#ep14_muk04";
- disablenpc "???#ep14_muk05";
- end;
-OnDisable:
- disablenpc "Black Shadow#ep14_muk";
- donpcevent "Black Shadow#ep14_muk::OnFullon";
- mapannounce "mora","You can now use the mysterious power of bath water.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- end;
-OnFullon:
- donpcevent "???#ep14_muk01::OnReset";
- donpcevent "???#ep14_muk02::OnReset";
- donpcevent "???#ep14_muk03::OnReset";
- donpcevent "???#ep14_muk04::OnReset";
- donpcevent "???#ep14_muk05::OnReset";
- end;
-}
-
-- script ???#mora -1,{
- if (questprogress(5019)) {
- mes "You find an area emitting a distinct aura.";
- mes "You may be able to collect bath water samples.";
- mes "What will you do?";
- next;
- if(select("Collect samples.:Leave.") == 2) {
- donpcevent strnpcinfo(0)+"::OnDisable";
- end;
- }
- if (countitem(6386) >= 10) {
- mes "You will not need additional samples.";
- close2;
- donpcevent strnpcinfo(0)+"::OnDisable";
- end;
- }
- if (countitem(1092) == 0) {
- mes "To obtain a sample, you need a sample tube.";
- close2;
- donpcevent strnpcinfo(0)+"::OnDisable";
- end;
- }
- mes "Collecting samples.";
- next;
- progressbar "ffff00",3;
- if (!rand(3)) {
- if (checkweight(6386,1) == 0) {
- mes "You have so many items";
- mes "that it is difficult to collect samples.";
- mes "You will have to lighten your load and come back.";
- close2;
- donpcevent strnpcinfo(0)+"::OnDisable";
- end;
- }
- mes "Bath water sample collection complete.";
- delitem 1092,1; //Empty_Cylinder
- getitem 6386,1; //Bathtub_R_Sample
- } else {
- mes "Bath water sample collection failed.";
- percentheal 5,5;
- }
- close2;
- donpcevent strnpcinfo(0)+"::OnDisable";
- end;
- } else if (questprogress(5021) || questprogress(5022)) {
- if (questprogress(5021)) {
- .@str$ = "tooth";
- .@item = 6387; //Teeth_Sample
- } else {
- .@str$ = "scale";
- .@item = 6388; //Scale_Sample
- }
- mes "Something is shining in the water.";
- mes "You may be able to collect the unidentified creature's "+.@str$+" samples.";
- mes "What do you want to do?";
- next;
- if(select("Look further.:Leave.") == 2) {
- donpcevent strnpcinfo(0)+"::OnDisable";
- end;
- }
- if (countitem(.@item) >= 10) {
- mes "You will not need additional samples.";
- close2;
- donpcevent strnpcinfo(0)+"::OnDisable";
- end;
- }
- progressbar "ffff00",3;
- if (!rand(3)) {
- if (checkweight(.@item,1) == 0) {
- mes "You have so many items";
- mes "that it is difficult to collect samples.";
- mes "You will have to lighten your load and come back.";
- close;
- }
- mes "Obtained a "+.@str$+" sample";
- mes "of the unidentified creature.";
- getitem .@item,1;
- } else
- mes "You thought you saw it on the ground, but it was an illusion.";
- close2;
- donpcevent strnpcinfo(0)+"::OnDisable";
- end;
- } else {
- mes "???";
- next;
- select("???");
- mes "???";
- close;
- }
- end;
-OnEnable:
- enablenpc strnpcinfo(0);
- stopnpctimer;
- end;
-OnDisable:
- disablenpc strnpcinfo(0);
- initnpctimer;
- end;
-OnReset:
- if (rand(2))
- donpcevent strnpcinfo(0)+"::OnEnable";
- else
- initnpctimer;
- end;
-OnTimer10000:
-OnTimer20000:
-OnTimer30000:
-OnTimer40000:
-OnTimer50000:
- if (rand(2))
- donpcevent strnpcinfo(0)+"::OnEnable";
- end;
-OnTimer60000:
- donpcevent strnpcinfo(0)+"::OnEnable";
- end;
-OnTouch:
- if (questprogress(5034) == 2 || ep14_1_muk == 0 || rand(5)) {
- percentheal 5,5;
- end;
- }
- .@playtime = questprogress(5029,PLAYTIME);
- if (.@playtime == 1) {
- percentheal 5,5;
- end;
- } else if (.@playtime == 2) {
- erasequest 5029;
- end;
- } else {
- mapannounce "mora","You can no longer use the mysterious power of the bath water.",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0
- mes "^FF0000Something appeared.^000000";
- mes "^FFFF00You cannot use the mysterious power of the bath water.^000000";
- close2;
- donpcevent "Black Shadow#ep14_muk::OnEnable";
- end;
- }
-}
-mora,108,86,0 duplicate(???#mora) ???#ep14_muk01 CLEAR_NPC,2,2
-mora,107,82,0 duplicate(???#mora) ???#ep14_muk02 CLEAR_NPC,2,2
-mora,113,84,0 duplicate(???#mora) ???#ep14_muk03 CLEAR_NPC,2,2
-mora,116,81,0 duplicate(???#mora) ???#ep14_muk04 CLEAR_NPC,2,2
-mora,118,86,0 duplicate(???#mora) ???#ep14_muk05 CLEAR_NPC,2,2
-
-- script #mora_puddle -1,{
- .@i = atoi(charat(strnpcinfo(2),9));
-
- // This script has a lot of checks,
- // so arrays are only set when used.
- setarray .@quest1[1],5024,5025,5026,5027;
- setarray .@dir$[1],"east","west","south","north";
-
- if (questprogress(.@quest1[.@i])) {
- if (countitem(6389) == 0) {
- mes "This appears to be the puddle to the "+.@dir$[.@i];
- mes "that the researcher talked about.";
- mes "Will you collect a sample?";
- next;
- if(select("Collect a sample.:Don't collect a sample.") == 2)
- close;
- if (countitem(1092) == 0) {
- mes "You have no empty sample tubes.";
- close;
- }
- progressbar "ffff00",5;
- if (checkweight(6389,1) == 0) {
- mes "You have so many items";
- mes "that it is difficult to collect samples.";
- mes "You will have to lighten your load and come back.";
- close;
- }
- mes "You have collected a sample from the puddle to the "+.@dir$[.@i]+".";
- delitem 1092,1; //Empty_Cylinder
- getitem 6389,1; //Puddle_R_Sample
- close;
- } else {
- mes "You already have a sample.";
- close;
- }
- }
-
- .@quest1[0] = .@quest1[.@i];
- .@dir$[0] = .@dir$[.@i];
- deletearray .@quest1[.@i],1;
- deletearray .@dir$[.@i],1;
-
- if (questprogress(.@quest1[1]) || questprogress(.@quest1[2]) || questprogress(.@quest1[3])) {
- for(.@j = 1; .@j<=3; ++.@j) {
- if (questprogress(.@quest1[.@j]))
- break;
- }
- mes "This is not the puddle to the "+.@dir$[.@j]+".";
- close;
- }
-
- setarray .@quest2[1],5030,5031,5032,5033;
- .@quest2[0] = .@quest2[.@i];
- deletearray .@quest2[.@i],1;
-
- if (ep14_1_goki == 30 && questprogress(.@quest2[0])) {
- mes "You arrived at the puddle to the "+.@dir$[0]+".";
- mes "You should look for the unidentified creature's family.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Fish~ Fish~";
- next;
- mes "When you called out, an answer came";
- mes "from the puddle.";
- next;
- mes "[???]";
- mes "Who? Fisher? Go!";
- next;
- select("I'm looking for a particular fish's family.");
- mes "[???]";
- mes "Family? What be that fish name?";
- next;
- mes "What was the name of the unidentified creature?";
- next;
- input .@inputstr$;
- if (.@inputstr$ != "Fishee") {
- mes "[???]";
- mes "No Family. "+.@inputstr$+" No.";
- mes "You go.";
- next;
- mes "It appears that the unidentified creature's family is not here.";
- close;
- }
- mes "[???]";
- mes .@inputstr$+"? Oh... How...";
- mes "Husband here come. Your son.";
- mes "News here.";
- next;
- mes "Another creature from the puddle spoke to you.";
- next;
- mes "[????]";
- mes "What? Missing son news?";
- next;
- mes "The two fish were very excited,";
- mes "and their conversation was hard to follow.";
- mes "You waited for them to calm down";
- mes "and told them the full story.";
- next;
- mes "[Fishee's Dad]";
- mes "Yes... At night, son";
- mes "gone... Night fishers.";
- mes "Son stupid. Caught. Dead. OK.";
- next;
- mes "[Fishee's Mom]";
- mes "Fishee alive. Great. Great.";
- next;
- mes "[Fishee's Dad]";
- mes "Yes... Human give son news.";
- mes "Thanks. Son,";
- mes "We okay. Happy. Here. You tell son.";
- changequest .@quest2[0],5034;
- close;
- } else if (questprogress(5034) == 1) {
- mes "[Fishee's Dad]";
- mes "Yes... Human give son news.";
- mes "Thanks. Son,";
- mes "We okay. Happy. Here. You tell son.";
- close;
- } else if (questprogress(.@quest2[1]) || questprogress(.@quest2[2]) || questprogress(.@quest2[3])) {
- mes "You arrived at the puddle to the "+.@dir$[0]+".";
- mes "You should look for the unidentified creature's family.";
- next;
- mes "["+strcharinfo(0)+"]";
- mes "Fish~ Fish~";
- next;
- mes "You yelled out loud for fish,";
- mes "but there is no response.";
- mes "I don't think anybody lives";
- mes "in this puddle.";
- close;
- }
- mes "You see a puddle with a calm surface.";
- close;
-}
-bif_fild02,315,285,0 duplicate(#mora_puddle) Puddle#ep14_muk01 CLEAR_NPC
-bif_fild02,65,109,0 duplicate(#mora_puddle) Puddle#ep14_muk02 CLEAR_NPC
-bif_fild02,223,71,0 duplicate(#mora_puddle) Puddle#ep14_muk03 CLEAR_NPC
-bif_fild02,113,340,0 duplicate(#mora_puddle) Puddle#ep14_muk04 CLEAR_NPC
-
-// Mora Daily Quests :: ep14_1_dealer
-//============================================================
-mora,133,80,6 script Elephantine#pa0829 4_ELEPHANT,{
- if (checkweight(1201,1) == 0) {
- mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much weight to do that. Reduce the weight and try again.";
- close;
- }
- if (ep14_1_mistwoods < 10) {
- mes "[Elephantine]";
- mes "Hmm, you don't look reliable enough to perform tasks for me.";
- close;
- }
- if (BaseLevel < 135) {
- mes "[Elephantine]";
- mes "Why don't you come back when you've grown stronger? I can't give you tasks when you're in your current state.";
- close;
- }
- .@playtime = questprogress(12230,PLAYTIME);
- if (.@playtime == 1) {
- mes "[Elephantine]";
- mes "I have no additional tasks available now. If I get some, I'll let you know when you come back.";
- close;
- } else if (.@playtime == 2) {
- mes "[Elephantine]";
- mes "Will you please check with ^990099Hotcha^000000";
- mes "on the details of the previous task?";
- close;
- }
- mes "[Elephantine]";
- mes "Welcome.";
- mes "I have some tasks for you - will you take a look at them?";
- next;
- if(select("What kind of tasks do you have for me?:Tell me about today's task.") == 1) {
- mes "[Elephantine]";
- mes "I'm the Head of the Volunteer Patrol of the Village of Mora. It didn't used to be like this, he he.";
- next;
- mes "[Elephantine]";
- mes "Each day, I'll be giving you a quest to kill off monsters in the surrounding area.";
- next;
- mes "[Elephantine]";
- mes "You might get a task that's far too difficult for you to take care of alone - in that case, try to get help from your fellow adventurers.";
- close;
- }
- mes "[Elephantine]";
- mes "Let me see what tasks we've got today... Hmm...";
- next;
- mes "[Elephantine]";
- mes "How about this one?";
- next;
- switch(rand(1,5)) {
- case 1:
- setquest 12225;
- setquest 12230;
- mes "[Elephantine]";
- mes "Strange insects that carry fruit on their backs roam this area - you must've seen them.";
- next;
- mes "[Elephantine]";
- mes "I'd like you to take them out as you see them, before they try to sell anything to the adventurers lost in the forest.";
- .@n$ = "Fruit-Carrying Insects";
- break;
- case 2:
- setquest 12226;
- setquest 12230;
- mes "[Elephantine]";
- mes "There have been a lot of reports lately about mantises disguised as flowers attacking creatures passing by.";
- next;
- mes "[Elephantine]";
- mes "No casualties have been reported yet, but it wouldn't hurt to take precautions. Please deal with them appropriately.";
- .@n$ = "Flowery Hunters";
- break;
- case 3:
- setquest 12227;
- setquest 12230;
- mes "[Elephantine]";
- mes "An adventurer was reported to have been attacked by little birds while gathering resources in the vicinity of Bifrost.";
- next;
- mes "[Elephantine]";
- mes "They didn't look so ferocious... but the adventurer has asked me to get rid of them, so you'll have to do it.";
- .@n$ = "Small but Ferocious...";
- break;
- case 4:
- setquest 12228;
- setquest 12230;
- mes "[Elephantine]";
- mes "I have qualms about this one, but somebody anonymously asked me to hunt down the naughty fairies.";
- next;
- mes "[Elephantine]";
- mes "I don't know what grudge he has against the fairies, but a request is a request.";
- .@n$ = "An Unknown Grudge";
- break;
- case 5:
- setquest 12229;
- setquest 12230;
- mes "[Elephantine]";
- mes "Would you believe it if I said there are balls of blonde hair rolling around? You wouldn't, would you?";
- next;
- mes "[Elephantine]";
- mes "They don't seem so dangerous, but they are reported to steal books and sweets from adventurers. Please deal with them appropriately.";
- .@n$ = "Blondie Ann";
- break;
- }
- next;
- mes "You have received the task ^005500"+.@n$+"^000000. Open and see the quest window for the details.";
- close;
-}
-
-mora,115,98,8 script Hotcha#pa0829 4_ELEPHANT,{
- if (checkweight(1201,1) == 0) {
- mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much weight to do that. Reduce the weight and try again.";
- close;
- }
- if (ep14_1_mistwoods < 10) {
- mes "[Hotcha]";
- mes "Hmm, you don't look reliable enough for Elephantine's tasks.";
- close;
- }
- if (BaseLevel < 97) {
- mes "[Hotcha]";
- mes "This place is like a paradise for adventurers. Not for weak ones like you, though.";
- close;
- }
- .@playtime = questprogress(12230,PLAYTIME);
- if (!.@playtime) {
- mes "[Hotcha]";
- mes "I see you haven't received";
- mes "any tasks yet.";
- mes "Go talk to Elephantine,";
- mes "and Elephantine will give you";
- mes "one of the countless tasks.";
- close;
- } else if (.@playtime == 2) {
- mes "[Hotcha]";
- mes "The time is up to complete the existing tasks.";
- next;
- mes "[Hotcha]";
- mes "If you have any unfinished tasks in your quest log, they are considered 'failed' and removed from the log.";
- next;
- mes "[Hotcha]";
- mes "Once they are removed, go talk to Elephantine and you can receive new tasks.";
- for(.@i = 12225; .@i<=12229; ++.@i) {
- if (questprogress(.@i))
- erasequest .@i;
- }
- erasequest 12230;
- close;
- }
- mes "[Hotcha]";
- mes "Welcome.";
- mes "How may I help you?";
- next;
- select("I have completed a task.");
- mes "Oh.";
- mes "Have you?";
- mes "Please wait a minute while I check the documents.";
- next;
-
- for(.@i = 12225; .@i<=12229; ++.@i) {
- if (questprogress(.@i,HUNTING) == 2) {
- mes "[Hotcha]";
- mes "Yes, I see you've completed the task. It has been confirmed as completed.";
- erasequest .@i;
- specialeffect2 EF_STEAL;
- if (BaseLevel > 99)
- getexp 0, ((JobLevel < 50)?JobLevel * JobLevel * (110/100) * 50:0);
- else
- getexp 0, ((JobLevel < 70)?JobLevel * JobLevel * (110/100) * 10:0);
- getitem 6380,3; //Mora_Coin
- close;
- }
- }
-
- mes "[Hotcha]";
- mes "Hmm... "+strcharinfo(0)+".";
- mes "It may be a documentation error, but according to the documents, you have nothing to do with the tasks.";
- close;
-}
-
-mora,119,103,4 script Bow-wow#pa0829 4_M_DOGTRAVELER,{
- if (checkweight(1201,1) == 0) {
- mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much weight to do that. Reduce the weight and try again.";
- close;
- }
- if (ep14_1_mistwoods < 10) {
- mes "[Bow-wow]";
- mes "I try to give tasks only to reliable people. You are......... no, never mind.";
- close;
- }
- if (BaseLevel < 97) {
- mes "[Bow-wow]";
- mes "You really have no clue. What could you do with such a weak body?";
- close;
- }
- .@playtime = questprogress(12241,PLAYTIME);
- if (.@playtime == 1) {
- mes "[Bow-wow]";
- mes "I have no additional tasks available now. If I get some, I'll let you know when you come back.";
- close;
- } else if (.@playtime == 2) {
- mes "[Bow-wow]";
- mes "Will you please check with the ^990099General Goods Dealer^000000";
- mes "on the details of the previous task?";
- close;
- }
- mes "[Bow-wow]";
- mes "Welcome.";
- mes "I have some tasks for you - will you take a look at them?";
- next;
- if(select("What kind of tasks do you have for me?:Tell me about today's task.") == 1) {
- mes "[Bow-wow]";
- mes "Here, we make all kinds of supplies for adventurers.";
- next;
- mes "[Bow-wow]";
- mes "We accept raw materials for the supplies once a day.";
- next;
- mes "[Bow-wow]";
- mes "Sometimes, we might ask for materials that are very difficult to obtain. In that case, try to get help from your fellow adventurers.";
- close;
- }
- mes "[Bow-wow]";
- mes "Let me see... what supplies are we making today...?";
- next;
- mes "[Bow-wow]";
- mes "How about this one?";
- next;
- switch(rand(1,5)) {
- case 1:
- setquest 12231;
- setquest 12241;
- mes "[Bow-wow]";
- mes "The adventurers here make sure to bring with them, on their exploration to dungeons, a preservative to keep their food fresh. Do you know what the preservative is made from?";
- next;
- mes "[Bow-wow]";
- mes "*grin* None other than... Insect Feelers! The General Goods Dealer there asked me to get four of them. I personally would not eat it for all the world...";
- .@n$ = "Material for the Preservative";
- break;
- case 2:
- setquest 12232;
- setquest 12241;
- mes "[Bow-wow]";
- mes "These days, it's common for adventurers here to make talismans to protect themselves on their dangerous adventures. Like a kind of insurance.";
- next;
- mes "[Bow-wow]";
- mes "Immortal Hearts seem to be all the rage lately. The General Goods Merchant asked me to get five of them.";
- .@n$ = "A Symbol of Resistance";
- break;
- case 3:
- setquest 12233;
- setquest 12241;
- mes "[Bow-wow]";
- mes "They need tons of Rotten Bandages for making first aid bandages. They must have run out of new materials.";
- next;
- mes "[Bow-wow]";
- mes "The client is the General Goods Merchant over there. Three bunches of them will be enough.";
- .@n$ = "Material for First Aid Kits";
- break;
- case 4:
- setquest 12234;
- setquest 12241;
- mes "[Bow-wow]";
- mes "Symbols of strong warriors give adventurers great support on their journeys. That's why Orcish Vouchers sell like hotcakes.";
- next;
- mes "[Bow-wow]";
- mes "The General Goods Dealer asked me to get three Orcish Vouchers, which are to be used to make symbols of courage.";
- .@n$ = "Symbols of Courage";
- break;
- case 5:
- setquest 12235;
- setquest 12241;
- mes "[Bow-wow]";
- mes "It seems to be rumored among adventurers that drinking powdered bones mixed with water helps boost their stamina.";
- next;
- mes "[Bow-wow]";
- mes "The General Goods Dealer asked me to get three Skel-Bones, which are to be used to make tonic.";
- .@n$ = "Good for Stamina...";
- break;
- }
- next;
- mes "You have received the task ^880088"+.@n$+"^000000. Open and see the quest window for the details.";
- close;
-}
-
-mora,119,118,4 script General Good Dealer#pa0 4_M_RAFLE_GR,{
- if (checkweight(1201,1) == 0) {
- mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much weight to do that. Reduce the weight and try again.";
- close;
- }
- if (ep14_1_mistwoods < 10) {
- mes "[General Good Dealer]";
- mes "Hmm, you don't look reliable enough for Bow-wow's tasks.";
- close;
- }
- if (BaseLevel < 97) {
- mes "[General Good Dealer]";
- mes "What could you do with that fragile body? Go get some exercise.";
- close;
- }
- .@playtime = questprogress(12241,PLAYTIME);
- if (!.@playtime) {
- mes "[General Good Dealer]";
- mes "I see you haven't received";
- mes "any tasks yet.";
- mes "Go talk to Bow-wow,";
- mes "and Bow-wow will give you";
- mes "one of the countless tasks.";
- close;
- } else if (.@playtime == 2) {
- mes "[General Good Dealer]";
- mes "The time is up to complete the existing tasks.";
- next;
- mes "[General Good Dealer]";
- mes "If you have any unfinished tasks in your quest log, they are considered 'failed' and removed from the log.";
- next;
- mes "[General Good Dealer]";
- mes "Once they are removed, go talk to Bow-wow and you can receive new tasks.";
- for(.@i = 12231; .@i<=12235; ++.@i) {
- if (questprogress(.@i))
- erasequest .@i;
- }
- erasequest 12241;
- close;
- }
- mes "[General Good Dealer]";
- mes "Welcome.";
- mes "How may I help you?";
- next;
- select("I have completed a task.");
- mes "[General Good Dealer]";
- mes "Oh.";
- mes "Have you?";
- mes "Please wait a minute while I check the documents.";
- next;
-
- callsub L_CheckQuest,12231,928,4; //Insect_Feeler
- callsub L_CheckQuest,12232,929,5; //Immortal_Heart
- callsub L_CheckQuest,12233,930,1; //Rotten_Bandage
- callsub L_CheckQuest,12234,931,3; //Orcish_Voucher
- callsub L_CheckQuest,12235,932,3; //Skel_Bone
-
- mes "[General Good Dealer]";
- mes "Hmm... "+strcharinfo(0)+".";
- mes "It may be a documentation error, but according to the documents, you have nothing to do with the tasks.";
- close;
-
-L_CheckQuest:
- if (questprogress(getarg(0))) {
- if (countitem(getarg(1)) < getarg(2)) {
- mes "[General Good Dealer]";
- mes "The amount is not enough...";
- close;
- }
- mes "[General Good Dealer]";
- mes "I've received the items all right. It will be some time before I have another task for you, so why don't you visit the hot spring and relax?";
- delitem getarg(1),getarg(2);
- erasequest getarg(0);
- specialeffect2 EF_STEAL;
- if (BaseLevel > 99)
- getexp 0, ((JobLevel < 50)?JobLevel * JobLevel * (110/100) * 50:0);
- else
- getexp 0, ((JobLevel < 70)?JobLevel * JobLevel * (110/100) * 10:0);
- getitem 6380,1; //Mora_Coin
- close;
- }
- return;
-}
-
-mora,124,108,7 script Woof-grrr#pa0829 4_M_DOGTRAVELER2,{
- if (checkweight(1201,1) == 0) {
- mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much weight to do that. Reduce the weight and try again.";
- close;
- }
- if (ep14_1_mistwoods < 10) {
- mes "[Woof-grrr]";
- mes "Can you please keep away from me? You're getting in the way.";
- close;
- }
- if (BaseLevel < 97) {
- mes "[Woof-grrr]";
- mes "This place is not a nursery. Grow up and come back, and I'll gladly give you tasks.";
- close;
- }
- .@playtime = questprogress(12242,PLAYTIME);
- if (.@playtime == 1) {
- mes "[Woof-grrr]";
