//===== eAthena Script ======================================= //= Kiel Hyre Quest //===== By: ================================================== //= L0ne_W0lf (Script), DZeroX (Timer) //===== Current Version: ===================================== //= 3.0 //===== Compatible With: ===================================== //= eAthena SVN //===== Description: ========================================= //= Quest for opening Robot Factory first and second floors. //===== Comments: ============================================ //= See below //===== Additional Comments: ================================= //= 1.0 First version, needs testing [Playtester] //= 1.1 Copied over some changes made by -Tsuyuki- [L0ne_W0lf] //= Reworked variables slightly so that the permenents ones aside from the //= main tracking variable, are deleted when no longer needed. Renamed //= several variables that handle strings to @KHInput$. [L0ne_W0lf] //= 1.2 Removed duplicate NPCs. [Toms] //= 1.3 More Bug fixes, fixed typo. Updated Additional comments. [L0ne_W0lf] //= 1.4 Fixed doors not resetting in kh_kiehl01 after 30 second timer is up. [L0ne_W0lf] //= 1.5 Another bug fixed (&& instead of ||). [L0ne_W0lf] //= 1.6 More squashed bugs with if checking. [L0ne_W0lf] //= 1.7 Corrected some spelling mistakes. [Balish] // Corrected Exploit with the pub man, giving infinite wine and money. // Corrected pool and map not showing text for some states of the quest. // Corrected Elly showing cutin but not text for some states of the quest (causing players to log off to continue). // Let fisherman talk to you when you have 10 fishes OR MORE. // Corrected not letting you enter the tombstone after finishing the quest. //= 1.8 Elly now deletes the Iron_Box, and Kiel Hyre deletes the Pin. [L0ne_W0lf] //= More security on the 5th Big Door, now makes sure no one outside of who- //= acticated it initially can use it. Resets after 10 minutes to make it. //= Made it so that you need to be at least step 84 to activate the final door. //= Corrected not deleting Allysia's Ring from inventory. //= 1.9 Exit will now enable if you are just retrieving the Ring, keeps you from getting stuck. [L0ne_W0lf] //= Corrected "KH_Kielh02", was setting off a debug, invalid map index. Should have been "kh_Kiehl02" //= Made .KHQuestBusy$ into a temp global variable. $@KHQuestBusy$. //= 2.0 Changed the labels on the "Big Doors" to "Identifier Names" to prevent an error with using getvariableofnpc [L0ne_W0lf] //= 2.1 Fifth door now checks for a variable HIGHER or EQUAL to 74 not 84, as pointed out by Stollen. [L0ne_W0lf] //= 2.2 Another fix for elly, no longer RESETS to 26 when you tak to her. [L0ne_W0lf] //= 2.3 Should NOT have been setting .KHQuestBusy at all. It's not used or accessed anymore. Removed. [L0ne_W0lf] //= 2.4 Lots of fixes (4ish) from Valandi. [L0ne_W0lf] //= Added a getmapuser check to the mapwarp in KHTimerEnd so it's not trying to warp out 0 users. [L0ne_W0lf] //= 2.5 Fixed several small issues (and large one) such as typos in cutins, typos in dialog, etc. [L0ne_W0lf] //= Added some of the missing dialogs for several NPCs, and fixed a few NPC locations. //= ALL books can now trigger the wall. //= Allysia will now summon 4 (was 2) G_CONSTANTS instead of REGULAR constants. //= Fixed where Golden_Key and Exquisite_Button are deleted. //= Removed KHTimerEnd, and instead use OnReset. //= Fixed typo in the second NPC that gives Black Keycards. //= Added and Monster Warps. (Keeps monsters from being in dungeon quest area.) Non-functional though. //= 2.6 Stupid mistake, accidentally had 4 copies of the same script in 1... [L0ne_W0lf the bonehead] //= 2.7 Fixed the wrong name being displayed for Kiel Hyre in one dialog. //= Removed $@KH_DoorInvoker entirely. The quest is now working like it should according to iRO. //= Fixed up a few more NPC headers. Facing direction fixes mostly this time. //= More progression changes to Kiehl Hyre. He no longer stops dialog after the agents appear. //= 2.8 Fixed the weight checking in Vandt, and added official dialog. [L0ne_W0lf] //= Added weight checks for all NPCs that give items. Semi-official dialog. //= Got the missing portion of dialog for Mills'. //= Will add further improper dialogs as I get to them on the second runthrough of the quest. //= 2.8a minor optimization with extra goto, else or empty switch [Lupus] //= 2.9 Fixed the "enablenpc problem with the missing spaces. No idea how it happened. [L0ne_W0lf] //= 3.0 Fixed a typo in Elly, in her room. (<= should have been <) [L0ne_W0lf] //= Added an 'end;' to the cookie basket. Kiel Hyre's final dialog will now delete all quest-related items. //= //============================================================ //============================================================================ // Kiel Hyre Quest/Robotic Lab Dungeon // // Script Dialog Obtained and Copied Down by L0ne_W0lf // Timer work and some variable dances by DZeroX // Based on [iRO Sakray] as of [03/29/2007] //============================================================================ //---------------------------------------------------------------------------- // [Notes] // - Let it be noted that ALL DIALOG IS OFFICIAL TO IRO UNLESS SPECIFIED. // - I've fixed a few of iRO's mistakes, but I'm sure I made some of my own. // - Will probably require a major optimizing. // - Accidentally progressed Elly's dialog while reading 'Letter to Elly'. Improvising. // - Possible missing dialog for some getitem weight checks. // - Possible missing dialog for "Test Tube" if you haven't read the second poem. // - Possible missing dialog for Elly in Dromitory if you don't have "Grey Box" // - Possible missing dialog for "Grave" if you don't have "Yellow Keycard" // - Not going to list ALL of the more usless NPCs. (Doors + Empty "Beautiful Ladies") // - Accidently progressed Kiel Hyre's dialog. Improvising. // - Improvising for getting back in to see Mitchell if you butterfly wing and need to get back in. // - Possible missing dialog for "Odd Grandma" // - Possible missing dialog for "Shelf" // - Near the end I finshed the quest with some people. Used packet logging to get dialog. // Because of the above mentioned, NPC placement and dialog is a little sloppier. // - Possible missing dialog for "Kiel Hyre" (Accept and Okay responses) // - Parties are *NOT REQUIRED* as per Doddler's Wiki information. // - Possible missing dialog for "Kiel Hyre" if you don't have Allysia's Ring. // //---------------------------------------------------------------------------- // [Maps] [Use] // yuno_in01 ........... Start quest in pub // kh_school ........... Deliver Wine here, Meet Elly // yuno ................ Get Delivery for/from "Little Kid" // lighthalzen ......... Get Delivery package for "Little Kid" // kh_vila ............. Kiel Hyre cottage. // kh_dun01 ............ Robot Factory; Save Kiel Hyre // kh_mansion .......... Kiel Hyre's Mansion in Lighthalzen // kh_kiehl01 .......... Kiehl's room/Cave // kh_kiehl02 .......... Kiehl's room/Boss Room // //---------------------------------------------------------------------------- // [Variables in Use] // KielHyreQuest - Main quest tracking variable (Quest finished at 106) // // KHPubMasterEnd - Finished with Pun Master if set to 1 // - Deleted once no longer needed. // // KHToastGirlEnd - Pick up delivery if set to 1, // - picked up delivery if set to 2 // - finished if set to 3 // - Deleted once no longer needed. // // KHCottagePoem1 - Tracks Poem 1 quest in cottage. (finished = 5) // - Deleted once no longer needed. // // KHCottagePoem2 - Tracks Poem 2 quest in cottage. (finished = 3) // - Deleted once no longer needed. // // @KHInput$ - Used with "Security Guard" // - Used with "Test Tube" // - Used when "Elly" (inputing string in attempt to wake her) // - Used with "Grave", (twice) // - Used with "Heavy Door" // - Used with "Mechanical Device" // - Used for opening various doors in Kiehl's area. // // @KHFirstKeyhole - Holds 1 (green keycard) or 2 (cottage key) // @KHSecondKeyhole - Holds 1 (green keycard) or 2 (cottage key) // // @KHPotionColor$ - Holds 'red', 'green', or 'yellow' depending on what wrong potion is selected. // // @KHFirstSword - holds 1, 2, 3 or 4. Used to keep track of swords and snakes. // @KHSecondSword - holds 1, 2, 3 or 4. Used to keep track of swords and snakes. // @KHThirdSword - holds 1, 2, 3 or 4. Used to keep track of swords and snakes. // @KHFourthSword - holds 1, 2, 3 or 4. Used to keep track of swords and snakes. // // @KHClimbAttempt - Set to random (1-5) to determine if you fail at climbing the water pipe. // // @KHQ1Read - Make sure player has asked question 1 to Kiel Hyre // @KHQ2Read - Make sure player has asked question 2 to Kiel Hyre // @KHQ3Read - Make sure player has asked question 3 to Kiel Hyre // // @KHTitle$ - Holds "Mr", "Mrs", or "Miss" // // @KHDoorPushAttempt - Keeps track of how many times a person has attmepted pushed the door open. // // @KHPryingItem$ - Used for incorrect options when prying open last door. // // .KHKilled - Tracks how many monsters have been killed. Used with "Receiver", "Robots", and "Kiehl" NPCs // // .KHDoor1Open - 0/1 Depending on if the first door is opened. // .KHDoor2Open - 0/1 Depending on if the second door is opened. // .KHDoor3Open - 0/1 Depending on if the third door is opened. // .KHDoor4Open - 0/1 Depending on if the fourth door is opened. // .KHDoor5Open - 0/1 Depending on if the fifth door is opened. // // .KHKilledBoss - 0/1 depending on if the boss has been killed. // // $@KHQuestBusy - 0/1 depending on if the boss room has been set in motion. // //---------------------------------------------------------------------------- // [NPCs] [Location] // Pub Master .................. yuno_in01 [ 35,178] // Hanie ....................... yuno_fild08 [196,196] // Security Guard .............. yuno_fild08 [158,194] // Security Guard .............. yuno_fild08 [158,183] // Student ..................... kh_school [ 57,142] // Student ..................... kh_school [ 57,139] // Lady ........................ kh_school [176, 60] // Cute Student ................ kh_school [179, 39] // Little Kid .................. yuno [217,114] // Windmill Owner .............. lighthalzen [365,300] // Cottage Keeper .............. yuno_fild02 [ 93,210] // Door ........................ yuno_fild02 [ 75,218] // Door ........................ yuno_fild02 [109,218] // Wall ........................ kh_vila [191, 14] // Book ........................ kh_vila [184, 20] // Book ........................ kh_vila [181, 20] // Book ........................ kh_vila [178, 20] // Book ........................ kh_vila [175, 19] // KH_Letter_Trigger ........... kh_vila [179, 11] // Box ......................... kh_vila [ 16,175] // Apple Box ................... kh_vila [ 30,184] // Map ......................... kh_vila [ 44,125] // Pot ......................... kh_vila [ 33,148] // Calabash .................... kh_vila [ 14, 55] // Pool ........................ kh_vila [ 39, 39] // Vicious Dog ................. kh_vila [180,178] // Drawer ...................... kh_vila [115,186] // Box ......................... kh_vila [107,126] // Bookshelf ................... kh_vila [181,138] // Sword Hilt .................. kh_vila [136, 69] // Test Tube ................... kh_vila [179, 69] // Test Tube ................... kh_vila [185, 69] // Window ...................... yuno_fild08 [ 69,185] // Elly ........................ kh_school [178,180] // Cookie Basket ............... kh_school [175,175] // Window ...................... kh_school [188,185] // Grave ....................... yuno_fild08 [ 72,170] // Heavy Door .................. kh_dun01 [236, 48] // Beautiful lady .............. kh_school [119,149] // Beautiful lady .............. kh_school [122,186] // Signboard ................... kh_dun01 [163,223] // Mechanical Device ........... kh_dun01 [166,223] // Mechanical Device ........... kh_dun01 [162,206] // Kiel_Hyre_Door .............. kh_dun01 [224,232] // Steward ..................... kh_mansion [ 78, 55] // Kiel Hyre ................... kh_mansion [ 22, 27] // Allysia ..................... kh_mansion [ 22, 27] // Abduction_trigger ........... lighthalzen [188,200] // Mysterious Woman ............ kh_mansion [ 25, 79] // Odd Granma .................. yuno [250,132] // Old Lady .................... yuno [250,132] // Rosimmir_Entrance ........... yuno [273,141] // Table ....................... kh_rossi [ 23, 23] // Shelf ....................... kh_rossi [ 92, 40] // Desk ........................ kh_rossi [144,146] // Bookshelf ................... kh_rossi [144,146] // Old Fisherman ............... yuno_fild12 [232,222] // Wooden Board ................ yuno_fild09 [158,217] // Kiehl_Room_Warp ............. kh_mansion [ 29, 27] // Entrance Device#KHEntry1 .... kh_dun01 [ 44, 20] // Entrance Device#KHEntry2 .... kh_dun01 [ 44,203] // Security Guard .............. yuno_fild08 [158,194] // Receiver .................... kh_kiehl01 [ 17, 39] // Flower Vase ................. kh_kiehl01 [ 13, 40] // Box ......................... kh_kiehl01 [ 19, 25] // Big Door .................... kh_kiehl01 [ 44, 33] // Big_Door_1_Warp ............. kh_kiehl01 [ 43, 33] // Big Door .................... kh_kiehl01 [174, 40] // Big_Door_2_Warp ............. kh_kiehl01 [174, 39] // Big Door .................... kh_kiehl01 [ 77,108] // Big_Door_3_Warp ............. kh_kiehl01 [ 68,108] // Big Door .................... kh_kiehl01 [ 41,177] // Big_Door_4_Warp ............. kh_kiehl01 [ 78,177] // Robots ...................... kh_kiehl01 [ 15,181] // Big Door .................... kh_kiehl01 [166,187] // Big_Door_5_Warp ............. kh_kiehl01 [166,186] // Kiehl_Room_Trap ............. kh_kiehl02 [ 49, 15] // Kiehl#Original .............. kh_kiehl02 [ 50, 52] // KiehlRoom ................... kh_kiehl02 [ 1, 1] // Floating NPC (Agent#KHAgent0::KHAgent) // Mitchell#KiehlRoom .......... kh_kiehl02 [ 49, 55] // Agent#KHAgent1 .... ....... kh_kiehl02 [ 53, 52] // Agent#KHAgent2 .............. kh_kiehl02 [ 51, 49] // Agent#KHAgent3 .............. kh_kiehl02 [ 47, 50] // Agent#KHAgent4 .............. kh_kiehl02 [ 46, 53] // Kiehl#Copy .................. kh_kiehl02 [ 48, 53] // Kiehl_Roomn_Exit ............ kh_kiehl01 [ 50, 59] // //---------------------------------------------------------------------------- // [Functions] // None // //---------------------------------------------------------------------------- // [Conflicts] // Resolved // //============================================================================ //============================================================================ // Affiliated NPCs //============================================================================ //---------------------------------------------------------------------------- // Juno Pub Master/Starting point. //---------------------------------------------------------------------------- yuno_in01,35,179,1 script Pub Master 46,4,4,{ if (checkweight(7487,1) == 0) { mes "[Vandt]"; mes "Just a second! You're"; mes "carrying too many items"; mes "right now. You'd better"; mes "put your stuff in Kafra"; mes "Storage or you won't be"; mes "able to pick up anything new..."; close; } if (KielHyreQuest == 1) { mes "[Vandt]"; mes "Hi there, welcome"; mes "to my pub. So what"; mes "would you like to have?"; next; switch(select("Beer, please","A coctail, please","Soju, please.","You look worried, what's up?","Cancel")) { case 1: mes "[Vandt]"; mes "Alright, let me get"; mes "you a glass of beer on"; mes "tap. There you are, this"; mes "is out special Schwaltz Beer."; next; mes "^3355FF*Gulp gulp gulp*^000000"; percentheal 5,-5; next; mes "["+strcharinfo(0)+"]"; mes "Ahhh, it's really"; mes "good! That really"; mes "hits the spot!"; close; case 2: mes "[Vandt]"; mes "I'm sorry, but I have to"; mes "deliver all of our cocktail"; mes "ingredients to other customers."; mes "Maybe I'll have enough to make"; mes "you something next time, okay?"; close; case 3: mes "[Vandt]"; mes "S-soju? I'm sorry,"; mes "but we don't serve that"; mes "here. It's too much of"; mes "a tough guy drink for me..."; close; case 4: mes "[Vandt]"; mes "Oh, did you overhear?"; mes "I'm sorry, it's just that one"; mes "of my employees had an"; mes "accident and was pretty hurt,"; mes "so I have nodoby that can"; mes "deliver this merchandise."; next; mes "[Vandt]"; mes "I have an urgent order"; mes "that I need to send to"; mes "the Kiel Hyre Academy,"; mes "but I can't find anyone"; mes "that's avaliable for this"; mes "kind of temporaty job."; next; switch(select("I'm sorry to hear that","Do you want me to help you?")) { case 1: mes "[Vandt]"; mes "Well, I'm sure that I'll"; mes "figure something out."; mes "Do you know anyone"; mes "that'd be interested in"; mes "some part time work?"; close; case 2: mes "[Vandt]"; mes "Really? That's great!"; mes "But first, I think it's fair to"; mes "tell you that this job may not"; mes "be as simple as you'd think."; mes "I expect you to complete the"; mes "delivery, no matter what."; next; switch(select("Sure I'll do it", "Wait, let me think about it...")) { case 1: mes "[Vandt]"; mes "I'm glad to hear that."; mes "Well then, please take this"; mes "bottle of Culinary Wine to"; mes "Mrs. ^ff0000Lecollane^000000 in the Kiel"; mes "Hyre Academy. I'll pay you"; mes "once you finish the job, okay?"; getitem 7487,1; //Culinary_Wine set KielHyreQuest,2; close; case 2: mes "[Vandt]"; mes "Sure thing. I really need"; mes "to get this done, so if you"; mes "can't do it, but know any"; mes "capable, responsible"; mes "people that can, then please"; mes "tell them about my situation."; close; } } case 5: mes "[Vandt]"; mes "Sure, just take"; mes "your time, relax,"; mes "and order something"; mes "when you're ready."; close; } } else if ((KielHyreQuest >= 2) && (KielHyreQuest < 6)) { mes "[Vandt]"; mes "Please deliver that bottle"; mes "of Wine I gave you to Mrs."; mes "Mrs. ^ff0000Lecollane^000000, who should be"; mes "inside the Kiel Hyre Academy."; mes "Hurry and get it to her before she"; mes "can complain about the delivery."; close; } else if ((KielHyreQuest == 6) && (KHPubMasterEnd != 1)) { mes "[Vandt]"; mes "Oh, you're back."; mes "Thanks for making that"; mes "delivery. Just give me"; mes "a moment, and then I can"; mes "pay you in zeny, okay?"; next; switch(select("I need more wine...")) { case 1: mes "[Vandt]"; mes "Oh, you need to deliver"; mes "another bottle? Alright,"; mes "let me look around, and"; mes "I'll give you the wine"; mes "and your payment."; next; mes "^3355FFRummage Rummage^000000"; mes "^3355FFRummage Rummage^000000"; next; mes "[Vandt]"; mes "There you go!"; mes "Thank you so much"; mes "for helping me out~"; getitem 7487,1; //Culinary_Wine set zeny,zeny+1000; set KHPubMasterEnd,1; close; } } else if ((KielHyreQuest > 6) || (KHPubMasterEnd == 1)) { mes "[Vandt]"; mes "Hey, thanks a lot"; mes "for helping me out that"; mes "last time. I knew I asked"; mes "you out of the blue, but"; mes "you ended up being a life"; mes "saver! I really appreicate it!"; close; } OnTouch: if (KielHyreQuest < 1) { mes "[Vandt]"; mes "Arrrggghhh..."; mes "This can't be good..."; mes "This isn't good at all!"; mes "What am I suposed to do?"; set