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diff --git a/npc/warps/fields/abyss_warper.txt b/npc/warps/fields/abyss_warper.txt
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-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) L0ne_W0lf
-//= Copyright (C) SinSloth
-//= Copyright (C) Lupus
-//= Copyright (C) Silent
-//= Copyright (C) Nexon
-//= Copyright (C) erKURITA
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Abyss Cave Warper
-//================= Description ===========================================
-//= Warper to Abyss Cave. and warper out
-//================= Current Version =======================================
-//= 1.4
-//=========================================================================
-
-hu_fild05,168,304,0 script Column#abyss1 HIDDEN_NPC,{
-
- mes "^3355FFThere are 3 oddly";
- mes "shaped grooves on";
- mes "the surface of this";
- mes "column. It seems that";
- mes "certain dragon body parts";
- mes "would fit perfectly into";
- mes "the column grooves.^000000";
- if((countitem(Dragon_Canine)) && (countitem(Dragon_Scale)) && (countitem(Dragon_Train)))
- {
- next;
- switch( select( "Insert Dragon Body Parts","Eat Dragon Body Parts" ) )
- {
- case 1:
- mes "^3355FFYou carefully place a";
- mes "Dragon Canine into one of";
- mes "the grooves, and then you";
- mes "hear a powerful rumbling";
- mes "from within the column.^000000";
- specialeffect EF_WINDHIT;
- next;
- mes "^3355FFYou slowly insert a";
- mes "Dragon Scale into another";
- mes "of the column's grooves,";
- mes "trigerring another small";
- mes "tremor from the column.^000000";
- specialeffect EF_WINDHIT;
- next;
- mes "^3355FFYou cautiously insert";
- mes "a Dragon Tail into the";
- mes "final groove. Lights shine";
- mes "forth from cracks in the";
- mes "column's surface...^000000";
- specialeffect EF_WINDHIT;
- next;
- mes "^3355FFThe ground beneath";
- mes "your feet begins to";
- mes "violently shake.^000000";
- specialeffect EF_BOWLINGBASH;
- donpcevent "AbyssWarp::OnWarp";
- specialeffect2 EF_PORTAL;
- delitem 1035,1;
- delitem 1036,1;
- delitem 1037,1;
- close2;
- warp "hu_fild05",184,204;
- end;
-
- case 2:
- mes "^3355FFYou gingerly place a";
- mes "Dragon's Canine, a Dragon";
- mes "Scale, and a Dragon Tail into";
- mes "your mouth and slowly begin";
- mes "to chew. Nothing happens";
- mes "and the taste of these items";
- mes "is surprisingly putrid.^000000";
- next;
- emotion e_rice,1;
- delitem 1035,1;
- delitem 1036,1;
- delitem 1037,1;
- percentheal -10,0;
- close;
- }
- }
- close;
-}
-
-hu_fild05,171,211,0 script Column#abyss2 HIDDEN_NPC,1,1,{
-
- mes "^3355FFThis column looks";
- mes "very similar to the";
- mes "one you've seen in";
- mes "the lake. There is";
- mes "a conspicious blue";
- mes "groove on its surface.^000000";
- next;
- switch( select( "Touch the Groove","Remove Item from Groove" ) )
- {
- case 1:
- mes "^3355FF*Clatter Clatter*^000000";
- next;
- mes "^3355FFThe light emanating from";
- mes "the groove distorts and";
- mes "the column starts to shake.";
- mes "You hear a faint rumbling";
- mes "from inside the column.^000000";
- specialeffect EF_WINDHIT;
- next;
- mes "*Ggghhhhhzzzz!*";
- mes "*BAM!*";
- next;
- mes "^3355FFThe light shining from";
- mes "the column's groove grows";
- mes "brighter as you feel the";
- mes "ground beneath your feet";
- mes "begin to slowly sink away...^000000";
- next;
- specialeffect EF_BOWLINGBASH;
- specialeffect2 EF_PORTAL;
- close2;
- warp "hu_fild05",169,305;
- end;
-
- case 2:
- mes "^3355FF*Ppppsssh!*";
- mes "You accidentally";
- mes "broke the item.^000000";
- specialeffect EF_WINDHIT;
- next;
- mes "^3355FF*Gggggggghhhhhhhhzzzzzzjjjjhh!*^000000";
- next;
- mes "^3355FFThe light emanating from";
- mes "the groove distorts and";
- mes "the column starts to shake.";
- mes "The tremors in the ground";
- mes "make it difficult to stand";
- mes "steadily, but suddently you";
- mes "are warped somewhere else...^000000";
- next;
- specialeffect EF_BOWLINGBASH;
- specialeffect2 EF_PORTAL;
- close2;
- warp "hu_fild05",157,284;
- end;
- }
-}
-
-hu_fild05,196,210,1 script AbyssWarp WARPNPC,2,2,{
-
-OnInit:
- disablenpc "AbyssWarp";
- end;
-
-OnTouch:
- warp "abyss_01",260,268;
- end;
-
-OnWarp:
- initnpctimer;
- enablenpc "AbyssWarp";
- end;
-
-OnTimer30000:
- stopnpctimer;
- disablenpc "AbyssWarp";
- end;
-}