- mes "I have no additional tasks available now. If I get some, I'll let you know when you come back.";
- close;
- } else if (.@playtime == 2) {
- mes "[Woof-grrr]";
- mes "Will you please check with the ^990099Commodities Dealer^000000, standing across from me,";
- mes "on the details of the previous task?";
- close;
- }
- mes "[Woof-grrr]";
- mes "Nice to see you.";
- mes "I have some tasks for you - will you take a look at them?";
- next;
- if(select("What kind of tasks do you have for me?:Tell me about today's task.") == 1) {
- mes "[Woof-grrr]";
- mes "Bow-wow and I are in the same industry.";
- next;
- mes "[Woof-grrr]";
- mes "We are a manufacturer of adventurers' supplies.";
- next;
- mes "[Woof-grrr]";
- mes "My tasks won't be easy - you'd better prepare yourself.";
- close;
- }
- mes "[Woof-grrr]";
- mes "Hmm... What tasks are at hand today?";
- next;
- mes "[Woof-grrr]";
- mes "Oh. This one looks good.";
- next;
- switch(rand(1,5)) {
- case 1:
- setquest 12236;
- setquest 12242;
- mes "[Woof-grrr]";
- mes "Some people just hang their talismans around their necks, but more people choose to seal them in special cases and carry them on their bodies.";
- next;
- mes "[Woof-grrr]";
- mes "Mementos serve as inspirations for designers of those cases. The Commodities Dealer across from me asked me to get two of them.";
- .@n$ = "The Latest Trend in Talismans";
- break;
- case 2:
- setquest 12237;
- setquest 12242;
- mes "[Woof-grrr]";
- mes "Adventurers make sure to keep their talismans safe, because they could save their lives.";
- next;
- mes "[Woof-grrr]";
- mes "The Commodities Dealer across from me seems to make protective cases out of Shells. I was asked to get three of them.";
- .@n$ = "Keep Your Valuables Safe";
- break;
- case 3:
- setquest 12238;
- setquest 12242;
- mes "[Woof-grrr]";
- mes "Adventurers that go into the bushes of the Maze of the Hazy Forest always wear knee protectors.";
- next;
- mes "[Woof-grrr]";
- mes "The Commodities Dealer across from me asked me to get three Scale Shells, which are to be used to make knee protectors.";
- .@n$ = "Material for Knee Protectors";
- break;
- case 4:
- setquest 12239;
- setquest 12242;
- mes "[Woof-grrr]";
- mes "I have a task for you at hand, making a vaccine for possible poisonous insects.";
- next;
- mes "[Woof-grrr]";
- mes "The Commodities Dealer across from me asked me to get two Venom Canines, which are to be used in the research of the substance.";
- .@n$ = "Poison for Poison...";
- break;
- case 5:
- setquest 12240;
- setquest 12242;
- mes "[Woof-grrr]";
- mes "It seems they have run out of the material for adding non-slip soles to shoes.";
- next;
- mes "[Woof-grrr]";
- mes "The Commodities Dealer across from me commissioned me to get five globs of Sticky Mucus.";
- .@n$ = "Don't Slip and Fall";
- break;
- }
- next;
- mes "You have received the task ^880088"+.@n$+"^000000. Open and see the quest window for the details.";
- close;
-}
-
-mora,127,112,4 script Commodities Dealer#pa08 4_F_RAFLE_PK,{
- if (checkweight(1201,1) == 0) {
- mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much weight to do that. Reduce the weight and try again.";
- close;
- }
- if (ep14_1_mistwoods < 10) {
- mes "[Commodities Dealer]";
- mes "Well, Woof-grrr can't have given a weakling like you tasks.";
- close;
- }
- if (BaseLevel < 97) {
- mes "[Commodities Dealer]";
- mes "Go away! I can't concentrate on cataloging with you hanging around like that...";
- close;
- }
- .@playtime = questprogress(12242,PLAYTIME);
- if (!.@playtime) {
- mes "[Commodities Dealer]";
- mes "I see you haven't received";
- mes "any tasks yet.";
- mes "Go talk to Woof-grrr,";
- mes "and Woof-grrr will give you";
- mes "one of the countless tasks.";
- close;
- } else if (.@playtime == 2) {
- mes "[Commodities Dealer]";
- mes "The time is up to complete the existing tasks.";
- next;
- mes "[Commodities Dealer]";
- mes "If you have any unfinished tasks in your quest log, they are considered 'failed' and removed from the log.";
- next;
- mes "[Commodities Dealer]";
- mes "Once they are removed, go talk to Woof-grrr and you can receive new tasks.";
- for(.@i = 12236; .@i<=12240; ++.@i) {
- if (questprogress(.@i))
- erasequest .@i;
- }
- erasequest 12242;
- close;
- }
- mes "[Commodities Dealer]";
- mes "Welcome.";
- mes "How may I help you?";
- next;
- select("I have completed a task.");
- mes "[Commodities Dealer]";
- mes "Oh.";
- mes "Have you?";
- mes "Please wait a minute while I check the documents.";
- next;
-
- callsub L_CheckQuest,12236,934,2; //Mementos
- callsub L_CheckQuest,12237,935,3; //Shell
- callsub L_CheckQuest,12238,936,3; //Scales_Shell
- callsub L_CheckQuest,12239,937,2; //Posionous_Canine
- callsub L_CheckQuest,12240,938,5; //Sticky_Mucus
-
- mes "[Commodities Dealer]";
- mes "Hmm... "+strcharinfo(0)+".";
- mes "It may be a documentation error, but according to the documents, you have nothing to do with the tasks.";
- close;
-
-L_CheckQuest:
- if (questprogress(getarg(0))) {
- if (countitem(getarg(1)) < getarg(2)) {
- mes "[Commodities Dealer]";
- mes "The amount is not enough...";
- close;
- }
- mes "[Commodities Dealer]";
- mes "I've received the items all right. I look forward to working with you again.";
- delitem getarg(1),getarg(2);
- erasequest getarg(0);
- specialeffect2 EF_STEAL;
- if (BaseLevel > 99)
- getexp 0, ((JobLevel < 50)?JobLevel * JobLevel * (110/100) * 50:0);
- else
- getexp 0, ((JobLevel < 70)?JobLevel * JobLevel * (110/100) * 10:0);
- getitem 6380,1; //Mora_Coin
- close;
- }
- return;
-}
-
-mora,170,101,4 script Soul Guide#pa0829 4_F_DOGTRAVELER,{
- if (checkweight(1201,1) == 0) {
- mes "You have too many kinds of things with you to do that. Throw out some of them and try again.";
- close;
- }
- if (MaxWeight - Weight < 1000) {
- mes "You are carrying too much weight to do that. Reduce the weight and try again.";
- close;
- }
- if (ep14_1_mistwoods < 10) {
- mes "[Soul Guide]";
- mes "Reliability is the primary quality needed in looking for lost souls. You don't look so reliable to me.";
- close;
- }
- if (BaseLevel < 97) {
- mes "[Soul Guide]";
- mes "You need to have a strong spirit to do this task. I think you need a lot more discipline.";
- close;
- }
- .@playtime = questprogress(12253,PLAYTIME);
- if (.@playtime == 1) {
- mes "You still have marks of the haunting souls on your body.";
- next;
- mes "You'll have to come back when the marks have disappeared.";
- close;
- } else if (.@playtime == 2) {
- mes "You feel your mind has calmed down once again. You now have enough energy to go look for other souls, so talk to the Guide again.";
- for(.@i = 12243; .@i<=12252; ++.@i) {
- if (questprogress(.@i))
- erasequest .@i;
- }
- erasequest 12253;
- close;
- }
- mes "[Soul Guide]";
- mes "Welcome.";
- mes "Are you ready?";
- next;
- if(select("What kind of tasks do you have for me?:Tell me about today's task.") == 1) {
- mes "[Soul Guide]";
- mes "My job is to gather the remains of the souls haunting the forest and put them to rest.";
- next;
- mes "[Soul Guide]";
- mes "There are countless souls trapped in the Maze.";
- next;
- mes "[Soul Guide]";
- mes "Help them get their long-deserved rest.";
- close;
- }
- mes "[Soul Guide]";
- mes "I'll show you the details of one of the lost souls.";
- next;
- switch(rand(1,10)) {
- case 1:
- setquest 12243;
- setquest 12253;
- mes "^660066Age 32. Comes from Midgard. Has been missing for 3 months since he went to the Maze of the Hazy Forest in order to collect the native plants. Low chance of survival.^000000";
- .@n$ = "Tazar";
- break;
- case 2:
- setquest 12244;
- setquest 12253;
- mes "^660066Age 19. Adventurer who came from a far, unknown place by ship. Been missing for 2 months since he went to explore the Maze dressed in thin tights, despite dissuasion of all Mora residents.";
- mes "Even if he's alive, he would cause trouble to the rescue team.^000000";
- .@n$ = "Niger";
- break;
- case 3:
- setquest 12245;
- setquest 12253;
- mes "^660066Age unknown. Has some mental illness. Went alone in order to purify the Maze of the Hazy forest. He insists that he has good ancestry but no one trusts him.";
- mes "Disappearance period : 12 years. Not much chance of survival.^000000";
- .@n$ = "Messil";
- break;
- case 4:
- setquest 12246;
- setquest 12253;
- mes "^660066Age 51. Used to be a big thief who stole famous swords from all around the world.";
- mes "Went missing in the Maze after being pursued for running an illegal casino house which caused massive casualties in his final years. Low chance of survival.^000000";
- .@n$ = "Noirit";
- break;
- case 5:
- setquest 12247;
- setquest 12253;
- mes "^660066Age 22. An apprentice of an airship pilot. He has gone missing while drinking in Mora town, where he went for a break.";
- mes "Rumor has it that he fled after signing somewhere. Disappearance period : 4 months. Low chance of survival.^000000";
- .@n$ = "Pajama Sin";
- break;
- case 6:
- setquest 12248;
- setquest 12253;
- mes "^660066Age Unknown. A female with long hair, dressed in black. Went on an expedition to the forest of the Maze in search of eternal life. Disappearance period : 3 months. Low chance of survival.^000000";
- .@n$ = "Mendel";
- break;
- case 7:
- setquest 12249;
- setquest 12253;
- mes "^660066Age around 50. The current Mayor of the Mora village. He ran away to the Forest of Maze after being caught pocketing profits by cheating the residents. Survival uncertain.^000000";
- .@n$ = "Milebit";
- break;
- case 8:
- setquest 12250;
- setquest 12253;
- mes "^660066Age 29. A young man with an unknown background.";
- mes "Fled to the forest of maze after scamming 1200 Mora coins from Mora residents while pretending to start a lot of business and adapting himself in Mora. Survival uncertain.^000000";
- .@n$ = "Kunmoon";
- break;
- case 9:
- setquest 12251;
- setquest 12253;
- mes "^660066Age 34. Flirted with several women in Mora. Fled from Mora villagers to the forest of maze. Survival uncertain.^000000";
- .@n$ = "Chaihokin";
- break;
- case 10:
- setquest 12252;
- setquest 12253;
- mes "^660066Age Unknown. Disappered with coins which were joint controlled by the villagers. Low chance of survival.^000000";
- .@n$ = "Tual";
- break;
- }
- next;
- mes "^990099Information on missing person "+.@n$+"^000000 has been found. Check your Quest Window for further information.";
- specialeffect2 EF_STEAL;
- close;
-}
-
-mora,131,165,7 script Wandering Customer#pa082 4_F_MORAFINE1,{
- mes "[Wandering Customer]";
- mes "I don't know whether to believe this art dealer... He made me stand here like this for days.... Ah... I feel dizzy.";
- close;
-}
-
-mora,125,174,2 script A Random Customer#pa0829 4_F_MORAFINE1,{
- mes "[Naive Customer]";
- mes "I don't know when carving my pendant will be completed. Since he is a reliable art dealer, I suppose he won't break my pendant.";
- close;
-}
-
-mora,104,172,7 script Victim#pa0829 4_F_MORAFINE1,{
- mes "[Victim]";
- mes "You Bastard! I want my rugged outwear! That was passed on to me by my father *SOB*";
- next;
- mes "^990099 It seems that he has gotten a great deal of damage from the art dealer.^000000";
- close;
-}
-
-sec_in02,29,34,5 script Initializing Mora Sanjo 4_MAN_NITT,{
- callfunc "F_GM_NPC";
- mes "Enter your password";
- if (callfunc("F_GM_NPC","1854",1) == 0) {
- mes "Hehe";
- close;
- } else {
- mes "[Initialization]";
- mes "14.1 Initializing all quest window include related daily quest and map and so on";
- freeloop(1);
- for(.@i = 12225; .@i<=12353; ++.@i) {
- if (questprogress(.@i))
- erasequest .@i;
- }
- freeloop(0);
- ep14_1_mistwoods = 10;
- close;
- }
-}
-
-// Mora Daily Quests - Souls :: md_cadaver_in
-//============================================================
-// callfunc "mora_remains",<quest ID>,<NPC name>,<Mora Coin amount>,<reward ID>,<max reward amount>;
-function script mora_remains {
- if (MaxWeight - Weight < 1000) {
- mes "You have to make space in your inventory.";
- close;
- }
- if (questprogress(getarg(0))) {
- specialeffect2 EF_BLIND;
- specialeffect2 EF_BEGINSPELL;
- progressbar "ffff00",4;
- erasequest getarg(0);
- mes "These must be ["+getarg(1)+"]'s Remains. So carefully gather his remains.";
- specialeffect2 EF_STEAL;
- getitem getarg(3), rand(1,getarg(4));
- if (rand(10)) {
- next;
- mes "You picked up "+getarg(2)+" Mora Coins next to the remains.";
- specialeffect2 EF_STEAL;
- getitem 6380,getarg(2); //Mora_Coin
- }
- close;
- }
- mes "You see traces of recent digging.";
- close;
-}
-1@mist,132,100,0 script Tazaar's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12243,"Tazaar",6,526,3; } //Royal_Jelly
-1@mist,102,242,0 script Naizar's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12244,"Naizar",5,942,17; } //Yoyo_Tail
-1@mist,145,245,0 script Meshir's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12245,"Meshir",5,943,4; } //Solid_Shell
-1@mist,196,276,0 script Noirit's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12246,"Noirit",6,549,3; } //Nice_Sweet_Potato
-1@mist,304,327,0 script Pajama God's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12247,"Pajama God",5,945,18; } //Raccoon_Leaf
-1@mist,334,287,0 script Mendel's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12248,"Mendel",7,946,31; } //Snail's_Shell
-1@mist,330,177,0 script Milebit's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12249,"Milebit",5,7008,17; } //Stiff_Horn
-1@mist,284,84,0 script Kunmun's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12250,"Kunmun",4,6380,20; } //Mora_Coin
-1@mist,170,54,0 script Tsaihokin's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12251,"Tsaihokin",2,929,5; } //Immortal_Heart
-1@mist,118,43,0 script Tuar's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12252,"Tuar",3,6380,20; } //Mora_Coin
-
-// Knights of the Neighborhood :: ep14_1_mora_knight
-//============================================================
-mora,118,166,6 script Knights Chief#mo 4_F_RAFLE_VI,{
- mes "[Order of the Knights Chief]";
- mes "We are the legendary order of the Neighborhood Knights, founded just five minutes ago!";
- next;
- mes "[Order of the Knights Chief]";
- mes "We have four chiefs but no foot soldiers...";
- mes "It's so frustrating!";
- next;
- mes "[Other Leaders]";
- mes "Those other guys are all soldiers, but I'm the Boss!";
- mes "I, the Head, will tell you what to do!";
- mes "The Leader is the highest in the rank!";
- mes "You talked me into joining the order, and now look at this!";
- close;
-}
-
-mora,116,165,5 script Knights Boss#mo 4_M_RAFLE_VI,{
- .@playtime = questprogress(1119,PLAYTIME);
- if (.@playtime == 1) {
- mes "[Order of the Knights Boss]";
- mes "We've run out of Mora Coins.";
- mes "Come back tomorrow!";
- close;
- } else if (.@playtime == 2)
- erasequest 1119;
- if (checkweight(6380,1) == 0) {
- mes "[Order of the Knights Boss]";
- mes "You have a lot of things with you!";
- mes "Why not dump some of them in my pocket?";
- close;
- }
- if (countitem(12561) >= 200) {
- mes "[Order of the Knights Boss]";
- mes "So you've brought back";
- mes "200 ^FF0000Mysterious Seeds^000000.";
- mes "Are you working under my command?";
- mes "I'm so confused";
- mes "because I've been sending random people on errands.";
- next;
- mes "[Order of the Knights Boss]";
- mes "I'll reward you as I promised.";
- mes "You made sure everyone knows";
- mes "it's the Order of the Neighborhood Knights's work, right?";
- setquest 1119;
- delitem 12561,200; //Mysterious_Seed
- getitem 6380,1; //Mora_Coin
- close;
- }
- mes "[Order of the Knights Boss]";
- mes "You have courage to";
- mes "show up out of nowhere";
- mes "and demand Mora Coins... how impressive!";
- mes "You're more than qualified to be a soldier of the Order of the Neighborhood Knights.";
- next;
- mes "[Order of the Knights Boss]";
- mes "Soldier, I need you to do something for me.";
- mes "Go to the Hazy Forest and gather 200 ^FF0000Mysterious Seeds^000000!";
- next;
- switch(select("Yes, sir!:I challenge you to a duel!")) {
- case 1:
- mes "[Order of the Knights Boss]";
- mes "Good attitude, "+strcharinfo(0)+" Soldier!";
- mes "I'll reward you handsomely when you get back.";
- next;
- mes "[Other Bosses]";
- mes "This is from me, the Chief!";
- mes "Don't look down on the Head!";
- mes "It's from me, the Leader!";
- close;
- case 2:
- mes "[Order of the Knights Boss]";
- mes "See the Chief if you want to have a duel!";
- mes "I'm in charge of recruiting here.";
- mes "Ahem...";
- close;
- }
-}
-
-mora,114,163,5 script Knights Head#mo 4_M_RAFLE_OR,{
- if (checkweight(6380,1) == 0) {
- mes "[Order of the Knights Head]";
- mes "You have a lot of things with you!";
- mes "Why not dump some of them in my pocket?";
- close;
- }
- if (ep14_1_rope < 11) {
- mes "[Order of the Knights Head]";
- mes "I hear that a Laphine called 'Lope'";
- mes "went missing in the Hazy Forest.";
- mes "I wish the Order of the Neighborhood Knights";
- next;
- mes "[Order of the Knights Head]";
- mes "could help solve the case,";
- mes "but we can't now";
- mes "because we're not done cleaning the yard yet.";
- mes "So, what I'm trying to say is";
- next;
- mes "[Order of the Knights Head]";
- mes "why don't you go";
- mes "and deal with the problem";
- mes "on behalf of the Order of the Neighborhood Knights!";
- next;
- mes "[Order of the Knights Head]";
- mes "I promise, as the Head of the Order,";
- mes "that I'll give you more work";
- mes "when you get back!";
- next;
- mes "[Other Heads]";
- mes "I approve it, as the Chief.";
- mes "You can thank me, the Boss.";
- mes "You know the Leader is the boss here, right?";
- close;
- } else if (ep14_1_rope == 11) {
- mes "[Order of the Knights Head]";
- mes "So the missing Laphine";
- mes "is dead?";
- mes "I'm sorry to hear that.";
- mes "I could have saved him.";
- next;
- mes "[Order of the Knights Head]";
- mes "I hear that there are more ^0000FFLope's Clues^000000";
- mes "in the Hazy Forest.";
- mes "Go look for the rest of them";
- mes "and bring back about 30 of them.";
- mes "They will make great souvenirs.";
- next;
- switch(select("Am I doing all the work here or what?:Yes, sir!")) {
- case 1:
- mes "[Order of the Knights Head]";
- mes "So you've noticed it?";
- mes "Darn! I should have given you work earlier!";
- close;
- case 2:
- mes "[Order of the Knights Head]";
- mes "It was worthwhile to have trained you after all.";
- mes "I'm proud of you,"+strcharinfo(0)+" Soldier!";
- next;
- mes "[Other Heads]";
- mes "I think you'll make a great right-hand man, the Chief.";
- mes "I feel rewarded, as the Boss.";
- mes "As the Leader, I'm so pleased to see you all improve.";
- ep14_1_rope = 12;
- setquest 1118;
- close;
- }
- } else if (ep14_1_rope == 12) {
- if (countitem(6383) < 30) {
- mes "[Order of the Knights Head]";
- mes "You still haven't gathered";
- mes "^0000FFLope's Clues^000000?";
- mes "I feel somewhat good,";
- mes "because that's about what I expected out of you.";
- close;
- }
- mes "[Order of the Knights Head]";
- mes "So you've brought back ^0000FFLope's Clues^000000.";
- mes "Let's see ...";
- mes "Assemble, assemble";
- mes "Attach, attach";
- next;
- mes "[Lope's Letter]";
- mes "...a traveler... attacked...";
- mes "...under disguise... deadly poison...";
- mes "...the Village... in danger...";
- next;
- mes "[Order of the Knights Head]";
- mes "What on earth does this mean?";
- mes "Well done, anyway.";
- mes "Cheer up, you will be a great head of the Knights like myself, someday.";
- next;
- mes "[Other Heads]";
- mes "I'm not so sure!";
- mes "It's too much for us.";
- mes "It's no use trying to do it.";
- completequest 1118;
- delitem 6383,30; //Clue_Of_Lope
- ep14_1_rope = 13;
- getitem 6380,2; //Mora_Coin
- getexp 1000000,1000000;
- close;
- } else if (ep14_1_rope > 12) {
- mes "[Order of the Knights Head]";
- mes "We're in trouble.";
- mes "We're sick of being knights.";
- mes "We're thinking of forming";
- mes "a circus troupe instead.";
- mes "Are you interested in trying tightrope walking?";
- next;
- switch(select("Well, I could do a fire show.:This is so absurd.")) {
- case 1:
- mes "[Order of the Knights Head]";
- mes "No, it's impossible.";
- mes "I burned down a few houses";
- mes "playing with fire.";
- close;
- case 2:
- mes "[Order of the Knights Head]";
- mes "That's the answer I expected.";
- mes "I'm proud of myself.";
- close;
- }
- close;
- }
- end;
-}
-
-mora,112,161,5 script Knights Leader#mo 4_F_RAFLE_YE,{
- mes "[Order of the Knights Leader]";
- mes "I'm the Leader of the Order -";
- mes "you can tell me.";
- mes "What brings you here? Do you have some work for us?";
- next;
- mes "[Other Leaders]";
- mes "Huh! I said the Boss is the boss!";
- mes "No, the Chief is the best!";
- mes "How rude you all are! I'm the Head here!";
- emotion e_swt2,1;
- close;
-}
diff --git a/npc/re/quests/quests_morocc.txt b/npc/re/quests/quests_morocc.txt
deleted file mode 100644
index 5632245f0..000000000
--- a/npc/re/quests/quests_morocc.txt
+++ /dev/null
@@ -1,246 +0,0 @@
-//===== Hercules Script ======================================
-//= Morroc Quest NPCs
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= [Official Conversion]
-//= Quest NPCs related to Morroc.