KielHyreQuest,1; close; } } //---------------------------------------------------------------------------- // Juno Toast Sales Girl. //---------------------------------------------------------------------------- yuno,217,114,4 script Little Kid 96,{ if (KielHyreQuest < 6) { mes "[Cezu]"; mes "Fresh, crunchy toast!"; mes "If you want some, come"; mes "and get some tooooast~"; close; } else if ((KielHyreQuest == 6) && (KHToastGirlEnd != 3)) { if (KHToastGirlEnd < 1) { mes "[Cezu]"; mes "Fresh, crunchy toast!"; mes "If you want some, come"; mes "and get some tooooast~"; mes "Oh! Hi hi~ Did you want"; mes "to buy some yummy toast?"; next; switch(select("I'm here for Elly","No, thanks")) { case 1: mes "[Cezu]"; mes "Oh, I see. Elly must have"; mes "wasted another batch of"; mes "ingredients again. Well,"; mes "she's a regular customer,"; mes "so I really want to help, but"; mes "I can't really do anything."; next; mes "[Cezu]"; mes "You see, I just ran"; mes "out of ingredients too!"; mes "But I can't really leave"; mes "to get some more. What if"; mes "people need to buy toast?"; mes "Listen, can you help me out?"; next; mes "[Cezu]"; mes "would you please go get"; mes "some flour and eggs for me"; mes "from the ^3355FFLighthalzen Windmill^000000"; mes "Then, when you come back, I can"; mes "divide the ingredients, and you"; mes "can deliver some to Elly."; next; mes "[Cezu]"; mes "I know that I'm basically"; mes "making you do everything"; mes "on your own, but please try"; mes "to understand that my hands"; mes "are tied. D-don't ask me"; mes "why, they just are!"; set KHToastGirlEnd,1; close; case 2: mes "[Cezu]"; mes "Okay okay~"; mes "Please come again!"; close; } } else if (KHToastGirlEnd == 1) { mes "[Cezu]"; mes "Would you please go to"; mes "the Lighthalzen Windmill"; mes "and tell them that Cezu needs"; mes "lots of flour and lots of eggs!"; mes "Then, bring all the stuff over"; mes "to me as soon as you can~"; close; } else if (KHToastGirlEnd == 2) { mes "[Cezu]"; mes "Hey, you're back with the"; mes "ingredients! Thank you so"; mes "much, I really needed these!"; mes "Now please give this flour"; mes "and these eggs to Elly, and"; mes "send her my regards. See you~"; delitem 7488,1; //Delivery_Package getitem 7488,1; //Delivery_Package set KHToastGirlEnd,3; close; } } else if ((KielHyreQuest >= 6) || (KHToastGirlEnd == 3)) { //KHToastGirlEnd no longer needed-- deleting. set KHToastGirlEnd,0; mes "[Cezu]"; mes "Hot, fresh and"; mes "cruuuunchy toast!"; mes "Come and get some!"; close; } } //---------------------------------------------------------------------------- // Lighthalzen WindMill Owner. //---------------------------------------------------------------------------- lighthalzen,365,300,2 script Windmill Owner 46,{ if (checkweight(7488,1) == 0) { mes "[Mills]"; mes "Hey, you've got too much"; mes "stuff on you right now. "; mes "Put your junk in Kafra Storage"; mes "if you expect me to give you"; mes "anything. That's why you came"; mes "here to the miss, didn't you?"; close; } if (KHToastGirlEnd < 1) { mes "[Mills]"; mes "Hey, whaddya want?"; mes "I'm pretty busy right"; mes "now, so you mind coming"; mes "back later? Then we'll talk."; close; } else if (KHToastGirlEnd == 1) { mes "[Mills]"; mes "Hey, whaddya want?"; mes "You just happened to"; mes "catch me at a good time,"; mes "but if you need anything,"; mes "you'd better spit it out quick"; mes "before things get hectic again."; next; switch(select("I'm here for Cezu","......")) { case 1: mes "[Mills]"; mes "Oh, Cezu from the"; mes "toast stand? Okay,"; mes "I've got everything"; mes "that kid needs right"; mes "here. There's eggs inside,"; mes "so be really careful with it."; mes "it ready for you..."; next; mes "[Mills]"; mes "Kid's one of my regular"; mes "customers, so you don't"; mes "have to pay me, or run any"; mes "extra errands on my end. Yeah,"; mes "I know how other people treat"; mes "you adventurers. Well, see ya."; getitem 7488,1; //Delivery_Package set KHToastGirlEnd,2; close; case 2: mes "[Mills]"; mes "......"; mes "Um, okay, well, if"; mes "you need something,"; mes "just hollar, I guess."; mes "Cuts, Cutz where are you?"; mes "You'd better not be goofing off!"; close; } } else if (KHToastGirlEnd >= 2) { mes "[Mills]"; mes "That Cutz is such"; mes "a lazy rascal. The guy"; mes "thinks he can fool around"; mes "when he's on the clock...!"; mes "Ah well, he knows I can't find"; mes "a better assistant. He'll learn..."; close; } } //============================================================================ //Kiel Hyre Academy NPCs //============================================================================ //---------------------------------------------------------------------------- // Girl (Talks about the academy) //---------------------------------------------------------------------------- yuno_fild08,196,196,5 script Hanie 102,{ mes "[Hanie]"; mes "Oh, I wish I could study"; mes "at the Kiel Hyre Academy..."; mes "All of the graduates get"; mes "really nice jobs! I'm almost"; mes "jealous of the students!"; next; switch(select("Kiel Hyre Academy?")) { case 1: mes "[Hanie]"; mes "Oh, the Kiel Hyre Academy"; mes "is a school founded by Kiel"; mes "Hyre, an inventor that became"; mes "rich from his strange machines."; mes "He decided to give back to society"; mes "by building this private academy."; next; mes "[Hanie]"; mes "However, the school will"; mes "only accept orphans that are"; mes "too poor to enroll in any other"; mes "schools. Sometimes, it makes"; mes "me wish that I was an orphan too!"; mes "Well, not really, but you know..."; close; } } //---------------------------------------------------------------------------- // Academy Security Guards //---------------------------------------------------------------------------- yuno_fild08,158,194,5 script Security Guard#1::KHAGuard 852,{ if ((KielHyreQuest < 2) && (KielHyreQuest >= 30)) { mes "[Security Guard]"; mes "I'm sorry, but if you aren't"; mes "associated with this institution,"; mes "then you're not authorized to"; mes "enter the ^FF0000Kiel Hyre Academy^000000."; mes "Please leave if you don't have"; mes "an appointment with the staff."; close; } else if (KielHyreQuest == 2) { mes "[Security Guard]"; mes "I'm sorry, but if you aren't"; mes "associated with this institution,"; mes "then you're not authorized to"; mes "enter the ^FF0000Kiel Hyre Academy^000000."; mes "Please leave if you don't have"; mes "an appointment with the staff."; next; switch(select("I'm here for a delivery.","......")) { case 1: mes "[Security Guard]"; mes "You're here to deliver"; mes "something? Okay, just give"; mes "me the recipient's ^FF0000name^000000,"; mes "followed by the ^FF0000item^000000 being"; mes "delivered, and I'll verify it"; mes "before letting you inside."; next; input @KHDelivery$; if (@KHDelivery$ != "Lecollane") { mes "[Security Guard]"; mes "You're here to deliver some"; mes "Wine to...to who? What was"; mes "the name? I...I don't think"; mes "we have anybody in the"; mes "academy named "+@KHDelivery$+""; close; } input @KHDelivery$ ; if (@KHDelivery$ != "Culinary Wine") { mes "[Security Guard]"; mes "So you're here to make"; mes "a delivery to Mrs. Lecollane?"; mes "What is it you've brought for"; mes "her? Some ^3355FF"+@KHDelivery$+"^000000?"; next; mes "[Security Guard]"; mes "Let me buzz her first,"; mes "and check to make sure"; mes "that she's been expecting"; mes "you. Let's see now..."; next; mes "......"; mes "........."; mes "............"; next; mes "[Security Guard]"; mes "Huh. Mrs Lecollane"; mes "is expecting a delivery,"; mes "but not the item that you"; mes "say that you've brought for"; mes "her. You might want to check"; mes "to see if there's been a mixup..."; close; } mes "[Security Guard]"; mes "Alright...."; mes "So you're here to"; mes "deliver a bottle of"; mes "Wine to Mrs. Lecollane?"; mes "Let me buzz her, and get"; mes "this confirmed real quickly."; next; mes "......"; mes "........."; mes "............"; next; mes "[Security Guard]"; mes "Okay, everything looks"; mes "good. Mrs. Lecollane"; mes "has been expecting you."; mes "I guess you can enter."; close2; warp "kh_school",71,155; end; case 2: mes "[Security Guard]"; mes "If you don't have"; mes "an appoointment, then"; mes "don't loiter around in"; mes "front of the academy!"; close; } } else if (KielHyreQuest >= 4) { mes "[Security Guard]"; mes "Oh, did you have"; mes "other business inside"; mes "the academy? I remember"; mes "you from before, so there"; mes "shouldn't be any problems"; mes "letting you back inside..."; close2; warp "kh_school",71,155; end; } } yuno_fild08,158,183,7 duplicate(KHAGuard) Security Guard#2 852 //---------------------------------------------------------------------------- // Gossiping Teenagers/Story NPCs //---------------------------------------------------------------------------- kh_school,57,142,7 script Student::StudentKHQ1 893,3,3,{ mes "[Laci]"; mes "Oh, wow! We usually"; mes "don't get visitors on"; mes "campus! Um, you're not"; mes "a new faculty member, are you?"; close; OnTouch: mes "[Laci]"; mes "Hey, Nesha...!"; mes "have you heard why"; mes "Aaci hasn't been coming"; mes "to class for awhile?"; next; mes "[Gui Nesha]"; mes "That's right, I haven't"; mes "seen Aaci in awhile."; mes "Did something happen?"; next; mes "[Laci]"; mes "It's because...."; mes "Aaci saw a freakin' ghost!"; mes "It's one hundred percent"; mes "true! I heard about it from,"; mes "well, you know, my sources."; next; mes "[Gui Nesha]"; mes "...Wha...?"; mes "Oh, come on,"; mes "get outta town."; close; } kh_school,57,139,1 script Student::StudentKHQ2 893,{ mes "[Gui Nesha]"; mes "Aren't we a little"; mes "old to be talking about"; mes "this kind of stuff? You"; mes "know, rumors and ghost"; mes "stories that make no sense?"; mes "C'mon, Laci, knock it off!"; emotion e_swt2; close; } //---------------------------------------------------------------------------- // Mrs. Lecollane //---------------------------------------------------------------------------- kh_school,176,60,4 script Lady::LadyKHQ 101,{ if (KielHyreQuest < 2) { mes "[Mrs. Lecollane]"; mes "Is there a problem?"; mes "Outsiders are not allowed to come"; mes "in here, please leave."; close; } else if (KielHyreQuest == 2) { mes "[Mrs. Lecollane]"; mes "Oh, hello. Ah!"; mes "have you come to"; mes "deliver my wine? The"; mes "security guard called and"; mes "mentioned you were coming."; next; switch(select("Yes, that's right!","Er, s-sorry!")) { case 1: mes "[Mrs. Lecollane]"; mes "Well, you've come a little"; mes "later than I thought, but"; mes "I suppose it can't be helped."; mes "I guess the waiting has just"; mes "heightened my anticipation"; mes "for this bottle of wi--"; next; mes "^3355FF*Cling! Crrrack!*^000000"; next; mes "[Mrs. Lecollane]"; mes "Elly? Elly did you"; mes "break something again?!"; mes "You've got to be more careful!"; mes "If you don't finish baking those"; mes "cookies by the end of today, your"; mes "semester grades will suffer!"; next; mes "[Elly]"; mes "B-but I just..."; next; mes "[Mrs. Lecollane]"; mes "^FF0000Elly^000000!!"; next; mes "[Elly]"; mes "......"; mes "Yes, Mrs. Lecollane."; next; mes "[Mrs. Lecollane]"; mes "*Ahem* Excuse me."; mes "Would you please leave"; mes "the wine over there? You"; mes "may go now, and please"; mes "don't wander needlessly"; mes "around the academy."; delitem 7487,1; //Culinary_Wine set KielHyreQuest,4; close; case 2: mes "[Mrs. Lecollane]"; mes "Hm...?"; mes "I guess I must"; mes "be mistaken. I'm"; mes "sorry, I thought you"; mes "were somebody else."; close; } return; } else if (KielHyreQuest == 4) { mes "[Mrs Lecollane]"; mes "Well, our business is"; mes "completed, so would you"; mes "please leave the campus"; mes "as soon as you can? *Sigh*"; mes "I can't believe our future"; mes "is in these girls' hands..."; close; } } //---------------------------------------------------------------------------- // Elly (In school) //---------------------------------------------------------------------------- kh_school,179,39,1 script Cute Student 895,{ set @now_weight,MaxWeight-Weight; if (@now_weight < 2000) { mes "[Elly]"; mes "I'm sorry, but would you"; mes "put some of your things in"; mes "your kafra Storage first or"; mes "soemthing? I can't really"; mes "help you whne you're"; mes "carrying so much stuff."; close; } cutin "kh_elly01",2; if (KielHyreQuest < 4) { cutin "kh_elly03",2; mes "[Elly]"; mes "W-wah! Oh...!"; mes "*Phew* That was close,"; mes "I almost dropped them"; mes "again! Why do I have so much"; mes "trouble handling ingredients?"; goto KH_Elly_end; } else if (KielHyreQuest == 4) { cutin "kh_elly03",2; mes "[Elly]"; mes "Oh no, what should"; mes "I do? *Sob* Wh-what"; mes "am I going to do? *sniff*"; next; switch(select("What happened?","......")) { case 1: mes "[Elly]"; mes "I...I have to finish baking"; mes "this batch of cookies by the"; mes "end of today, but then I spilled"; mes "all of the ingredients on the"; mes "floor. I don't know how I can"; mes "bake those cookies now..."; next; switch(select("What can I do to help you?","Oh, I'm so sorry.")) { case 1: cutin "kh_elly02",2; mes "[Elly]"; mes "What was that...?"; mes "You'll really help"; mes "me? That's wonderful!"; mes "Thank you! Thank you so much!"; next; L_Accept: cutin "kh_elly04",2; mes "[Elly]"; mes "Well, I guess the only way"; mes "I can bake these cookies is"; mes "to get some new ingredients."; mes "I'm sorry to be such a burden,"; mes "but if you didn't offer to help"; mes "me, then I'd have no one to ask!"; next; mes "[Elly]"; mes "You don't understand how"; mes "important it is that I bake"; mes "these cookies...If I don't"; mes "finish the assignment, then"; mes "Mrs. Crank will fail me for"; mes "the entire semester!"; next; cutin "kh_elly03",2; mes "[Elly]"; mes "Okay, I need to calm"; mes "down. I think I can do"; mes "this with your help."; mes "Would you please do me"; mes "this huge favor and bring"; mes "all these ingredients?"; next; cutin "kh_elly01",2; mes "[Elly]"; mes "^3355FF1 Wine^000000"; mes "^3355FF7 Milks^000000"; mes "^3355FF5 Cacaos^000000"; mes "^3355FF2 Cheeses^000000"; mes "^3355FF1 Egg^000000, and"; mes "^3355FF1 Bag of flour^000000"; next; mes "[Elly]"; mes "Let's see...You can"; mes "get Wine from the pub in"; mes "Juno, Cacaos from hunting"; mes "Yoyos, and you can get flour"; mes "and Eggs from the girl that"; mes "runs the Toast Stand in Juno."; next; mes "[Elly]"; mes "Good luck, getting"; mes "everything, and I hope"; mes "you hurry back here with"; mes "those cookie ingredients"; mes "as quickly as you can, okay?"; set KielHyreQuest,6; goto KH_Elly_end; Case 2: mes "[Elly]"; mes "What, you don't go"; mes "to this school, don't"; mes "you? Y-you're one of"; mes "those adventurers, right?"; next; switch(select("Yeah, that's right.")) { mes "Listen, I know you"; mes "probably have your own"; mes "plans, but do you think"; mes "you can help me with this"; mes "huge problem that I have?"; next; switch(select("Accept","Decline")) { case 1: //bigsmile mes "How Wonderful!"; mes "Thank you! Thank you"; mes "so much! I'm supposed to"; mes "finish baking this batch of"; mes "cookies soon, but I spilled"; mes "all of the ingredients..."; next; goto L_Accept; case 2: mes "["+strcharinfo(0)+"]"; mes "I'm outta here."; next; emotion e_sob; mes "W-wait...!"; mes "Come back, you"; mes "d-don't...! I really"; mes "need some help!"; goto KH_Elly_end; } } } case 2: mes "*Sob*..."; goto KH_Elly_end; } } else if (KielHyreQuest == 6) { //519 - Milk; 548 - Cheese; 7182 - Cacao; 7487 - Culinary_Wine; 7488 - Delivery_Package if ((countitem(519) < 7) || (countitem(548) < 2) || (countitem(7182) < 5) || (countitem(7487) < 1) || (countitem(7488) < 1)) { mes "[Elly]"; mes "Let's see, would you"; mes "like me to remind you"; mes "which ingredients I need?"; mes "Please bring these things as"; mes "soon as you can so that I can"; mes "quickly bake some cookies~"; next; mes "[Elly]"; mes "^3355FF1 Wine^000000"; mes "^3355FF7 Milks^000000"; mes "^3355FF5 Cacaos^000000"; mes "^3355FF2 Cheeses^000000"; mes "^3355FF1 Egg^000000, and"; mes "^3355FF1 Bag of flour^000000"; next; mes "[Elly]"; mes "Let's see...You can"; mes "get Wine from the pub in"; mes "Juno, Cacaos from hunting"; mes "Yoyos, and you can get flour"; mes "and Eggs from the girl that"; mes "runs the Toast Stand in Juno."; goto KH_Elly_end; } else { emotion e_ho; cutin "kh_elly02",2; mes "[Elly]"; mes "Hooray! Finally, I have"; mes "everything I need! This is"; mes "great! Oh, would you please"; mes "give me a moment while I bake"; mes "these cookies? It shouldn't take"; mes "long, so hold on just a bit."; set KielHyreQuest,8; //KHPubMasterEnd no longer needed-- deleting. set KHPubMasterEnd,0; delitem 519,7; //Milk delitem 548,2; //Cheese delitem 7182,5; //Cacao delitem 7487,1; //Culinary_Wine delitem 7488,1; //Delivery_Package goto KH_Elly_end; } } else if (KielHyreQuest == 8) { cutin "kh_elly01",2; mes "[Elly]"; mes "Tadah! I did it!"; mes "They're finally done!"; mes "''Elly's Special Cookies~''"; mes "I'd like you to have some "; mes "as a thanks for helping me out"; next; mes "[Elly]"; mes "I'm sorry, but I was so"; mes "preoccupied with baking"; mes "these cookies that I didn't"; mes "even ask for your name. I'm"; mes "^FF0000Ellyja^000000, but everyone calls me,"; mes "''Elly.'' What's your name?"; next; mes "["+strcharinfo(0)+"]"; mes "^3355FF"+strcharinfo(0)+"^000000."; mes "It's ^3355FF"+strcharinfo(0)+"^000000."; next; cutin "kh_elly02",2; mes "[Elly]"; mes ""+strcharinfo(0)+"?"; mes "...that name! It's wonderful!"; set KielHyreQuest,10; getitem 538,5; //Well_Baked_Cookie goto KH_Elly_end; } else if (KielHyreQuest == 10) { cutin "kh_elly01",2; mes "[Elly]"; mes "I'm sorry, but I have"; mes "another favor to ask you"; mes "if you don't mind helping"; mes "me out again. Don't worry,"; mes "you won't have to hurry as"; mes "quickly as you did last time."; next; switch(select("What do you need?","Sorry, but I'm pretty busy...")) { case 1: mes "[Elly]"; mes "You know how you helped"; mes "me bake those cookies?"; mes "It's the first time I was able"; mes "to do it without burning them!"; mes "I just know Grandfather'd"; mes "be so proud of me!"; next; mes "[Elly]"; mes "I really want Grandfather"; mes "to taste the cookies I baked,"; mes "but the cookies will be stale"; mes "by the time I'm able to leave"; mes "campus. Would you deliver these"; mes "cookies to my grandfather for me?"; next; switch(select("Sure","I'm busy.")) { case 1: cutin "kh_elly02",2; mes "[Elly]"; mes "Oh, "+strcharinfo(0)+"!"; mes "Thank you so much, I knew"; mes "you'd understand! Would you"; mes "please bring the cookies to"; mes "him at ^FF0000Kiel Hyre cottage^000000?"; next; mes "[Elly]"; mes "Oh, right! They're really"; mes "careful about visitors and"; mes "keeping strangers off the"; mes "property, but if you mention"; mes "my name, they'll let you in."; mes "Alright then, see you~"; set KielHyreQuest,12; goto KH_Elly_end; case 2: cutin "kh_elly03",2; mes "[Elly]"; mes "Oh, um..."; mes "okay, I'm sorry to"; mes "have bothered you..."; goto KH_Elly_end; } case 2: cutin "kh_elly03",2; mes "[Elly]"; mes "Oh, um..."; mes "okay, I'm sorry to"; mes "have bothered