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.0a Gathered remaining dialogues. [Euphy]
-//= 1.1 Added new warpers for Satan Morroc maps. [Euphy]
-//============================================================
-
-// Resurrection of Satan Morroc
-// ============================================================
-- script Continental Guard#man -1,{
- mes "[Continental Guard]";
- mes "We've received orders from Headquarters to block access to this area since an unusual space-time phenomenon has been detected.";
- next;
- mes "[Continental Guard]";
- mes "If you really want to go to the next area, you'll be responsible for your own safety.";
- next;
- switch(select("Nevermind.:Enter the Field.")) {
- case 1:
- mes "[Continental Guard]";
- mes "Wise choice.";
- mes "Have a safe journey.";
- close;
- case 2:
- mes "[Continental Guard]";
- mes "I see.";
- mes "I'll send you to the field shortly.";
- close2;
- warp "moc_fild20",208,207;
- end;
- }
-}
-moc_fild07,380,202,1 duplicate(Continental Guard#man) Continental Guard#man1 4_M_EIN_SOLDIER
-moc_fild11,189,360,6 duplicate(Continental Guard#man) Continental Guard#man2 4_M_EIN_SOLDIER
-prt_fild10,263,23,1 duplicate(Continental Guard#man) Continental Guard#man3 4_M_EIN_SOLDIER
-prt_fild09,95,19,1 duplicate(Continental Guard#man) Continental Guard#man4 4_M_EIN_SOLDIER
-prt_fild09,246,17,1 duplicate(Continental Guard#man) Continental Guard#man5 4_M_EIN_SOLDIER
-moc_fild13,32,171,6 duplicate(Continental Guard#man) Continental Guard#man6 4_M_EIN_SOLDIER
-moc_fild16,124,381,4 duplicate(Continental Guard#man) Continental Guard#man7 4_M_EIN_SOLDIER
-moc_fild16,333,380,4 duplicate(Continental Guard#man) Continental Guard#man8 4_M_EIN_SOLDIER
-moc_fild01,84,19,1 duplicate(Continental Guard#man) Continental Guard#man9 4_M_EIN_SOLDIER
-
-// Pyramids Nightmare Mode
-//============================================================
-moc_prydb1,103,54,3 script Suspicious Cat#night 4_CAT_SAILOR4,{
- mes "[Suspicious Cat]";
- mes "I can't believe a mummy could do this to me. Oh man, it hurts. Nobody should find out about this....";
- next;
- if(select("Mummy? What happened?:Pretend not to know anything.") == 2)
- close;
- mes "[Suspicious Cat]";
- mes "You caught me! Darn it...I didn't expect my reputation as a tomb raider would get damaged like this...";
- next;
- mes "[Suspicious Cat]";
- mes "But come on, they're so strange! They're mummies! Just mummies, you know? They shouldn't be that strong!";
- next;
- if(select("Strong mummies? Where are they?:End the conversation.") == 2) {
- mes "[Suspicious Cat]";
- mes "Whaaat~ you don't want to hear my story? Fine! You'd better not mention my name anywhere else!";
- close;
- }
- mes "[Suspicious Cat]";
- mes "Haha, it's a secret.";
- mes "I found out while I was stealing... No, I mean, just walking through the pyramid.";
- next;
- mes "[Suspicious Cat]";
- mes "When I saw a mummy coming toward me, I was like 'whatever' and didn't care. But then he knocked me down with a slap in the face! How could he do that to a cute cat like me! You bandaged freak... you just wait and see!";
- next;
- if(select("I would like to go, too.:End the conversation.") == 2)
- close;
- mes "[Suspicious Cat]";
- mes "No way! I spent so much time finding that path!!";
- next;
- mes "[Suspicious Cat]";
- mes "Hmm... but if you insist, just give me 5000 Zeny. I'll lead you.";
- mes "What~? Don't give me that look! Do you have any idea how hard it is for a cat to survive in Midgard!";
- next;
- mes "[Suspicious Cat]";
- mes "^FF0000But come to think of it, a weakling like you won't survive there. Maybe for a second if you're lucky?^000000";
- mes "Well, it's none of my business. But I warned you anyway!";
- next;
- switch(select("Pay 5,000 zeny and set out.:Forget it.")) {
- case 1:
- if (Zeny < 5000) {
- mes "[Suspicious Cat]";
- mes "Where do you think you're going! You're so broke!";
- close;
- }
- Zeny -= 5000;
- mes "[Suspicious Cat]";
- mes "Bah, what's up with this old money... you don't have anything sparkly or shiny?!";
- mes "Ahh, just follow me!";
- close2;
- warp "moc_prydn1",93,96;
- end;
- case 2:
- mes "[Suspicious Cat]";
- mes "Gosh, you don't even have 5000 Zeny, do you?";
- close;
- }
-}
-
-moc_prydn1,94,98,3 script Suspicious Cat#night2 4_CAT_SAILOR4,{
- mes "[Suspicious Cat]";
- mes "That stupid mummy slapped me again while you were looking away! Sniff sniff... Let's go back, meow!";
- next;
- switch(select("Go back to Thief Guild:Eliminate Verit:Eliminate Ancient Mummy:It's nothing")) {
- case 1:
- mes "[Suspicious Cat]";
- mes "Right right... let's go back.";
- close2;
- warp "moc_prydb1",100,57;
- end;
- case 2:
- .@playtime = questprogress(2290,PLAYTIME);
- if (.@playtime == 1) {
- mes "[Suspicious Cat]";
- mes "Look at that Verit, he's afraid of us! Kyaahaha! We're safe, at least for a while!";
- close;
- } else if (.@playtime == 2)
- erasequest 2290;
- .@hunting = questprogress(2289,HUNTING);
- if (!.@hunting) {
- mes "[Suspicious Cat]";
- mes "Did you know that cats and dogs don't get along?";
- next;
- mes "[Suspicious Cat]";
- mes "Look at that ugly and hideous Verit. He's scowling, wagging his tail and trying to come closer.";
- mes "Oh, you don't have a tail, right? He thinks I'm a thorn in his side, and he's trying to start a fight now!";
- next;
- mes "[Suspicious Cat]";
- mes "Look at him, so greedy and drooly... I don't like the way he breathes, either. I can't stand how he's making those gobbling sounds...";
- mes "It's so obvious that he's waiting to attack me from behind.";
- next;
- mes "[Suspicious Cat]";
- mes "Gosh, I could have scratched his face so hard if it wasn't for my stomachache!";
- mes "Hey, it's not because I'm afraid of Majoruros!";
- next;
- mes "[Suspicious Cat]";
- mes "If you want to go home, you'd better beat up that ugly doggie! Otherwise, he'll bite you!";
- next;
- switch(select("Help him:Stay away")) {
- case 1:
- mes "[Suspicious Cat]";
- mes "Good, the target number is 20! Good luck!";
- setquest 2289;
- close;
- case 2:
- mes "[Suspicious Cat]";
- mes "Pah! You don't care about me? Fine, you traitor!";
- close;
- }
- } else if (.@hunting == 1) {
- mes "[Suspicious Cat]";
- mes "Is Verit's training going well?";
- next;
- switch(select("Sure.:I want to stop.")) {
- case 1:
- mes "[Suspicious Cat]";
- mes "Good. Keep up the good work!";
- close;
- case 2:
- mes "[Suspicious Cat]";
- mes "What? You're so irresponsible!";
- erasequest 2289;
- close;
- }
- } else if (.@hunting == 2) {
- mes "[Suspicious Cat]";
- mes "Hey, you're actually useful! Good job!";
- mes "That Verit wouldn't dare come around here for a while, right? Muhahah!";
- changequest 2289,2290;
- getexp 300000,100000;
- close;
- }
- case 3:
- .@playtime = questprogress(2291,PLAYTIME);
- if (.@playtime == 1) {
- mes "[Suspicious Cat]";
- mes "Good, I'll make a good use of the time you gained! But I gotta do something about this stomachache first.....";
- close;
- } else if (.@playtime == 2)
- erasequest 2291;
- .@hunting = questprogress(2292,HUNTING);
- if (!.@hunting) {
- mes "[Suspicious Cat]";
- mes "Precious treasures are supposed to be hidden in the deep secret places here!";
- mes "I'm sure the mummy's precious treasures are hidden in the second basement level.";
- next;
- mes "[Suspicious Cat]";
- mes "But Ancient Mummies caught me off guard and hit my head before I knew it!";
- next;
- mes "[Suspicious Cat]";
- mes "I'm sure they're trying to stop me from finding the treasures by decreasing my superior brain cells!!";
- next;
- mes "[Suspicious Cat]";
- mes "They can't stop me! Let's go get rid of Ancient Mummies!!";
- next;
- mes "[Suspicious Cat]";
- mes "Don't ask why! I'm sure you wouldn't want those beautiful treasures to be hidden in the dark either!";
- next;
- switch(select("Help him:Stay away")) {
- case 1:
- mes "[Suspicious Cat]";
- mes "Alright, the target number is 20! Good luck!";
- setquest 2292;
- close;
- case 2:
- mes "[Suspicious Cat]";
- mes "Bah, you're so cold-hearted.";
- close;
- }
- } else if (.@hunting == 1) {
- mes "[Suspicious Cat]";
- mes "Is fighting Ancient Mummies going well?";
- next;
- switch(select("Sure.:I want to stop.")) {
- case 1:
- mes "[Suspicious Cat]";
- mes "Good. Keep up the good work!";
- close;
- case 2:
- mes "[Suspicious Cat]";
- mes "What? You're so irresponsible!";
- erasequest 2292;
- close;
- }
- } else if (.@hunting == 2) {
- mes "[Suspicious Cat]";
- mes "Hey, you're actually useful! Good job!";
- mes "That Ancient Mummy wouldn't dare come around here for a while, right? Muhahah!";
- changequest 2292,2291;
- getexp 600000,200000;
- close;
- }
- case 4:
- close;
- }
-}
diff --git a/npc/re/quests/quests_nameless.txt b/npc/re/quests/quests_nameless.txt
deleted file mode 100644
index 04f138d2f..000000000
--- a/npc/re/quests/quests_nameless.txt
+++ /dev/null
@@ -1,15 +0,0 @@
-//===== Hercules Script ======================================
-//= Nameless Island Quests
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= [Official Conversion]
-//= Contains:
-//= - Muff's Loan
-//===== Additional Comments: =================================
-//= 1.0 Moved Dorian to pre-re/re paths.
-//============================================================
-
-izlude_in,57,92,3 duplicate(Dorian_izlude) Dorian 4_M_OILMAN,2,2
diff --git a/npc/re/quests/quests_veins.txt b/npc/re/quests/quests_veins.txt
deleted file mode 100644
index 707516b4e..000000000
--- a/npc/re/quests/quests_veins.txt
+++ /dev/null
@@ -1,13 +0,0 @@
-//===== Hercules Script ======================================
-//= Quest NPCs located in Veins
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= Quests related to Veins.
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//============================================================
-
-ve_fild02,337,314,4 duplicate(WincingOldMan_veins) Wincing Old Man#ve 4_M_DST_GRAND
diff --git a/npc/re/scripts.conf b/npc/re/scripts.conf
deleted file mode 100644
index 076ffd528..000000000
--- a/npc/re/scripts.conf
+++ /dev/null
@@ -1,137 +0,0 @@
-// --------------------------------------------------------------
-// - Renewal Core Scripts -
-// --------------------------------------------------------------
-
-// -------------------------- Airport ---------------------------
-npc: npc/re/airports/izlude.txt
-
-// --------------------------- Cities ---------------------------
-npc: npc/re/cities/alberta.txt
-npc: npc/re/cities/brasilis.txt
-npc: npc/re/cities/dewata.txt
-npc: npc/re/cities/dicastes.txt
-npc: npc/re/cities/eclage.txt
-npc: npc/re/cities/izlude.txt
-npc: npc/re/cities/jawaii.txt
-npc: npc/re/cities/malangdo.txt
-npc: npc/re/cities/malaya.txt
-npc: npc/re/cities/mora.txt
-npc: npc/re/cities/yuno.txt
-
-// --------------------------- Events ---------------------------
-//npc: npc/re/events/halloween_2014.txt
-
-// --------------------------- Guides ---------------------------
-npc: npc/re/guides/navigation.txt
-npc: npc/re/guides/guides_alberta.txt
-npc: npc/re/guides/guides_aldebaran.txt
-npc: npc/re/guides/guides_amatsu.txt
-npc: npc/re/guides/guides_ayothaya.txt
-npc: npc/re/guides/guides_brasilis.txt
-npc: npc/re/guides/guides_comodo.txt
-npc: npc/re/guides/guides_dewata.txt
-npc: npc/re/guides/guides_dicastes.txt
-npc: npc/re/guides/guides_eclage.txt
-npc: npc/re/guides/guides_einbroch.txt
-npc: npc/re/guides/guides_geffen.txt
-npc: npc/re/guides/guides_gonryun.txt
-npc: npc/re/guides/guides_hugel.txt
-npc: npc/re/guides/guides_izlude.txt
-npc: npc/re/guides/guides_juno.txt
-npc: npc/re/guides/guides_lighthalzen.txt
-npc: npc/re/guides/guides_louyang.txt
-npc: npc/re/guides/guides_lutie.txt
-npc: npc/re/guides/guides_malaya.txt
-npc: npc/re/guides/guides_mora.txt
-npc: npc/re/guides/guides_morroc.txt
-npc: npc/re/guides/guides_moscovia.txt
-npc: npc/re/guides/guides_niflheim.txt
-npc: npc/re/guides/guides_payon.txt
-npc: npc/re/guides/guides_prontera.txt
-npc: npc/re/guides/guides_rachel.txt
-npc: npc/re/guides/guides_umbala.txt
-npc: npc/re/guides/guides_veins.txt
-
-// ------------------------ Instances ---------------------------
-npc: npc/re/instances/BakonawaLake.txt
-npc: npc/re/instances/BangungotHospital.txt
-npc: npc/re/instances/BuwayaCave.txt
-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
-
-// -------------------------- Merchant --------------------------
-npc: npc/re/merchants/3rd_trader.txt
-npc: npc/re/merchants/advanced_refiner.txt
-npc: npc/re/merchants/alchemist.txt
-npc: npc/re/merchants/ammo_boxes.txt
-npc: npc/re/merchants/ammo_dealer.txt
-//npc: npc/re/merchants/blessed_refiner.txt
-npc: npc/re/merchants/card_separation.txt
-npc: npc/re/merchants/catalog.txt
-npc: npc/re/merchants/coin_exchange.txt
-npc: npc/re/merchants/diamond.txt
-npc: npc/re/merchants/enchan_mal.txt
-npc: npc/re/merchants/enchan_mora.txt
-npc: npc/re/merchants/flute.txt
-npc: npc/re/merchants/hd_refiner.txt
-npc: npc/re/merchants/inn.txt
-npc: npc/re/merchants/quivers.txt
-npc: npc/re/merchants/refine.txt
-npc: npc/re/merchants/renters.txt
-npc: npc/re/merchants/shops.txt
-//npc: npc/re/merchants/ticket_refiner.txt
-//npc: npc/re/merchants/enchan_upg.txt
-
-// --------------------------- Others ---------------------------
-npc: npc/re/other/bulletin_boards.txt
-//npc: npc/re/other/item_merge.txt
-npc: npc/re/other/mail.txt
-npc: npc/re/other/mercenary_rent.txt
-npc: npc/re/other/pvp.txt
-npc: npc/re/other/resetskill.txt
-npc: npc/re/other/stone_change.txt
-npc: npc/re/other/turbo_track.txt
-
-// --------------------------- Quests ---------------------------
-// - Eden Group -------------------------------------------------
-npc: npc/re/quests/eden/11-25.txt
-npc: npc/re/quests/eden/26-40.txt
-npc: npc/re/quests/eden/41-55.txt
-npc: npc/re/quests/eden/56-70.txt
-npc: npc/re/quests/eden/71-85.txt
-npc: npc/re/quests/eden/86-90.txt
-npc: npc/re/quests/eden/91-99.txt
-npc: npc/re/quests/eden/eden_common.txt
-npc: npc/re/quests/eden/eden_quests.txt
-npc: npc/re/quests/eden/eden_service.txt
-npc: npc/re/quests/eden/eden_tutorial.txt
-// iRO custom additions.
-//npc: npc/re/quests/eden/eden_iro.txt
-// --------------------------------------------------------------
-// - Quests-Tutorials for basic classes (1st class quests) ------
-npc: npc/re/quests/first_class/tu_archer.txt
-// --------------------------------------------------------------
-//npc: npc/re/quests/cupet.txt
-npc: npc/re/quests/homun_s.txt
-npc: npc/re/quests/magic_books.txt
-npc: npc/re/quests/monstertamers.txt
-npc: npc/re/quests/mrsmile.txt
-npc: npc/re/quests/pile_bunker.txt
-npc: npc/re/quests/quests_13_1.txt
-npc: npc/re/quests/quests_brasilis.txt
-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_malangdo.txt
-npc: npc/re/quests/quests_malaya.txt
-npc: npc/re/quests/quests_mora.txt
-npc: npc/re/quests/quests_morocc.txt
-npc: npc/re/quests/quests_nameless.txt
-npc: npc/re/quests/quests_veins.txt
diff --git a/npc/re/scripts_guild.conf b/npc/re/scripts_guild.conf
deleted file mode 100644
index e5c01e436..000000000
--- a/npc/re/scripts_guild.conf
+++ /dev/null
@@ -1,8 +0,0 @@
-// --------------------------------------------------------------
-// - Renewal Guild Wars -
-// --------------------------------------------------------------
-
-// ----------------------- War of Emperium ----------------------
-// - Hall of Abyss
-npc: npc/re/guild/invest_main.txt
-npc: npc/re/guild/invest_npc.txt
diff --git a/npc/re/scripts_jobs.conf b/npc/re/scripts_jobs.conf
deleted file mode 100644
index 1d6e9f8f9..000000000
--- a/npc/re/scripts_jobs.conf
+++ /dev/null
@@ -1,32 +0,0 @@
-// --------------------------------------------------------------
-// - Renewal Job Scripts -
-// --------------------------------------------------------------
-
-// ------------------------- Job Quests -------------------------
-// - 1-1
-npc: npc/re/jobs/1-1/acolyte.txt
-npc: npc/re/jobs/1-1/archer.txt
-npc: npc/re/jobs/1-1/mage.txt
-npc: npc/re/jobs/1-1/merchant.txt
-npc: npc/re/jobs/1-1/swordman.txt
-npc: npc/re/jobs/1-1/thief.txt
-// - 3-1
-npc: npc/re/jobs/3-1/archbishop.txt
-npc: npc/re/jobs/3-1/mechanic.txt
-npc: npc/re/jobs/3-1/ranger.txt
-npc: npc/re/jobs/3-1/rune_knight.txt
-npc: npc/re/jobs/3-1/warlock.txt
-npc: npc/re/jobs/3-1/guillotine_cross.txt
-// - 3-2
-npc: npc/re/jobs/3-2/genetic.txt
-npc: npc/re/jobs/3-2/minstrel.txt
-npc: npc/re/jobs/3-2/royal_guard.txt
-npc: npc/re/jobs/3-2/shadow_chaser.txt
-npc: npc/re/jobs/3-2/sorcerer.txt
-npc: npc/re/jobs/3-2/sura.txt
-npc: npc/re/jobs/3-2/wanderer.txt
-// - Novice
-npc: npc/re/jobs/novice/novice.txt
-npc: npc/re/jobs/novice/supernovice_ex.txt
-// - Job Repairs
-npc: npc/re/jobs/repair.txt
diff --git a/npc/re/scripts_main.conf b/npc/re/scripts_main.conf
deleted file mode 100644
index 28f514d19..000000000
--- a/npc/re/scripts_main.conf
+++ /dev/null
@@ -1,48 +0,0 @@
-// --------------------------------------------------------------
-// - Hercules Renewal Primary Scripts File -
-// --------------------------------------------------------------
-// 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
-// scripts are deemed as 'official'. You should place your NPCs
-// in to scripts_custom.conf to follow the trend.
-//
-// Thanks,
-// Ancyker and the rest of the Hercules Team
-//
-// Note: "Comments" are all text on the right side of a double slash "//"
-// Whatever text is commented will not be parsed by the servers, and serves
-// only as information/reference.
-//
-// --------------------------------------------------------------
-
-// ------------------ Global Scripts Functions ------------------
-// Utilitarian functions used by many scripts.
-npc: npc/other/Global_Functions.txt
-
-// -------------------- Cash Shop Functions ---------------------
-// Used by cash shop items in the Item Database.
-npc: npc/other/CashShop_Functions.txt
-
-// ------------------- Common Script Files ----------------------
-import: npc/scripts.conf
-import: npc/scripts_guild.conf
-import: npc/scripts_jobs.conf
-import: npc/scripts_mapflags.conf
-import: npc/scripts_monsters.conf
-import: npc/scripts_warps.conf
-
-// ------------------- Renewal Script Files ---------------------
-import: npc/re/scripts.conf
-import: npc/re/scripts_guild.conf
-import: npc/re/scripts_jobs.conf
-import: npc/re/scripts_monsters.conf
-import: npc/re/scripts_warps.conf
-
-// ----------- Development / Testing Script Files ---------------
-import: npc/scripts_dev.conf
-
-// ------------------- Custom Script Files ----------------------
-// - Your NPCs go in this file!