you..."; goto KH_Elly_end; } } else if (KielHyreQuest == 12) { mes "[Elly]"; mes "Oh, you don't know where"; mes "to find Kiel Hyre cottage?"; mes "It's just north from this"; mes "academy. Please deliver my"; mes "cookies to grandfather, and"; mes "let him know I really miss him."; goto KH_Elly_end; } else if (KielHyreQuest == 14) { mes "[Elly]"; mes "Hm? Grandfather's not"; mes "home? That's strange, he"; mes "didn't mention anything about"; mes "any business trips. I thought"; mes "he'd be at home all day..."; next; cutin "kh_elly04",2; mes "[Elly]"; mes "Would you go back to his"; mes "cottage once more time? Here,"; mes "you can use this Cottage Key."; mes "That way, you can just go"; mes "inside and talk to him~"; getitem 7489,1; //Cottage Key set KielHyreQuest,16; goto KH_Elly_end; } else if ((KielHyreQuest >= 14) && (KielHyreQuest < 20)) { mes "[Elly]"; mes "That's so weird..."; mes "I thought Grandfather"; mes "said that he'd be at"; mes "home all day today..."; goto KH_Elly_end; } else if (KielHyreQuest == 20) { mes "[Elly]"; mes "Hmmm...?"; mes "What's this,"; mes "a letter for me?"; next; mes "^3355FFElly opened the envelopre^000000"; mes "^3355FFand started reading the letter^000000"; next; mes "Dearest Elly"; mes "^FFFFFF_^000000"; mes "I have something to discuss"; mes "with my son Kiehl, so I am"; mes "leaving to meet with him."; mes "If you don't hear from me"; mes "7 days after I've written"; mes "it's possible I may be in"; mes "trouble. Don't trust anyone"; mes "at the Academy, Elly."; mes "I've left something for you"; mes "In the Study."; next; cutin "kh_elly03",2; mes "[Elly]"; mes "What? oh no, it's been"; mes "ten days since he wrote"; mes "this letter! Ah, does this"; mes "mean that he's in danger?!"; mes "Oh no, what should I do?"; delitem 7490,1; //Letter_to_Elly set KielHyreQuest,22; goto KH_Elly_end; } else if (KielHyreQuest == 22) { mes "[Elly]"; mes "......"; mes "........."; mes "............"; next; switch(select("About your grandpa","Tell me about Kiehl","What's with this academy?")) { case 1: mes "[Elly]"; mes "Oh! My grandfather is"; mes "Kiel Hyre, founder and"; mes "CEO of the Kiel Hyre"; mes "foundation. He looks"; mes "strict and cold hearted"; mes "but he's actually very nice!"; next; mes "[Elly]"; mes "We're not related by"; mes "blood, but he's taken"; mes "care of me ever since"; mes "I lost my parents. Oh,"; mes "Grandpa, where are you?"; mes "I'm getting so worried!"; goto KH_Elly_end; case 2: mes "[Elly]"; mes "Kiehl? That's my"; mes "grandfather's son..."; mes "I don't know him that"; mes "well, and only saw him"; mes "once at an academy event."; next; mes "[Elly]"; mes "Mmm, he's a good looking"; mes "guy with pale skin, silver"; mes "hair, and this cold, fierce"; mes "stare. A lot of my classmates"; mes "worship Kiehl because he's"; mes "also a business genius~"; next; mes "[Elly]"; mes "It's weird though..."; mes "I have no idea why my"; mes "grandpa and Kiehl don't"; mes "get along. They're both"; mes "really good at what they do."; goto KH_Elly_end; case 3: mes "[Elly]"; mes "Well, I know the security"; mes "here is really tight, but"; mes "that's because everything"; mes "here is so luxurious and"; mes "expensive, you know~"; next; mes "[Elly]"; mes "We also have a very"; mes "special curriculum where"; mes "you learn more of what you"; mes "want. Personally, I want to"; mes "become a great career woman,"; mes "like ^3355FFMs. Allysia^000000. Heh heh~"; next; mes "[Elly]"; mes "This place certainly"; mes "isn't like other schools."; mes "You already know that only"; mes "Yeah, everything is made to"; mes "fit each of the student's needs."; next; mes "[Elly]"; mes "Recently, though?"; mes "Some really weird stuff"; mes "has been happening. All of"; mes "my classmates are afraid of"; mes "going out alone by themselves."; next; cutin "kh_elly02",2; mes "[Elly]"; mes "But I'll be okay!"; mes "You'll be there to"; mes "rescue me from danger"; mes "right, "+strcharinfo(0)+"?"; next; switch(select("Who is Ms. Allysia?","Strange incidents?")) { case 1: mes "[Elly]"; mes "Oh, Ms. Allysia is"; mes "Grandfather's secretary~"; mes "She's so beautiful, and"; mes "my grandfather really"; mes "trusts her with everything!"; goto KH_Elly_end; case 2: cutin "kh_elly04",2; mes "[Elly]"; mes "Well, "+strcharinfo(0)+"..."; mes "I'm not supposed to tell"; mes "anyone outside of the school,"; mes "but I can trust you! You see..."; mes "We're haunted by a ghost!"; next; mes "[Elly]"; mes "I know it sounds crazy,"; mes "but this ghost wanders the"; mes "campus, and curses it's victims,"; mes "making them so hold and lifeless."; mes "It happened to my roommate,"; mes "Mayo. It's like she's a statue."; next; mes "[Elly]"; mes "I snuck into the medical"; mes "office to see her, and she..."; mes "She couldn't do anything!"; mes "What would happen if the"; mes "ghost decided to curse me?!"; next; cutin "kh_elly02",2; mes "[Elly]"; mes "You know what...?"; mes "If I ever got cursed"; mes "by that ghost, just yell"; mes "''^FF0000Wake up, Elly!^000000''"; mes "That'll wake me up for sure!"; set KielHyreQuest,24; goto KH_Elly_end; } } } else if (KielHyreQuest == 24) { cutin "kh_elly04",2; mes "[Elly]"; mes "Arg, I'm in a fix!"; mes "I have to finish my"; mes "homework before it's due!"; mes "Yeah, I've got to go see"; mes "Mrs. Lecollane now."; next; goto KH_Step26; } else if (KielHyreQuest == 26) { KH_Step26: mes "[Elly]"; mes "Say, "+strcharinfo(0)+","; mes "if it's okay, would you"; mes "please go find what my"; mes "grandpa left for me in"; mes "the ^FF0000cottage study^000000? You're"; mes "the only one I can trust!"; next; mes "[Elly]"; mes "Anyway, I'll see you later"; mes "in the evening! Please come"; mes "by my ^FF0000dorm room^000000. Um, the"; mes "dorms are in the church just"; mes "behind the academy, okay?"; next; mes "[Elly]"; mes "My room is in the back,"; mes "and it's on the ^FF0000second floor^000000"; mes "^FF0000on the left side^000000. Please use"; mes "a ladder to come up, okay?"; mes "I'll leave my window open"; mes "for you, so just come, okay?"; next; mes "[Elly]"; mes "Hurry, hurry, the"; mes "teacher's coming!"; set KielHyreQuest,26; goto KH_Elly_end; } else if (KielHyreQuest > 26) { mes "[Elly]"; mes "Say, "+strcharinfo(0)+","; mes "if it's okay, would you"; mes "please go find what my"; mes "grandpa left for me in"; mes "the ^FF0000cottage study^000000? You're"; mes "the only one I can trust!"; next; mes "[Elly]"; mes "Anyway, I'll see you later"; mes "in the evening! Please come"; mes "by my ^FF0000dorm room^000000. Um, the"; mes "dorms are in the church just"; mes "behind the academy, okay?"; next; mes "[Elly]"; mes "My room is in the back,"; mes "and it's on the ^FF0000second floor^000000"; mes "^FF0000on the left side^000000. Please use"; mes "a ladder to come up, okay?"; mes "I'll leave my window open"; mes "for you, so just come, okay?"; next; mes "[Elly]"; mes "Hurry, hurry, the"; mes "teacher's coming!"; goto KH_Elly_end; } KH_Elly_end: close2; cutin "",255; end; } //---------------------------------------------------------------------------- // Elly's Window //---------------------------------------------------------------------------- yuno_fild08,69,185,0 script Window::WindowKHQ1 111,{ if ((KielHyreQuest <= 28) || (KielHyreQuest >= 46)){ mes "^3355FFThis must be Elly's room.^000000"; mes "^3355FFIt doesn't sound like anyone^000000"; mes "^3355FFis inside, so the probably^000000"; mes "^3355FFisn't back yet. For now, you^000000"; mes "^3355FFshould try to find what her^000000"; mes "^3355FFgrandfather left for her^000000"; mes "^3355FFin their cottage's study.^000000"; close; } if (KielHyreQuest >= 30) { mes "^3355FFThis slightly open window^000000"; mes "^3355FFmust lead into Elly's room.^000000"; mes "^3355FFAlthought she asked you to^000000"; mes "^3355FFfind a ladder to enter her^000000"; mes "^3355FFwindow, you probably won't^000000"; mes "^3355FFfind one. You might be able^000000"; mes "^3355FFto climb up that water pipe...^000000"; next; switch(select("Climb Water Pipe","Find Another Way")) { case 1: set @KHClimbAttempt,rand(1,5); if (@KHClimbAttempt == 1) { mes "^3355FFYou climbed up the^000000"; mes "^3355FFwater pipe, and sneaked^000000"; mes "^3355FFinto Elly's room successfully.^000000"; close2; warp "kh_school",185,185; end; } else { mes "^3355FFYou tried to climb^000000"; mes "^3355FFthe water pope, but^000000"; mes "^3355FFyou ended up failing^000000"; mes "^3355FFand bumping your head^000000"; percentheal -10,0; close; } case 2: mes "^3355FFThere must be some^000000"; mes "^3355FFother way to get into^000000"; mes "^3355FFElly's room, aside from^000000"; mes "^3355FFclimbing up this water pipe...^000000"; close; } } } //---------------------------------------------------------------------------- // Elly (In Dormitory) //---------------------------------------------------------------------------- kh_school,178,180,5 script Elly 895,{ set @now_weight,MaxWeight-Weight; if (@now_weight < 2000) { mes "^3355FF- Wait!! -"; mes "- You are carrying too many items"; mes "- and are unable to accept any more. -"; mes "- Please make some space avaliable"; mes "- in your inventory before returning. -^000000"; close; } if (KielHyreQuest < 30) { mes "[Elly]"; mes "Oh~!"; mes "Who are you!"; mes "How did you get here? Please leave"; close2; percentheal -99,0; warp "yuno_fild08",100,100; end; } else if (KielHyreQuest == 32) { mes "[Elly]"; mes "......"; mes "........."; mes "............"; next; mes "^3355FFElly seems to have^000000"; mes "^3355FFbeen cursed, and is^000000"; mes "^3355FFcompletely still and^000000"; mes "^3355FFlifeless. You've got to^000000"; mes "^3355FFtry something, but what?^000000"; next; switch(select("Wake her up by shaking.","Wake her up by yelling.","Ignore")) { case 1: mes "^3355FFYou grab Elly by the^000000"; mes "^3355FFshoulders and try to get^000000"; mes "^3355FFher to respond by violently^000000"; mes "^3355FFshaking her entire body.^000000"; next; mes "["+strcharinfo(0)+"]"; mes "Elly? Elly? no!"; mes "Come back to us!"; next; mes "^3355FFElly's not responding...^000000"; close; case 2: input @KHInput$; if (@KHInput$ == "Wake up, Elly!") { mes "[Elly]"; mes "........."; mes "^3355FFAs soon as you said those^000000"; mes "^3355FFwords, a ^000000Small Golden Key^000000"; mes "^3355FFand a ^000000Button^3355FF drop from Elly's^000000"; mes "^3355FFhands. It looks like she woke^000000"; mes "^3355FFup, but only for an instant.^000000"; getitem 7493,1; //Golden_Key getitem 7494,1; //Exquisite_Button set KielHyreQuest,34; close; } else { mes "[Elly]"; mes "......"; mes "........."; mes "............"; next; mes "^3355FFElly's not responding...^000000"; close; } case 3: mes "^3355FFAlright.^000000"; mes "^3355FFBut sooner or later,^000000"; mes "^3355FFyou should try to break^000000"; mes "^3355FFthe curse placed on Elly.^000000"; close; } } else if (KielHyreQuest == 34) { if (countitem(7491) < 1) { //Missing text, needs another run through. mes "^3355FFMaybe the golden key^000000"; mes "unlocks something in the^000000"; mes "Cottage. Let's take another look.^000000"; close; } else { mes "^3355FFIt looks like Elly's^000000"; mes "^3355FFGolden Key might fit^000000"; mes "^3355FFinto the keyhole on the^000000"; mes "^3355FFGrey Box you found inside^000000"; mes "^3355FFKiel Hyre's Cottage.^000000"; next; mes "^3355FFYou successfully open the^000000"; mes "^3355FFGrey Box with the Golden Key,^000000"; mes "^3355FFand find a Blue Keycard, along^000000"; mes "^3355FFwith a folded note, inside the^000000"; mes "^3355FFGrey Box. You quickly read^000000"; mes "^3355FFthe note's contents...^000000"; next; mes "Dearest Elly,"; mes "Kiehl finally broke the taboo,"; mes "and tried to transform you guys"; mes "into something horrible."; mes "^FFFFFF_^000000"; mes "By the time you read this,"; mes "my life is probably in danger."; mes "Whether I live depends on you."; mes "^FFFFFF_^000000"; mes "You'll already learn if you"; mes "meet Puppet, but I want to tell"; mes "you myself: you're not human."; mes "You'll learn the details if you"; mes "enter the factory by using the"; mes "entrance near the grave next"; mes "to the church. Then, I want"; mes "you to find Allysia inside"; mes "the factory's secret room."; mes "I've registered your name in"; mes "her security system, so don't"; mes "worry. Hopefully, Allysia will"; mes "then come to save me..."; mes "^FFFFFF_^000000"; mes "Sorry about that,"; mes "Grandpa"; getitem 7495,1; //Blue_Keycard delitem 7491,1; //Iron_Box set KielHyreQuest,36; close; } } else if (KielHyreQuest >= 36) { mes "^3355FFThis is where you^000000"; mes "^3355FFdiscovered the note^000000"; mes "^3355FFlocked inside the Grey Box.^000000"; mes "^3355FFThe following message was^000000"; mes "^3355FFwritten in the note by Elly's^000000"; mes "^3355FFgrandfather, Kiel Hyre.^000000"; next; mes "Dearest Elly,"; mes "Kiehl finally broke the taboo,"; mes "and tried to transform you guys"; mes "into something horrible."; mes "^FFFFFF_^000000"; mes "By the time you read this,"; mes "my life is probably in danger."; mes "Whether I live depends on you."; mes "^FFFFFF_^000000"; mes "You'll already learn if you"; mes "meet Puppet, but I want to tell"; mes "you myself: you're not human."; mes "You'll learn the details if you"; mes "enter the factory by using the"; mes "entrance near the grave next"; mes "to the church. Then, I want"; mes "you to find Allysia inside"; mes "the factory's secret room."; mes "I've registered your name in"; mes "her security system, so don't"; mes "worry. Hopefully, Allysia will"; mes "then come to save me..."; mes "^FFFFFF_^000000"; mes "Sorry about that,"; mes "Grandpa"; close; } } //---------------------------------------------------------------------------- // Cookie Basket //---------------------------------------------------------------------------- kh_school,175,175,0 script Cookie Basket 111,{ if (KielHyreQuest == 30) { mes "^3355FFThis must be^000000"; mes "^3355FFElly's cookie basket.^000000"; mes "^3355FFThere appears to be^000000"; mes "^3355FFa folded note wedged^000000"; mes "^3355FFbetween the cookies.^000000"; next; switch(select("Read Note","Ignore")) { case 1: mes ""+strcharinfo(0)+", help!"; mes "There's this guy dressed in"; mes "black who;s walking around,"; mes "and casting this weird spell!"; mes "He's the one that's been making"; mes "people cold and lifeless as"; mes "puppets! I'm getting scared!"; mes "^FFFFFF_^000000"; mes "I hope you get this note..."; mes "He ran after me, but I locked"; mes "myself in my room. I'm going"; mes "to leave my window open so that"; mes "you can still find me. I hope he"; mes "doesn't cast his curse on me!"; set KielHyreQuest,32; close; case 2: mes "^3355FFThat note probably^000000"; mes "^3355FFwasn't written just^000000"; mes "^3355FFfor you, anyway.^000000"; close; } } else if (KielHyreQuest >= 32) { mes "^3355FFThese cookies aren't^000000"; mes "^3355FFstale yet, but they're no^000000"; mes "^3355FFlonger warm. If they're^000000"; mes "^3355FFnot room temperature,^000000"; mes "^3355FFthen they're a little cold.^000000"; close; } end; } //---------------------------------------------------------------------------- // Elly's Window (In Dormitory) //---------------------------------------------------------------------------- kh_school,188,185,0 script Window::WindowKHQ2 111,{ warp "yuno_fild08",69,183; end; } //---------------------------------------------------------------------------- // Grave/Kiel Hyre dungeon entry //---------------------------------------------------------------------------- yuno_fild08,72,170,0 script Grave 111,{ if (KielHyreQuest < 36) { //Missing text, needs another run through. mes "^3355FFIt's just a grave.^000000"; mes "^3355FFIt might be important^000000"; mes "^3355FFto you later, but now^000000"; mes "^3355FFit's not really all that^000000"; mes "^3355FFhelpful to you.^000000"; close; } else if (KielHyreQuest == 36) { if (countitem(7492) < 1) { mes "^3355FFThere's a secret door^000000"; mes "^3355FFnear this grave. It looks^000000"; mes "^3355FFlike there's some kind of^000000"; mes "^3355FFslot and a number pad^000000"; mes "^3355FFinstalled on the door.^000000"; close; } else { mes "^3355FFThere's a secret door^000000"; mes "^3355FFnear this grave. It looks^000000"; mes "^3355FFlike there's some kind of^000000"; mes "^3355FFslot and a number pad^000000"; mes "^3355FFinstalled on the door.^000000"; next; mes "^3355FFWhat should you^000000"; mes "^3355FFinsert into the slot?^000000"; next; input @KHInput$; if (@KHInput$ == "Yellow Keycard") { mes "^3355FFAn electronic confirmation^000000"; mes "^3355FFchime sounds once you insert^000000"; mes "^3355FFthe Yellow Keycard, followed by^000000"; mes "^3355FFan automated voice that asks:^000000"; next; mes "[Security System]"; mes "Please enter the password."; next; input @KHInput$; next; if (@KHInput$ == "4772961") { mes "[Security System]"; mes "Password confirmed."; mes "Welcome, Kiel Hyre."; next; mes "^3355FFYou hear another^000000"; mes "^3355FFpleasant beep, and^000000"; mes "^3355FFa secret path opens.^000000"; set KielHyreQuest,38; close; } else { mes "[Security System]"; mes "Incorrect password."; mes "Please try again."; close; } } else { mes "^3355FFWhatever you're trying^000000"; mes "^3355FFto insert into the slot^000000"; mes "^3355FFisn't working at all...^000000"; close; } } } else if ((KielHyreQuest >= 38) && (KielHyreQuest < 106)) { mes "^3355FFThe door to the^000000"; mes "^3355FFfactory is wide open.^000000"; next; switch(select("Enter","Cancel")) { case 1: warp "kh_dun01",3,230; end; case 2: mes "......"; mes "........."; mes "............"; close; } } else if (KielHyreQuest >= 106) { if (countitem(7509) < 1) { mes "^3355FFThe secret entrance"; mes "has now been sealed.^000000"; close; } else { mes "As you aproach the"; mes "grave, it begins to"; mes "emit flashes of light.^000000"; next; switch(select("Use the ^0000FFLuxurious Keycard^000000","Ignore")) { case 1: mes "Once you use the"; mes "Luxurious Keycard,"; mes "a secret path opens^000000"; next; switch(select("Enter","cancel")) { case 1: warp "kh_dun01",3,230; end; case 2: mes "......"; mes "........."; mes "............"; close; } case 2: mes "......"; mes "........."; mes "............"; close; } } } } //============================================================================ //============================================================================ //Kiel Hyre Cottage NPCs //============================================================================ //---------------------------------------------------------------------------- // Cottage Keeper //---------------------------------------------------------------------------- yuno_fild02,93,210,3 script Cottage Keeper 85,{ if ((KielHyreQuest < 12) || (KielHyreQuest > 12)) { mes "[Cottage Keeper]"; mes "This is private property,"; mes "so please do not enter this"; mes "area unless you're authorized."; close; } else if (KielHyreQuest == 12) { mes "[Cottage Keeper]"; mes "This is private property,"; mes "so please do not enter this"; mes "area unless you're authorized."; next; switch(select("I have an apointment with Kiel Hyre.","Alright.")) { case 1: mes "[Cottage Keeper]"; mes "You have an"; mes "appointment with"; mes "Master Kiel Hyre?"; mes "Um, are you sure?"; next; switch(select("Yes","No")) { case 1: mes "[Cottage Keeper]"; mes "There must be some sort"; mes "of mistake. Mister Hyre"; mes "wouldn't have left if he"; mes "was suposed to keep"; mes "an appointment..."; set KielHyreQuest,14; close; case 2: mes "[Cottage Keeper]"; mes "Well unless you have"; mes "an appointment, I don't"; mes "think you'll be able to"; mes "meet with Mister Hyre."; close; } case 2: mes "[Cottage Keeper]"; mes "Goodbye."; close; } } } //---------------------------------------------------------------------------- // Cottage Door (left) //---------------------------------------------------------------------------- yuno_fild02,75,218,0 script Door::DoorKHQ1 111,{ if (KielHyreQuest < 16) { mes "^3355FFThis door is locked.