-import: npc/scripts_custom.conf
diff --git a/npc/re/scripts_monsters.conf b/npc/re/scripts_monsters.conf
deleted file mode 100644
index 913fac0c0..000000000
--- a/npc/re/scripts_monsters.conf
+++ /dev/null
@@ -1,83 +0,0 @@
-// --------------------------------------------------------------
-// - Renewal Monster Scripts -
-// --------------------------------------------------------------
-
-npc: npc/re/mobs/citycleaners.txt
-npc: npc/re/mobs/towns.txt
-
-// -------------------------- Dungeons --------------------------
-npc: npc/re/mobs/dungeons/abbey.txt
-npc: npc/re/mobs/dungeons/abyss.txt
-npc: npc/re/mobs/dungeons/alde_dun.txt
-npc: npc/re/mobs/dungeons/ama_dun.txt
-npc: npc/re/mobs/dungeons/anthell.txt
-npc: npc/re/mobs/dungeons/ayo_dun.txt
-npc: npc/re/mobs/dungeons/beach_dun.txt
-npc: npc/re/mobs/dungeons/bra_dun.txt
-npc: npc/re/mobs/dungeons/c_tower.txt
-npc: npc/re/mobs/dungeons/dew_dun.txt
-npc: npc/re/mobs/dungeons/dic_dun.txt
-npc: npc/re/mobs/dungeons/ecl_tdun.txt
-npc: npc/re/mobs/dungeons/ein_dun.txt
-npc: npc/re/mobs/dungeons/gef_dun.txt
-npc: npc/re/mobs/dungeons/gefenia.txt
-npc: npc/re/mobs/dungeons/glastheim.txt
-npc: npc/re/mobs/dungeons/gld_dunSE.txt
-npc: npc/re/mobs/dungeons/gld_re.txt
-npc: npc/re/mobs/dungeons/gon_dun.txt
-npc: npc/re/mobs/dungeons/ice_dun.txt
-npc: npc/re/mobs/dungeons/in_sphinx.txt
-npc: npc/re/mobs/dungeons/iz_dun.txt
-npc: npc/re/mobs/dungeons/juperos.txt
-npc: npc/re/mobs/dungeons/kh_dun.txt
-npc: npc/re/mobs/dungeons/lhz_dun.txt
-npc: npc/re/mobs/dungeons/lou_dun.txt
-npc: npc/re/mobs/dungeons/ma_dun.txt
-npc: npc/re/mobs/dungeons/mag_dun.txt
-npc: npc/re/mobs/dungeons/mal_dun.txt
-npc: npc/re/mobs/dungeons/mjo_dun.txt
-npc: npc/re/mobs/dungeons/moc_pryd.txt
-npc: npc/re/mobs/dungeons/mosk_dun.txt
-npc: npc/re/mobs/dungeons/nyd_dun.txt
-npc: npc/re/mobs/dungeons/odin.txt
-npc: npc/re/mobs/dungeons/orcsdun.txt
-npc: npc/re/mobs/dungeons/pay_dun.txt
-npc: npc/re/mobs/dungeons/prt_maze.txt
-npc: npc/re/mobs/dungeons/prt_sew.txt
-npc: npc/re/mobs/dungeons/ra_san.txt
-npc: npc/re/mobs/dungeons/tha_t.txt
-npc: npc/re/mobs/dungeons/thor_v.txt
-npc: npc/re/mobs/dungeons/treasure.txt
-npc: npc/re/mobs/dungeons/tur_dun.txt
-npc: npc/re/mobs/dungeons/xmas_dun.txt
-npc: npc/re/mobs/dungeons/yggdrasil.txt
-
-// --------------------------- Fields ---------------------------
-npc: npc/re/mobs/fields/amatsu.txt
-npc: npc/re/mobs/fields/ayothaya.txt
-npc: npc/re/mobs/fields/bifrost.txt
-npc: npc/re/mobs/fields/brasilis.txt
-npc: npc/re/mobs/fields/comodo.txt
-npc: npc/re/mobs/fields/dewata.txt
-npc: npc/re/mobs/fields/dicastes.txt
-npc: npc/re/mobs/fields/eclage.txt
-npc: npc/re/mobs/fields/einbroch.txt
-npc: npc/re/mobs/fields/geffen.txt
-npc: npc/re/mobs/fields/gonryun.txt
-npc: npc/re/mobs/fields/hugel.txt
-npc: npc/re/mobs/fields/lighthalzen.txt
-npc: npc/re/mobs/fields/louyang.txt
-npc: npc/re/mobs/fields/lutie.txt
-npc: npc/re/mobs/fields/malaya.txt
-npc: npc/re/mobs/fields/manuk.txt
-npc: npc/re/mobs/fields/mjolnir.txt
-npc: npc/re/mobs/fields/morocc.txt
-npc: npc/re/mobs/fields/moscovia.txt
-npc: npc/re/mobs/fields/niflheim.txt
-npc: npc/re/mobs/fields/payon.txt
-npc: npc/re/mobs/fields/prontera.txt
-npc: npc/re/mobs/fields/rachel.txt
-npc: npc/re/mobs/fields/splendide.txt
-npc: npc/re/mobs/fields/umbala.txt
-npc: npc/re/mobs/fields/veins.txt
-npc: npc/re/mobs/fields/yuno.txt
diff --git a/npc/re/scripts_warps.conf b/npc/re/scripts_warps.conf
deleted file mode 100644
index 801aac5b4..000000000
--- a/npc/re/scripts_warps.conf
+++ /dev/null
@@ -1,43 +0,0 @@
-// --------------------------------------------------------------
-// - Renewal Warp Scripts -
-// --------------------------------------------------------------
-
-// --------------------------- Cities ---------------------------
-npc: npc/re/warps/cities/brasilis.txt
-npc: npc/re/warps/cities/dewata.txt
-npc: npc/re/warps/cities/dicastes.txt
-npc: npc/re/warps/cities/eclage.txt
-npc: npc/re/warps/cities/izlude.txt
-npc: npc/re/warps/cities/malangdo.txt
-npc: npc/re/warps/cities/malaya.txt
-npc: npc/re/warps/cities/rachel.txt
-npc: npc/re/warps/cities/yggdrasil.txt
-
-// -------------------------- Dungeons --------------------------
-npc: npc/re/warps/dungeons/bra_dun.txt
-npc: npc/re/warps/dungeons/dic_dun.txt
-npc: npc/re/warps/dungeons/ecl_dun.txt
-npc: npc/re/warps/dungeons/iz_dun.txt
-npc: npc/re/warps/dungeons/moc_pryd.txt
-
-// --------------------------- Fields ---------------------------
-npc: npc/re/warps/fields/bif_fild.txt
-npc: npc/re/warps/fields/bra_fild.txt
-npc: npc/re/warps/fields/com_fild.txt
-npc: npc/re/warps/fields/dic_fild.txt
-npc: npc/re/warps/fields/geffen_fild.txt
-npc: npc/re/warps/fields/hugel_fild.txt
-npc: npc/re/warps/fields/morroc_fild.txt
-npc: npc/re/warps/fields/payon_fild.txt
-npc: npc/re/warps/fields/prontera_fild.txt
-npc: npc/re/warps/fields/rachel_fild.txt
-npc: npc/re/warps/fields/veins_fild.txt
-npc: npc/re/warps/fields/yuno_fild.txt
-
-// --------------------------- Others ---------------------------
-npc: npc/re/warps/other/arena.txt
-npc: npc/re/warps/other/jobquests.txt
-npc: npc/re/warps/other/paradise.txt
-npc: npc/re/warps/other/s_workshop.txt
-npc: npc/re/warps/other/sign.txt
-npc: npc/re/warps/guildcastles.txt
diff --git a/npc/re/warps/cities/brasilis.txt b/npc/re/warps/cities/brasilis.txt
deleted file mode 100644
index 289ab235d..000000000
--- a/npc/re/warps/cities/brasilis.txt
+++ /dev/null
@@ -1,39 +0,0 @@
-//===== Hercules Script ======================================
-//= Brasilis Town Warps Script
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Warp Points for Brasilis
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//= 1.1 Fixed warps according to official. [Protimus]
-//= 1.1a Added Field warp according to official. [Jguy]
-//= 1.2 Added missing warps & removed duplicated one. [Daegaladh]
-//============================================================
-
-//Museum
-brasilis,146,162,0 warp brasilis_bra_in01 1,1,bra_in01,17,137
-bra_in01,17,134,0 warp bra_in01_brasilis 1,1,brasilis,148,161
-bra_in01,50,145,0 warp bra_in01_bra_in01#2 1,1,bra_in01,81,143
-bra_in01,79,142,0 warp bra_in01_bra_in01#3 1,1,bra_in01,47,144
-bra_in01,50,171,0 warp bra_in01_bra_in01#4 1,1,bra_in01,82,168
-bra_in01,79,169,0 warp bra_in01_bra_in01#5 1,1,bra_in01,46,170
-bra_in01,138,174,0 warp bra_in01_bra_in01#6 1,1,bra_in01,12,183
-bra_in01,206,98,0 warp bra_in01_bra_in01#7 1,1,bra_in01,138,176
-
-//Inn
-brasilis,274,153,0 warp brasilis_bra_in01#1 1,1,bra_in01,38,9
-bra_in01,39,7,0 warp bra_in01_brasilis#1 1,1,brasilis,273,151
-bra_in01,52,27,0 warp bra_in01_bra_in01#8 1,1,bra_in01,85,26
-bra_in01,83,27,0 warp bra_in01_bra_in01#9 1,1,bra_in01,50,27
-bra_in01,9,67,0 warp bra_in01_bra_in01#10 1,1,bra_in01,154,22
-bra_in01,156,23,0 warp bra_in01_bra_in01#11 1,1,bra_in01,11,65
-bra_in01,52,67,0 warp bra_in01_bra_in01#12 1,1,bra_in01,87,66
-bra_in01,85,67,0 warp bra_in01_bra_in01#13 1,1,bra_in01,50,66
-bra_in01,31,29,0 warp bra_in01_bra_in01#14 1,1,bra_in01,23,70
-bra_in01,25,70,0 warp bra_in01_bra_in01#15 1,1,bra_in01,32,26
-bra_in01,31,74,0 warp bra_in01_bra_in01#16 1,1,bra_in01,148,59
-bra_in01,148,57,0 warp bra_in01_bra_in01#17 1,1,bra_in01,31,72
diff --git a/npc/re/warps/cities/dewata.txt b/npc/re/warps/cities/dewata.txt
deleted file mode 100644
index c134df537..000000000
--- a/npc/re/warps/cities/dewata.txt
+++ /dev/null
@@ -1,20 +0,0 @@
-//===== Hercules Script ======================================
-//= Dewata Warp Script
-//===== By: ==================================================
-//= Chilly
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= Warp Points for Dewata
-//===== Additional Comments: =================================
-//= 1.0 First version
-//= 1.1 Disabled warps that clash with quest warps. [Euphy]
-//= 1.2 Updated to match official scripts. [Lemongrass]
-//============================================================
-
-dewata,44,252,0 warp dewata0001 1,1,dew_fild01,373,212
-dew_fild01,375,212,0 warp dewata0002 1,1,dewata,46,251
-dew_fild01,57,273,0 warp dewata0003 1,1,dew_in01,15,33
-dew_in01,16,31,0 warp dewata0004 1,1,dew_fild01,59,273
-dew_fild01,48,65,0 warp dewata0005 1,1,dew_dun02,302,30
-dew_dun02,305,30,0 warp dewata0006 1,1,dew_fild01,50,65
diff --git a/npc/re/warps/cities/dicastes.txt b/npc/re/warps/cities/dicastes.txt
deleted file mode 100644
index 1d1476830..000000000
--- a/npc/re/warps/cities/dicastes.txt
+++ /dev/null
@@ -1,74 +0,0 @@
-//===== Hercules Script ======================================
-//= El Dicastes Warp Script
-//===== By: ==================================================
-//= 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]
-//= 1.3 Updated to match official script. [Joseph]
-//============================================================
-
-// Town Warps
-dicastes01,283,285,0 warp eldicastes0001 1,1,dic_in01,45,30
-dic_in01,45,28,0 warp eldicastes0002 1,1,dicastes01,281,284
-dicastes01,163,297,0 warp eldicastes0003 1,1,dic_in01,371,101
-dic_in01,372,99,0 warp eldicastes0004 1,1,dicastes01,163,295
-dicastes01,94,259,0 warp eldicastes0005 1,1,dic_in01,390,53
-dic_in01,390,55,0 warp eldicastes0006 1,1,dicastes01,95,257
-dicastes01,136,103,0 warp eldicastes0007 1,1,dic_in01,26,98
-dic_in01,26,96,0 warp eldicastes0008 1,1,dicastes01,137,106
-dicastes01,255,175,0 warp eldicastes0009 1,1,dic_in01,344,272
-dic_in01,342,271,0 warp eldicastes0010 1,1,dicastes01,255,173
-dicastes01,198,353,0 warp eldicastes0011 1,1,dicastes02,120,80
-dicastes02,120,77,0 warp eldicastes0012 1,1,dicastes01,197,351
-dicastes02,120,237,0 warp eldicastes0013 1,1,dic_in01,45,246
-dic_in01,45,244,0 warp eldicastes0014 1,1,dicastes02,119,235
-dic_in01,299,248,0 warp eldicastes0015 1,1,dic_in01,262,191
-
-dic_in01,242,182,0 script #eldicastes0016 CLEAR_NPC,{
- if (isequipped(2782)) select("Administrative Office");
- else select("¡÷¡ú¡ð");
- warp "dic_in01",138,221;
- end;
-}
-
-// Elevators
-- script Elevator#main -1,{
- .@n = atoi(strnpcinfo(2));
- .@eq = (isequipped(2782))?1:0;
- if (.@n <= 4) {
- .@m$ = (.@eq)?"Civil Services:Archive Room:Situation Room:Administrative Office":"¢³¡ð¡Ð:¡ñ¡ñ¡ò:¡ø¡ø¡ð:¡÷¡ú¡ð";
- setarray .@xy, 45,286,36,212,122,282,121,201;
- }
- else if (.@n <= 11) {
- .@m$ = (.@eq)?"Residential Zone 1:Residential Zone 2:Residential Zone 3:Pub Burman Flone":"¡ô¡õ¡ñ ¡þ :¢³¡ü¡Ð ¡ú :¡ï¢³¢¤ ¢² :¢±¡Ð¡ñ";
- setarray .@xy, 42,115,110,108,178,108,260,115;
- }
- else if (.@n <= 13) {
- .@m$ = (.@eq)?"Battle Station:Galten Quarters":"¡ø¡ô¡ï ¡ò :¡ü¡÷¡ó ¡÷ ";
- setarray .@xy, 385,272,385,208;
- }
- .@m = select(.@m$) - 1;
- warp "dic_in01",.@xy[.@m*2],.@xy[.@m*2+1];
- end;
-}
-dic_in01,46,288,0 duplicate(Elevator#main) Elevator#1 CLEAR_NPC
-dic_in01,122,284,0 duplicate(Elevator#main) Elevator#2 CLEAR_NPC
-dic_in01,121,203,0 duplicate(Elevator#main) Elevator#3 CLEAR_NPC
-dic_in01,35,214,0 duplicate(Elevator#main) Elevator#4 CLEAR_NPC
-dic_in01,44,116,0 duplicate(Elevator#main) Elevator#5 CLEAR_NPC
-dic_in01,112,108,0 duplicate(Elevator#main) Elevator#6 CLEAR_NPC
-dic_in01,180,108,0 duplicate(Elevator#main) Elevator#7 CLEAR_NPC
-dic_in01,261,115,0 duplicate(Elevator#main) Elevator#8 CLEAR_NPC
-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
diff --git a/npc/re/warps/cities/eclage.txt b/npc/re/warps/cities/eclage.txt
deleted file mode 100644
index dd9e1d55e..000000000
--- a/npc/re/warps/cities/eclage.txt
+++ /dev/null
@@ -1,32 +0,0 @@
-//===== Hercules Script ======================================
-//= Eclage Warp Script
-//===== By: ==================================================
-//= Chilly
-//===== Current Version: =====================================
-//= 1.0a
-//===== Description: =========================================
-//= Warp Points for Eclage
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.0a Disabled quest warp. [Euphy]
-//============================================================
-
-// Town Warps
-bif_fild02,292,351,0 warp eclage_field0001 1,1,ecl_fild01,205,74
-ecl_fild01,207,72,0 warp eclage_field0002 1,1,bif_fild02,294,349
-//ecl_fild01,97,320,0 warp eclage_field0003 1,1,eclage,100,28
-eclage,98,26,0 warp eclage_field0004 1,1,ecl_fild01,97,317
-eclage,299,309,0 warp eclage_field0005 1,1,ecl_in01,47,11
-ecl_in01,47,8,0 warp eclage_field0006 1,1,eclage,297,307
-ecl_in01,8,67,0 warp eclage_field0007 1,1,ecl_hub01,38,94
-ecl_hub01,40,95,0 warp eclage_field0008 1,1,ecl_in01,11,67
-ecl_hub01,22,109,0 warp eclage_field0009 1,1,ecl_in02,98,7
-ecl_in02,98,4,0 warp eclage_field0010 1,1,ecl_hub01,23,107
-ecl_in02,81,18,0 warp eclage_field0011 1,1,ecl_in02,157,65
-ecl_in02,157,68,0 warp eclage_field0012 1,1,ecl_in02,83,18
-ecl_in01,84,68,0 warp eclage_field0013 1,1,ecl_hub01,107,107
-ecl_hub01,107,110,0 warp eclage_field0014 1,1,ecl_in01,81,68
-ecl_hub01,127,95,0 warp eclage_field0015 1,1,ecl_hub01,18,31
-ecl_hub01,18,34,0 warp eclage_field0016 1,1,ecl_hub01,124,95
-ecl_hub01,40,14,0 warp eclage_field0017 1,1,ecl_in03,144,17
-ecl_in03,144,14,0 warp eclage_field0018 1,1,ecl_hub01,40,11
diff --git a/npc/re/warps/cities/izlude.txt b/npc/re/warps/cities/izlude.txt
deleted file mode 100644
index 8bf26e31d..000000000
--- a/npc/re/warps/cities/izlude.txt
+++ /dev/null
@@ -1,90 +0,0 @@
-//===== Hercules Script ======================================
-//= Izlude Warp Script
-//===== By: ==================================================
-//= Athena (1.0), Nana (1.1)
-//===== Current Version: =====================================
-//= 1.8
-//===== Description: =========================================
-//= Warp Points for Izlude
-//===== Additional Comments: =================================
-//= 1.3 Added warps to Izlude Airship [Justin84]
-//= 1.4 Minor correction on airport warps
-//= 1.5 Updated to match the new Izlude Map. [Masao]
-//= 1.6 Added new warps. [Streusel]
-//= 1.7 Updated to match the official scripts. [Euphy]
-//= 1.8 Added Izlude & Prontera Field 8 duplicates. [Euphy]
-//============================================================
-
-//= Izlude City ==============================================
-prt_fild08,371,212,0 warp prtf005 3,3,izlude,24,98
-izlude,20,98,0 warp iz001 3,3,prt_fild08,367,212
-izlude_in,116,46,0 warp iz02-1 3,2,izlude,128,98
-izlude,110,182,0 warp iz01 2,2,izlude_in,65,87
-izlude_in,65,84,0 warp iz01-1 2,2,izlude,112,179
-izlude,52,172,0 warp iz04 2,2,izlude_in,74,161
-izlude_in,74,158,0 warp iz04-1 3,2,izlude,52,168
-izlude_in,43,169,0 warp w219 2,3,izlude_in,63,169
-izlude_in,87,169,0 warp iz05-1 2,3,izlude_in,111,169
-izlude_in,108,169,0 warp iz05 2,3,izlude_in,84,169
-izlude_in,148,127,0 warp iz03-1 2,5,izlude,210,161
-izlude_in,172,139,0 warp iz07 3,2,izlude_in,172,161
-izlude_in,172,158,0 warp iz07-1 3,2,izlude_in,172,136
-izlude_in,172,116,0 warp iz06-1 3,2,izlude_in,172,94
-izlude_in,171,97,0 warp iz06 3,2,izlude_in,172,119
-
-//= Izlude & Prontera Field 8 Duplicates =====================
-prt_fild08a,371,212,0 warp prtf005_a 3,3,izlude_a,24,98
-prt_fild08b,371,212,0 warp prtf005_b 3,3,izlude_b,24,98
-prt_fild08c,371,212,0 warp prtf005_c 3,3,izlude_c,24,98
-prt_fild08d,371,212,0 warp prtf005_d 3,3,izlude_d,24,98
-izlude_a,20,98,0 warp iz001_a 3,3,prt_fild08a,367,212
-izlude_b,20,98,0 warp iz001_b 3,3,prt_fild08b,367,212
-izlude_c,20,98,0 warp iz001_c 3,3,prt_fild08c,367,212
-izlude_d,20,98,0 warp iz001_d 3,3,prt_fild08d,367,212
-izlude_a,110,182,0 warp iz01_a 2,2,izlude_in,65,87
-izlude_b,110,182,0 warp iz01_b 2,2,izlude_in,65,87
-izlude_c,110,182,0 warp iz01_c 2,2,izlude_in,65,87
-izlude_d,110,182,0 warp iz01_d 2,2,izlude_in,65,87
-izlude_a,52,172,0 warp iz04_a 2,2,izlude_in,74,161
-izlude_b,52,172,0 warp iz04_b 2,2,izlude_in,74,161
-izlude_c,52,172,0 warp iz04_c 2,2,izlude_in,74,161
-izlude_d,52,172,0 warp iz04_d 2,2,izlude_in,74,161
-
-//= Izlude Academy ===========================================
-izlude,125,257,0 warp #to_ac01 2,2,iz_ac01,99,29
-izlude,130,257,0 warp #to_ac02 2,2,iz_ac01,99,29
-iz_ac01,100,24,0 warp #to_ac01-1 2,2,izlude,127,253
-iz_ac01,78,25,0 warp #to_ac2f01 2,2,iz_ac02,104,27
-iz_ac01,122,25,0 warp #to_ac2f02 2,2,iz_ac02,104,27
-iz_ac02,94,27,0 warp #to_ac1f01 2,2,iz_ac01,78,28
-iz_ac02,113,27,0 warp #to_ac1f02 2,2,iz_ac01,122,28
-
-//= Izlude Academy Duplicates ================================
-izlude_a,125,257,0 warp #to_ac01_a 2,2,iz_ac01_a,99,29
-izlude_b,125,257,0 warp #to_bc01_b 2,2,iz_ac01_b,99,29
-izlude_c,125,257,0 warp #to_cc01_c 2,2,iz_ac01_c,99,29
-izlude_d,125,257,0 warp #to_dc01_d 2,2,iz_ac01_d,99,29
-izlude_a,130,257,0 warp #to_ac02_a 2,2,iz_ac01_a,99,29
-izlude_b,130,257,0 warp #to_bc02_b 2,2,iz_ac01_b,99,29
-izlude_c,130,257,0 warp #to_cc02_c 2,2,iz_ac01_c,99,29
-izlude_d,130,257,0 warp #to_dc02_d 2,2,iz_ac01_d,99,29
-iz_ac01_a,100,24,0 warp #to_ac01-1_a 2,2,izlude_a,127,253
-iz_ac01_b,100,24,0 warp #to_bc01-1_b 2,2,izlude_b,127,253
-iz_ac01_c,100,24,0 warp #to_cc01-1_c 2,2,izlude_c,127,253
-iz_ac01_d,100,24,0 warp #to_dc01-1_d 2,2,izlude_d,127,253
-iz_ac01_a,78,25,0 warp #to_ac2f01_a 2,2,iz_ac02_a,104,27
-iz_ac01_b,78,25,0 warp #to_bc2f01_b 2,2,iz_ac02_b,104,27
-iz_ac01_c,78,25,0 warp #to_cc2f01_c 2,2,iz_ac02_c,104,27
-iz_ac01_d,78,25,0 warp #to_dc2f01_d 2,2,iz_ac02_d,104,27
-iz_ac01_a,122,25,0 warp #to_ac2f02_a 2,2,iz_ac02_a,104,27
-iz_ac01_b,122,25,0 warp #to_bc2f02_b 2,2,iz_ac02_b,104,27
-iz_ac01_c,122,25,0 warp #to_cc2f02_c 2,2,iz_ac02_c,104,27
-iz_ac01_d,122,25,0 warp #to_dc2f02_d 2,2,iz_ac02_d,104,27
-iz_ac02_a,94,27,0 warp #to_ac1f01_a 2,2,iz_ac01_a,78,28
-iz_ac02_b,94,27,0 warp #to_bc1f01_b 2,2,iz_ac01_b,78,28
-iz_ac02_c,94,27,0 warp #to_cc1f01_c 2,2,iz_ac01_c,78,28
-iz_ac02_d,94,27,0 warp #to_dc1f01_d 2,2,iz_ac01_d,78,28
-iz_ac02_a,113,27,0 warp #to_ac1f02_a 2,2,iz_ac01_a,122,28
-iz_ac02_b,113,27,0 warp #to_bc1f02_b 2,2,iz_ac01_b,122,28
-iz_ac02_c,113,27,0 warp #to_cc1f02_c 2,2,iz_ac01_c,122,28
-iz_ac02_d,113,27,0 warp #to_dc1f02_d 2,2,iz_ac01_d,122,28
diff --git a/npc/re/warps/cities/malangdo.txt b/npc/re/warps/cities/malangdo.txt
deleted file mode 100644
index 501c9e85b..000000000
--- a/npc/re/warps/cities/malangdo.txt
+++ /dev/null
@@ -1,62 +0,0 @@
-//===== Hercules Script =======================================
-//= Malangdo Island Warp Script
-//===== By: ==================================================
-//= Chilly
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= Warp Points for Malangdo Island
-//===== Additional Comments: =================================
-//= 1.0 First version
-//= 1.1 Updated warps. [Euphy]
-//============================================================
-
-// Town Warps
-malangdo,240,150,0 warp malangdo0001 1,1,mal_in01,11,17
-mal_in01,9,16,0 warp malangdo0002 1,1,malangdo,238,149
-mal_in01,20,15,0 warp malangdo0003 1,1,mal_in01,65,11
-mal_in01,67,12,0 warp malangdo0004 1,1,mal_in01,20,13
-malangdo,112,167,0 warp malangdo0005 1,1,mal_in01,17,163
-mal_in01,18,161,0 warp malangdo0006 1,1,malangdo,115,166
-mal_in01,18,173,0 warp malangdo0007 1,1,mal_in01,72,173
-mal_in01,75,174,0 warp malangdo0008 1,1,mal_in01,18,171
-mal_in01,73,170,0 warp malangdo0009 1,1,mal_in01,124,172
-mal_in01,124,175,0 warp malangdo0010 1,1,mal_in01,70,170
-malangdo,113,151,0 warp malangdo0011 1,1,mal_in01,28,118
-mal_in01,30,119,0 warp malangdo0012 1,1,malangdo,115,150
-mal_in01,20,119,0 warp malangdo0013 1,1,mal_in01,65,117
-mal_in01,67,118,0 warp malangdo0014 1,1,mal_in01,20,117
-malangdo,119,137,0 warp malangdo0015 1,1,mal_in01,36,216
-mal_in01,38,217,0 warp malangdo0016 1,1,malangdo,121,138
-mal_in01,11,218,0 warp malangdo0017 1,1,mal_in01,75,220
-mal_in01,75,222,0 warp malangdo0018 1,1,mal_in01,12,221
-mal_in01,79,219,0 warp malangdo0019 1,1,mal_in01,140,216
-mal_in01,140,213,0 warp malangdo0020 1,1,mal_in01,80,216
-malangdo,135,109,0 warp malangdo0021 1,1,mal_in01,19,76
-mal_in01,18,78,0 warp malangdo0022 1,1,malangdo,135,111
-mal_in01,18,67,0 warp malangdo0023 1,1,mal_in01,65,65
-mal_in01,67,66,0 warp malangdo0024 1,1,mal_in01,20,67
-malangdo,135,276,0 warp malangdo0025 1,1,mal_in01,164,15
-mal_in01,163,13,0 warp malangdo0026 1,1,malangdo,135,274
-malangdo,73,239,0 warp malangdo0027 1,1,mal_dun01,33,230
-mal_dun01,30,230,0 warp malangdo0028 1,1,malangdo,75,236
-
-// Ship Warps
-malangdo,162,163,0 warp malangdo_ship0001 1,1,mal_in02,58,61
-mal_in02,60,61,0 warp malangdo_ship0002 1,1,malangdo,164,163
-mal_in02,51,60,0 warp malangdo_ship0003 1,1,mal_in02,31,60
-mal_in02,34,60,0 warp malangdo_ship0004 1,1,mal_in02,53,59
-mal_in02,63,53,0 warp malangdo_ship0005 1,1,mal_in02,63,33
-mal_in02,63,35,0 warp malangdo_ship0006 1,1,mal_in02,64,55
-mal_in02,63,66,0 warp malangdo_ship0007 1,1,mal_in02,63,89
-mal_in02,64,87,0 warp malangdo_ship0008 1,1,mal_in02,63,64
-mal_in02,101,53,0 warp malangdo_ship0009 1,1,mal_in02,101,33
-mal_in02,101,35,0 warp malangdo_ship0010 1,1,mal_in02,102,55
-mal_in02,101,66,0 warp malangdo_ship0011 1,1,mal_in02,101,89
-mal_in02,102,87,0 warp malangdo_ship0012 1,1,mal_in02,101,64
-mal_in02,137,53,0 warp malangdo_ship0013 1,1,mal_in02,139,33
-mal_in02,139,35,0 warp malangdo_ship0014 1,1,mal_in02,138,55
-mal_in02,137,66,0 warp malangdo_ship0015 1,1,mal_in02,139,89
-mal_in02,140,87,0 warp malangdo_ship0016 1,1,mal_in02,137,64
-mal_in02,142,60,0 warp malangdo_ship0017 1,1,mal_in02,162,61
-mal_in02,159,61,0 warp malangdo_ship0018 1,1,mal_in02,140,59
diff --git a/npc/re/warps/cities/malaya.txt b/npc/re/warps/cities/malaya.txt
deleted file mode 100644
index d6102dc48..000000000
--- a/npc/re/warps/cities/malaya.txt
+++ /dev/null
@@ -1,146 +0,0 @@
-//===== Hercules Script ======================================
-//= Port Malaya Warp Script
-//===== By: ==================================================
-//= Chilly
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= Warp Points for Port Malaya
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Updated to match official scripts. [Masao]
-//= 1.2 Added official Jeepney warp scripts. [Euphy]
-//============================================================
-
-// Town Warps
-//============================================================
-ma_in01,86,16,0 warp mal_in_ws 1,1,malaya,115,212
-ma_in01,24,77,0 warp mal_in_inn 1,1,malaya,178,208
-malaya,370,277,0 warp malaya_mal_fild01 1,1,ma_fild01,40,272
-ma_fild01,37,272,0 warp mal_fild01_malaya 1,1,malaya,367,277
-ma_in01,33,152,0 warp mal_in_house01 1,1,malaya,52,75
-malaya,309,70,0 warp malaya_ship_mal_in_ship 1,1,ma_in01,108,92
-ma_in01,105,92,0 warp mal_in_ship_malaya_ship 1,1,malaya,310,67
-ma_fild01,266,359,0 warp mafild01_to02 1,1,ma_fild02,248,36
-ma_fild02,248,33,0 warp mafild02_to01 1,1,ma_fild01,266,356
-ma_fild01,288,52,0 warp mafild01_tobknw 1,1,ma_scene01,142,78
-ma_scene01,140,80,0 warp bknw_tofild01 1,1,ma_fild01,288,55
-ma_in01,9,24,0 warp mal_in_ts 1,1,malaya,296,167
-ma_in01,126,17,0 warp mal_in_shop_malaya_shop 1,1,malaya,261,237
-ma_fild01,251,190,0 warp mf_minga_mf_in_minga 1,1,ma_in01,108,160
-ma_in01,105,160,0 warp mf_in_minga_mf_minga 1,1,ma_fild01,248,190
-
-// Locked Warps
-//============================================================
-malaya,178,211,0 script malaya_inn WARPNPC,1,1,{
- end;
-OnTouch:
- if (malaya_hi < 10) {
- mes "Door is closed. It seems to be keeping its eyes on you.";
- close;
- }
- warp "ma_in01",24,80;
- end;
-}
-
-malaya,112,212,0 script malaya_ws WARPNPC,1,1,{
- end;
-OnTouch:
- if (malaya_hi < 20) {
- mes "Door is closed. It seems to be keeping its eyes on you.";
- close;
- }
- warp "ma_in01",83,16;
- end;
-}
-
-malaya,299,167,0 script malaya_ts WARPNPC,1,1,{
- end;
-OnTouch:
- if (malaya_hi < 20) {
- mes "Door is closed. It seems to be keeping its eyes on you.";
- close;
- }
- warp "ma_in01",12,24;
- end;
-}
-
-malaya,261,240,0 script malaya_shop WARPNPC,1,1,{
- end;
-OnTouch:
- if (malaya_hi < 20) {
- mes "Door is closed. It seems to be keeping its eyes on you.";
- close;
- }
- warp "ma_in01",126,20;
- end;
-}
-
-malaya,300,211,0 script malaya_house01 WARPNPC,1,1,{
- end;
-OnTouch:
- if (malaya_hi < 10) {
- mes "Door is closed. It seems to be keeping its eyes on you.";
- close;
- }
- warp "ma_in01",36,152;
- end;
-}
-
-// Jeepney Warps
-//============================================================
-function script F_Malaya_Warp {
- mes "Where would you like to go?";
- next;
- .@i$ = getarg(select("Back outside",getarg(1)+" Jeepney",getarg(2)+" Jeepney") - 1);
- close2;
- switch(getarg(3)) {
- case 1: // 12 passenger
- if (.@i$ == "Center")
- warp "malaya",241,238;
- if (.@i$ == "Southwest")
- warp "malaya",71,43;
- else if (.@i$ == "Southeast")
- warp "malaya",284,129;
- break;
- case 2: // 30 passenger
- if (.@i$ == "Northwest")
- warp "malaya",134,247;
- else if (.@i$ == "Southeast")
- warp "malaya",341,150;
- else if (.@i$ == "Northeast")
- warp "malaya",294,293;
- break;
- case 3: // 60 passenger
- if (.@i$ == "Center")
- warp "malaya",239,221;
- else if (.@i$ == "Northwest")
- warp "malaya",59,246;
- else if (.@i$ == "Southeast")
- warp "malaya",254,68;
- break;
- }
- end;
-}
-
-ma_zif01,30,22,0 script Town Warp#zif01 WARPNPC,1,1,{ callfunc "F_Malaya_Warp","Center","Southwest","Southeast",1; }
-ma_zif02,30,22,0 script Town Warp#zif02 WARPNPC,1,1,{ callfunc "F_Malaya_Warp","Southwest","Center","Southeast",1; }
-ma_zif03,30,22,0 script Town Warp#zif03 WARPNPC,1,1,{ callfunc "F_Malaya_Warp","Southeast","Center","Southwest",1; }
-
-ma_zif04,30,22,0 script Town Warp#zif04 WARPNPC,1,1,{ callfunc "F_Malaya_Warp","Northwest","Southeast","Northeast",2; }
-ma_zif05,30,22,0 script Town Warp#zif05 WARPNPC,1,1,{ callfunc "F_Malaya_Warp","Southeast","Northwest","Northeast",2; }
-ma_zif06,30,22,0 script Town Warp#zif06 WARPNPC,1,1,{ callfunc "F_Malaya_Warp","Northeast","Northwest","Southeast",2; }
-
-ma_zif07,30,22,0 script Town Warp#zif07 WARPNPC,1,1,{ callfunc "F_Malaya_Warp","Center","Northwest","Southeast",3; }
-ma_zif08,30,22,0 script Town Warp#zif08 WARPNPC,1,1,{ callfunc "F_Malaya_Warp","Northwest","Center","Southeast",3; }
-ma_zif09,30,22,0 script Town Warp#zif09 WARPNPC,1,1,{ callfunc "F_Malaya_Warp","Southeast","Center","Northwest",3; }
-
-//ma_zif01,30,22,0 warp malaya_car0001 1,1,malaya,241,238
-//ma_zif02,30,22,0 warp malaya_car0002 1,1,malaya,71,43
-//ma_zif03,30,22,0 warp malaya_car0003 1,1,malaya,284,129
-//ma_zif04,30,22,0 warp malaya_car0004 1,1,malaya,134,247
-//ma_zif05,30,22,0 warp malaya_car0005 1,1,malaya,341,150
-//ma_zif06,30,22,0 warp malaya_car0006 1,1,malaya,294,293
-//ma_zif07,30,22,0 warp malaya_car0007 1,1,malaya,239,221
-//ma_zif08,30,22,0 warp malaya_car0008 1,1,malaya,59,246
-//ma_zif09,30,22,0 warp malaya_car0009 1,1,malaya,254,68
diff --git a/npc/re/warps/cities/rachel.txt b/npc/re/warps/cities/rachel.txt
deleted file mode 100644
index 9ec33e229..000000000
--- a/npc/re/warps/cities/rachel.txt
+++ /dev/null
@@ -1,124 +0,0 @@
-//===== Hercules Script ======================================
-//= Rachel Warp Script
-//===== By: ==================================================
-//= erKURITA & RockmanEXE
-//===== Current Version: =====================================
-//= 1.5
-//===== Description: =========================================
-//= Warp Points for Rachel City, shops & other locations
-//===== Additional Comments: =================================
-//= 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]
-//= 1.5 Renewal warp adjustments.
-//============================================================
-
-rachel,150,249,0 warp rachel01 1,1,ra_temple,120,30
-
-rachel,81,33,0 warp rachel02 1,1,ra_in01,237,198
-rachel,61,33,0 warp rachel03 1,1,ra_in01,181,198
-rachel,217,55,0 warp rachel04 1,1,ra_in01,250,34
-rachel,179,220,0 warp rachel05 1,1,ra_in01,295,352
-rachel,103,240,0 warp rachel06 1,1,ra_in01,343,193
-rachel,216,160,0 warp rachel07 1,1,ra_in01,135,282
-rachel,42,87,0 warp rachel08 1,1,ra_in01,171,359
-rachel,42,109,0 warp rachel09 1,1,ra_in01,171,388
-rachel,83,78,0 warp rachel10 1,1,ra_in01,249,266
-rachel,115,149,0 warp rachel11 1,1,ra_in01,386,43
-rachel,90,189,0 warp rachel12 1,1,ra_in01,192,148
-rachel,108,200,0 warp rachel13 1,1,ra_in01,213,83
-
-ra_in01,188,189,0 warp rachel14 1,1,ra_in01,263,144
-ra_in01,296,144,0 warp rachel15 1,1,ra_in01,235,189
-ra_in01,175,189,0 warp rachel16 1,1,ra_in01,132,189
-ra_in01,244,189,0 warp rachel17 1,1,ra_in01,291,189
-ra_in01,235,21,0 warp rachel18 1,1,ra_in01,187,31
-ra_in01,312,374,0 warp rachel19 1,1,ra_in01,359,374
-ra_in01,291,371,0 warp rachel20 1,1,ra_in01,225,380
-ra_in01,381,200,0 warp rachel21 1,1,ra_in01,377,268
-ra_in01,367,255,0 warp rachel22 1,1,ra_in01,326,296
-ra_in01,319,303,0 warp rachel23 1,1,ra_in01,381,320
-ra_in01,178,370,0 warp rachel24 1,1,ra_in01,113,385
-ra_in01,165,369,0 warp rachel25 1,1,ra_in01,122,334
-ra_in01,241,299,0 warp rachel26 1,1,ra_in01,193,312
-ra_in01,185,303,0 warp rachel27 1,1,ra_in01,194,249
-ra_in01,357,61,0 warp rachel28 1,1,ra_in01,310,62
-ra_in01,297,59,0 warp rachel29 1,1,ra_in01,339,116
-
-ra_temin,130,93,0 warp rachel30 1,1,ra_temin,239,258
-ra_temin,206,93,0 warp rachel31 1,1,ra_temin,312,258
-ra_temin,275,332,0 warp rachel32 1,1,ra_temin,27,305
-
-//ra_temin,275,226,0 warp rachel33 1,1,ra_temsky,99,11
-
-ra_temsky,99,118,0 warp rachel34 1,1,ra_temsky,99,140
-ra_temsky,112,143,0 warp rachel35 1,1,ra_temsky,141,139
-ra_temsky,87,143,0 warp rachel36 1,1,ra_temsky,58,139
-
-ra_temple,120,22,0 warp rachel37 1,1,rachel,150,243
-
-ra_in01,237,202,0 warp rachel38 1,1,rachel,81,38
-ra_in01,181,202,0 warp rachel39 1,1,rachel,61,38
-ra_in01,250,38,0 warp rachel40 1,1,rachel,217,60
-ra_in01,295,348,0 warp rachel41 1,1,rachel,179,215
-ra_in01,339,193,0 warp rachel42 1,1,rachel,98,238
-ra_in01,135,286,0 warp rachel43 1,1,rachel,216,164
-ra_in01,171,355,0 warp rachel44 1,1,rachel,42,82
-ra_in01,172,392,0 warp rachel45 1,1,rachel,42,114
-ra_in01,249,262,0 warp rachel46 1,1,rachel,83,73
-ra_in01,386,39,0 warp rachel47 1,1,rachel,115,144
-ra_in01,192,152,0 warp rachel48 1,1,rachel,90,193
-ra_in01,213,79,0 warp rachel49 1,1,rachel,108,195
-
-ra_in01,259,144,0 warp rachel50 1,1,ra_in01,184,189
-ra_in01,231,189,0 warp rachel51 1,1,ra_in01,292,144
-ra_in01,136,189,0 warp rachel52 1,1,ra_in01,179,189
-ra_in01,287,189,0 warp rachel53 1,1,ra_in01,240,189
-ra_in01,183,31,0 warp rachel54 1,1,ra_in01,239,21
-ra_in01,355,374,0 warp rachel55 1,1,ra_in01,308,374
-ra_in01,221,380,0 warp rachel56 1,1,ra_in01,287,371
-ra_in01,381,268,0 warp rachel57 1,1,ra_in01,387,200
-ra_in01,330,296,0 warp rachel58 1,1,ra_in01,371,255
-ra_in01,381,324,0 warp rachel59 1,1,ra_in01,319,299
-ra_in01,109,385,0 warp rachel60 1,1,ra_in01,174,370
-ra_in01,126,334,0 warp rachel61 1,1,ra_in01,169,369
-ra_in01,197,312,0 warp rachel62 1,1,ra_in01,245,299
-ra_in01,194,245,0 warp rachel63 1,1,ra_in01,190,302
-ra_in01,314,62,0 warp rachel64 1,1,ra_in01,361,61
-ra_in01,339,120,0 warp rachel65 1,1,ra_in01,297,63
-
-ra_temin,169,18,0 warp rachel66 1,1,ra_temple,119,175
-
-ra_temin,239,253,0 warp rachel67 1,1,ra_temin,130,88
-ra_temin,312,253,0 warp rachel68 1,1,ra_temin,206,88
-ra_temin,27,299,0 warp rachel69 1,1,ra_temin,275,328
-
-ra_temsky,99,8,0 warp rachel70 1,1,ra_temin,275,231
-
-ra_temsky,99,135,0 warp rachel71 1,1,ra_temsky,99,113
-ra_temsky,137,139,0 warp rachel72 1,1,ra_temsky,109,143
-ra_temsky,62,139,0 warp rachel73 1,1,ra_temsky,91,143
-
-//rachel,25,125,0 warp rachel74 1,1,ra_fild11,353,226
-rachel,275,125,0 warp rachel75 1,1,ra_fild12,40,226
-rachel,130,21,0 warp rachel76 1,1,ve_fild02,195,377
-
-que_rachel,130,93,0 warp rachel77 1,1,que_rachel,239,258
-que_rachel,206,93,0 warp rachel78 1,1,que_rachel,312,258
-que_rachel,275,332,0 warp rachel79 1,1,que_rachel,27,305
-que_rachel,239,253,0 warp rachel80 1,1,que_rachel,130,88
-que_rachel,312,253,0 warp rachel81 1,1,que_rachel,206,88
-que_rachel,27,299,0 warp rachel82 1,1,que_rachel,275,328
-
-ra_in01,309,70,0 warp rachel83 1,1,rachel,108,175
-rachel,105,171,0 warp rachel84 1,1,ra_in01,309,65
-ra_in01,375,109,0 warp rachel85 1,1,rachel,116,154
-rachel,116,158,0 warp rachel86 1,1,ra_in01,375,114
-
-//Additional Temple warp
-ra_temin,275,243,0 warp rachel87 1,1,ra_temin,131,131
diff --git a/npc/re/warps/cities/yggdrasil.txt b/npc/re/warps/cities/yggdrasil.txt
deleted file mode 100644
index 72004882a..000000000
--- a/npc/re/warps/cities/yggdrasil.txt
+++ /dev/null
@@ -1,25 +0,0 @@
-//===== Hercules Script ======================================
-//= Yggdrasil Tree Warp Script
-//===== By: ==================================================
-//= PKGINGO (1.0)
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= Warp Points for Yggdrasil Tree
-//===== Additional Comments: =================================
-//= Extracted from Vidar -> Athena
-//= 1.1 Renewal warp adjustments.
-//============================================================
-
-//Umbala Entrance
-//um_dun02,125,163,0 warp nwarp1 1,1,yggdrasil01,40,63
-
-// RE Yggdrasil Entrance
-umbala,106,285,1 warp ygGate_yg1 1,1,yggdrasil01,39,63
-
-//Niflheim Exit
-yggdrasil01,249,262,0 warp nwarp5 1,1,nif_fild01,315,66
-
-//Yggdrasil Tree
-yggdrasil01,271,51,0 warp nwarp3 1,1,yggdrasil01,26,196
-yggdrasil01,26,193,0 warp nwarp4 1,1,yggdrasil01,269,53
diff --git a/npc/re/warps/dungeons/bra_dun.txt b/npc/re/warps/dungeons/bra_dun.txt
deleted file mode 100644
index 57210f108..000000000
--- a/npc/re/warps/dungeons/bra_dun.txt
+++ /dev/null
@@ -1,15 +0,0 @@
-//===== Hercules Script ======================================
-//= Brasilis Dungeon Warp
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= [Official Conversion]
-//= Brasilis Dungeon warp script
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//============================================================
-
-bra_dun01,199,35,0 warp brad1tobrad2 1,1,bra_dun02,261,263
-bra_dun02,261,265,0 warp brad2tobrad1 1,1,bra_dun01,199,37
diff --git a/npc/re/warps/dungeons/dic_dun.txt b/npc/re/warps/dungeons/dic_dun.txt
deleted file mode 100644
index 7dde16769..000000000
--- a/npc/re/warps/dungeons/dic_dun.txt
+++ /dev/null
@@ -1,23 +0,0 @@
-//===== Hercules Script ======================================
-//= Scaraba Hole Warp Script
-//===== By: ==================================================
-//= Chilly, Muad_Dib
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= Warp Points for Scaraba Hole
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Updated to match official script. [Joseph]
-//============================================================
-
-dic_dun01,87,212,0 warp scarabahole0001 1,1,dic_dun01,169,227
-dic_dun01,165,227,0 warp scarabahole0002 1,1,dic_dun01,83,212
-dic_dun01,371,228,0 warp scarabahole0003 1,1,dic_dun01,32,156
-dic_dun01,28,156,0 warp scarabahole0004 1,1,dic_dun01,367,228
-dic_dun01,371,172,0 warp scarabahole0005 1,1,dic_dun01,32,100
-dic_dun01,28,100,0 warp scarabahole0006 1,1,dic_dun01,367,172
-dic_dun02,102,148,0 warp scarabahole0007 1,1,dic_dun01,290,99
-dic_dun01,371,100,0 warp scarabahole0008 1,1,dic_dun01,33,43
-dic_dun01,29,43,0 warp scarabahole0009 1,1,dic_dun01,367,100
-dic_dun03,101,148,0 warp scarabahole0010 1,1,dic_dun01,286,102
diff --git a/npc/re/warps/dungeons/ecl_dun.txt b/npc/re/warps/dungeons/ecl_dun.txt
deleted file mode 100644
index d3ce45cc7..000000000
--- a/npc/re/warps/dungeons/ecl_dun.txt
+++ /dev/null
@@ -1,22 +0,0 @@
-//===== Hercules Script ======================================
-//= Eclage Dungeon Warp Script
-//===== By: ==================================================
-//= Chilly
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= Warp Points for Eclage Dungeon
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//============================================================
-
-ecl_fild01,182,82,0 warp eclage_dun0001 1,1,ecl_tdun01,60,13
-ecl_tdun01,61,11,0 warp eclage_dun0002 1,1,ecl_fild01,182,85
-ecl_tdun01,67,106,0 warp eclage_dun0003 1,1,ecl_tdun02,60,88
-ecl_tdun02,60,90,0 warp eclage_dun0004 1,1,ecl_tdun01,70,105
-ecl_tdun02,52,9,0 warp eclage_dun0005 1,1,ecl_tdun03,47,13
-ecl_tdun03,49,11,0 warp eclage_dun0006 1,1,ecl_tdun02,50,11
-ecl_tdun03,50,46,0 warp eclage_dun0007 1,1,ecl_tdun04,26,23
-ecl_tdun04,26,26,0 warp eclage_dun0008 1,1,ecl_tdun03,50,43
-ecl_tdun04,34,17,0 warp eclage_dun0009 1,1,ecl_fild01,183,73
-ecl_fild01,183,70,0 warp eclage_dun0010 1,1,ecl_tdun04,32,19
diff --git a/npc/re/warps/dungeons/iz_dun.txt b/npc/re/warps/dungeons/iz_dun.txt
deleted file mode 100644
index 95e20d84c..000000000
--- a/npc/re/warps/dungeons/iz_dun.txt
+++ /dev/null
@@ -1,61 +0,0 @@
-//===== Hercules Script ======================================
-//= Izlude Dungeon Renewal Warp Script
-//===== By: ==================================================
-//= Athena (1.0)
-//= Nana (1.1)
-//===== Current Version: =====================================
-//= 1.3
-//===== Description: =========================================
-//= Warp Points for Bibilyn Island & Undersea Cave
-//===== Additional Comments: =================================
-//= 1.2 Moved common warps to base path. [Euphy]
-//= 1.3 Added Undersea Tunnel 6th floor warper.