^000000"; mes "^3355FFIf someone inside won't^000000"; mes "^3355FFopen it for you, then you'll^000000"; mes "^3355FFneed the right key to unlock it.^000000"; close; } if (KielHyreQuest == 16) { mes "^3355FFThis door is locked.^000000"; mes "^3355FFIf someone inside won't^000000"; mes "^3355FFopen it for you, then you'll^000000"; mes "^3355FFneed the right key to unlock it.^000000"; next; switch(select("Unlock","Cancel")) { case 1: mes "^3355FFYou unlock the door with the.^000000"; mes "^3355FFkey that Elly gave you, and.^000000"; mes "^3355FFas you push it open, a folded.^000000"; mes "^3355FFnote dropped from the top of the.^000000"; mes "^3355FFdoor. The following words.^000000"; mes "^3355FFare written on this crude note.^000000"; next; mes "6 Forward,"; mes "3 Left,"; mes "3 Forward,"; mes "4 Left"; close2; set KielHyreQuest,18; warp "kh_vila",188,18; end; case 2: mes "......"; mes "........."; mes "............"; close; } } if (KielHyreQuest >= 18) { mes "^3355FFThe door is open.^000000"; next; switch(select("Enter","Cancel")) { case 1: warp "kh_vila",188,18; end; case 2: close; } } } //---------------------------------------------------------------------------- // Cottage Door (Right) //---------------------------------------------------------------------------- yuno_fild02,109,218,0 script Door::DoorKHQ2 111,{ if (KielHyreQuest < 16) { mes "^3355FFThis door is locked.^000000"; mes "^3355FFIf someone inside won't^000000"; mes "^3355FFopen it for you, then you'll^000000"; mes "^3355FFneed the right key to unlock it.^000000"; close; } if (KielHyreQuest >= 16) { mes "^3355FFThis door is locked.^000000"; mes "^3355FFIf someone inside won't^000000"; mes "^3355FFopen it for you, then you'll^000000"; mes "^3355FFneed the right key to unlock it.^000000"; next; switch(select("Open","Cancel")) { case 1: mes "^3355FFYou don't have^000000"; mes "^3355FFthe key that can^000000"; mes "^3355FFunlock this door.^000000"; close; case 2: mes "......"; mes "........."; mes "............"; close; } } } //---------------------------------------------------------------------------- // Store room interior; Wall //---------------------------------------------------------------------------- kh_vila,191,14,0 script Wall 111,{ if (KielHyreQuest < 28) { mes "^3355FFIt's just a wall.^000000"; mes "^3355FFIt's not particularly^000000"; mes "^3355FFstanding in your way.^000000"; close; } if (KielHyreQuest >= 28) { mes "^3355FFThe wall is now^000000"; mes "^3355FFopen, revealing^000000"; mes "^3355FFa secret path.^000000"; next; switch(select("Enter","Cancel")) { case 1: warp "kh_vila",17,177; end; case 2: close; } } OnOpenDoor: misceffect 316; end; } //---------------------------------------------------------------------------- // Store room interior; books //---------------------------------------------------------------------------- kh_vila,184,20,0 script Book#1::BookKHQ1 111,{ if ((KielHyreQuest < 26) || (KielHyreQuest > 26)) { mes "^3355FFThis bookshelf is^000000"; mes "^3355FFcrammed with many^000000"; mes "^3355FFlarge, hardcover books^000000"; close; } else if (KielHyreQuest == 26) { if (rand(1,10) == 8) { mes "^3355FFWithout thinking, you^000000"; mes "^3355FFreach for a book from^000000"; mes "^3355FFthe bookshelf. As you^000000"; mes "^3355FFpull it toward you, the^000000"; mes "^3355FFwall slides open to^000000"; mes "^3355FFreveal a secret path.^000000"; donpcevent "Wall::OnOpenDoor"; set KielHyreQuest,28; close; } else { mes "^3355FFThis bookshelf is^000000"; mes "^3355FFcrammed with many^000000"; mes "^3355FFlarge, hardcover books^000000"; close; } } } kh_vila,181,20,0 duplicate(BookKHQ1) Book#2::BookKHQ2 111 kh_vila,178,20,0 duplicate(BookKHQ1) Book#3::BookKHQ3 111 kh_vila,175,19,0 duplicate(BookKHQ1) Book#4::BookKHQ4 111 //---------------------------------------------------------------------------- // Store room interior; Letter to Elly on the floor. //---------------------------------------------------------------------------- kh_vila,179,11,0 script KH_Letter_Trigger -1,2,2,{ OnTouch: if (KielHyreQuest == 18) { if (checkweight(7490,1) == 0) { mes "^3355FF- Wait!! -"; mes "- You are carrying too many items"; mes "- and are unable to accept any more. -"; mes "- Please make some space avaliable"; mes "- in your inventory before returning. -^000000"; close; } mes "^3355FFYou've found a letter^000000"; mes "^3355FFon the floor. Naturally,^000000"; mes "^3355FFyou pick i up, despite^000000"; mes "^3355FFthe fact that it's not^000000"; mes "^3355FFaddressed to you.^000000"; getitem 7490,1; //Letter to Elly set KielHyreQuest,20; close; } end; } //---------------------------------------------------------------------------- // Cottage interior, kitchen; Box (Pet Food vending machine) //---------------------------------------------------------------------------- kh_vila,16,175,0 script Box::BoxKHQ1 111,{ mes "^FFFFFF##^000000*Tasty-Nutricious-Delicious*"; mes "*Cute Pet Doof Vending Machine*"; mes "The best food for your Cute Pets"; mes "that is superior to the Pet Food"; mes "you can buy in the market!"; mes "^FFFFFF_^000000"; mes "Price: 1,100 zeny (cheap!)"; next; switch(select("Buy!","Cancel")) { case 1: mes "^3355FF1,100 zeny seems kind"; mes "^3355FFor expensive for Pet Food,"; mes "^3355FFbut if it's better t han the"; mes "^3355FFnormal stuff, it might"; mes "^3355FFbe worth a shot."; next; if (zeny < 1100) { //Adlibbed dialog. Need weight check, too. mes "^3355FFYou don't have enough zeny...^000000"; close; } else { mes "^3355FFOh no...!^000000"; mes "^3355FFThere's nothing^000000"; mes "^3355FFspecial about it^000000"; mes "^3355FFat all! It's just^000000"; mes "^3355FFnormal Pet Food!^000000"; set zeny,zeny-1100; getitem 537,1; //Pet_Food close; } case 2: mes "^3355FFThis vending machine^000000"; mes "^3355FFseems really shady and^000000"; mes "^3355FFsuspicious for some reason^000000"; close; } } //---------------------------------------------------------------------------- // Cottage interior, kitchen; Apple Box (Useless?) //---------------------------------------------------------------------------- kh_vila,30,184,0 script Apple Box 111,{ mes "^3355FFYou find a box filled with^000000"; mes "^3355FFripe, delicious apples.^000000"; next; switch(select("Take the box","Leave it")) { case 1: mes "^3355FFNo...! Wait!^000000"; mes "^3355FFSomething's wrong!^000000"; mes "^3355FFWhatever you do,^000000"; mes "^3355FFdon't take this box!^000000"; next; mes "^3355FFAnd so, your inner^000000"; mes "^3355FFvoice, your Jungian^000000"; mes "^3355FFshadow if you will,^000000"; mes "^3355FFprevented you from^000000"; mes "^3355FFtaking the box.^000000"; close; case 2: mes "^3355FFSomething is wrong^000000"; mes "^3355FFwith this box of apples.^000000"; close; } } //---------------------------------------------------------------------------- // Cottage interior, dining room; Map //---------------------------------------------------------------------------- kh_vila,44,126,0 script Map 111,{ if ((KHCottagePoem1 < 2) && (KielHyreQuest < 30)) { mes "^3355FFA magnificent world map,^000000"; mes "^3355FFdetailing the Rune-Midgarts^000000"; mes "^3355FFKingdom, Schwaltzvalt Republic,^000000"; mes "^3355FFas well as another country to the^000000"; mes "^3355FFWest whose name is unfamiliar^000000"; mes "^3355FFto you, is pasted to this wall.^000000"; next; mes "^3355FFAs you examine the^000000"; mes "^3355FFworld map more closely,^000000"; mes "^3355FFyou find that something has^000000"; mes "^3355FFbeen hidden underneath it.^000000"; next; switch(select("ignore","Examine")) { case 1: mes "^3355FFWhatever might be^000000"; mes "^3355FFhidden beneath this^000000"; mes "^3355FFmap probably isn't^000000"; mes "^3355FFimportant enough for^000000"; mes "^3355FFyou to investigate.^000000"; close; case 2: mes "^3355FFUnfortunately, you can't^000000"; mes "^3355FFsee what's under the map^000000"; mes "^3355FFsince it's pasted to the wall.^000000"; mes "^3355FFYou'll need to find some^000000"; mes "^3355FFway to loosen the blue^000000"; mes "^3355FFwithout damaging the map.^000000"; set KHCottagePoem1,1; close; } } else if ((KHCottagePoem1 == 2) && (KielHyreQuest < 30)) { mes "^3355FFYou bring the pot of^000000"; mes "^3355FFsteaming hot liquid^000000"; mes "^3355FFclose to the world map.^000000"; mes "^3355FFAs the paste on the wall^000000"; mes "^3355FFmoistens, the map slowly^000000"; mes "^3355FFbegins to peel back.^000000"; next; mes "^3355FFThe peelnig map revealed^000000"; mes "^3355FFa folded piece of paper^000000"; mes "^3355FFhidden beneath it. You^000000"; mes "^3355FFtake the paper, and smooth^000000"; mes "^3355FFthe map out to adhere it to^000000"; mes "^3355FFthe wall once again. A message is^000000"; mes "^3355FFwritten on the piece of paper.^000000"; next; mes "^808080She will be in a place^000000"; mes "^808080as cold as the poles.^000000"; mes "^808080When the well is dried^000000"; mes "^808080and the earth is cracked,^000000"; mes "^808080the path to her heart, a^000000"; mes "^808080heart as transparent as^000000"; mes "^808080crystal, will be open.^000000"; next; mes "^808080I'll have to fight four^000000"; mes "^808080snakes with four swords^000000"; mes "^808080to find her. The first sword^000000"; mes "^808080is love. The second sword^000000"; mes "^808080is despair. The third sword^000000"; mes "^808080is rage. The fourth sword is^000000"; mes "^808080hope. To find her, to rescue her.^000000"; next; mes "^3355FF......................^000000"; mes "^3355FFThe deeper meaning^000000"; mes "^3355FFof this poem, if it even^000000"; mes "^3355FFexists, eludes you.^000000"; set KHCottagePoem1,3; close; } else if ((KHCottagePoem1 > 2) || (KielHyreQuest >= 30)) { mes "^3355FFThis is where you found^000000"; mes "^3355FFthe paper on which the^000000"; mes "^3355FFpoem was written. Perhaps^000000"; mes "^3355FFit would be a good idea to^000000"; mes "^3355FFrefresh your memory and^000000"; mes "^3355FFread that that poem again.^000000"; next; switch(select("Read","Cancel")) { case 1: mes "^808080She will be in a place^000000"; mes "^808080as cold as the poles.^000000"; mes "^808080When the well is dried^000000"; mes "^808080and the earth is cracked,^000000"; mes "^808080the path to her heart, a^000000"; mes "^808080heart as transparant as^000000"; mes "^808080crystal, will be open.^000000"; next; mes "^808080I'll have to fight four^000000"; mes "^808080snakes with four swords^000000"; mes "^808080to find her. The first sword^000000"; mes "^808080is love. The second sword^000000"; mes "^808080is despair. The third sword^000000"; mes "^808080is rage. The fourth sword is^000000"; mes "^808080hope. To find her, to rescue her.^000000"; next; mes "^3355FF......................^000000"; mes "^3355FFThe deeper meaning^000000"; mes "^3355FFof this poem, if it even^000000"; mes "^3355FFexists, eludes you.^000000"; close; case 2: mes "^3355FFThere's no need for^000000"; mes "^3355FFyou to reread this poem.^000000"; mes "^3355FFYou're a freakin' genius!^000000"; close; } } } //---------------------------------------------------------------------------- // Cottage interior, kitchen; Pot //---------------------------------------------------------------------------- kh_vila,33,184,0 script Pot 111,{ if (KHCottagePoem1 < 1) { mes "^3355FFYou've found a pot^000000"; mes "^3355FFfilled with boiling^000000"; mes "^3355FFsteaming liquid.^000000"; close; } else if (KHCottagePoem1 == 1) { mes "^3355FFYou've found a pot^000000"; mes "^3355FFfilled with boiling^000000"; mes "^3355FFsteaming liquid.^000000"; mes "^3355FFSteam... That you could^000000"; mes "^3355FFuse to loosen the glue on^000000"; mes "^3355FFthe map... You're a genius!^000000"; next; switch(select("Try it.","That? That won't work!")) { case 1: mes "^3355FFYou picked up the^000000"; mes "^3355FFboiling pot, but^000000"; mes "^3355FFslightly burned your^000000"; mes "^3355FFhands on accident.^000000"; set KHCottagePoem1,2; close; case 2: mes "^3355FFNo, no...^000000"; mes "^3355FFWe'd better try^000000"; mes "^3355FFsomething else.^000000"; close; } } else if ((KHCottagePoem1 > 1) || (KielHyreQuest >= 30)){ mes "^3355FFThis is where you^000000"; mes "^3355FFpicked up the pot filled^000000"; mes "^3355FFwith steaming liquid.^000000"; close; } } //---------------------------------------------------------------------------- // Cottage interior, fire place; Calabash //---------------------------------------------------------------------------- kh_vila,14,55,0 script Calabash 111,{ if ((countitem(7329) < 1) && (countitem(7516) < 1) && (countitem(7491) < 1) && (KielHyreQuest < 38)) { if (checkweight(7329,1) == 0) { mes "^3355FFThat's a nice looking"; mes "calabash. You might even"; mes "get something from it..."; mes "But first you better get"; mes "rid of all your extra weight."; mes "And by weight, I mean items.^000000"; close; } mes "^3355FFIt's an expensive^000000"; mes "^3355FFlooking calabash--^000000"; mes "^3355FFor in less fancy^000000"; mes "^3355FFwords, a 'gourd.'^000000"; mes "^3355FFWhat do you do?^000000"; next; switch(select("Break Open Calabash","Look Inside Calabash","ignore")) { case 1: mes "^3355FFYou can't break^000000"; mes "^3355FFopen that calabash...^000000"; mes "^3355FFYou're a hero, not a vandal.^000000"; mes "^3355FFNow, if this act of vandalisim^000000"; mes "^3355FFcan be considered an act of^000000"; mes "^3355FFheroisim, then it'd be okay.^000000"; close; case 2: mes "^3355FFYou tenderly place^000000"; mes "^3355FFyour hand into the^000000"; mes "^3355FFcalabash, and gently^000000"; mes "^3355FFfeel around with your^000000"; mes "^3355FFfingers until you retrieve^000000"; mes "^3355FFan Old Bronze Key^000000"; getitem 7329,1; //Old_Bronze_Key close; case 3: mes "^3355FFThere's probably^000000"; mes "^3355FFnothing inside anyway^000000"; close; } } else { mes "^3355FFThis is the expensive^000000"; mes "^3355FFlooking calabash from^000000"; mes "^3355FFwhich you obtained^000000"; mes "^3355FFthe Old Bronze Key.^000000"; mes "^3355FFIt's useless to you now.^000000"; close; } } //---------------------------------------------------------------------------- // Cottage interior, garden; Pool //---------------------------------------------------------------------------- kh_vila,39,41,0 script pool 111,{ if ((KHCottagePoem1 < 3) && (KielHyreQuest < 30)) { mes "^3355FFYou find a fancy pool^000000"; mes "^3355FFfilled with fresh water.^000000"; close; } else if ((KHCottagePoem1 == 3) && (KielHyreQuest < 30)) { mes "^3355FFYou find a fancy pool^000000"; mes "^3355FFfilled with fresh water.^000000"; mes "^3355FFalong with a conscpicuous^000000"; mes "^3355FFlion statue with two handles^000000"; next; switch(select("Pull handles","cancel")) { case 1: mes "Which handle would^000000"; mes "you like to pull first?^000000"; next; switch(select("Right Handle","Left Handle")) { case 1: mes "^3355FFYou pull the right^000000"; mes "^3355FFhandle, causing water^000000"; mes "^3355FFto gush from the lion's^000000"; mes "^3355FFmouth. It looks pretty cool~^000000"; close; case 2: mes "^3355FFAs soon as you pull the^000000"; mes "^3355FFleft handle, the water in^000000"; mes "^3355FFthe pool drains away. The^000000"; mes "^3355FFpool empties, and you can^000000"; mes "^3355FFsee a later of green moss^000000"; mes "^3355FFcovering the pool's bottom.^000000"; next; switch(select("Ignore","Investigate")) { case 1: mes "^3355FFyou decide that^000000"; mes "^3355FFa pool is little more^000000"; mes "^3355FFthan a hole without^000000"; mes "^3355FFany water to fill it.^000000"; close; case 2: mes "^3355FFAs you look through^000000"; mes "^3355FFthe wet moss at the^000000"; mes "^3355FFbottom of the pool,^000000"; mes "^3355FFyou stumble upon a^000000"; mes "^3355FFsmall, peculliar button.^000000"; next; switch(select("Press button","Don't Press Button")) { case 1: mes "^3355FFYou press the button^000000"; mes "^3355FFwhich seems to trigger^000000"; mes "^3355FFa strange sound coming^000000"; mes "^3355FFfrom the stairs at the hallway.^000000"; set KHCottagePoem1,4; close; case 2: mes "^3355FFYou'd better not push^000000"; mes "^3355FFthis button. Your enemies^000000"; mes "^3355FFmust have hidden it carefully^000000"; mes "^3355FFfor you to find. It must be^000000"; mes "^3355FFsome sort of nefarious trap.^000000"; close; } } } case 2: mes "^3355FFYou decided not^000000"; mes "^3355FFto pull and handles.^000000"; close; } } else if ((KHCottagePoem1 > 3) || (KielHyreQuest >= 30)) { mes "^3355FFThis is where you pressed^000000"; mes "^3355FFthe small button that caused^000000"; mes "^3355FFsome strange noise to come^000000"; mes "^3355FFfrom the stairs near the wallway.^000000"; close; } } //---------------------------------------------------------------------------- // Cottage interior, upstairs; Vicious Dog //---------------------------------------------------------------------------- kh_vila,181,178,4 script Vicious Dog 81,7,3,{ OnTouch: mes "*Grrr~*"; next; mes "^3355FFAn extremely vicious^000000"; mes "^3355FFlooking dog is glaring^000000"; mes "^3355FFat you. Can you really^000000"; mes "^3355FFpass by this creature^000000"; mes "^3355FFwithout getting hurt?^000000"; next; switch(select("March forward","Run away")) { case 1: if (countitem(537) >= 1) { mes "^3355FFWait! Perhaps you can^000000"; mes "^3355FFuse food to soothe the^000000"; mes "^3355FFsavage beast! Why don't^000000"; mes "^3355FFyou feed it some of your Pet^000000"; mes "^3355FFFood and see what happens?^000000"; next; switch(select("Give pet Food","It won't work!")) { case 1: mes "^3355FFYou gingerly throw the^000000"; mes "^3355FFPet Food towards the dog.^000000"; mes "^3355FFIts tail shakes violently as^000000"; mes "^3355FFit devours the food. You'd^000000"; mes "^3355FFbetter pass this dog now^000000"; mes "^3355FFwhile you have the chance!^000000"; delitem 537,1; //Pet_Food close2; warp "kh_vila",173,182; end; case 2: NoPetFood: mes "^3355FFYou slowly approach^000000"; mes "^3355FFthe dog, but it won't^000000"; mes "^3355FFstop snarling at you.^000000"; mes "^3355FFYou try to run past the^000000"; mes "^3355FFdog, but it blocks all of^000000"; mes "^3355FFyour moves. What to do?^000000"; next; mes "[Vicious Dog]"; mes "BOW WOW!"; mes "BOW WOW!"; mes "BOW WOW WOW!"; next; mes "^3355FFThe dog chases you^000000"; mes "^3355FFdownstairs like the^000000"; mes "^3355FFsuckah chump you are^000000"; close2; warp "kh_vila",126,70; end; } } else { goto NoPetFood; } case 2: mes "^3355FFLet's get out of here!