-//============================================================
-
-// Undersea Tunnel Warper
-//============================================================
-iz_dun04,130,234,5 script Gatekeeper#iz_dun 4_M_CRU_SOLD,{
- mes "[Gatekeeper]";
- mes "Halt!";
- mes "What brings you here, Adventurer?";
- mes "We've discovered a new floor of this underwater city.";
- next;
- mes "[Gatekeeper]";
- mes "Do you think you're up to the challenge?";
- mes "The monsters here are between levels 110 and 124.";
- mes "And you must beware of the Kraken!";
- next;
- switch(select("Release the Kraken!:I'll stay here.")) {
- case 1:
- mes "[Gatekeeper]";
- mes "Be cautious and good luck.";
- mes "If you see the Kraken be sure you have your friends to help or do what we do and run.";
- close2;
- warp "iz_dun05",141,187;
- end;
- case 2:
- mes "[Gatekeeper]";
- mes "It's always best to be prepared before exploring a new area.";
- mes "Come back when you're ready to go.";
- close;
- }
-}
-
-iz_dun05,142,190,5 script Guard#iz_dun 4_M_CRU_SOLD,{
- mes "[Gatekeeper]";
- mes "So I guess you want to go back to the fifth floor?";
- next;
- switch(select("Yes!:No, I'll stay.")) {
- case 1:
- mes "[Gatekeeper]";
- mes "Be safe, adventurer.";
- close2;
- warp "iz_dun04",129,232;
- end;
- case 2:
- mes "[Gatekeeper]";
- mes "You're not going?";
- mes "You're braver than I thought.";
- close;
- }
-}
diff --git a/npc/re/warps/dungeons/moc_pryd.txt b/npc/re/warps/dungeons/moc_pryd.txt
deleted file mode 100644
index 097b5fc3d..000000000
--- a/npc/re/warps/dungeons/moc_pryd.txt
+++ /dev/null
@@ -1,14 +0,0 @@
-//===== Hercules Script ======================================
-//= Morroc Pyramid Nightmare Warp Script
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= Warp Points for Morroc Pyramid Nightmare Mode
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//============================================================
-
-moc_prydn1,223,9,0 warp PyramidsN1-2 2,2,moc_prydn2,192,8
-moc_prydn2,195,8,0 warp PyramidsN2-1 2,3,moc_prydn1,220,9
diff --git a/npc/re/warps/fields/bif_fild.txt b/npc/re/warps/fields/bif_fild.txt
deleted file mode 100644
index 5fc888b3c..000000000
--- a/npc/re/warps/fields/bif_fild.txt
+++ /dev/null
@@ -1,42 +0,0 @@
-//===== Hercules Script ======================================
-//= Bifrost Field Warp Script
-//===== By: ==================================================
-//= Chilly
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= Warp Points for Bifrost Field
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Added official warp scripts. [Euphy]
-//= 1.2 Updated to match the official script. [Euphy]
-//============================================================
-
-splendide,275,390,0 warp bifrost_field0001 1,1,bif_fild01,316,50
-bif_fild01,318,48,0 warp bifrost_field0002 1,1,splendide,271,382
-mora,182,74,0 warp bifrost_field0003 1,1,bif_fild02,286,327
-mora,20,159,0 warp bifrost_field0004 1,1,bif_fild02,99,308
-mora,56,25,0 warp bifrost_field0005 1,1,bif_fild02,176,162
-
-- script bifrost_field0000 -1,{
- mes "At the end of the small path through the bright flower garden";
- mes "is an entrance to something that looks like a small hill.";
- next;
- if(select("Knock-knock:Is this a wormhole?") == 1) {
- mes "When you knock on the door-like thing just for fun,";
- mes "the door clicks open and you feel some mysterious force pulling you inside.";
- close2;
- switch(atoi(charat(strnpcinfo(2),9))) {
- case 1: warp "mora",179,74; end;
- case 2: warp "mora",22,157; end;
- case 3: warp "mora",58,27; end;
- }
- }
- close;
-OnTouch:
- specialeffect EF_LEVEL99_4;
- end;
-}
-bif_fild02,285,332,0 duplicate(bifrost_field0000) Small Hole#ep14_mora1 CLEAR_NPC
-bif_fild02,95,310,0 duplicate(bifrost_field0000) Small Hole#ep14_mora2 CLEAR_NPC
-bif_fild02,174,162,0 duplicate(bifrost_field0000) Small Hole#ep14_mora3 CLEAR_NPC
diff --git a/npc/re/warps/fields/bra_fild.txt b/npc/re/warps/fields/bra_fild.txt
deleted file mode 100644
index 85edc6c10..000000000
--- a/npc/re/warps/fields/bra_fild.txt
+++ /dev/null
@@ -1,15 +0,0 @@
-//===== Hercules Script ======================================
-//= Brasilis Fild Warps Script
-//===== By: ==================================================
-//= Protimus
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= [Official Conversion]
-//= Warp Points for Brasilis
-//===== Additional Comments: =================================
-//= 1.0 First version.
-//============================================================
-
-bra_fild01,72,34,0 warp bra_fild01_brasilis 1,1,brasilis,309,334
-brasilis,308,336,0 warp brasilis_bra_fild01 1,1,bra_fild01,74,34
diff --git a/npc/re/warps/fields/com_fild.txt b/npc/re/warps/fields/com_fild.txt
deleted file mode 100644
index 8e7759504..000000000
--- a/npc/re/warps/fields/com_fild.txt
+++ /dev/null
@@ -1,49 +0,0 @@
-//===== Hercules Script ======================================
-//= Comodo Field Warp Script
-//===== By: ==================================================
-//= Nana
-//===== Current Version: =====================================
-//= 1.2
-//===== Description: =========================================
-//= [Official Conversion]
-//= Warp Points for Comodo Fields
-//===== Additional Comments: =================================
-//= 1.1 Rescripted to Aegis 10.3 Standards. [L0ne_W0lf]
-//= 1.2 Renewal warp adjustments.
-//============================================================
-
-cmd_fild01,222,24,0 warp cmd_fild01-1 1,1,cmd_fild02,222,372
-cmd_fild01,362,73,0 warp cmd_fild01-2 1,1,cmd_fild03,27,68
-cmd_fild01,362,263,0 warp cmd_fild01-3 1,1,cmd_fild03,27,269
-cmd_fild02,222,376,0 warp cmd_fild02-1 1,1,cmd_fild01,222,30
-cmd_fild02,382,269,0 warp cmd_fild02-2 1,1,cmd_fild04,25,275
-cmd_fild02,358,95,0 warp cmd_fild02-3 1,1,cmd_fild04,35,94
-cmd_fild03,23,269,0 warp cmd_fild03-1 1,1,cmd_fild01,359,260
-cmd_fild03,23,68,0 warp cmd_fild03-2 1,1,cmd_fild01,359,76
-cmd_fild03,181,17,0 warp cmd_fild03-3 1,1,cmd_fild04,181,367
-//cmd_fild03,384,165,0 warp cmd_fild03-4 1,1,cmd_fild05,26,161
-cmd_fild04,21,275,0 warp cmd_fild04-1 1,1,cmd_fild02,378,264
-cmd_fild04,31,92,0 warp cmd_fild04-2 1,1,cmd_fild02,351,92
-cmd_fild04,376,287,0 warp cmd_fild04-3 1,1,cmd_fild06,26,288
-cmd_fild04,180,372,0 warp cmd_fild04-4 1,1,cmd_fild03,183,23
-//cmd_fild05,21,163,0 warp cmd_fild05-1 1,1,cmd_fild03,377,167
-//cmd_fild05,148,19,0 warp cmd_fild05-2 1,1,cmd_fild06,150,374
-//cmd_fild06,150,380,0 warp cmd_fild06-3 1,1,cmd_fild05,146,27
-cmd_fild06,21,285,0 warp cmd_fild06-4 1,1,cmd_fild04,371,288
-cmd_fild06,151,27,0 warp cmd_fild06-5 1,1,cmd_fild07,147,370
-cmd_fild06,368,96,0 warp cmd_fild06-6 1,1,cmd_fild08,25,102
-cmd_fild06,379,174,0 warp cmd_fild06-7 1,1,cmd_fild08,28,166
-cmd_fild06,372,359,0 warp cmd_fild06-8 1,1,cmd_fild08,31,359
-cmd_fild07,149,379,0 warp cmd_fild07-1 10,1,cmd_fild06,147,36
-cmd_fild07,389,186,0 warp cmd_fild07-2 1,3,cmd_fild09,18,170
-cmd_fild08,25,355,0 warp cmd_fild08-1 1,1,cmd_fild06,366,359
-cmd_fild08,25,170,0 warp cmd_fild08-2 1,1,cmd_fild06,374,167
-cmd_fild08,15,102,0 warp cmd_fild08-3 1,1,cmd_fild06,361,96
-cmd_fild08,76,31,0 warp cmd_fild08-4 2,1,cmd_fild09,76,375
-cmd_fild08,309,48,0 warp cmd_fild08-5 2,1,cmd_fild09,307,374
-cmd_fild08,354,324,0 warp cmd_fild08-6 1,1,moc_fild12,26,305
-cmd_fild09,12,170,0 warp cmd_fild09-1 1,4,cmd_fild07,382,184
-cmd_fild09,369,164,0 warp cmd_fild09-2 2,2,moc_fild18,55,170
-cmd_fild09,309,381,0 warp cmd_fild09-3 2,1,cmd_fild08,309,60
-cmd_fild09,75,382,0 warp cmd_fild09-4 2,1,cmd_fild08,75,42
-moc_fild18,51,170,0 warp moc_fild18-1 1,3,cmd_fild09,363,164
diff --git a/npc/re/warps/fields/dic_fild.txt b/npc/re/warps/fields/dic_fild.txt
deleted file mode 100644
index 73edb87fb..000000000
--- a/npc/re/warps/fields/dic_fild.txt
+++ /dev/null
@@ -1,18 +0,0 @@
-//===== Hercules Script ======================================
-//= El Dicastes Field Warp Script
-//===== By: ==================================================
-//= Chilly, Muad_Dib
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= Warp Points for El Dicastes Field
-//===== Additional Comments: =================================
-//= 1.0 First Version.
-//= 1.1 Updated to match the official script. [Joseph]
-//============================================================
-
-dic_dun01,371,44,0 warp dic_field0001 1,1,dic_fild01,28,79
-dic_fild01,24,79,0 warp dic_field0002 1,1,dic_dun01,366,45
-dic_fild01,69,23,0 warp dic_field0003 1,1,dic_fild02,70,373
-dic_fild02,71,375,0 warp dic_field0004 1,1,dic_fild01,69,25
-dicastes01,199,34,0 warp dic_field0005 1,1,dic_fild01,149,279
diff --git a/npc/re/warps/fields/geffen_fild.txt b/npc/re/warps/fields/geffen_fild.txt
deleted file mode 100644
index fbe737906..000000000
--- a/npc/re/warps/fields/geffen_fild.txt
+++ /dev/null
@@ -1,71 +0,0 @@
-//===== Hercules Script ======================================
-//= Geffen Warp Script
-//===== By: ==================================================
-//= Nana (1.0)
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= Warp Points for Geffen Field's
-//===== Additional Comments: =================================
-//= No comment!
-//= 1.1 Renewal warp adjustments.
-//============================================================
-
-//= Geffen Field Warps =======================================
-gef_fild00,267,382,0 warp gef007 4,2,mjolnir_06,265,32
-gef_fild00,381,137,0 warp gef008 3,9,prt_fild00,24,125
-gef_fild00,40,199,0 warp gef009 2,7,geffen,213,119
-gef_fild01,382,111,0 warp gef010 2,9,prt_fild04,20,114
-gef_fild01,16,102,0 warp geff01 2,4,gef_fild09,368,92
-gef_fild01,69,17,0 warp geff02 4,2,gef_fild03,66,379
-gef_fild02,380,156,0 warp gef011 3,7,prt_fild07,21,143
-gef_fild02,380,289,0 warp gef012 3,12,prt_fild07,18,289
-gef_fild02,380,68,0 warp gef013 3,10,prt_fild07,17,64
-gef_fild02,266,18,0 warp gef026 5,2,prt_fild10,227,296
-gef_fild02,14,78,0 warp geff03 2,4,gef_fild03,379,77
-gef_fild02,16,275,0 warp geff04 2,4,gef_fild03,379,277
-gef_fild03,312,16,0 warp gef014 5,2,prt_fild11,302,298
-gef_fild03,66,382,0 warp geff02-1 4,2,gef_fild01,69,20
-gef_fild03,382,77,0 warp geff03-1 2,4,gef_fild02,17,78
-gef_fild03,382,277,0 warp geff04-1 2,4,gef_fild02,19,275
-gef_fild03,18,52,0 warp geff05 2,4,gef_fild10,367,56
-gef_fild04,187,39,0 warp gef015 4,2,geffen,119,210
-gef_fild04,261,362,0 warp gef016 4,2,mjolnir_01,284,21
-gef_fild04,362,322,0 warp gef017 2,4,mjolnir_06,21,331
-gef_fild04,16,309,0 warp geff06 2,6,gef_fild05,361,309
-gef_fild05,364,309,0 warp geff06-1 2,8,gef_fild04,19,309
-gef_fild05,15,201,0 warp geff07 2,4,gef_fild06,379,211
-gef_fild05,64,15,0 warp geff08 4,2,gef_fild07,64,360
-gef_fild06,382,211,0 warp geff07-1 2,4,gef_fild05,18,201
-gef_fild06,218,17,0 warp geff09 4,2,gef_fild08,200,352
-gef_fild07,339,187,0 warp gef025 2,4,geffen,29,119
-gef_fild07,64,363,0 warp geff08-1 4,2,gef_fild05,64,18
-gef_fild07,18,191,0 warp geff10 2,4,gef_fild08,357,187
-gef_fild07,40,19,0 warp geff13 1,1,gef_fild13,41,369
-gef_fild08,200,355,0 warp geff09-1 4,2,gef_fild06,218,20
-gef_fild08,360,187,0 warp geff10-1 2,4,gef_fild07,21,191
-//gef_fild08,215,18,0 warp geff14 1,1,gef_fild12,221,369
-gef_fild09,23,56,0 warp geff18-1 1,1,gef_fild13,376,56
-gef_fild09,225,25,0 warp geff11 3,2,gef_fild10,251,368
-gef_fild09,368,95,0 warp geff01-1 4,2,gef_fild01,19,102
-gef_fild10,251,371,0 warp geff11-1 5,2,gef_fild09,225,28
-gef_fild10,104,21,0 warp geff12 5,2,gef_fild11,114,360
-gef_fild10,370,56,0 warp geff05-1 2,5,gef_fild03,21,52
-gef_fild10,136,331,0 warp gef018 1,1,in_orcs01,122,171
-gef_fild10,138,284,0 warp gef019 1,1,in_orcs01,29,114
-gef_fild10,215,51,0 warp gef020 1,1,in_orcs01,162,53
-gef_fild10,223,205,0 warp gef021 1,1,in_orcs01,108,89
-gef_fild10,63,337,0 warp gef022 1,1,in_orcs01,30,157
-//gef_fild10,27,219,0 warp geff19-1 1,1,gef_fild14,367,219
-gef_fild11,377,293,0 warp gef023 2,4,prt_fild11,20,281
-gef_fild11,111,364,0 warp geff12-1 6,3,gef_fild10,104,24
-//gef_fild12,221,374,0 warp geff14-1 1,1,gef_fild08,215,25
-//gef_fild12,368,180,0 warp geff15 1,1,gef_fild13,29,202
-//gef_fild12,372,50,0 warp geff16 1,1,gef_fild13,29,59
-//gef_fild13,200,25,0 warp geff17 1,1,gef_fild14,180,357
-//gef_fild13,25,202,0 warp geff15-1 1,1,gef_fild12,364,180
-//gef_fild13,26,59,0 warp geff16-1 1,1,gef_fild12,370,50
-gef_fild13,380,56,0 warp geff18 1,1,gef_fild09,27,56
-gef_fild13,41,373,0 warp geff13-1 1,1,gef_fild07,40,23
-//gef_fild14,180,360,0 warp geff17-1 1,1,gef_fild13,200,29
-//gef_fild14,371,219,0 warp geff19 1,1,gef_fild10,31,219
diff --git a/npc/re/warps/fields/hugel_fild.txt b/npc/re/warps/fields/hugel_fild.txt
deleted file mode 100644
index 11f03b489..000000000
--- a/npc/re/warps/fields/hugel_fild.txt
+++ /dev/null
@@ -1,51 +0,0 @@
-//===== Hercules Script ======================================
-//= Hugel Field Warp Script
-//===== By: ==================================================
-//= Sara-chan (1.0)
-//===== Current Version: =====================================
-//= 1.3
-//===== Description: =========================================
-//= Warp Points for Hugel Field
-//===== Additional Comments: =================================
-//= Initial Release
-//= 1.1 Official warps [Playtester]
-//= 1.2 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
-//= 1.3 Renewal warp adjustments.
-//============================================================
-
-//= Hugel Field ==============================================
-ein_fild04,343,293,0 warp hugel001 1,1,ein_fild05,80,294
-ein_fild05,76,294,0 warp hugel001a 1,1,ein_fild04,336,292
-ein_fild05,376,183,0 warp hugel002 1,1,ein_fild06,47,166
-ein_fild06,42,171,0 warp hugel002a 1,1,ein_fild05,371,183
-//ein_fild02,357,251,0 warp hugel003-1 1,1,yuno_fild04,38,280
-//yuno_fild04,33,279,0 warp hugel003a-1 1,1,ein_fild02,350,250
-//ein_fild01,349,369,0 warp hugel003 1,1,yuno_fild05,43,346
-//yuno_fild05,41,350,0 warp hugel003a 1,1,ein_fild01,345,367
-//ein_fild01,106,34,0 warp hugel004 1,1,ein_fild02,109,358
-//ein_fild02,108,364,0 warp hugel004a 1,1,ein_fild01,106,40
-//ein_fild01,234,34,0 warp hugel005 1,1,ein_fild02,258,343
-//ein_fild02,257,350,0 warp hugel005a 1,1,ein_fild01,231,40
-//ein_fild02,170,29,0 warp hugel006 1,1,ein_fild05,172,366
-//ein_fild05,172,371,0 warp hugel006a 1,1,ein_fild02,170,37
-hu_fild01,366,185,0 warp hugel007 1,1,hu_fild02,22,168
-hu_fild02,17,168,0 warp hugel007a 1,1,hu_fild01,361,189
-hu_fild04,47,372,0 warp hugel008 1,1,hu_fild02,40,27
-hu_fild02,40,22,0 warp hugel008a 1,1,hu_fild04,48,368
-hu_fild04,294,379,0 warp hugel009 1,1,hu_fild02,280,31
-hu_fild02,283,28,0 warp hugel009a 1,1,hu_fild04,289,376
-//hu_fild05,284,356,0 warp hugel010 1,1,hu_fild03,288,26
-//hu_fild03,288,19,0 warp hugel010a 1,1,hu_fild05,276,346
-hu_fild05,353,126,0 warp hugel011 1,1,hu_fild06,34,119
-hu_fild06,28,119,0 warp hugel011a 1,1,hu_fild05,347,130
-hu_fild02,374,339,0 warp hugel012 1,1,hu_fild03,24,337
-//hu_fild03,20,338,0 warp hugel012a 1,1,hu_fild02,370,339
-hu_fild02,378,162,0 warp hugel013 1,1,hu_fild03,30,163
-//hu_fild03,25,163,0 warp hugel013a 1,1,hu_fild02,373,160
-//yuno_fild09,377,184,0 warp hugel014 1,1,yuno_fild10,44,183
-//yuno_fild10,39,183,0 warp hugel014a 1,1,yuno_fild09,371,184
-
-// RE Addon
-ein_fild01,106,34,0 warp EinF01Dn01_EinF05Up01 1,1,ein_fild05,172,366
-ein_fild01,234,34,0 warp EinF01Dn02_EinF05Up02 1,1,ein_fild05,172,366
-ein_fild05,172,371,0 warp EinF05Up01_EinF01Dn01 1,1,ein_fild01,106,40
diff --git a/npc/re/warps/fields/morroc_fild.txt b/npc/re/warps/fields/morroc_fild.txt
deleted file mode 100644
index 3e4084640..000000000
--- a/npc/re/warps/fields/morroc_fild.txt
+++ /dev/null
@@ -1,118 +0,0 @@
-//===== Hercules Script ======================================
-//= Morroc Field Warp Script
-//===== By: ==================================================
-//= Nana (1.0)
-//===== Current Version: =====================================
-//= 1.5
-//===== Description: =========================================
-//= Warp Points for Morroc Fields
-//===== Additional Comments: =================================
-//= 1.1 changed 'anthell' to @anthell [Lupus]
-//= 1.2 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
-//= 1.3 Updated warps for episode 12.1 [L0ne_W0lf]
-//= 1.4 Uncommented warp that shouldn't have been commented. [L0ne_W0lf]
-//= 1.4a Uncommented yet ANOTHER warp that was taken out. [L0ne_W0lf]
-//= 1.4b Uncommented ANOTHER warp! Yay! :D [L0ne_W0lf]
-//= 1.5 Commented moc_fild20 warps replaced with new NPCs. [Euphy]
-//============================================================
-
-//= Sograt Dessert ===========================================
-//moc_fild01,101,16,0 warp mocf01-1 15,3,moc_fild04,317,376
-//moc_fild01,101,16,0 warp mocf01-1 15,3,moc_fild20,210,342
-moc_fild01,22,242,0 warp mocf005 2,2,prt_fild09,380,237
-moc_fild01,239,382,0 warp mocf006 12,1,prt_fild08,233,20
-moc_fild01,301,16,0 warp mocf02 10,1,moc_fild02,77,338
-moc_fild01,321,16,0 warp mocf02-1 10,1,moc_fild02,77,338
-moc_fild01,341,16,0 warp mocf02-2 10,1,moc_fild02,77,338
-moc_fild01,379,162,0 warp mocf011 2,12,pay_fild04,20,165
-moc_fild01,56,384,0 warp moc007a 3,2,prt_fild08,54,24
-//moc_fild01,68,16,0 warp mocf01 15,3,moc_fild04,317,376
-moc_fild02,228,29,0 warp mocf03 4,2,moc_fild13,298,367
-moc_fild02,332,19,0 warp mocf04 5,3,moc_fild03,70,336
-moc_fild02,350,339,0 warp mocf012 6,2,pay_fild04,194,20
-moc_fild02,67,342,0 warp mocf02-3 11,3,moc_fild01,315,25
-moc_fild02,71,18,0 warp mocf05 4,2,moc_fild13,146,365
-moc_fild02,92,342,0 warp mocf02-4 11,3,moc_fild01,315,25
-moc_fild03,17,37,0 warp mocf06 2,4,moc_fild13,305,49
-//moc_fild03,179,16,0 warp mocf013 4,2,pay_fild11,38,327
-moc_fild03,303,170,0 warp mocf014 2,7,pay_fild01,17,152
-moc_fild03,70,341,0 warp mocf04-1 5,2,moc_fild02,332,23
-//moc_fild04,14,122,0 warp mocf07-1 1,11,moc_fild05,378,119
-//moc_fild04,14,146,0 warp mocf07-2 1,11,moc_fild05,378,119
-//moc_fild04,14,98,0 warp mocf07 1,11,moc_fild05,378,119
-//moc_fild04,175,18,0 warp mocf08 3,2,moc_fild08,170,380
-//moc_fild04,19,206,0 warp mocf09 3,15,moc_fild05,373,208
-//moc_fild04,219,327,0 script mocf016 WARPNPC,3,4,{ @anthell = 0; warp "anthell01",35,262; }
-//moc_fild04,292,381,0 warp mocf01-2 10,1,moc_fild01,76,25
-//moc_fild04,314,381,0 warp mocf01-3 10,1,moc_fild01,76,25
-//moc_fild04,336,381,0 warp mocf01-4 10,1,moc_fild01,76,25
-//moc_fild04,92,381,0 warp mocf008 9,2,prt_fild09,246,19
-//moc_fild05,144,375,0 warp mocf009 11,2,prt_fild10,263,23
-//moc_fild05,18,136,0 warp mocf10 1,8,moc_fild06,367,317
-//moc_fild05,18,154,0 warp mocf10-1 1,8,moc_fild06,367,317
-//moc_fild05,18,172,0 warp mocf10-2 1,8,moc_fild06,367,317
-//moc_fild05,268,18,0 warp mocf11 4,2,moc_fild09,267,368
-//moc_fild05,325,382,0 warp mocf010 6,2,prt_fild09,95,19
-//moc_fild05,378,208,0 warp mocf09-1 3,14,moc_fild04,26,206
-//moc_fild05,384,108,0 warp mocf07-3 1,8,moc_fild04,22,123
-//moc_fild05,384,126,0 warp mocf07-4 1,8,moc_fild04,22,123
-//moc_fild05,384,144,0 warp mocf07-5 1,8,moc_fild04,22,123
-//moc_fild05,82,16,0 warp mocf12 5,2,moc_fild09,80,366
-//moc_fild06,18,198,0 warp mocf13 1,18,moc_fild07,378,201
-//moc_fild06,207,18,0 warp mocf14 11,2,moc_fild10,208,295
-//moc_fild06,377,316,0 warp mocf10-3 1,15,moc_fild05,24,153
-moc_fild07,198,21,0 warp mocf001 2,2,morocc,160,294
-//moc_fild07,381,201,0 warp mocf13-1 2,16,moc_fild06,28,201
-//moc_fild07,380,201,0 warp mocf13-1 2,16,moc_fild20,36,177
-//moc_fild08,16,207,0 warp mocf15 2,4,moc_fild09,371,195
-//moc_fild08,170,383,0 warp mocf08-1 3,2,moc_fild04,175,21
-//moc_fild08,204,16,0 warp mocf16 4,2,moc_fild14,196,379
-//moc_fild08,383,211,0 warp mocf17 2,4,moc_fild13,32,171
-//moc_fild09,126,20,0 warp mocf18 4,2,moc_fild15,158,360
-//moc_fild09,267,371,0 warp mocf11-1 4,2,moc_fild05,268,21
-//moc_fild09,30,162,0 warp mocf19 2,3,moc_fild10,381,258
-//moc_fild09,374,195,0 warp mocf15-1 2,8,moc_fild08,19,207
-//moc_fild09,80,369,0 warp mocf12-1 7,2,moc_fild05,82,19
-//moc_fild10,189,23,0 warp mocf20 3,2,moc_fild11,189,360
-//moc_fild10,19,207,0 warp mocf002 2,2,morocc,299,207
-//moc_fild10,208,298,0 warp mocf14-1 10,2,moc_fild06,207,21
-//moc_fild10,384,258,0 warp mocf19-1 2,3,moc_fild09,33,162
-//moc_fild11,189,363,0 warp mocf20-1 3,2,moc_fild10,189,26
-//moc_fild11,189,360,0 warp mocf20-1 3,2,moc_fild20,197,24
-moc_fild11,212,29,0 warp mocf21 4,2,moc_fild17,218,366
-moc_fild11,26,161,0 warp mocf22 2,10,moc_fild12,286,168
-//moc_fild11,379,197,0 warp mocf23 2,6,moc_fild15,41,105
-moc_fild11,377,197,0 warp mocf23 2,6,moc_fild20,36,177
-moc_fild12,118,30,0 warp mocf24 4,2,moc_fild18,158,379
-moc_fild12,159,381,0 warp mocf003 2,2,morocc,160,20
-moc_fild12,289,168,0 warp mocf22-1 2,3,moc_fild11,29,161
-moc_fild13,146,368,0 warp mocf05-1 5,2,moc_fild02,71,21
-//moc_fild13,29,171,0 warp mocf17-1 2,4,moc_fild08,380,211
-//moc_fild13,32,171,0 warp mocf17-1 2,4,moc_fild20,349,179
-moc_fild13,298,370,0 warp mocf03-1 4,2,moc_fild02,228,32
-moc_fild13,308,49,0 warp mocf06-1 2,4,moc_fild03,20,37
-//moc_fild14,16,278,0 warp mocf25 2,6,moc_fild15,364,276
-//moc_fild14,196,382,0 warp mocf16-1 4,2,moc_fild08,204,19
-//moc_fild15,104,16,0 warp mocf26 9,2,moc_fild16,125,380
-//moc_fild15,158,363,0 warp mocf18-1 6,2,moc_fild09,126,23
-//moc_fild15,258,253,0 script mocf017 WARPNPC,3,3,{ @anthell = 1; warp "anthell01",35,262; }
-//moc_fild15,348,18,0 warp mocf27 5,2,moc_fild16,334,379
-//moc_fild15,367,276,0 warp mocf25-1 2,4,moc_fild14,19,278
-//moc_fild15,38,105,0 warp mocf23-1 2,4,moc_fild11,376,197
-//moc_fild16,125,383,0 warp mocf26-1 5,2,moc_fild15,104,19
-//moc_fild16,124,381,0 warp mocf26-1 5,2,moc_fild20,197,24
-moc_fild16,16,179,0 warp mocf28 2,6,moc_fild17,366,272
-//moc_fild16,334,382,0 warp mocf27-1 4,2,moc_fild15,348,21
-//moc_fild16,333,380,0 warp mocf27-1 4,2,moc_fild20,197,24
-moc_fild17,218,369,0 warp mocf21-1 5,2,moc_fild11,212,32
-moc_fild17,30,300,0 warp moc29 2,5,moc_fild18,379,305
-moc_fild17,369,272,0 warp mocf28-1 2,3,moc_fild16,19,179
-moc_fild18,158,382,0 warp mocf24-1 4,2,moc_fild12,118,33
-moc_fild18,382,305,0 warp moc29-1 2,4,moc_fild17,33,300
-moc_fild19,169,107,0 warp mocf004 1,4,morocc,27,164
-moc_fild19,71,170,0 warp mocf018 8,2,moc_ruins,71,19
-moc_fild19,98,99,0 warp mocf019 1,1,in_sphinx1,288,9
-
-// Satan Morroc Addition
-moc_fild21,26,196,0 warp mocf020 1,1,moc_fild20,349,179
-moc_fild22,32,196,0 warp mocf021 1,1,moc_fild20,349,179
diff --git a/npc/re/warps/fields/payon_fild.txt b/npc/re/warps/fields/payon_fild.txt
deleted file mode 100644
index 292aa0785..000000000
--- a/npc/re/warps/fields/payon_fild.txt
+++ /dev/null
@@ -1,48 +0,0 @@
-//===== Hercules Script ======================================
-//= Payon Field Warps
-//===== By: ==================================================
-//= Nana (1.0)
-//===== Current Version: =====================================
-//= 1.3
-//===== Description: =========================================
-//= Payon Field Warps
-//===== Additional Comments: =================================
-//= 1.1 Refixed payon field08 -> payon warp
-//= 1.2 Changed trigger area of pay_fild08 -> payon warp. [L0ne_W0lf]
-//= 1.3 Renewal warp adjustments.
-//============================================================
-
-//= Payon Field's ============================================
-pay_fild01,13,152,0 warp payf001 2,7,moc_fild03,299,170
-pay_fild01,278,14,0 warp payf01 13,2,pay_fild02,83,382
-pay_fild01,353,14,0 warp payf02 20,3,pay_fild02,160,381
-pay_fild01,379,201,0 warp payf03 2,6,pay_fild07,23,207
-//pay_fild02,134,16,0 warp payf04 5,2,pay_fild05,127,375
-//pay_fild02,16,175,0 warp payf06 2,4,pay_fild11,294,135
-pay_fild02,167,390,0 warp payf02-1 20,3,pay_fild01,354,18
-pay_fild02,284,108,0 warp payf07 2,7,pay_fild03,20,110
-pay_fild02,83,386,0 warp payf01-1 13,2,pay_fild01,278,18
-pay_fild03,15,110,0 warp payf07-1 2,10,pay_fild02,280,108
-pay_fild03,172,281,0 warp payf08 5,2,pay_fild07,167,20
-pay_fild03,313,16,0 warp payf09 4,2,pay_fild06,305,372
-pay_fild03,392,63,0 warp payf005 2,7,alberta,19,233
-pay_fild04,17,165,0 warp payf002 2,8,moc_fild01,376,162
-pay_fild04,194,17,0 warp payf003 7,2,moc_fild02,350,336
-//pay_fild05,127,378,0 warp payf04-1 4,2,pay_fild02,134,19
-//pay_fild05,271,284,0 warp payf10 2,4,pay_fild06,31,288
-//pay_fild06,28,288,0 warp payf10-1 2,2,pay_fild05,268,284
-pay_fild06,305,375,0 warp payf09-1 6,2,pay_fild03,313,19
-pay_fild07,16,200,0 warp payf03-1 3,3,pay_fild01,371,205
-pay_fild07,163,17,0 warp payf08-1 5,2,pay_fild03,177,275
-pay_fild07,280,382,0 warp payf11 4,2,pay_fild08,160,19
-pay_fild07,382,290,0 warp payf12 2,5,pay_fild10,19,290
-pay_fild08,160,16,0 warp payf11-1 4,2,pay_fild07,280,379
-pay_fild08,17,75,0 warp payf006 1,1,payon,265,92
-pay_fild08,262,91,0 warp payf13 2,4,pay_fild09,19,91
-pay_fild09,112,16,0 warp pay14 4,2,pay_fild10,112,379
-pay_fild09,16,91,0 warp payf13-1 2,4,pay_fild08,259,91
-pay_fild10,112,382,0 warp pay14-1 3,2,pay_fild09,112,19
-pay_fild10,16,290,0 warp payf12-1 2,5,pay_fild07,379,290
-pay_fild10,99,13,0 warp w1034 1,1,pay_fild10,148,252
-//pay_fild11,297,135,0 warp payf06-1 2,4,pay_fild02,19,175
-//pay_fild11,38,330,0 warp payf004 4,2,moc_fild03,179,19
diff --git a/npc/re/warps/fields/prontera_fild.txt b/npc/re/warps/fields/prontera_fild.txt
deleted file mode 100644
index d033d4c53..000000000
--- a/npc/re/warps/fields/prontera_fild.txt
+++ /dev/null
@@ -1,128 +0,0 @@
-//===== Hercules Script ======================================
-//= Prontera Field Warp Script
-//===== By: ==================================================
-//= Nana (1.0)
-//===== Current Version: =====================================
-//= 1.5
-//===== Description: =========================================
-//= Warp Points for Prontera Field
-//===== Additional Comments: =================================
-//= 1.1 updating according to jA [Lupus]
-//= 1.2 Updated warps for episode 12.1 [L0ne_W0lf]
-//= 1.3 Updated to match the new Izlude Map. [Masao]
-//= 1.3a Moved Izlude warp to other file. [Euphy]
-//= 1.4 Commented moc_fild20 warps replaced with new NPCs. [Euphy]
-//= 1.5 Added Prontera Field 8 duplicates. [Euphy]
-//============================================================
-
-//= Prontera Fields ==========================================
-prt_fild00,159,383,0 warp prtf007 4,2,mjolnir_07,156,19
-prt_fild00,165,18,0 warp prtf01 9,3,prt_fild04,158,384
-prt_fild00,18,129,0 warp prtf015 2,6,gef_fild00,376,140
-prt_fild00,317,18,0 warp prtf02 8,2,prt_fild04,323,384
-prt_fild00,383,249,0 warp prtf008 2,4,mjolnir_09,33,248
-prt_fild01,136,373,0 warp prtf030 1,1,prt_maze01,99,31
-prt_fild01,199,24,0 warp prtf001 3,2,prt_gld,159,295
-prt_fild01,20,292,0 warp prtf009 2,3,mjolnir_09,370,288
-prt_fild01,261,373,0 warp prtf010 6,2,mjolnir_10,265,16
-prt_fild01,380,243,0 warp prtf03 2,5,prt_fild02,20,242
-prt_fild01,382,304,0 warp prtf04 2,10,prt_fild02,20,305
-prt_fild01,382,351,0 warp prtf05 2,8,prt_fild02,20,350
-prt_fild01,66,373,0 warp prtf011 2,2,mjolnir_10,66,18
-prt_fild02,17,242,0 warp prtf03-1 2,5,prt_fild01,377,243
-prt_fild02,17,305,0 warp prtf04-1 2,5,prt_fild01,379,302
-prt_fild02,17,350,0 warp prtf05-1 2,7,prt_fild01,379,351
-prt_fild02,173,382,0 warp prtf012 4,2,mjolnir_11,174,23
-prt_fild02,305,17,0 warp prtf06 10,2,prt_fild06,277,315
-prt_fild02,380,347,0 warp prtf07 2,10,prt_fild03,23,249
-prt_fild03,16,249,0 warp prtf07-1 2,10,prt_fild02,373,353
-prt_fild03,371,256,0 warp prtf006 2,2,prt_monk,25,248
-prt_fild04,160,387,0 warp prtf01-1 10,2,prt_fild00,164,24
-prt_fild04,17,114,0 warp prtf016 2,10,gef_fild01,375,111
-prt_fild04,323,387,0 warp prtf02-1 7,2,prt_fild00,315,21
-prt_fild04,378,72,0 warp prtf08 2,6,prt_fild05,17,59
-prt_fild04,384,155,0 warp prtf09 2,7,prt_fild05,20,134
-prt_fild04,384,334,0 warp prtf10 2,6,prt_fild05,20,333
-prt_fild05,105,381,0 warp prtf013 5,2,mjolnir_09,106,34
-prt_fild05,13,63,0 warp prtf08-1 2,15,prt_fild04,374,73
-prt_fild05,134,14,0 warp prtf11 14,3,prt_fild07,129,374
-prt_fild05,14,141,0 warp prtf09-1 2,18,prt_fild04,380,158
-prt_fild05,15,333,0 warp prtf10-1 2,8,prt_fild04,380,332
-prt_fild05,255,14,0 warp prtf12 12,2,prt_fild07,248,369
-prt_fild05,292,385,0 warp prtf014 4,2,mjolnir_09,305,33
-prt_fild05,373,205,0 warp prtf002 3,3,prontera,26,203
-prt_fild06,23,193,0 warp prtf003 2,3,prontera,285,203
-prt_fild06,277,320,0 warp prtf06-1 10,2,prt_fild02,305,22
-prt_fild07,13,64,0 warp prtf017 3,8,gef_fild02,376,69
-prt_fild07,132,381,0 warp prtf11-1 9,3,prt_fild05,142,18
-prt_fild07,14,289,0 warp prtf018 3,10,gef_fild02,375,292
-prt_fild07,17,145,0 warp prtf019 3,12,gef_fild02,376,156
-prt_fild07,206,12,0 warp prtf13 4,2,prt_fild09,224,377
-prt_fild07,248,376,0 warp prtf12-1 8,2,prt_fild05,257,18
-prt_fild07,383,239,0 warp prtf14 3,20,prt_fild08,20,239
-prt_fild07,385,186,0 warp prtf15 3,20,prt_fild08,20,186
-prt_fild07,84,13,0 warp prtf16 4,2,prt_fild09,87,377
-prt_fild08,16,187,0 warp prtf15-1 3,17,prt_fild07,380,186
-prt_fild08,16,239,0 warp prtf14-1 3,15,prt_fild07,379,239
-prt_fild08,170,378,0 warp prtf004 3,2,prontera,156,26
-prt_fild08,233,16,0 warp prtf023 12,1,moc_fild01,238,378
-prt_fild08,55,21,0 warp prtf024 4,2,moc_fild01,56,380
-prt_fild09,14,124,0 warp prtf17 2,6,prt_fild10,336,126
-prt_fild09,14,139,0 warp prtf17-1 2,8,prt_fild10,336,126
-prt_fild09,224,380,0 warp prtf13-1 4,2,prt_fild07,206,15
-//prt_fild09,246,16,0 warp prtf025 7,2,moc_fild04,92,378
-//prt_fild09,246,17,0 warp prtf025 7,2,moc_fild20,209,333
-prt_fild09,383,223,0 warp prtf026 2,15,moc_fild01,25,242
-prt_fild09,383,251,0 warp prtf027 2,15,moc_fild01,25,242
-prt_fild09,87,380,0 warp prtf16-1 5,2,prt_fild07,84,16
-//prt_fild09,95,16,0 warp prtf028 7,2,moc_fild05,325,379
-//prt_fild09,95,19,0 warp prtf028 7,2,moc_fild20,209,333
-prt_fild10,20,122,0 warp prtf19 2,4,prt_fild11,359,111
-prt_fild10,20,196,0 warp prtf20 2,4,prt_fild11,358,184
-prt_fild10,227,299,0 warp prtf020 5,2,gef_fild02,266,21
-//prt_fild10,263,20,0 warp prtf029 6,2,moc_fild05,144,372
-//prt_fild10,263,22,0 warp prtf029 6,2,moc_fild20,209,333
-prt_fild10,339,126,0 warp prtf17-2 2,8,prt_fild09,17,133
-prt_fild11,17,281,0 warp prtf021 2,4,gef_fild11,374,293
-prt_fild11,302,301,0 warp prtf022 5,2,gef_fild03,312,19
-prt_fild11,361,184,0 warp prtf20-1 2,5,prt_fild10,23,196
-prt_fild11,362,111,0 warp prtf19-1 2,6,prt_fild10,23,122
-
-//= Prontera Field 8 Duplicates ==============================
-prt_fild08a,16,187,0 warp prtf15-1_a 3,17,prt_fild07,380,186
-prt_fild08b,16,187,0 warp prtf15-1_b 3,17,prt_fild07,380,186
-prt_fild08c,16,187,0 warp prtf15-1_c 3,17,prt_fild07,380,186
-prt_fild08d,16,187,0 warp prtf15-1_d 3,17,prt_fild07,380,186
-prt_fild08a,16,239,0 warp prtf14-1_a 3,15,prt_fild07,379,239
-prt_fild08b,16,239,0 warp prtf14-1_b 3,15,prt_fild07,379,239
-prt_fild08c,16,239,0 warp prtf14-1_c 3,15,prt_fild07,379,239
-prt_fild08d,16,239,0 warp prtf14-1_d 3,15,prt_fild07,379,239
-prt_fild08a,170,378,0 warp prtf004_a 3,2,prontera,156,26
-prt_fild08b,170,378,0 warp prtf004_b 3,2,prontera,156,26
-prt_fild08c,170,378,0 warp prtf004_c 3,2,prontera,156,26
-prt_fild08d,170,378,0 warp prtf004_d 3,2,prontera,156,26
-prt_fild08a,233,16,0 warp prtf023_a 12,1,moc_fild01,238,378
-prt_fild08b,233,16,0 warp prtf023_b 12,1,moc_fild01,238,378
-prt_fild08c,233,16,0 warp prtf023_c 12,1,moc_fild01,238,378
-prt_fild08d,233,16,0 warp prtf023_d 12,1,moc_fild01,238,378
-prt_fild08a,55,21,0 warp prtf024_a 4,2,moc_fild01,56,380
-prt_fild08b,55,21,0 warp prtf024_b 4,2,moc_fild01,56,380
-prt_fild08c,55,21,0 warp prtf024_c 4,2,moc_fild01,56,380
-prt_fild08d,55,21,0 warp prtf024_d 4,2,moc_fild01,56,380
-
-//= St. Capitolina Abbey =====================================
-monk_in,128,46,0 warp monk03 1,3,monk_in,161,38
-monk_in,128,84,0 warp monk04 1,3,monk_in,161,90
-monk_in,159,38,0 warp monk03-1 1,3,monk_in,126,46
-monk_in,159,90,0 warp monk04-1 1,3,monk_in,126,84
-monk_in,40,38,0 warp monk05 1,3,monk_in,71,46
-monk_in,40,92,0 warp monk06 1,3,monk_in,71,84
-monk_in,69,46,0 warp monk05-1 1,3,monk_in,38,38
-monk_in,69,84,0 warp monk06-1 1,3,monk_in,38,92
-monk_in,98,186,0 warp monk02-1 3,2,prt_monk,245,139
-monk_in,98,27,0 warp monk01-1 5,2,prt_monk,245,104
-monk_in,99,102,0 warp monk07 5,1,monk_in,99,143
-monk_in,99,141,0 warp monk07-1 3,1,monk_in,99,100
-prt_monk,22,248,0 warp monk001 2,2,prt_fild03,368,256
-prt_monk,245,106,0 warp monk01 1,1,monk_in,98,30
-prt_monk,245,137,0 warp monk02 1,1,monk_in,98,183
diff --git a/npc/re/warps/fields/rachel_fild.txt b/npc/re/warps/fields/rachel_fild.txt
deleted file mode 100644
index 621062377..000000000
--- a/npc/re/warps/fields/rachel_fild.txt
+++ /dev/null
@@ -1,46 +0,0 @@
-//===== Hercules Script ======================================
-//= Rachel Field Warp Script
-//===== By: ==================================================
-//= Playtester
-//===== Current Version: =====================================
-//= 1.3
-//===== Description: =========================================
-//= Warp Points for Rachel Field
-//===== Additional Comments: =================================
-//= 1.0 Initial version [Playtester]
-//= 1.1 Official warps [Playtester]
-//= 1.2 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
-//= 1.3 Renewal warp adjustments.