^000000"; close2; warp "kh_vila",126,70; end; } } //---------------------------------------------------------------------------- // Cottage interior, upstairs; Drawer, first room nightstand //---------------------------------------------------------------------------- kh_vila,115,186,0 script Drawer::DrawerKHQ1 111,{ if (checkweight(7492,1) == 0) { mes "^3355FFThere's something inside"; mes "this drawer, but you can't"; mes "take it since you're carrying"; mes "to many items with you. Maybe"; mes "you should pay a visit to your"; mes "trusty Kafra Storage first.^000000"; close; } if ((countitem(7492) < 1) && (KielHyreQuest < 36)) { mes "^3355FFyou find an old drawer^000000"; mes "^3355FFthat has been closed.^000000"; mes "^3355FFIf you open it, then you^000000"; mes "^3355FFmight find something^000000"; mes "^3355FFinside. Or could it be^000000"; mes "^3355FFempty. Who knows?^000000"; next; switch(select("Open Drawer","Ignore")) { case 1: mes "^3355FFYou obtain a Yellow^000000"; mes "^3355FFKeycard from inside the^000000"; mes "^3355FFdrawer. Opening that drawer^000000"; mes "^3355FFturned out to be worthwhile.^000000"; getitem 7492,1; //Yellow_Keycard close; case 2: mes "^3355FFForget opening that^000000"; mes "^3355FFdrawer. I mean, come on,^000000"; mes "^3355FFwhat would be the point?^000000"; close; } } else { mes "^3355FFThis is where you^000000"; mes "^3355FFfound the Yellow Keycard.^000000"; mes "^3355FFThis drawer is now empty.^000000"; close; } } //---------------------------------------------------------------------------- // Cottage interior, upstairs; Box //---------------------------------------------------------------------------- kh_vila,107,126,0 script Box::BoxKHQ2 111,{ if ((countitem(7329) < 1) && (countitem(7516) < 1) && (countitem(7491) < 1) && (KielHyreQuest < 38)) { mes "^3355FFA solid box is laid^000000"; mes "^3355FFon the floor in which^000000"; mes "^3355FFa smaller, locked box^000000"; mes "^3355FFhas been placed inside.^000000"; close; } else if ((countitem(7329) >= 1) && (countitem(7516) < 1) && (countitem(7491) < 1) && (KielHyreQuest < 38)) { mes "^3355FFA solid box is laid^000000"; mes "^3355FFon the floor in which^000000"; mes "^3355FFa smaller, locked box^000000"; mes "^3355FFhas been placed inside.^000000"; mes "^3355FFperhaps you can use your^000000"; mes "^3355FFOld Bronze Key to unlock it.^000000"; next; switch(select("Use Old Bronze Key","No, it'll never work.")) { case 1: mes "^3355FFYour hunch paid off!^000000"; mes "^3355FFThe Old Bronze Key really^000000"; mes "^3355FFdid unlock that box! You^000000"; mes "^3355FFopen the inner box and^000000"; mes "^3355FFobtain the Green Keycard^000000"; mes "^3355FFthat was locked inside.^000000"; getitem 7516,1; //Green_Keycard delitem 7329,1; //Old_Bronze_Key close; case 2: mes "^3355FFWhat...?^000000"; mes "^3355FFWhat? Using a key^000000"; mes "^3355FFto unlock a lock?^000000"; mes "^3355FFCome on, that's^000000"; mes "^3355FFfreakin' crazy talk.^000000"; close; } } else { mes "^3355FFThis is the box from^000000"; mes "^3355FFwhich you obtained^000000"; mes "^3355FFthe green keycard.^000000"; close; } } //---------------------------------------------------------------------------- // Cottage interior, upstairs; Bookshelf. //---------------------------------------------------------------------------- //---------------------------------------------------------------------------- // Cottage interior, upstairs; Bookshelf. //---------------------------------------------------------------------------- kh_vila,181,138,0 script Bookshelf::BookshelfKHQ1 111,{ if (checkweight(7492,1) == 0) { mes "^3355FFYou've found a"; mes "bookshelf that's"; mes "crammed with books.^000000"; close; } if ((countitem(7491) < 1) && (countitem(7329) >= 1) || (countitem(7516) >= 1)) { mes "^3355FFOne of the books on^000000"; mes "^3355FFthis crammed bookshell^000000"; mes "^3355FFis labeled with the note,^000000"; mes "^3355FF'To Elly.' It must have been^000000"; mes "^3355FFleft behind by her grandfather^000000"; next; switch(select("Examine Book","Ignore")) { case 1: mes "^3355FFYou skim through the^000000"; mes "^3355FFbook's pages, and don't^000000"; mes "^3355FFfind anything particularly^000000"; mes "^3355FFinteresting. However, you^000000"; mes "^3355FFnotice a steel surface behind the^000000"; mes "^3355FFshelf as you place the book back.^000000"; next; switch(select("Examine The steel surface","Ignore")) { case 1: mes "^3355FFYou remove more of the^000000"; mes "^3355FFself's books to reveal^000000"; mes "^3355FFthat the steel surface is^000000"; mes "^3355FFpart of a safe hidden behind^000000"; mes "^3355FFthe bookshelf. There are two^000000"; mes "^3355FFkeyholes on the steel safe.^000000"; next; switch(select("Try all your keys","Cancel")) { case 1: mes "^3355FFWhich key will^000000"; mes "^3355FFyou insert into^000000"; mes "^3355FFthe first keyhole?^000000"; next; if (countitem(7329) >= 1) { switch(select("Old Bronze Key","Cottage Key")) { case 1: break; case 2: break; } mes "^3355FFWhich key will^000000"; mes "^3355FFyou insert into^000000"; mes "^3355FFthe second keyhole?^000000"; next; switch(select("Old Bronze Key","Cottage Key")) { case 1: break; case 2: break; } } else if (countitem(7516) >= 1) { switch(select("Green keycard","Cottage Key")) { case 1: set @KHFirstKeyhole,1; break; case 2: set @KHFirstKeyhole,2; break; } mes "^3355FFWhich key will^000000"; mes "^3355FFyou insert into^000000"; mes "^3355FFthe second keyhole?^000000"; next; switch(select("Green keycard","Cottage Key")) { case 1: set @KHSecondKeyhole,1; break; case 2: set @KHSecondKeyhole,2; break; } if (@KHFirstKeyhole == 2) && (@KHSecondKeyhole == 1) { mes "^3355FFThe safe opens with^000000"; mes "^3355FFa click and you see^000000"; mes "^3355FFa Grey Box inside.^000000"; mes "^3355FFYou take the Grey Box^000000"; mes "^3355FFwith you, hoping that^000000"; mes "^3355FFwill come in handy later.^000000"; delitem 7489,1; //Cottage Key delitem 7516,1; //Green_Keycard getitem 7491,1; //Iron_Box close; } } mes "^3355FFThe safe won't open.^000000"; close; case 2: mes "^3355FFIt's probably a better^000000"; mes "^3355FFidea to investigate the^000000"; mes "^3355FFcottage for the keys that^000000"; mes "^3355FFwill open up this safe...^000000"; close; } case 2: mes "^3355FFYou place the books^000000"; mes "^3355FFback on the bookchelf.^000000"; close; } case 2: mes "^3355FFYou can probably^000000"; mes "^3355FFfind better clues^000000"; mes "^3355FFsomewhere else^000000"; mes "^3355FFaround here.^000000"; close; } } else { mes "^3355FFYou've found a"; mes "bookshelf that's"; mes "crammed with books.^000000"; close; } } //---------------------------------------------------------------------------- // Cottage interior, upstairs; Desk //---------------------------------------------------------------------------- kh_vila,118,143,0 script Desk::DeskKHQ1 111,{ if (KHCottagePoem2 < 1) { mes "^3355FFThere are piles of papers^000000"; mes "^3355FFand books stacked on top^000000"; mes "^3355FFof the desk covering topics^000000"; mes "^3355FFlike artificial power, Sage^000000"; mes "^3355FFVarmundt's research, factory^000000"; mes "^3355FFrobotization, and magic scrolls...^000000"; next; mes "^3355FFWhile rummaging around through^000000"; mes "^3355FFthe books and paper, you^000000"; mes "^3355FFfind a piece of paper with^000000"; mes "^3355FFthe Kiel Hyre Foundation's^000000"; mes "^3355FFofficial seal. You decide that^000000"; mes "^3355FFit might come in handy someday.^000000"; next; mes "^3355FFYou've obtained^000000"; mes "^3355FFa blank piece of^000000"; mes "^3355FFpaper with the Kiel^000000"; mes "^3355FFHyre Foundation seal.^000000"; set KHCottagePoem2,1; close; } else if (KHCottagePoem2 >= 1) { mes "^3355FFThere are piles of papers^000000"; mes "^3355FFand books, covering various^000000"; mes "^3355FFscientific and magic tomics,^000000"; mes "^3355FFstacked on top of this desk.^000000"; close; } } //---------------------------------------------------------------------------- // Cottage interior, upstairs; Medicine Chest //---------------------------------------------------------------------------- kh_vila,123,170,0 script Medicine Chest 111,{ if ((KHCottagePoem2 < 1) && (KielHyreQuest < 30)) { mes "^3355FFThis medicine cabinet^000000"; mes "^3355FFis filled with bottles of^000000"; mes "^3355FFvarious colors. What kind^000000"; mes "^3355FFof medicine can be found here?^000000"; close; } else if ((KHCottagePoem2 == 1) && (KielHyreQuest < 30)) { mes "^3355FFThis medicine cabinet^000000"; mes "^3355FFis filled with bottles of^000000"; mes "^3355FFvarious colors. What kind^000000"; mes "^3355FFof medicine can be found here?^000000"; next; mes "^3355FFWait, you have a blank piece^000000"; mes "^3355FFof paper with the Kiel Hyre^000000"; mes "^3355FFFoundation seal! It's strange^000000"; mes "^3355FFthat the seal was put on a blank^000000"; mes "^3355FFpiece of paper. Maybe something^000000"; mes "^3355FFis written on it with special ink?^000000"; next; mes "^3355FFIt's a crazy hunch, but^000000"; mes "^3355FFmaybe, just maybe, you can^000000"; mes "^3355FFuse something inside this^000000"; mes "^3355FFmedicine cabinet that will^000000"; mes "^3355FFreveal any invisible ink^000000"; mes "^3355FFwritten on this document!^000000"; next; switch(select("What? That's crazy!","Of course! Let's try it!")) { case 1: mes "^3355FFSorry.^000000"; mes "^3355FFI thought it^000000"; mes "^3355FFwas a good idea...^000000"; close; case 2: switch(select("Try Red Liquid","Try Blue Liquid","Try Yellow Liquid","Try Green Liquid","Cancel")) { case 1: set @KHPotionColor$,"red"; break; case 2: mes "^3355FFIt works!^000000"; mes "^3355FFThe blue liquid is^000000"; mes "^3355FFrevealing small^000000"; mes "^3355FFtext written on the paper.^000000"; mes "^3355FFIt looks like some^000000"; mes "^3355FFkind of long poem...^000000"; next; mes "[Poem]"; mes "The first snake is made of"; mes "steel, but I used my rage"; mes "to destroy it. The second"; mes "snake is made of magic,"; mes "but my love pierced its heart."; next; mes "[Poem]"; mes "The third snake is flesh"; mes "and blood, but my hope"; mes "defeated it in the end."; mes "However, the fourth and"; mes "final snake is formless, and"; mes "no one knows it's appearance."; next; mes "[Poem]"; mes "I cast my despair to the air,"; mes "but nobody knows if it killed"; mes "the snake. I am merely a ^3355FFlittle"; mes "lost devil^000000 with four swords and"; mes "four snakes, searching for that"; mes "girl in the darkness."; next; mes "^3355FFThis is a very^000000"; mes "^3355FFstrange poem. What^000000"; mes "^3355FFcould it possibly mean?^000000"; set KHCottagePoem2,2; close; case 3: set @KHPotionColor$,"yellow"; break; case 4: set @KHPotionColor$,"green"; break; case 5: mes "^3355FFNever mind.^000000"; mes "^3355FFThis idea sounds^000000"; mes "^3355FFtoo crazy to work...^000000"; mes "^3355FFlike putting a man^000000"; mes "^3355FFpn the moon. Can you^000000"; mes "^3355FFbelieve that hogwash?^000000"; close; } mes "^3355FFYou tried sprinking^000000"; mes "^3355FFthe "+@KHPotionColor$+" liquid from the^000000"; mes "^3355FFmedicine cabinet onto^000000"; mes "^3355FFthe blank paper with the^000000"; mes "^3355FFKiel Hyre Foundation seal.^000000"; mes "^3355FFHowever, nothing happened...^000000"; close; } } else if ((KHCottagePoem2 >= 2) || (KielHyreQuest >= 30)) { mes "^3355FFThis is where you poured^000000"; mes "^3355FFsome blue liquid to read^000000"; mes "^3355FFa poem written in invisible^000000"; mes "^3355FFink on a blank poece of paper^000000"; mes "^3355FFwith the Kiel Hyre Foundation^000000"; mes "^3355FFseal. Would you like to read it?^000000"; next; switch(select("No time!","Read")) { case 1: mes "^3355FFYou're running out of^000000"; mes "^3355FFtime! For now, it would^000000"; mes "^3355FFbe best for you to seach^000000"; mes "^3355FFevery inch of the cottage.^000000"; close; case 2: mes "[Poem]"; mes "The first snake is made of"; mes "steel, but I used my rage"; mes "to destroy it. The second"; mes "snake is made of magic,"; mes "but my love pierced its heart."; next; mes "[Poem]"; mes "The third snake is flesh"; mes "and blood, but my hope"; mes "defeated it in the end."; mes "However, the fourth and"; mes "final snake is formless, and"; mes "no one knows it's appearance."; next; mes "[Poem]"; mes "I cast my despair to the air,"; mes "but nobody knows if it killed"; mes "the snake. I am merely a ^3355FFlittle^000000"; mes "^3355FFlost devil^000000 with four swords and"; mes "four snakes, searching for that"; mes "girl in the darkness."; close; } } } //---------------------------------------------------------------------------- // Cottage interior, stair case; Sword hilt //---------------------------------------------------------------------------- kh_vila,136,68,0 script Sword Hilt 111,{ if ((KHCottagePoem1 < 3) || (KHCottagePoem2 < 2) && (KielHyreQuest < 30)) { mes "^3355FFThere are four elaborately^000000"; mes "^3355FFdesigned swords positioned^000000"; mes "^3355FFnext to four creepy looking^000000"; mes "^3355FFsnake sculptures.^000000"; close; } else if ((KHCottagePoem1 <= 4) || (KHCottagePoem2 <= 2) && (KielHyreQuest < 30)) { mes "^3355FFThere are four elaborately^000000"; mes "^3355FFdesigned swords positioned^000000"; mes "^3355FFnext to four creepy looking^000000"; mes "^3355FFsnake sculptures. Wait!^000000"; mes "^3355FFperhaps they're related to^000000"; mes "^3355FFthat poem you read earlier...^000000"; next; switch(select("No way!","Of course!")) { case 1: mes "^3355FFImpossible...^000000"; mes "^3355FFIt must be some^000000"; mes "^3355FFkind of coincidence...^000000"; close; case 2: mes "^3355FFOf course! And look!^000000"; mes "^3355FFThere's a hole on top^000000"; mes "^3355FFof the head of each snake^000000"; mes "^3355FFsculpture. There holes seem^000000"; mes "^3355FFbig enough to insert each of^000000"; mes "^3355FFthe ornamental swords nearby...^000000"; next; switch(select("Ignore","Insert Ornamental Swords")) { case 1: mes "^3355FFImposible...^000000"; mes "^3355FFIt must be some^000000"; mes "^3355FFkind of coincidence...^000000"; close; case 2: if (KHCottagePoem1 != 4) { mes "^3355FFCan't... Pull out...^000000"; mes "^3355FFSword! It must be^000000"; mes "^3355FFlocked into place^000000"; mes "^3355FFsomehow, or sealed^000000"; mes "^3355FFby some strange force!^000000"; close; } else { mes "^3355FFYou should probably^000000"; mes "^3355FFtry to insert each sword^000000"; mes "^3355FFinto the correct snake.^000000"; mes "^3355FFFirst please select the^000000"; mes "^3355FFsnake in which you will^000000"; mes "^3355FFinsert the first sword.^000000"; next; switch(select("First Snake","Second Snake","Third Snake","Fourth Snake")) { case 1: set @KHfirstSword,1; break; case 2: set @KHfirstSword,2; break; case 3: set @KHfirstSword,3; break; case 4: set @KHfirstSword,4; break; } next; mes "^3355FFNow, please choose^000000"; mes "^3355FFthe snake in which you^000000"; mes "^3355FFwill insert the second sword.^000000"; next; switch(select("First Snake","Second Snake","Third Snake","Fourth Snake")) { case 1: set @KHSecondSword,1; break; case 2: set @KHSecondSword,2; break; case 3: set @KHSecondSword,3; break; case 4: set @KHSecondSword,4; break; } next; mes "^3355FFNext, please select^000000"; mes "^3355FFthe snake in which you^000000"; mes "^3355FFwill insert the third sword.^000000"; next; switch(select("First Snake","Second Snake","Third Snake","Fourth Snake")) { case 1: set @KHThirdSword,1; break; case 2: set @KHThirdSword,2; break; case 3: set @KHThirdSword,3; break; case 4: set @KHThirdSword,4; break; } next; mes "^3355FFLastly, please select^000000"; mes "^3355FFthe snake in which you^000000"; mes "^3355FFwill insert the fourth sword.^000000"; next; switch(select("First Snake","Second Snake","Third Snake","Fourth Snake")) { case 1: set @KHFouthSword,1; break; case 2: set @KHFouthSword,2; break; case 3: set @KHFouthSword,3; break; case 4: set @KHFouthSword,4; break; } if ((@KHFirstSword == 2) && (@KHSecondSword == 4) && (@KHThirdSword == 1) && (@KHFouthSword == 3)) { mes "^3355FFYour ears are suddenly^000000"; mes "^3355FFfilled with a low buzzing^000000"; mes "^3355FFnoise, and your mind^000000"; mes "^3355FFand body feel as if they^000000"; mes "^3355FFare being swept away^000000"; set KHCottagePoem1,5; set KHCottagePoem2,3; close2; warp "kh_vila",178,72; end; } else { mes "^3355FFNothing happened...^000000"; mes "^3355FFYou probably didn't^000000"; mes "^3355FFinsert the swords into^000000"; mes "^3355FFthe correct snakes. For now,^000000"; mes "^3355FFyou should return the swords,^000000"; mes "^3355FFand then try this again later.^000000"; close; } } } } } else if ((KHCottagePoem1 == 5) && (KHCottagePoem2 == 3) || (KielHyreQuest >= 30)) { mes "^3355FFHere is a hidden^000000"; mes "^3355FFpath that leads to^000000"; mes "^3355FFthe secret laboratory.^000000"; next; switch(select("Enter","Cancel")) { case 1: warp "kh_vila",178,72; end; case 2: close; } } } //---------------------------------------------------------------------------- // Cottage interior, Secret Room; left test tube //---------------------------------------------------------------------------- kh_vila,179,68,0 script Test Tube::TestTubeKHQ1 111,{ mes "^3355FFThis test tube contains^000000"; mes "^3355FFa young man dressed in^000000"; mes "^3355FFa Kiel Hyre Academy^000000"; mes "^3355FFuniform. Somehow, you^000000"; mes "^3355FFget the feeling that you've^000000"; mes "^3355FFseen him somewhere before.^000000"; close; } //---------------------------------------------------------------------------- // Cottage interior, Secret Room; Right test tube //---------------------------------------------------------------------------- kh_vila,185,68,0 script Test Tube::TestTubeKHQ2 111,{ if (KielHyreQuest == 28) { mes "^3355FFA strange looking,^000000"; mes "^3355FFwizend old man is^000000"; mes "^3355FFheld within this test tube.^000000"; mes "^3355FFThere is a small red button^000000"; mes "^3355FFright underneath the test tube.^000000"; next; switch(select("Press Button","Investigate Further")) { case 1: mes "[???]"; mes "H-hello...? C-can you"; mes "hear me? I don't recognize"; mes "you... But... Maybe I forgot?"; mes "Wait, wait. If you're my friend,"; mes "then you know what to call me,"; mes "right? Do you know what I am?"; next; input @KHInput$; if (@KHInput$ == "little lost devil") { mes "[???]"; mes "Heh... Heh heh..."; mes "He knows... Hey, you"; mes "have to remember these"; mes "numbers, okay? D-don't"; mes "forget, they'll be important..."; mes "^FF00004^000000, ^FF00007^000000, ^FF00002^000000, ^FF00009^000000, ^FF00006^000000, ^FF00001^000000. That's all..."; next; mes "^3355FF4772961^000000"; mes "^3355FFWhat could^000000"; mes "^3355FFthose numbers^000000"; mes "^3355FFpossibly mean?^000000"; //KHCottagePoem1 and KHCottagePoem2 no longer needed-- deleting set KHCottagePoem1,0; set KHCottagePoem2,0; set KielHyreQuest,30; close; } else { mes "[???]"; mes "No... No..."; mes "That's not right."; mes "I don't think we"; mes "were friends. No..."; close; } case 2: mes "^3355FFLet's investigate^000000"; mes "^3355FFthis area a little^000000"; mes "^3355FFmore first.