-//============================================================
-
-ra_fild01,233,333,0 warp ra000 1,1,ice_dun01,157,15
-ra_fild01,306,38,0 warp ra001 1,1,ra_fild04,322,371
-ra_fild04,322,378,0 warp ra002 1,1,ra_fild01,306,43
-ra_fild04,362,351,0 warp ra003 1,1,ra_fild05,39,353
-ra_fild05,33,353,0 warp ra004 1,1,ra_fild04,356,351
-//ra_fild05,27,13,0 warp ra005 1,1,ra_fild09,30,337
-//ra_fild09,29,343,0 warp ra006 1,1,ra_fild05,31,17
-ra_fild04,263,54,0 warp ra007 1,1,ra_fild08,287,365
-ra_fild08,287,370,0 warp ra008 1,1,ra_fild04,263,60
-//ra_fild09,27,238,0 warp ra009 1,1,ra_fild08,360,234
-//ra_fild08,368,234,0 warp ra010 1,1,ra_fild09,35,238
-ra_fild04,23,176,0 warp ra011 1,1,ra_fild03,370,172
-ra_fild03,374,168,0 warp ra012 1,1,ra_fild04,29,176
-ra_fild05,348,274,0 warp ra013 1,1,ra_fild06,24,277
-ra_fild06,19,277,0 warp ra014 1,1,ra_fild05,341,273
-ra_fild06,294,21,0 warp ra015 1,1,lhz_fild01,296,376
-lhz_fild01,296,382,0 warp ra016 1,1,ra_fild06,298,25
-ra_fild12,36,225,0 warp ra017 1,1,rachel,270,125
-ra_fild08,165,29,0 warp ra018 1,1,ra_fild12,149,369
-ra_fild12,149,374,0 warp ra019 1,1,ra_fild08,165,36
-//ra_fild12,303,27,0 warp ra020 1,1,ra_fild13,295,341
-//ra_fild13,295,346,0 warp ra021 1,1,ra_fild12,303,33
-//ra_fild11,360,226,0 warp ra022 1,1,rachel,30,125
-//ra_fild11,21,290,0 warp ra023 1,1,ra_fild10,379,283
-//ra_fild10,384,287,0 warp ra024 1,1,ra_fild11,28,290
-//ra_fild11,202,335,0 warp ra025a 1,1,ra_fild07,215,32
-//ra_fild07,215,27,0 warp ra025b 1,1,ra_fild11,201,329
-//ra_fild07,168,353,0 warp ra026 1,1,ra_fild02,171,45
-//ra_fild02,168,36,0 warp ra027 1,1,ra_fild07,168,349
-//ra_fild02,373,275,0 warp ra028 1,1,ra_fild03,28,294
-//ra_fild03,23,294,0 warp ra029 1,1,ra_fild02,367,270
diff --git a/npc/re/warps/fields/veins_fild.txt b/npc/re/warps/fields/veins_fild.txt
deleted file mode 100644
index 69c10edf3..000000000
--- a/npc/re/warps/fields/veins_fild.txt
+++ /dev/null
@@ -1,53 +0,0 @@
-//===== Hercules Script ======================================
-//= Veins Field Warp Script
-//===== By: ==================================================
-//= $ephiroth
-//===== Current Version: =====================================
-//= 1.5
-//===== Description: =========================================
-//= Warp Points for Veins Field
-//===== Additional Comments: =================================
-//= 1.4 Rescripted to Aegis 11.2 Standards. [L0ne_W0lf]
-//= 1.5 Renewal warp adjustments.
-//============================================================
-
-ve_fild01,366,267,0 warp ve_fild1-1 1,1,ve_fild02,36,263
-ve_fild01,184,20,0 warp ve_fild1-2 1,1,ve_fild04,174,334
-//ra_fild11,233,27,0 warp ve_fild1-3 1,1,ve_fild01,243,363
-//ve_fild01,243,368,0 warp ve_fild1-4 1,1,ra_fild11,232,32
-ve_fild01,350,92,0 warp ve_fild1-5 1,1,ve_fild02,78,133
-//ra_fild13,29,308,0 warp ve_fild2-1 1,1,ve_fild02,380,308
-//ve_fild02,385,308,0 warp ve_fild2-2 1,1,ra_fild13,34,308
-ve_fild02,195,382,0 warp ve_fild2-3 1,1,rachel,130,25
-ve_fild02,31,263,0 warp ve_fild2-4 1,1,ve_fild01,361,267
-ve_fild02,73,133,0 warp ve_fild2-5 1,1,ve_fild01,345,92
-ve_fild03,355,223,0 warp ve_fild3-1 1,1,ve_fild04,49,249
-//ve_fild03,222,43,0 warp ve_fild3-2 1,1,ve_fild05,200,325
-ve_fild04,174,339,0 warp ve_fild4-1 1,1,ve_fild01,184,25
-ve_fild04,44,249,0 warp ve_fild4-2 1,1,ve_fild03,350,220
-ve_fild04,115,50,0 warp ve_fild4-3 1,1,ve_fild06,80,183
-//ve_fild05,200,330,0 warp ve_fild5-1 1,1,ve_fild03,222,48
-//ve_fild05,359,192,0 warp ve_fild5-2 1,1,ve_fild06,80,183
-ve_fild06,153,220,0 warp ve_fild6-1 1,1,veins,218,355
-/*
-ve_fild06,81,177,0 script ve_fild6-2 WARPNPC,1,1,{
- if (rand(2))
- warp "ve_fild04",115,55;
- else
- warp "ve_fild05",354,191;
- end;
-}
-*/
-ve_fild07,147,371,0 warp ve_fild7-1 1,1,veins,146,28
-
-// Renewal Addon
-ve_fild06,81,177,0 warp VeF06S_VeF04S 1,1,ve_fild04,115,55
-
-//============================================================
-// Old changelog
-//============================================================
-//= 1.0 Initial version [$ephiroth]
-//= 1.1 Updated more warps [$ephiroth]
-//= 1.2 Removed some unofficial warps [Playtester]
-//= 1.3 Added random Veins exit [Playtester]
-//============================================================
diff --git a/npc/re/warps/fields/yuno_fild.txt b/npc/re/warps/fields/yuno_fild.txt
deleted file mode 100644
index fe998c843..000000000
--- a/npc/re/warps/fields/yuno_fild.txt
+++ /dev/null
@@ -1,88 +0,0 @@
-//===== Hercules Script ======================================
-//= Yuno Field Warp Script
-//===== By: ==================================================
-//= Nana (1.0), Sara
-//===== Current Version: =====================================
-//= 1.3
-//===== Description: =========================================
-//= Warp Points for Yuno Field
-//===== Additional Comments: =================================
-//= 1.1 - Updated for the new Yuno Fields
-//= 1.2 New field update - Hugel Field by Sara - Version 1
-//= 1.3 Renewal warp adjustments.
-//============================================================
-
-//= Yuno Field ===============================================
-//yuno_fild01,286,368,0 warp yunfild01 1,1,yuno_fild02,294,26
-//yuno_fild02,294,24,0 warp yunfild01-1 1,1,yuno_fild01,286,366
-//yuno_fild01,70,378,0 warp yunfild02 1,1,yuno_fild02,70,25
-//yuno_fild02,70,23,0 warp yunfild02-1 1,1,yuno_fild01,70,376
-
-yuno_fild02,18,337,0 warp yunfild03 1,1,yuno_fild03,381,331
-yuno_fild03,383,331,0 warp yunfild03-1 1,1,yuno_fild02,20,337
-yuno_fild03,19,79,0 warp yunfild04 1,1,yuno_fild04,373,84
-yuno_fild04,375,84,0 warp yunfild04-1 1,1,yuno_fild03,21,79
-yuno_fild03,20,155,0 warp yunfild05 1,1,yuno_fild04,373,150
-yuno_fild04,375,150,0 warp yunfild05-1 1,1,yuno_fild03,22,155
-yuno_fild04,231,288,0 warp yunfild-yun 1,1,yuno,158,17
-yuno_fild03,32,139,0 warp yunfild-mag01 1,1,mag_dun01,126,68
-
-//= New Yuno Fields ==========================================
-yuno_fild01,26,246,0 warp newjun01 1,1,yuno_fild12,373,239
-yuno_fild12,375,239,0 warp newjun01a 1,1,yuno_fild01,28,246
-yuno_fild12,23,338,0 warp newjun02 1,1,yuno_fild11,366,361
-yuno_fild11,368,361,0 warp newjun02a 1,1,yuno_fild12,25,338
-yuno_fild12,24,225,0 warp newjun03 1,1,yuno_fild11,363,218
-yuno_fild11,365,218,0 warp newjun03a 1,1,yuno_fild12,24,227
-yuno_fild07,92,12,0 warp newjun04 1,1,yuno_fild11,92,369
-yuno_fild11,92,371,0 warp newjun04a 1,1,yuno_fild07,92,14
-yuno_fild12,193,371,0 warp newjun05 1,1,yuno_fild08,143,21
-yuno_fild08,145,21,0 warp newjun05a 1,1,yuno_fild12,195,371
-yuno_fild01,70,378,0 warp newjun06 1,1,yuno_fild09,70,19
-yuno_fild09,70,17,0 warp newjun06a 1,1,yuno_fild01,70,376
-yuno_fild01,286,368,0 warp newjun07 1,1,yuno_fild09,280,30
-yuno_fild09,280,28,0 warp newjun07a 1,1,yuno_fild01,286,366
-yuno_fild09,19,194,0 warp newjun08 1,1,yuno_fild08,374,193
-yuno_fild08,376,193,0 warp newjun08a 1,1,yuno_fild09,21,194
-yuno_fild08,20,278,0 warp newjun09 1,1,yuno_fild07,352,291
-yuno_fild07,354,291,0 warp newjun09a 1,1,yuno_fild08,22,278
-yuno_fild08,31,58,0 warp newjun10 1,1,yuno_fild07,358,72
-yuno_fild07,360,72,0 warp newjun10a 1,1,yuno_fild08,33,58
-
-//= (By speculation only) ====================================
-yuno_fild07,179,354,0 warp newjun11 1,1,yuno_fild03,179,17
-yuno_fild03,179,15,0 warp newjun11a 1,1,yuno_fild07,179,352
-yuno_fild08,74,376,0 warp newjun12 1,1,yuno_fild02,70,25
-yuno_fild02,70,23,0 warp newjun12a 1,1,yuno_fild08,74,374
-yuno_fild08,286,386,0 warp newjun13 1,1,yuno_fild02,294,26
-yuno_fild02,294,24,0 warp newjun13a 1,1,yuno_fild08,286,384
-//yuno_fild04,42,369,0 warp newjun14 1,1,yuno_fild05,59,30
-//yuno_fild05,59,28,0 warp newjun14a 1,1,yuno_fild04,42,367
-
-
-//= Al de Baran <-> Yuno Connection ==========================
-aldebaran,140,244,0 warp alde-yunfild 1,1,yuno_fild01,208,19
-yuno_fild01,208,17,0 warp yunfild-alde 1,1,aldebaran,140,242
-
-//= Hugel Field
-//= Version 1
-//yuno_fild05,370,321,0 warp hu001 1,1,yuno_fild06,48,322
-//yuno_fild06,41,319,0 warp hu001a 1,1,yuno_fild05,366,319
-yuno_fild06,214,27,0 warp hu002 1,1,yuno_fild03,215,375
-yuno_fild03,215,382,0 warp hu002a 1,1,yuno_fild06,218,33
-yuno_fild06,369,132,0 warp hu003 1,1,hu_fild04,34,126
-hu_fild04,27,126,0 warp hu003a 1,1,yuno_fild06,362,132
-hu_fild04,122,27,0 warp hu004 1,1,yuno_fild02,114,370
-yuno_fild02,117,375,0 warp hu004a 1,1,hu_fild04,122,35
-yuno_fild06,151,370,0 warp hu005 1,1,hu_fild01,135,42
-hu_fild01,141,36,0 warp hu005a 1,1,yuno_fild06,156,368
-hu_fild04,380,183,0 warp hu006 1,1,hu_fild05,39,206
-hu_fild05,33,198,0 warp hu006a 1,1,hu_fild04,373,181
-//hu_fild05,89,43,0 warp hu007 1,1,hu_fild07,80,365
-//hu_fild07,81,370,0 warp hu007a 1,1,hu_fild05,89,50
-//hu_fild07,36,352,0 warp hu008 1,1,yuno_fild02,378,336
-//yuno_fild02,383,339,0 warp hu008a 1,1,hu_fild07,42,351
-//hu_fild07,57,37,0 warp hu009 1,1,yuno_fild09,48,370
-//yuno_fild09,48,376,0 warp hu009a 1,1,hu_fild07,58,42
-//hu_fild07,226,38,0 warp hu010 1,1,yuno_fild09,220,368
-//yuno_fild09,220,373,0 warp hu010a 1,1,hu_fild07,224,43
diff --git a/npc/re/warps/guildcastles.txt b/npc/re/warps/guildcastles.txt
deleted file mode 100644
index 6e0b2adca..000000000
--- a/npc/re/warps/guildcastles.txt
+++ /dev/null
@@ -1,41 +0,0 @@
-//===== Hercules Script ======================================
-//= Guild Castles Warp Script
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= Warp Points for Renewal Guild Castles
-//===== Additional Comments: =================================
-//= 1.0 First version. [Euphy]
-//============================================================
-
-// Hall of Abyss
-//============================================================
-gld2_prt,10,22,0 warp dun2prt_to_gld 1,1,prt_gld,252,247
-gld2_prt,14,252,0 warp dun2prt_to_gld#2 1,1,prt_gld,63,66
-gld2_prt,266,236,0 warp dun2prt_to_gld#3 1,1,prt_gld,252,247
-gld2_prt,226,21,0 warp dun2prt_to_gld#4 1,1,prt_gld,63,66
-gld2_prt,103,11,0 warp dun2prt_to_gld#5 1,1,prt_gld,252,247
-gld_dun03_2,238,274,0 warp gdun03a_prtg#abyss 1,1,prt_gld,252,247
-gld_dun03_2,42,30,0 warp gdun03b_prtg#abyss 1,1,prt_gld,63,66
-gld2_pay,33,105,0 warp dun2pay_to_gld 1,1,pay_gld,53,141
-gld2_pay,119,21,0 warp dun2pay_to_gld#2 1,1,pay_gld,53,141
-gld2_pay,205,105,0 warp dun2pay_to_gld#3 1,1,pay_gld,53,141
-gld2_pay,175,215,0 warp dun2pay_to_gld#4 1,1,pay_gld,53,141
-gld2_pay,61,215,0 warp dun2pay_to_gld#5 1,1,pay_gld,53,141
-gld_dun01_2,119,14,0 warp gdun01_payg#abyss 1,1,pay_gld,53,141
-gld2_gef,28,205,0 warp dun2gef_to_gld 1,1,gef_fild13,42,331
-gld2_gef,221,145,0 warp dun2gef_to_gld#2 1,1,gef_fild13,373,62
-gld2_gef,175,198,0 warp dun2gef_to_gld#3 1,1,gef_fild13,42,331
-gld2_gef,25,68,0 warp dun2gef_to_gld#4 1,1,gef_fild13,373,62
-gld2_gef,111,35,0 warp dun2gef_to_gld#5 1,1,gef_fild13,42,331
-gld_dun04_2,37,230,0 warp gdun04_g13a#abyss 1,1,gef_fild13,42,331
-gld_dun04_2,110,20,0 warp gdun04_g13b#abyss 1,1,gef_fild13,373,62
-gld2_ald,172,46,0 warp dun2gef_to_gld#6 1,1,alde_gld,242,121
-gld2_ald,77,58,0 warp dun2gef_to_gld#7 1,1,alde_gld,229,185
-gld2_ald,46,122,0 warp dun2gef_to_gld#8 1,1,alde_gld,242,121
-gld2_ald,104,250,0 warp dun2gef_to_gld#9 1,1,alde_gld,229,185
-gld2_ald,247,156,0 warp dun2gef_to_gld#10 1,1,alde_gld,242,121
-gld_dun02_2,20,160,0 warp gdun02a_aldega#abyss 1,1,alde_gld,229,185
-gld_dun02_2,180,112,0 warp gdun02b_aldegb#abyss 1,1,alde_gld,242,121
diff --git a/npc/re/warps/other/arena.txt b/npc/re/warps/other/arena.txt
deleted file mode 100644
index 81eac96ed..000000000
--- a/npc/re/warps/other/arena.txt
+++ /dev/null
@@ -1,18 +0,0 @@
-//===== Hercules Script ======================================
-//= Arena Warps
-//===== By: ==================================================
-//= Euphy
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= Warp Points related to Izlude Arena.
-//===== Additional Comments: =================================
-//= 1.0 First version, Renewal warps.
-//============================================================
-
-izlude,213,161,0 warp welcome_arena 1,1,arena_room,100,30
-izlude_a,213,161,0 warp welcome_arena_a 1,1,arena_room,100,30
-izlude_b,213,161,0 warp welcome_arena_b 1,1,arena_room,100,30
-izlude_c,213,161,0 warp welcome_arena_c 1,1,arena_room,100,30
-izlude_d,213,161,0 warp welcome_arena_d 1,1,arena_room,100,30
-arena_room,99,24,0 warp bye_arena 2,2,izlude,209,161
diff --git a/npc/re/warps/other/jobquests.txt b/npc/re/warps/other/jobquests.txt
deleted file mode 100644
index cefa5dd5f..000000000
--- a/npc/re/warps/other/jobquests.txt
+++ /dev/null
@@ -1,50 +0,0 @@
-//===== Hercules Script ======================================
-//= Job Quest Renewal Warp Script
-//===== By: ==================================================
-//= Athena (1.0)
-//===== Current Version: =====================================
-//= 2.3
-//===== Description: =========================================
-//= Warp Points for Job Quest Maps
-//===== Additional Comments: =================================
-//= 2.1 Added one Shadow Chaser job warp. [Euphy]
-//= 2.2 Moved common warps to base path, added warps. [Euphy]
-//= 2.3 Added exit warps (job_exit) for 2nd class quests. [Euphy]
-//============================================================
-
-//==============================================================================
-//Exit Warps
-//==============================================================================
-job_knt,89,98,0 warp knt_out 1,1,prt_in,77,99
-job_wiz,49,154,0 warp wiz_out 1,1,gef_tower,108,29
-job_sage,55,154,0 warp sage_out 1,1,yuno_in03,169,171
-
-//==============================================================================
-//Arch Bishop
-//==============================================================================
-job3_arch01,29,24,0 warp #archout 1,1,odin_tem02,282,263
-
-//==============================================================================
-//Guillotine Cross
-//==============================================================================
-veins,257,256,0 warp #gate_to_guil01 1,1,job3_guil01,9,93
-job3_guil01,6,93,0 warp #gate_to_guil02 1,1,veins,254,255
-job3_guil01,18,48,0 warp #gate_to_guil03 1,1,job3_guil01,68,91
-job3_guil01,67,95,0 warp #gate_to_guil04 1,1,job3_guil01,18,53
-job3_guil01,65,50,0 warp #gate_to_guil06 1,1,job3_guil01,83,77
-job3_guil01,11,4,0 warp #gate_to_guil08 1,1,job3_guil01,51,50
-job3_guil01,79,27,0 warp #gate_to_guil10 1,1,job3_guil01,51,50
-job3_guil01,143,61,0 warp #gate_to_guil11 1,1,job3_guil01,51,50
-
-//==============================================================================
-//Genetic
-//==============================================================================
-lighthalzen,52,132,0 warp #lighttogen 1,1,job3_gen01,45,50
-job3_gen01,49,49,0 warp #gentolight 1,1,lighthalzen,54,132
-job3_gen01,7,59,0 warp #from1to2gen 1,1,job3_gen01,72,52
-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
diff --git a/npc/re/warps/other/paradise.txt b/npc/re/warps/other/paradise.txt
deleted file mode 100644
index 4a7d6c29f..000000000
--- a/npc/re/warps/other/paradise.txt
+++ /dev/null
@@ -1,23 +0,0 @@
-//===== Hercules Script ======================================
-//= Paradise Group Warp Script
-//===== By: ==================================================
-//= Chilly
-//===== Current Version: =====================================
-//= 1.0
-//===== Description: =========================================
-//= Warp Points for Paradise Group
-//===== Additional Comments: =================================
-//= 1.0 First Release
-//============================================================
-
-moc_para01,57,27,0 warp #warp_2_pub 1,1,moc_para01,162,26
-moc_para01,158,26,0 warp #warp_2_din_1 1,1,moc_para01,55,27
-moc_para01,48,16,0 warp #warp_2_2f 1,1,moc_para01,48,164
-moc_para01,47,161,0 warp #warp_2_1f 1,1,moc_para01,47,18
-moc_para01,107,12,0 warp #warp_2_din_2 1,1,moc_para01,47,37
-moc_para01,100,27,0 warp #warp_2_gym 1,1,moc_para01,47,85
-moc_para01,49,86,0 warp #warp_2_pass_1 1,1,moc_para01,103,27
-moc_para01,113,32,0 warp #warp_2_ware 1,1,moc_para01,105,92
-moc_para01,102,92,0 warp #warp_2_pass_2 1,1,moc_para01,109,33
-moc_para01,41,187,0 warp #warp_2_room2 1,1,moc_para01,179,93
-moc_para01,179,90,0 warp #warp_2_2fhall_3 1,1,moc_para01,41,185
diff --git a/npc/re/warps/other/s_workshop.txt b/npc/re/warps/other/s_workshop.txt
deleted file mode 100644
index 32895ee74..000000000
--- a/npc/re/warps/other/s_workshop.txt
+++ /dev/null
@@ -1,29 +0,0 @@
-//===== Hercules Script ======================================
-//= Shadow Workshop Warp Script
-//===== By: ==================================================
-//= Chilly
-//===== Current Version: =====================================
-//= 1.1
-//===== Description: =========================================
-//= Warp Points for Shadow Workshop
-//===== Additional Comments: =================================
-//= 1.0 First Release
-//= 1.1 Added warps for Shadow Chaser job quest. [Euphy]
-//============================================================
-
-rachel,180,115,0 warp s_atelier0001 1,1,s_atelier,131,72
-s_atelier,131,75,0 warp s_atelier0002 1,1,rachel,180,118
-s_atelier,117,71,0 warp s_atelier0003 1,1,s_atelier,169,72
-s_atelier,166,72,0 warp s_atelier0004 1,1,s_atelier,117,68
-prontera,272,108,0 warp s_atelier0005 1,1,s_atelier,13,119
-s_atelier,9,119,0 warp s_atelier0006 1,1,prontera,269,108
-s_atelier,31,128,0 warp s_atelier0007 1,1,s_atelier,76,125
-s_atelier,76,128,0 warp s_atelier0008 1,1,s_atelier,28,128
-s_atelier,19,79,0 warp s_atelier0009 1,1,lighthalzen,41,58
-lighthalzen,41,52,0 warp s_atelier0010 1,1,s_atelier,18,72
-s_atelier,32,65,0 warp s_atelier0011 1,1,s_atelier,80,59
-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
diff --git a/npc/re/warps/other/sign.txt b/npc/re/warps/other/sign.txt
deleted file mode 100644
index 8ecd3a777..000000000
--- a/npc/re/warps/other/sign.txt
+++ /dev/null
@@ -1,37 +0,0 @@
-//===== Hercules Script ======================================
-//= Sign Quest Warps
-//===== By: ==================================================
-//= MasterOfMuppets
-//===== Current Version: =====================================
-//= 1.4
-//===== Description: =========================================
-//= Warp Points related to the Sign Quest will be put here
-//===== Additional Comments: =================================
-//= 1.0 A few warps. [MasterOfMuppets]
-//= 1.1 A few more warps. [MasterOfMuppets]
-//= 1.2 Completed the warps [MasterOfMuppets]
-//= 1.3 Correct AEGIS Warps. [Kisuka]
-//= 1.4 Added Renewal Changes. [Kisuka]
-//============================================================
-
-cmd_in01,17,34,0 warp sign01 1,1,comodo,187,164
-
-geffen,140,99,0 warp sign02 1,1,geffen_in,165,50
-geffen_in,165,54,0 warp sign02a 1,1,geffen,138,104
-
-himinn,49,6,0 warp sign03 1,1,gef_fild07,179,241
-
-himinn,49,67,0 warp sign04 1,1,himinn,49,75
-himinn,49,72,0 warp sign04a 1,1,himinn,49,63
-
-um_in,33,18,0 warp sign05 1,1,um_in,89,11
-um_in,89,9,0 warp sign05a 1,1,um_in,33,16
-
-umbala,107,118,0 warp sign06 1,1,um_in,15,20
-um_in,11,18,0 warp sign06a 1,1,umbala,111,121
-
-que_sign01,113,132,0 warp sign07 1,1,nif_in,117,173
-
-que_sign01,45,15,0 warp sign08 1,1,niflheim,146,245
-
-que_sign02,22,313,0 warp sign09 1,1,niflheim,30,156