^000000"; close; } } else if (KielHyreQuest >= 30) { mes "^3355FFWhat could the^000000"; mes "^3355FFnumber 4772961^000000"; mes "^3355FFmean? For now, you've^000000"; mes "^3355FFfound everything that^000000"; mes "^3355FFyou need from this place,^000000"; mes "^3355FFso you should return to Elly.^000000"; close; } end; } //============================================================================ //============================================================================ // Robot Factory NPCs //============================================================================ //---------------------------------------------------------------------------- // Robotic's Factory; Heavy Door //---------------------------------------------------------------------------- kh_dun01,235,48,0 script Heavy Door::HeavyDoorKHQ1 111,{ if ((KielHyreQuest >= 38) && (KielHyreQuest < 46)) { mes "^3355FFThere is a large, heavy^000000"; mes "^3355FFdoor infront of you^000000"; next; switch(select("Open Door","Cancel")) { case 1: input @KHInput$; if (@KHInput$ == "Blue Keycard") { mes "^3355FFYou've successfully^000000"; mes "^3355FFopened the door.^000000"; close2; warp "kh_school",119,144; end; } else { mes "^3355FFYou try to push the^000000"; mes "^3355FFdoor open with all^000000"; mes "^3355FFyour might, but fail^000000"; mes "^3355FFto make it budge.^000000"; close; } case 2: mes "^3355FFyou decided to leave^000000"; mes "^3355FFthis door alone until^000000"; mes "^3355FFyou can figure out^000000"; mes "^3355FFhow to open it^000000"; close; } } else { mes "^3355FFThere is a large, heavy^000000"; mes "^3355FFdoor infront of you^000000"; close; } } //---------------------------------------------------------------------------- // Robotic's Factory; Heavy Door (These doors don't seem to serve any purpose) //---------------------------------------------------------------------------- kh_dun01,76,233,0 script Heavy Door::HeavyDoorKHQ2 111,{ if ((KielHyreQuest >= 38) && (KielHyreQuest < 46)) { mes "^3355FFThere is a large, heavy^000000"; mes "^3355FFdoor infront of you^000000"; next; switch(select("Open Door","Cancel")) { case 1: input @KHInput$; mes "^3355FFYou try to push the^000000"; mes "^3355FFdoor open with all^000000"; mes "^3355FFyour might, but fail^000000"; mes "^3355FFto make it budge.^000000"; close; case 2: mes "^3355FFyou decided to leave^000000"; mes "^3355FFthis door alone until^000000"; mes "^3355FFyou can figure out^000000"; mes "^3355FFhow to open it^000000"; close; } } else { mes "^3355FFThere is a large, heavy^000000"; mes "^3355FFdoor infront of you^000000"; close; } } kh_dun01,106,233,0 duplicate(HeavyDoorKHQ2) Heavy Door::HeavyDoorKHQ3 111 kh_dun01,6,164,0 duplicate(HeavyDoorKHQ2) Heavy Door::HeavyDoorKHQ4 111 kh_dun01,6,133,0 duplicate(HeavyDoorKHQ2) Heavy Door::HeavyDoorKHQ5 111 kh_dun01,6,60,0 duplicate(HeavyDoorKHQ2) Heavy Door::HeavyDoorKHQ6 111 kh_dun01,6,30,0 duplicate(HeavyDoorKHQ2) Heavy Door::HeavyDoorKHQ7 111 kh_dun01,6,18,0 duplicate(HeavyDoorKHQ2) Heavy Door::HeavyDoorKHQ8 111 kh_dun01,235,70,0 duplicate(HeavyDoorKHQ2) Heavy Door::HeavyDoorKHQ9 111 kh_dun01,235,92,0 duplicate(HeavyDoorKHQ2) Heavy Door::HeavyDoorKHQ10 111 kh_dun01,235,114,0 duplicate(HeavyDoorKHQ2) Heavy Door::HeavyDoorKHQ11 111 //---------------------------------------------------------------------------- // Beautiful Lady and Beautiful Lady copies. //---------------------------------------------------------------------------- kh_school,119,149,4 script Beautiful lady::BeatifulLadyKHQ1 894,{ cutin "kh_ellisia",2; if (KielHyreQuest < 40) { mes "[Allysia]"; mes "Hm? I don't think"; mes "I know you. Kiel Hyre"; mes "has only authroized Elly,"; mes "and a trusted friend that"; mes "may be helping her, to"; mes "be admitted to this area."; next; mes "[Allysia]"; mes "I cannot see ^FF0000Elly^000000"; mes "Has she been attacked as well?"; mes "Are you ^FF0000Elly's friend^000000?"; next; mes "[Allysia]"; mes "I don't see Elly anywhere"; mes "around here. I can only let"; mes "you enter if you can identify"; mes "youtself as Elly's friend."; mes "Is there anything that you"; mes "can present to me as proof?"; next; switch(select("Yellow Keycard","Blue Keycard","Golden Key","Carved Button","...?")) { case 1: break; case 2: break; case 3: mes "Ah, isn't this the"; mes "key that Kiel Hyre gave"; mes "to Elly? Yes, I'm convinced"; mes "that you've been helping her."; mes "I've been waiting for you, so"; mes "let me guide you to my room."; close2; cutin "",255; warp "kh_school",120,180; end; case 4: mes "[Allysia]"; mes "Th-that's Kiehl's"; mes "heal! Did he send you"; mes "here to get me?! I'm"; mes "not taking any changes!"; close2; cutin "",255; monster "kh_school",117,144,"Constant",1745,1; monster "kh_school",117,144,"Constant",1745,1; monster "kh_school",117,144,"Constant",1745,1; monster "kh_school",117,144,"Constant",1745,1; end; case 5: mes "[Allysia]"; mes "......"; mes "........"; mes "..........."; close2; cutin "",255; end; } mes "[Allysia]"; mes "Hm? This doesn't prove"; mes "that Elly really trusts you..."; close2; cutin "",255; end; } else if (KielHyreQuest >= 40) { mes "[Allysia]"; mes "Please follow me."; close2; cutin "",255; warp "kh_school",120,180; end; } } kh_school,117,149,4 script Beautiful lady::BeatifulLadyKHQ2 894,{ end; } kh_school,118,149,4 duplicate(BeatifulLadyKHQ2) Beautiful lady::BeatifulLadyKHQ3 894 kh_school,120,149,4 duplicate(BeatifulLadyKHQ2) Beautiful lady::BeatifulLadyKHQ4 894 kh_school,121,149,4 duplicate(BeatifulLadyKHQ1) Beautiful lady::BeatifulLadyKHQ5 894 //---------------------------------------------------------------------------- // Beautiful Lady "Allysia" //---------------------------------------------------------------------------- kh_school,122,186,4 script Beautiful lady 894,{ if (checkweight(7496,1) == 0) { mes "^3355FF- Wait!! -"; mes "- You are carrying too many items"; mes "- and are unable to accept any more. -"; mes "- Please make some space avaliable"; mes "- in your inventory before returning. -^000000"; close; } cutin "kh_ellisia",2; if (KielHyreQuest <= 38) { mes "[Allysia]"; mes "Friend of prototype Elly,"; mes "I welcome you. As you may"; mes "have figured out, I need your"; mes "help. Kiel Hyre is being help"; mes "somewhere inside this factory."; next; mes "[Allysia]"; mes "It is imperative that"; mes "you search for Kiel Hyre"; mes "and rescue him as soon"; mes "as you possibly can!"; next; switch(select("What is this factory?","What happened to ^FF0000Kiel Hyre^000000?")) { case 1: mes "[Allysia]"; mes "This factory is part of"; mes "the Kiel Hyre Foundation's"; mes "secret business where humanoid"; mes "robots are manufactured. Myself,"; mes "and all of the academy's students"; mes "are actually robots, not humans."; next; mes "[Allysia]"; mes "The Kiel Hyre Foundations's"; mes "ultimate goal is to develop"; mes "superior robots that will help"; mes "human society. As robots, we"; mes "can handle tasks that are too"; mes "dangerous or difficult for humans."; break; case 2: mes "[Allysia]"; mes "^3355FFKiehl^000000 has proceeded to"; mes "proform abnormal modifications"; mes "to the humanoid robots. This"; mes "has been reported to Kiel Hyre,"; mes "who has left to stop Kiehl."; mes "However, Hyre hasn't returned."; next; mes "[Allysia]"; mes "Fearing that Kiehl would"; mes "break me, Kiel Hyre brought"; mes "a copy of me instead. I can still"; mes "detect Kiel Hyre's heartbeat,"; mes "so he should be alright, but his"; mes "own son might harm him soon."; next; mes "[Allysia]"; mes "Take this Keycard"; mes "which will enable you"; mes "to enter the secret areas"; mes "inside this factory. If you"; mes "locate Kiel Hyre, please"; mes "let me know right away."; getitem 7496,1; //Red_Keycard set KielHyreQuest,40; break; } close2; cutin "",255; end; } else if (KielHyreQuest == 40) { mes "[Allysia]"; mes "I can still detect"; mes "Kiel Hyre's heartbeat,"; mes "but his sone Kiehl might"; mes "do something desperate to"; mes "him soon. Please locate Kiel"; mes "Hyre before that can happen!"; close2; cutin "",255; warp "kh_dun01",22,216; end; } else if (KielHyreQuest == 42) { mes "[Allysia]"; mes "Have you already"; mes "located Kiel Hyre?"; next; mes "^3355FFYou tell Allysia where^000000"; mes "^3355FFKiel Hyre has been locked^000000"; mes "^3355FFup, and give her the metal^000000"; mes "^3355FFfragment that Kiel Hyre handed^000000"; mes "^3355FFto you. She took fragment^000000"; mes "^3355FFand wore it around her wrist.^000000"; next; mes "[Allysia]"; mes "...Kiel Hyre's secret code"; mes "confirmed. B_2_3 area."; mes "Vital signs are normal."; mes "Envelope recieved. Sending"; mes "Modified Puppet Designs..."; next; mes "[Allysia]"; mes "Alright, I've recieved"; mes "Kiel Hyre's orders, and"; mes "must carry them out..."; set KielHyreQuest,44; delitem 7497,1; //Metal_Fragment close2; cutin "",255; end; } else if (KielHyreQuest == 44) { mes "[Allysia]"; mes "Alright, I have a mission"; mes "to carry out for Kiel Hyre,"; mes "and I don't have much time."; mes "Let me give you some specific"; mes "instructions very quickly."; next; mes "[Allysia]"; mes "Firstly, I need to take your"; mes "keycards for security reasons."; mes "Secondly, meet me at the Kiel"; mes "Hyre Mansion in Lighthalzen."; mes "Present the Golden Key to"; mes "be admitted to the premises"; delitem 7492,1; //Yellow_Keycard delitem 7495,1; //Blue_Keycard delitem 7496,1; //Red_Keycard set KielHyreQuest,46; next; mes "[Allysia]"; mes "I understand that this"; mes "is sudden, and I'm not"; mes "giving you a thorough"; mes "explanation, but something"; mes "horrible will happen if i don't"; mes "hurry as quickly as possible."; close2; warp "yuno_fild08",73,172; cutin "",255; end; } else if (KielHyreQuest >= 44) { mes "[Allysia]"; mes "I understand that this"; mes "is sudden, and I'm not"; mes "giving you a thorough"; mes "explanation, but something"; mes "horrible will happen if i don't"; mes "hurry as quickly as possible."; close2; warp "yuno_fild08",73,172; cutin "",255; end; } } //---------------------------------------------------------------------------- // Signboard (another useless NPC?) //---------------------------------------------------------------------------- kh_dun01,163,223,4 script Signboard 857,{ mes "[Notice]"; mes "Cute Pets are prohibited"; mes "in this area. (Cute Pets that"; mes "provide special assistance"; mes "to the visually impaired are"; mes "exempt from this rule.)"; close; } //---------------------------------------------------------------------------- // Mechanical Devices for accessing restricted area //---------------------------------------------------------------------------- kh_dun01,166,223,0 script Mechanical Device::KHKeyardReader 111,{ if ((KielHyreQuest <= 38) || (KielHyreQuest >= 44)) { mes "^3355FFYou encounter^000000"; mes "^3355FFa mechanical device.^000000"; mes "^3355FFIt looks like it can be^000000"; mes "^3355FFoperated by inserting the^000000"; mes "^3355FFcorrect keycard into the slot.^000000"; close; } else if ((KielHyreQuest == 40) && (countitem(7496) >= 1)) { mes "^3355FFYou encounter^000000"; mes "^3355FFa mechanical device.^000000"; mes "^3355FFIt looks like it can be^000000"; mes "^3355FFoperated by inserting the^000000"; mes "^3355FFcorrect keycard into the slot.^000000"; next; input @KHInput$; if (@KHInput$ == "Red Keycard") { mes "^3355FFThe door opens once^000000"; mes "^3355FFyou insert the Red Keycard..^000000"; close2; warp "kh_dun01",170,227; end; } else { mes "^3355FFNothing happened.^000000"; close; } } } kh_dun01,162,206,0 duplicate(KHKeyardReader) Mechanical Device 111 //---------------------------------------------------------------------------- // Keep monsters out of the quest area. // Silly really sinc ehte rest of it's a dungeon //---------------------------------------------------------------------------- //kh_dun01,180,220,0 script Monster Warp#kh1::KHMobWarp -1,5,20,{ //OnTouchNPC: // warp "kh_dun01",178,138; // end; //} //kh_dun01,190,220,0 duplicate(KHMobWarp) Monster Warp#kh2 -1,5,20 //kh_dun01,200,250,0 duplicate(KHMobWarp) Monster Warp#kh3 -1,5,20 //kh_dun01,210,220,0 duplicate(KHMobWarp) Monster Warp#kh4 -1,5,20 //kh_dun01,220,220,0 duplicate(KHMobWarp) Monster Warp#kh5 -1,5,10 //---------------------------------------------------------------------------- // Kiel Hyre - OnTouch //---------------------------------------------------------------------------- kh_dun01,224,233,0 script Kiel_Hyre_Door -1,5,5,{ OnTouch: if (KielHyreQuest == 40) { if (checkweight(7497,1) == 0) { mes "^3355FF- Wait!! -"; mes "- You are carrying too many items"; mes "- and are unable to accept any more. -"; mes "- Please make some space avaliable"; mes "- in your inventory before returning. -^000000"; close; } mes "^3355FFyou can faintly hear^000000"; mes "^3355FFa voice from the other^000000"; mes "^3355FFside of this door.^000000"; next; mes "[????]"; mes "...Kiehl..."; mes "...How dare you...!"; next; mes "["+strcharinfo(0)+"]"; mes "Mister Kiel Hyre?"; mes "Is that you in there?"; next; mes "[Kiel Hyre]"; mes "Wh-who's there?"; mes "Identify yourself!"; next; mes "["+strcharinfo(0)+"]"; mes "I'm... I'm..."; next; mes "You explain your story^000000"; mes "to the voice behind the^000000"; mes "door, and tell him what^000000"; mes "happened to Elly and Allysia.^000000"; next; mes "[Kiel Hyre]"; mes "...Yes... It's me."; mes "I'm Kiel Hyre, trapped"; mes "in here. He went so far"; mes "as to modify Elly, eh?"; mes ".................."; next; mes "[Kiel Hyre]"; mes "Hurry, take this"; mes "module to Allysia!"; mes "She'll know what to do"; mes "with it. If you're really"; mes "helping us, then she'll have"; mes "some instructions for you too."; next; mes "^3355FFKiel Hyre slides^000000"; mes "^3355FFa strange metal^000000"; mes "^3355FFfragment through^000000"; mes "^3355FFthe gap between the^000000"; mes "^3355FFdoor and the floor.^000000"; getitem 7497,1; //Metal_Fragment set KielHyreQuest,42; close; } else if (KielHyreQuest >= 42) { mes "[Kiel Hyre]"; mes "......"; close; } } //---------------------------------------------------------------------------- // Robot Factory Second Floor Entrances //---------------------------------------------------------------------------- kh_dun01,44,203,0 script Entrance Device#KHEntry1::KHAccess 111,{ if (countitem(7509) < 1) { mes "^3355FFYou encounter"; mes "a mechanical device."; mes "It looks like it can be"; mes "operated by inserting the"; mes "correct keycard into the slot.^000000"; close; } else { mes "^3355FFYou encounter"; mes "a mechanical device."; mes "It looks like it can be"; mes "operated by inserting the"; mes "correct keycard into the slot.^000000"; next; input @KHInput$; if (@KHInput$ == "Luxurious Keycard") { mes "^3355FFAs you insert the"; mes "Luxurious Keycard"; mes "into the keycard slot,"; mes "the door swings open"; mes "to reveal a long flight"; mes "of descending stairs.^000000"; next; switch(select("Descend Stairs","Cancel")) { case 1: warp "kh_dun02",41,198; end; case 2: mes "^3355FFIt looks like this door"; mes "has automatically closed"; mes "after the preprogrammed"; mes "time limit has elapsed.^000000"; close; } } else { mes "^3355FFYou try to push the"; mes "door open with all"; mes "your might, but fail"; mes "to make it budge.^000000"; close; } } } kh_dun01,36,195,0 duplicate(KHAccess) Entrance Device#KHEntry2 111 //============================================================================ //============================================================================ // Kiel Hyre Mansion NPCs, and Kiehl's Room NPCs //============================================================================ //---------------------------------------------------------------------------- // Kiel's Steward //---------------------------------------------------------------------------- kh_mansion,78,55,5 script Steward::StewardKHQ1 109,{ if (KielHyreQuest < 46) { mes "[Steward]"; mes "This is a private residence,"; mes "please leave."; close2; warp "lighthalzen",188,201; end; } if ((KielHyreQuest >= 46) && (KielHyreQuest < 50)) { mes "[Steward]"; mes "Greetings."; mes "Have you been invited"; mes "by the master of"; mes "this mansion?"; next; switch(select("Present Golden Key","????")) { case 1: mes "[Steward]"; mes "Ah, Master "+strcharinfo(0)+"."; mes "I've been expecting your"; mes "arival. Please, this way."; close2; warp "kh_mansion",21,14; end; case 2: mes "[Steward]"; mes "If you have not been"; mes "invited by the master of"; mes "this mansion, then I'm"; mes "afraid that I must insist on"; mes "your immediate departure!"; close2; warp "lightalzen",188,201; end; } } if ((KielHyreQuest >= 50) && (KielHyreQuest < 64)) { L_SeeKielHyre: mes "[Steward]"; mes "Ah, Master "+strcharinfo(0)+"."; mes "It is a pleasure to"; mes "recieve your company"; mes "once again. Would you"; mes "like to see my master?"; next; switch(select("Yes","No")) { case 1: mes "[Steward]"; mes "Very well."; mes "Right this way~"; close2; warp "kh_mansion",21,14; end; case 2: mes "[Steward]"; mes "Very well."; mes "Please make"; mes "yourself at home."; close; } } if ((KielHyreQuest == 52) || (KielHyreQuest == 54) || (KielHyreQuest >= 64) && (KielHyreQuest <= 70)) { mes "[Steward]"; mes "Ah, Master "+strcharinfo(0)+"."; mes "It is a pleasure to"; mes "recieve your company"; mes "once again. Would you"; mes "like to see my master, or...?"; next; switch(select("^FF0000Kiel Hyre^000000","^3355FFMitchell^000000")) { case 1: mes "[Steward]"; mes "Very well."; mes "Right this way~"; close2; warp "kh_mansion",21,14; end; case 2: mes "[Steward]"; mes "Oh...? You must."; mes "be here to deliver"; mes "good news. Excuse me..."; next; mes "^3355FFThe Steward furtively^000000"; mes "^3355FFlooked around to check^000000"; mes "^3355FFif anyone is watching him.^000000"; next; mes "[Steward]"; mes "I believe it should"; mes "be save enough to let"; mes "you go see him now..."; mes "Please, hurry this way."; close2; warp "kh_mansion",20,87; end; } } if (KielHyreQuest >= 70) { goto L_SeeKielHyre; } } //---------------------------------------------------------------------------- // Kiel Hyre //---------------------------------------------------------------------------- kh_mansion,22,28,4 script Kiel Hyre 903,{ set @now_weight,MaxWeight-Weight; if (@now_weight < 2000) { mes "^3355FFJust as econd..."; mes "You're carrying too"; mes "many items with you"; mes "right now, so you'll"; mes "need to free up more"; mes "inventory space first...^000000"; close; } cutin "kh_kyel02",2; if (KielHyreQuest < 46) { mes "[Kiel Hyre]"; mes "........."; close; } else if (KielHyreQuest == 46) { cutin "kh_kyel01",2; mes "[Kiel Hyre]"; mes "Ah, you must be "+strcharinfo(0)+"."; mes "I'd like to thank you for saving"; mes "my life. You must have many"; mes "questions to ask me, so I'll"; mes "do my best to give you answers."; next; L_Menu: switch(select("Robots?","^3355FFKiehl^000000?","^FF0000Elly^000000's button?")) { case 1: mes "[Kiel Hyre]"; mes "I've been researching"; mes "robotics for thirty-two"; mes "years now. I'm proud to"; mes "say that I've succeeded"; mes "where the great Sage"; mes "Varmundt did not."; next; mes "[Kiel Hyre]"; mes "It's been my dream to"; mes "develop humanoid robots"; mes "from humans. Those Guardians"; mes "might be robots too, but they"; mes "don't operate using free will."; next; mes "[Kiel Hyre]"; mes "If you'd like to know more"; mes "of the specifics concerning"; mes "robotics, why don't you speak"; mes "with ^3355FFAllysia^000000? She can explain"; mes "everything much more succinctly"; mes "than I can. I tend to ramble..."; if (@KHQ1Read < 1) { set @KHQ1Read,1; } break; case 2: mes "[Kiel Hyre]"; mes "^3355FFKiehl^000000 is my only son,"; mes "but the love of my life"; mes "died after giving birth to"; mes "him. I'll admit that he's"; mes "a genius in mechanical"; mes "design and development."; next; mes "[Kiel Hyre]"; mes "He's largely responsible"; mes "for the creation of Third"; mes "Generation robots like Elly."; mes "Unfortunately, he's trying to"; mes "modify his creations for"; mes "some sinister purpose."; next; mes "[Kiel Hyre]"; mes "I tried to stop him,"; mes "but I ended up getting"; mes "locked inside the factory."; mes "I don't know why he wants"; mes "to do this. I still have"; mes "absolutely no clue..."; if (@KHQ2Read < 1) { set @KHQ2Read,1; } break; case 3: mes "[Kiel Hyre]"; mes "That button Elly was"; mes "holding has ^3355FFKiehl's emblem^000000"; mes "engraved on it. Ah, and that"; mes "man in black menacing the"; mes "students? That was probably"; mes "^3355FFKaiser^000000, Kiehl's bodyguard."; next; mes "[Kiel Hyre]"; mes "Kaiser..."; mes "I don't know"; mes "anything about him."; mes "I've never even seen"; mes "his face! Kiehl just hired"; mes "him without letting me know..."; if (@KHQ3Read < 1) { set @KHQ3Read,1; } break; } if ((@KHQ1Read == 1) && (@KHQ2Read == 1) && (@KHQ3Read == 1)) { mes "[Kiel Hyre]"; mes "If you don't have"; mes "anymore questions for me,"; mes "then would you please"; mes "let me rest?? I'm still not"; mes "feeling well from the time"; mes "I was locked up in the factory."; delitem 7493,1; //Golden_Key delitem 7494,1; //Exquisite_Button set KielHyreQuest,48; } else { next; goto L_Menu; } } else if (KielHyreQuest == 48) { mes "Ah, I almost forgot."; mes "Please, take this as"; mes "a little reward for"; mes "saving my life."; set KielHyreQuest,50; getitem 12105,1; //Taming_Gift_Set getexp 700000,0; } else if ((KielHyreQuest >= 50) && (KielHyreQuest < 64)) { mes "[Kiel Hyre]"; mes "If you don't have"; mes "anymore questions for me,"; mes "then would you please"; mes "let me rest?? I'm still not"; mes "feeling well from the time"; mes "I was locked up in the factory."; } else if (KielHyreQuest == 64) { cutin "kh_kyel01",2; mes "[Kiel Hyre]"; mes "Hm? Did you"; mes "have something"; mes "that you wanted"; mes "to ask me?"; next; mes "["+strcharinfo(0)+"]"; mes "I don't have enough"; mes "concrete evidence yet,"; mes "but I might have some"; mes "questions soon enough."; } else if (KielHyreQuest == 68) { cutin "kh_kyel02",2; mes "[Kiel Hyre]"; mes "Ah, "+strcharinfo(0)+"."; mes "It's you. So how can"; mes "I help you today?"; next; switch(select("About ^3355FFAllysia^000000...")) { case 1: mes "["+strcharinfo(0)+"]"; mes "You know, I was looking"; mes "through this deserted house"; mes "in Juno, and discovered"; mes "an old portrait of a woman"; mes "that looks just like Allysia."; next; cutin "kh_kyel02",2; mes "[Kiel Hyre]"; mes "Oh..."; mes "Is that all?"; mes "I thought you had"; mes "a robotics question."; next; cutin "kh_Kyel03",2; mes "[Kiel Hyre]"; mes "Anyway, that's a"; mes "strange coincidence."; mes "Well, I suppose it's"; mes "not so strange to find"; mes "look-a-likes for other people..."; next; mes "["+strcharinfo(0)+"]"; mes "I don't think it's just"; mes "a coincidence. The woman"; mes "in that thirty year old portrait"; mes "was also named Allysia, and she"; mes "worked at Orsimier street"; mes "in Juno. Does that ring a bell?"; next; cutin "kh_kyel02",2; mes "[Kiel Hyre]"; mes "......"; mes "........."; mes "............"; next; cutin "kh_kyel01",2; mes "["+strcharinfo(0)+"]"; mes "Then I thought that this"; mes "Allysia must have been the"; mes "woman that you loved, and"; mes "that you based your robot's"; mes "apperance on her."; next; cutin "kh_kyel02",2; mes "[Kiel Hyre]"; mes "............"; next; cutin "kh_kyel01",2; mes "["+strcharinfo(0)+"]"; mes "I think this is what happened:"; mes "when you were a young, poor"; mes "man, you fell in love with"; mes "Allysia. However, she was"; mes "in love with Rosimier, who"; mes "was rich and powerful."; next; mes "["+strcharinfo(0)+"]"; mes "However, Rosimier was"; mes "betrothed to some other"; mes "woman, and he ended up"; mes "marrying his fiancee, thus"; mes "breaking Allysia's heart."; next; mes "["+strcharinfo(0)+"]"; mes "Feeling betrayed, her"; mes "heart broken, Allysia jumped"; mes "into a river. Then, you decided"; mes "to get revenge on Rosimier, so"; mes "you ended up joining"; mes "Rekenber Corporation!"; next; cutin "kh_Kyel03",2; mes "[Kiel Hyre]"; mes "Hahahahahahaha!"; mes "Oh, what an imagination~"; mes "That's bery ridiculous..."; mes "Though, I admit, maybe"; mes "I did design Allysia after"; mes "seeing that woman long ago."; next; mes "[Kiel Hyre]"; mes "I'd almost forgotten"; mes "about her! I think we"; mes "were friends... Though,"; mes "where did you get the idea"; mes "that I might have"; mes "been in love with her?"; next; switch(select("Reveal Kiel's Portrait from Hut")) { case 1: cutin "kh_kyel02",2; mes "[Kiel Hyre]"; mes "Wh-what..."; mes "How did..."; mes "Where did you...?"; next; mes "["+strcharinfo(0)+"]"; mes "Kiel Hyre, I found this"; mes "portrait of you as a young"; mes "man from the house of the"; mes "man that bought Allysia's ring."; mes "I even spoke to the fisherman"; mes "that discovered Allysia's body."; next; mes "["+strcharinfo(0)+"]"; mes "You paid an awful lot"; mes "of money to buy Allysia's"; mes "ring. How can you not tell"; mes "me that you didn't love her?"; next; cutin "kh_Kyel03",2; mes "[Kiel Hyre]"; mes "*Sigh...*"; mes "You got me, you got me."; mes "I didn't want you to learn"; mes "the truth. You are correct."; mes "I loved Alysia, and designed"; mes "my robot to look jus tlike her."; next; mes "[Kiel Hyre]"; mes "I could never forget her."; mes "Ever. But I would never"; mes "do anything to harm the"; mes "Rosimiers! I'm a scientist!"; mes "I hated him when I was young,"; mes "but things are different now!"; next; mes "[Kiel Hyre]"; mes "I shed no tears when the"; mes "Rosimiers fell, but I wasn't"; mes "responsible. Besides, I didn't"; mes "have the resources or the"; mes "capability to cause it..."; next; cutin "kh_kyel02",2; mes "["+strcharinfo(0)+"]"; mes "I'm afraid that the"; mes "evidence shows otherwise."; next; switch(select("Reveal Portait of Rosimiers")) { case 1: mes "["+strcharinfo(0)+"]"; mes "Take a good look"; mes "at this portrait that"; mes "I found at the Rosimiers'"; mes "old house. Do you see"; mes "anything... incriminating?"; next; cutin "kh_Kyel03",2; mes "[Kiel Hyre]"; mes "ASide from that"; mes "James Rosimier, you"; mes "mean? No! I don't see"; mes "anything wrong with"; mes "this picture at all."; next; mes "["+strcharinfo(0)+"]"; mes "Take a good look"; mes "at the pocketwatch"; mes "in the portrait. That's"; mes "the pocketwatch you"; mes "wear today, isn't it?"; next; cutin "kh_kyel02",2; mes "[Kiel Hyre]"; mes "...!!!"; next; mes "["+strcharinfo(0)+"]"; mes "You might not have caused"; mes "the downfall of the Rosimiers"; mes "yourself, but with the aid of"; mes "the Rekenber Corporation, I'd"; mes "say it was entirely possible!"; next; cutin "kh_Kyel03",2; mes "[Kiel Hyre]"; mes "Well played, adventurer."; mes "Well played. I don't regret"; mes "what I did: they killed my"; mes "Allysia! If James didn't betray"; mes "her, if only he didn't drive"; mes "her to commit suicide..."; next; mes "["+strcharinfo(0)+"]"; mes "That's where you're wrong!"; mes "Allysia was killed, she didn't"; mes "commit suicide. Take a good"; mes "look at this note right here!"; next; mes "[Kiel Hyre]"; mes "What?!"; next; switch(select("Show James's Note")) { case 1: mes "[Kiel Hyre]"; mes "What does this prove?"; mes "This doesn't show that"; mes "James didn't betray Allysia."; mes "How does this change anything?"; mes "She's dead, nothing I can do"; mes "will bring her back to me!"; next; mes "["+strcharinfo(0)+"]"; mes "I never said James didn't"; mes "betray her. Look at the date"; mes "on the note. James made plans"; mes "to run away with her on August"; mes "20th. However, her body was"; mes "found on the same day."; next; mes "["+strcharinfo(0)+"]"; mes "Ergo, Allysia must have"; mes "died on August 19th. If she"; mes "was planning to run away with"; mes "her love on the next day, then"; mes "she had no reason to kill herself!"; next; mes "[Kiel Hyre]"; mes "No, that's not right!"; mes "She probably couldn't"; mes "trust me! She must have"; mes "realized she was nothing"; mes "but another toy to him!"; next; mes "["+strcharinfo(0)+"]"; mes "Oh yeah? I say she jumped"; mes "into the river because you"; mes "met her on that day. Now,"; mes "take a good look at this!"; next; switch(select("Show K.H.'s note")) { case 1: mes "["+strcharinfo(0)+"]"; mes "This note was written by"; mes "a man with your initials,"; mes "K.H. These initials were also"; mes "signed on her portrait. You"; mes "must have written this note:"; mes "there's too many coincidences!"; next; mes "["+strcharinfo(0)+"]"; mes "According to this note,"; mes "you told Allysia that you"; mes "wanted to see her again"; mes "at the place you first med."; mes "I think you did see her again..."; mes "on August 19th, the day she died!"; next; mes "["+strcharinfo(0)+"]"; mes "I'm assuming the place you"; mes "two first met was near the"; mes "river. No more of your lies:"; mes "well me what really happened!"; next; cutin "kh_kyel02",2; mes "[Kiel Hyre]"; mes "............"; mes "........."; mes "......"; next; cutin "kh_Kyel03",2; mes "[Kiel Hyre]"; mes "Hah... Ha ha ha..."; mes "Yes... That's right..."; mes "That horrible night."; mes "I remember it well..."; mes "....................."; next; cutin "kh_kyel02",2; mes "[Kiel Hyre]"; mes "That night, when she came"; mes "to the river to meet me as"; mes "I had asked, I begged her to"; mes "run away with me, instead"; mes "of waiting for that James."; next; mes "[Kiel Hyre]"; mes "She insisted that James"; mes "never betrayed her, and he"; mes "promised to take her away"; mes "with him the next day. Can"; mes "you imagine how that made"; mes "me feel? I was nothing to her."; next; mes "[Kiel Hyre]"; mes "My feelings didn't matter to"; mes "her at all! She kept fidgeting"; mes "with that ring...I lost control"; mes "and tried to take that damned"; mes "thing away from her, and"; mes "throw it into the river..."; next; mes "[Kiel Hyre]"; mes "But you know what?"; mes "She struggled, she actually"; mes "fought me! It was just a small"; mes "fight, but then, before I knew"; mes "it, the ground underneath us"; mes "collapsed and... the rains..."; next; switch(select(".........")) { case 1: mes "[Kiel Hyre]"; mes "I'm not sure what it"; mes "was. The rain weakened"; mes "the ground, something went"; mes "wrong... and she just... just..."; mes "The river swallowed her..."; mes "I felt empty. She was gone. "; set KielHyreQuest,70; delitem 7498,1; //Losimier's_House_Key delitem 7499,1; //Portrait_of_a_Family delitem 7500,1; //Portrait_of_a_Lady delitem 7501,1; //K.H's_Letter delitem 7502,1; //James's_Memo delitem 7503,1; //Portrait_of_a_Guy close; } } } } } } } else if (KielHyreQuest == 70) { cutin "kh_kyel01",2; mes "[Kiel Hyre]"; mes "You already know that"; mes "she was found dead the"; mes "next day. But what really"; mes "broke my heart was that"; mes "she held that ring so tightly"; mes "in her hand, even in death..."; next; cutin "kh_kyel03",2; mes "[Kiel Hyre]"; mes "His family had everything"; mes "while I had nothing. And"; mes "he had the audacity to take"; mes "Allysia away from me?!"; mes "How could that be right?"; next; mes "[Kiel Hyre]"; mes "Even though she had passed"; mes "away, I still wanted to prove"; mes "to Allysia what kind of ugly"; mes "person James really was."; mes "That was when I joined the"; mes "Rekenber Corporation."; next; mes "[Kiel Hyre]"; mes "I designed the very first"; mes "First Generation Robot, which"; mes "I named Allysia, and sold the"; mes "designs to Rekenber. I gave them"; mes "robots, and they gave me money,"; mes "power, obedient subordinates."; next; mes "[Kiel Hyre]"; mes "Of course I knew they'd use"; mes "my robots for spying and killing!"; mes "But you know what? It didn't"; mes "matter so long as they gave me"; mes "the means to my revenge. It was"; mes "the perfect partnership, really."; next; mes "[Kiel Hyre]"; mes "You've got me right"; mes "where you want me."; mes "Who are you working"; mes "for, and what exactly"; mes "do you want? My designs?"; mes "My death? Everything...?"; next; cutin "kh_kyel01",2; mes "["+strcharinfo(0)+"]"; mes "Actually, I just want"; mes "to ask about the nature"; mes "of your professional"; mes "relationship with the"; mes "Rekenber Corporation."; mes "And about Kiehl."; next; mes "[Kiel Hyre]"; mes "Kiehl, eh? After hearing"; mes "my crazy story, I'm guessing"; mes "that you already suspect the"; mes "truth about him... He's also"; mes "a robot, specifically the first"; mes "of the Second Generation models."; next; mes "[Kiel Hyre]"; mes "His mind was developed using."; mes "an experimental, and unstable,"; mes "form of the Condensed Magic"; mes "Spell Scrolls. He was the only"; mes "Second Generation robot that"; mes "I was allowed to keep."; next; mes "[Kiel Hyre]"; mes "I've become very attached"; mes "to Kiehl. It's not surprising,"; mes "seeing that robotics have"; mes "become my life. I even raised"; mes "him as my own son, and taught"; mes "him everything about robotics"; next; mes "[Kiel Hyre]"; mes "Kiehl is now a genius,"; mes "and has even developed the"; mes "Third Generation of robots."; mes "Unfortunately, I failed to"; mes "properly raise him with"; mes "human morals and ethics."; next; switch(select("......")) { case 1: mes "[Kiel Hyre]"; mes "He's been transforming"; mes "the Third Generation robots"; mes "into killing machines. That's"; mes "why I tried to put them all"; mes "into the academy, so they"; mes "could learn human behavior."; next; mes "[Kiel Hyre]"; mes "Although the academy"; mes "has delayed Kiehl's plans,"; mes "he has succeeded into"; mes "converting all of the robots"; mes "into uncontrollable engines"; mes "of mass destruction."; next; mes "[Kiel Hyre]"; mes "Yes, he's been working"; mes "closely with Rekenber."; mes "Their true objective is to"; mes "create killing machines"; mes "for Rekenber's use."; next; mes "[Kiel Hyre]"; mes "You know all the secrets"; mes "of my past now. I'm not"; mes "upset with you or anything,"; mes "but I do have something"; mes "that I want to ask of you."; next; mes "[Kiel Hyre]"; mes "Please! Stop Kiehl!"; mes "I don't want his madness"; mes "to destroy any more robots!"; mes "I see each and every one"; mes "of them as one of my children!"; next; mes "[Kiel Hyre]"; mes "I know that I must take"; mes "full responsibility for all"; mes "that has happened. I promise"; mes "to take any punishment for"; mes "my actions once everything"; mes "has been resolved."; next; select("Accept","Okay","Nod"); mes "[Kiel Hyre]"; mes "Thank you so much!"; mes "You can find Kiehl"; mes "in the underground"; mes "level in this mansion."; set KielHyreQuest,72; } } else if (KielHyreQuest == 72) { cutin "kh_kyel01",2; //I believe this text goes here o_o mes "[Kiel Hyre]"; mes "He stays in the old room"; mes "where he was created, but"; mes "he reconstructed it as some"; mes "kind of cave to keep everyone"; mes "out, including me. Yes, he"; mes "doesn't trust anyone anymore..."; next; mes "[Kiel Hyre]"; mes "When you find him, I want"; mes "you to take out Allysia's"; mes "ring out of his heart. If you"; mes "remove it, that should stop"; mes "him from going berserk."; next; switch(select("Allysia's Ring?")) { case 1: mes "[Kiel Hyre]"; mes "Yes... Her ring is the"; mes "beginning of everything"; mes "I put that in his heart so"; mes "that I'd never forget what"; mes "the Rosimiers did to me."; next; mes "[Kiel Hyre]"; mes "I think Kiehl's grown"; mes "so powerful that normal"; mes "weapons might not work"; mes "on him anymore. Use this"; mes "device that will cause his"; mes "power supply to fluctuate."; getitem 7504,1; //Power_Source next; cutin "kh_kyel03",2; mes "[Kiel Hyre]"; mes "If you successfully attach"; mes "this to Kiehl's body, then"; mes "he won't be able to use his"; mes "body's full power. While he's"; mes "weakened, open up his chest"; mes "and get the ring from his heart."; next; mes "[Kiel Hyre]"; mes "Let me know once"; mes "you're ready. Then, I'll"; mes "guide you Kiehl's room."; set KielHyreQuest,74; break; } } else if ((KielHyreQuest >= 74) && (KielHyreQuest <= 104)) { mes "[Kiel Hyre]"; mes "Are you ready"; mes "to confront"; mes "Kiehl now?"; next; switch(select("Yes","No")) { case 1: mes "[Kiel Hyre]"; mes "There... the secret"; mes "passage is open now."; mes "Just go to the right of"; mes "me, but be careful. Kiehl"; mes "is extremely dangerous."; enablenpc "Kiehl_Room_Warp"; donpcevent "Kiehl_Room_Warp::OnEnable"; break; case 2: mes "[Kiel Hyre]"; mes "Please take your"; mes "time. I imagine that"; mes "it won't be easy."; break; } } else if ((KielHyreQuest >= 74) && (KielHyreQuest <= 106)) { cutin "kh_kyel01",2; mes "[Kiel Hyre]"; mes "You're back...!"; mes "So were you able"; mes "to retrieve Allysia's"; mes "Ring from Kiehl's heart?"; next; if (countitem(7508) < 1) { mes "[Kiel Hyre]"; mes "You mean... You don't have it?"; mes "Please, retrieve Allysia's Ring"; mes "from Kiehl's heart!"; next; enablenpc "Kiehl_Room_Warp"; donpcevent "Kiehl_Room_Warp::OnEnable"; close2; cutin "",255; } mes "[Kiel Hyre]"; mes "Wh-what happened...?"; mes "Kiehl developed a new"; mes "body for himself? Th-that"; mes "would make him a Fourth"; mes "Generation robot. I had"; mes "no idea he was this smart."; next; mes "[Kiel Hyre]"; mes "Wait, now that I think about"; mes "it, I did see robot bodies that"; mes "looked like Kiehl when I was"; mes "locked in the factory. So he"; mes "was using those copies to"; mes "develop personal upgrades."; next; mes "[Kiel Hyre]"; mes "Here, please take this"; mes "Keycard which will let you"; mes "enter and investigate the"; mes "deepest levels of the factory."; mes "I'll investigate Kiehl's room."; set KielHyreQuest,108; getitem 7509,1; //Gorgeous_Keycard next; if (sex == 0) { if (getpartnerid() == 0) set @KHTitle$,"Miss"; else set @KHSTitle$,"Mrs"; } else set @KHTitle$,"Mr"; mes "[Kiel Hyre]"; mes "Kiehl is my responsibility..."; mes "No matter what the cost may"; mes "be, I've got to stop him! Oh,"; mes "and here, please take this"; mes "with my thanks for all of"; mes "your help, "+@KHTitle+". "+strcharinfo(0)+"."; getitem 616,1; //Old card Album delitem 7508,1; //Elisia's_Ring getexp 1000000,0; } else if (KielHyreQuest >= 108) { mes "[Kiel Hyre]"; mes "......"; mes "........."; mes "............"; } close2; cutin "",255; end; } //---------------------------------------------------------------------------- // Allysia //---------------------------------------------------------------------------- kh_mansion,18,30,4 script Allysia 894,{ cutin "kh_ellisia",2; if (KielHyreQuest <= 68) { mes "[Allysia]"; mes "Who are you?"; mes "How did you get here?"; mes "Go away"; close; } else if (KielHyreQuest < 70) { mes "[Allysia]"; mes "You must be surprised"; mes "by everything that's been"; mes "happening. Maybe everything"; mes "would be easier to understand"; mes "if I explained about robots?"; next; switch(select("Yes","No")) { case 1: mes "[Allysia]"; mes "The robots you've been"; mes "encountering are automated"; mes "mechanical puppets that can"; mes "independantly think and operate."; mes "Many sages have tried to develop"; mes "their own robots, but have failed."; next; mes "[Allysia]"; mes "My master, Kiel Hyre, has"; mes "been studying robotics since"; mes "he was twenty years old, and"; mes "has developed three different"; mes "generations of robots, the first,"; mes "second, and third generations."; next; switch(select("First Generation","Second Generation","Third Generation")) { case 1: mes "[Allysia]"; mes "I am a good example of one"; mes "of Kiel Hyre's First Generation"; mes "robots. I was constructed using"; mes "a heavy mechanical framework,"; mes "a robotic heart, and chemically"; mes "synthesized skin covering."; next; mes "[Allysia]"; mes "My central processing unit,"; mes "equivilent to your brain, is"; mes "essentially a Memory Scroll"; mes "based on the design of the"; mes "Magic Spell Scrolls that you"; mes "adventurers use in battle."; next; mes "[Allysia]"; mes "I'm the oldest type of"; mes "humanoid robot, so I weigh"; mes "a lot, and my mind can only"; mes "process a limited amount of"; mes "data. Therefore, I can't express"; mes "emotion similarly to a human."; break; case 2: mes "[Allysia]"; mes "The First Generation robots"; mes "were developed from mostly"; mes "mechanical parts, but the"; mes "Second Generation robots"; mes "incorporated Homunculus"; mes "science and technology."; next; mes "[Allysia]"; mes "Second Generation robots"; mes "are more life-like since they"; mes "have artifically created skin"; mes "and flesh, although they still"; mes "are constructed from a heavy"; mes "mechanical framework."; next; mes "[Allysia]"; mes "Sage elemental scroll"; mes "technology was also used"; mes "to develop the Condensed"; mes "Memory Scroll, a central"; mes "processing unit superior to that"; mes "used in First Generation robots."; next; mes "[Allysia]"; mes "Although Condensed Memory"; mes "Scrolls were 100,000 times"; mes "more powerful than ordinary"; mes "Memory Scrolls, they were"; mes "problematic and were prone"; mes "to too many error problems"; next; mes "[Allysia]"; mes "Second Generation robots"; mes "were capable of expressing"; mes "human-like emotion, but their"; mes "production halted after six"; mes "years because they were"; mes "considered faulty."; break; case 3: mes "[Allysia]"; mes "Third Generation robots"; mes "were mostly designed by"; mes "Kiel Hyre's son, Kiehl,"; mes "and don't use a mechanical"; mes "framework at all: the entire"; mes "body is basically a homunculus."; next; mes "[Allysia]"; mes "With their organic bodies"; mes "and advanced artificial hearts"; mes "make from imitation Ymir Heart"; mes "Pieces, they can experience"; mes "physiologic phenomena"; mes "just like ordinary humans."; next; mes "[Allysia]"; mes "Kiehl was able to develop"; mes "a more stable form of the"; mes "Condensed Memory Scroll"; mes "which does not suffer from"; mes "critical errors, and can be"; mes "cheaply mass processed."; next; mes "[Allysia]"; mes "Elly is actually a Third"; mes "Generation prototype. Once"; mes "we optimize the prototypes,"; mes "we will begin mass production."; mes "In fact, the academy is our"; mes "prototype testing ground."; next; mes "[Allysia]"; mes "The fact that out prototype"; mes "robots can interact just like"; mes "real humans is proof of our"; mes "success in robotics."; break; } case 2: mes "[Allysia]"; mes "Please let me know if"; mes "you'd like to learn more"; mes "about Kiel Hyre's robots."; break; } } else if (KielHyreQuest >= 70) { mes "[Allysia]"; mes "......"; mes "........."; mes "............"; } close2; cutin "",255; end; } //---------------------------------------------------------------------------- // Abduction triggering NPC //---------------------------------------------------------------------------- lighthalzen,188,200,0 script Abduction_trigger -1,3,1,{ OnTouch: if (KielHyreQuest == 50) { mes "^3355FFAs you walked out of^000000"; mes "^3355FFthe mansion, something^000000"; mes "^3355FFsmashed the top of your^000000"; mes "^3355FFhead, and you instnatly^000000"; mes "^3355FFlose consiousness...^000000"; close2; percentheal -99,0; warp "kh_mansion",30,75; } end; } //---------------------------------------------------------------------------- // Mysterious Woman "Mitchell Layla" //---------------------------------------------------------------------------- kh_mansion,25,79,4 script Mysterious Woman 727,3,3,{ L_StartDialog: if (KielHyreQuest == 50) { mes "^3355FFYou awaken with your^000000"; mes "^3355FFhead painfully throbbing,^000000"; mes "^3355FFand a mysterious woman^000000"; mes "^3355FFstanding infront of you.^000000"; next; mes "[??????]"; mes "Hm? Oh, you're awake"; mes "earlier than I though."; mes "You must feel confused,"; mes "but listen carefully. If you"; mes "don't, then I can't guarantee"; mes "your safety, okay? Alright."; next; mes "[??????]"; mes "All you need to know it"; mes "that I'm a secret agent for"; mes "the Schwaltzvalt Republic"; mes "government. We're investigating"; mes "abnormal activity between Kiel"; mes "Hyre and the Rekenber Corporation."; next; mes "[??????]"; mes "We saw you enter the"; mes "mansion and speak to"; mes "Kiel Hyre, so basically"; mes "you're here for questioning."; mes "Now tell me the truth. How"; mes "do you know Kiel Hyre?"; next; switch(select("I'll tell you everything!","I don't know nuthin'!")) { case 2: mes "[??????]"; mes "Don't...know...nuthin'?"; mes "You sure about that? Only"; mes "a select few can even speak"; mes "with Kiel Hyre in person. You"; mes "must have some connection"; mes "to him. I'm right, aren't it?"; next; mes "["+strcharinfo(0)+"]"; mes "......"; mes "........."; mes "............"; next; mes "[??????]"; mes "Are you trying to protect"; mes "him? I think that you might"; mes "not understand what kind of"; mes "person you're really dealing"; mes "with here. I'll tell you what"; mes "I've learned about him..."; next; mes "[??????]"; mes "Kiel Hyre. CEO of the"; mes "Kiel Hyre Foundation,"; mes "manufacturer of various"; mes "machinery. His company started"; mes "as a small Einbroch store whose"; mes "technology slowly grew famous."; next; mes "[??????]"; mes "Rekenber Corperation offered"; mes "a merger with the Kiel Hyre"; mes "Foundation. We're still not"; mes "sure why they wanted Kiel"; mes "Hyre in particular to repair"; mes "and develop their Guardians..."; next; mes "[??????]"; mes "We're also not sure why"; mes "they wanted to suddenly"; mes "focus more on Guardian"; mes "development. Then, all"; mes "of a sudden, Kiel Hyre's son"; mes "appears from out of nowehre."; next; mes "[??????]"; mes "It's very suspicious."; mes "There's no records of his"; mes "birth or anything. Still, maybe"; mes "Kiel Hyre really did have him"; mes "with his secretary, Allysia."; mes "Well, no one is really sure."; next; mes "[??????]"; mes "In any case, Kiel Hyre's"; mes "son and heir, Kiehl, helped"; mes "his father establish this"; mes "special academy as their"; mes "way of giving back t society."; next; mes "[??????]"; mes "Almost every corporation and"; mes "organization tried to get their"; mes "spies to enter this academy,"; mes "but all of them were rejected."; mes "it's strange. At least one of"; mes "them should have made it in."; next; mes "[??????]"; mes "And recently, Kiehl Hyre"; mes "has held a secret meeting with"; mes "Rekenber executives to announce"; mes "his new project. He intends to"; mes "create advanced humanoid robots"; mes "that will replace guardians!"; next; mes "[??????]"; mes "Our spies reported that"; mes "Kiel Hyre was nowhere to"; mes "be seen at that meeting,"; mes "as well as his trusted"; mes "secretary, Allysia. He..."; mes "He just disappeared!"; next; mes "[??????]"; mes "Then, Kiel Hyre pops back"; mes "in his mansion after all"; mes "this time as if nothing"; mes "happened! At the same time,"; mes "Kiehl disappears, under the"; mes "excuse of conducting research."; next; mes "[??????]"; mes "Rekenber is sponsoring"; mes "both Kiehl and Kiel, but"; mes "there's some kind of conflict"; mes "going on between father and"; mes "son, I just know it! Now tell"; mes "me, what's going on?"; next; mes "[??????]"; mes "I'm not sure how well you"; mes "know this country, but the"; mes "fact that Rekenber is invoved"; mes "must tell you that these aren't"; mes "good people. Tell me what"; mes "you know about them!"; next; case 1: mes "^3355FFYou tell the woman^000000"; mes "^3355FFeverything you know^000000"; mes "^3355FFabout Kiel Hyre. Your^000000"; mes "^3355FFvoice quivers with sadness^000000"; mes "^3355FFwhenever you mention Elly.^000000"; next; mes "[??????]"; mes "I see, I see..."; mes "That poor girl... So..."; mes "Your involvement in this"; mes "is a coincidence? In that"; mes "case, I want your help"; mes "in our investigation."; next; switch(select("OKay","......")) { case 1: L_Help: mes "[??????]"; mes "Great."; mes "I'm Agent Mitchell Layla."; mes "From here on, you're working"; mes "for the Schwaltzvalt Republic!"; set KielHyreQuest,52; close; case 2: mes "[??????]"; mes "If you don't cooperate,"; mes "then I can't guarantee"; mes "your safety, adventurer"; next; mes "["+strcharinfo(0)+"]"; mes "Huh? What...?"; mes "What does that mean?"; mes "Are you threatening me?"; next; menu "Just do what she says.",L_Help; } } } else if (KielHyreQuest == 52) { mes "[Mitchell]"; mes "I've got some new"; mes "information for you."; mes "There's an old lady in"; mes "Juno that knew a woman"; mes "named Allysia 30 years ago."; next; mes "[Mitchell]"; mes "The clincher is that this"; mes "Allysia from 30 years ago"; mes "commited suicide, and is"; mes "identical to Kiel Hyre's"; mes "secretary, who is also"; mes "named Allysia."; next; mes "[Mitchell]"; mes "This is too much of a"; mes "coincidense. I want you to"; mes "go to Juno and investigate."; mes "When you're done, talk to"; mes "Kiel Hyre's steward, and"; mes "he'll send you over to me."; next; mes "[Mitchell]"; mes "Yeah, I know."; mes "That guy actually"; mes "works for me. Anyway,"; mes "when you're ready to go"; mes "to Juno, let me know, and you"; mes "can board the federal airship."; set KielHyreQuest,54; close; } else if (KielHyreQuest == 54) { mes "[Mitchell]"; mes "Are you ready?"; mes "I'll let you board"; mes "the federal Airship so"; mes "you can get to Juno, and"; mes "finish your mission quickly."; next; switch(select("Yes","No")) { case 1: mes "[Mitchell]"; mes "Good luck. Once you"; mes "complete your mission,"; mes "make sure that you report"; mes "to Kiel Hyre's steward so"; mes "that he can send you to me."; close2; warp "yuno",54,209; end; case 2: mes "[Mitchell]"; mes "Take your time..."; mes "But keep in mind that"; mes "I'm not a patient woman!"; close; } } else if (KielHyreQuest == 64) { mes "[Mitchell]"; mes "Ah, you're back."; mes "What do you have"; mes "to report from your"; mes "investigation?"; next; mes "[Mitchell]"; mes "....................."; mes "Ah, I see. Good work."; mes "Why don't you go speak to Kiel"; mes "Hyle and confront him with"; mes "what you've learned about"; mes "his past? Yeah, grill him."; next; mes "[Mitchell]"; mes "Wear this hidden mic,"; mes "so we can send help if"; mes "you're endangered. I want"; mes "you to find out who Kiel"; mes "really is, and what's his"; mes "relationship to Rekenber."; set KielHyreQuest,68; next; warp "kh_mansion",83,50; end; } else if (KielHyreQuest >= 68) { mes "[Mitchell]"; mes "Shouldn't you be"; mes "leaving about now?"; next; warp "kh_mansion",83,50; end; } OnTouch: if (KielHyreQuest <= 50) { goto L_StartDialog; } end; } //---------------------------------------------------------------------------- // Warp portal into Kiehl's 'Room' // - Anyone can enter // - After 30-40 seonds this NPC should be disabled. //---------------------------------------------------------------------------- kh_mansion,29,27,0 script Kiehl_Room_Warp 45,2,2,{ OnTouch: warp "kh_kiehl01",10,31; end; OnEnable: initnpctimer; misceffect 215; end; OnTimer30000: stopnpctimer; misceffect 215; disablenpc "Kiehl_Room_Warp"; end; OnInit: disablenpc "Kiehl_Room_Warp"; end; } //============================================================================ //============================================================================ // Rosimier NPCs and other Related NPCs //============================================================================ //---------------------------------------------------------------------------- // Odd Grandma //---------------------------------------------------------------------------- yuno,256,141,4 script Odd Grandma 846,{ if (KielHyreQuest < 54) { mes "[Grandma]"; mes "Where did you go,"; mes "my darling? Where"; mes "are you, my little dear?"; close; } else if (KielHyreQuest == 54) { mes "[Grandma]"; mes "Lullabye..."; mes "Say goodnight..."; mes "Hush little baby..."; mes "Go to sleeeeep~"; next; switch(select("What are you doing?","Um, I don't see a baby...")) { case 1: mes "[Grandma]"; mes "Oh? My baby won't stop"; mes "crying and can't seem"; mes "to sleep. She needs to"; mes "rest, so I can go to work."; mes "The house is so messy,"; mes "and the boss is unhappy..."; set KielHyreQuest,56; next; switch(select("Um, I don't see a baby...")) { case 1: mes "[Grandma]"; //Missing text, needs another run through. mes "Allysia...?!"; mes "Allysia, where did"; mes "you go? You were"; mes "supposed to come"; mes "home a while ago!"; close; } case 2: //Missing text, needs another run through. mes "[Grandma]"; mes "Allysia...?!"; mes "Allysia, where did"; mes "you go? You were"; mes "supposed to come"; mes "home a while ago!"; close; } } else if ((KielHyreQuest >= 56) && (KielHyreQuest < 60)) { mes "[Grandma]"; mes "Allysia...?!"; mes "Allysia, where did"; mes "you go? You were"; mes "supposed to come"; mes "home a while ago!"; if (countitem(7500) < 1) { close; } else { next; switch(select("Allysia? Isn't she...")) { case 1: cutin "kh_ellisia_port",1; mes "^3355FFYou show Allysia's"; mes "portrait to the old woman.^000000"; next; cutin "",255; mes "[Grandma]"; mes "Oh, do you know"; mes "Allysia? She's been"; mes "missing! She left home"; mes "yesterday and hasn't"; mes "come back! C-can you"; mes "tell me where she is?!"; close; } } } else if (KielHyreQuest >= 60) { mes "[Grandma]"; mes "Don't worry, Allysia..."; mes "Mommy will always be"; mes "here for you. There's no"; mes "need to be sad..."; close; } } //---------------------------------------------------------------------------- // Old Lady; gives you the key to the Rosimier Mansion //---------------------------------------------------------------------------- yuno,250,132,2 script Old Lady 711,{ if (KielHyreQuest < 56) { mes "[Old Lady]"; mes "Oooh, my legs and back"; mes "are so sore. These old"; mes "bones ache all over..."; close; } else if (KielHyreQuest == 56) { if (checkweight(7498,1) == 0) { mes "^3355FF- Wait!! -"; mes "- You are carrying too many items"; mes "- and are unable to accept any more. -"; mes "- Please make some space avaliable"; mes "- in your inventory before returning. -^000000"; close; } mes "[Old Lady]"; mes "Goodness, I hate this"; mes "weather! Reminds me"; mes "of how old I've gotten!"; mes "It chills my bones, it does!"; next; switch(select("......","Do you know that grandma?")) { case 1: mes "[Old Lady]"; mes "Damn it! If only I didn't"; mes "have all those adventures"; mes "in my youth! Then maybe"; mes "I wouldn't suffer so in"; mes "my advanced age!"; close; case 2: mes "[Old Lady]"; mes "Oh... Yes. She was"; mes "the mother of my best"; mes "friend, ^3355FFAllysia^000000. Ever since"; mes "she commited suicide, things"; mes "haven't been the same. Her"; mes "mother lost her sanity..."; next; switch(select("Was ^3355FFAllysia^000000...?")) { case 1: mes "[Old Lady]"; mes "Oh, Allysia was such"; mes "a beautiful girl. So many"; mes "men wanted her, especially"; mes "that dashing Games Rosimier."; mes "I remember hearing that they"; mes "were going to get married..."; next; mes "[Old Lady]"; mes "I was so happy for her!"; mes "But then, all of a sudden,"; mes "she killed herself. Well,"; mes "that's what they all say."; mes "Even today, I'm still not"; mes "sure what happened."; next; switch(select("Wait, who's James Rosimier?")) { case 1: mes "[Old Lady]"; mes "Oh, James belonged to"; mes "one of the oldest and richest"; mes "families in Juno. Everything"; mes "was going great for them, but"; mes "some time after Allysia died,"; mes "the family went bankrupt."; next; mes "[Old Lady]"; mes "The city manages their"; mes "old residence now. For"; mes "some reason, they decided"; mes "to entrust me with the master"; mes "key to the Rosimier Mansion."; next; switch(select("may I borrow the Master Key?")) { case 1: mes "[Old Lady]"; mes "Well, I'm really not"; mes "supposed to give it to just"; mes "anyone, but I can tell that"; mes "you're working with Allysia's"; mes "best interests at heart."; next; mes "[Old Lady]"; mes "However, you've got to"; mes "make sure that you return"; mes "it to me before the people"; mes "from City Hall ask me for it."; mes "Alright then, I hope you find"; mes "what you're looking for."; set KielHyreQuest,58; getitem 7498,1; //Losimier's_House_Key close; } } } } } else if ((KielHyreQuest == 58) && (countitem(7499) < 1) || (countitem(7500) < 1) || (countitem(7501) < 1) || (countitem(7502) < 1)) { mes "[Old Lady]"; mes "Please hurry and find"; mes "whatever you're searching"; mes "for in the Rosimier Mansion."; mes "I might get in trouble if"; mes "the people from City Hall"; mes "come and ask me for the key..."; close; } else if ((KielHyreQuest == 58) && (countitem(7499) == 1) && (countitem(7500) == 1) && (countitem(7501) == 1) && (countitem(7502) == 1)) { mes "[Old Lady]"; mes "Oh, you're finished"; mes "searching the mansion?"; mes "Depressing, isn't it?"; mes "The creditors basically"; mes "ransacked everything"; mes "a very long time ago."; next; switch(select("Why did ^3355FFAllysia^000000...?")) { case 1: mes "[Old Lady]"; mes "Well, I know that James"; mes "and Allysia were in love,"; mes "and he promised to marry"; mes "her. Now, supposedly his"; mes "family already betrothed"; mes "him to another woman."; next; mes "[Old Lady]"; mes "Time went by, and he"; mes "was forced to marry his"; mes "fiancee. Allysia was pretty"; mes "devistated. I think maybe"; mes "that's wht she... you know..."; next; mes "[Old Lady]"; mes "Listen, if you want to learn"; mes "more about what happened,"; mes "then I think you should talk"; mes "to the ^3355FFfisherman that lives^000000"; mes "^3355FFsouth of the Kiel Hyre Academy.^000000"; next; mes "[Old Lady]"; mes "He's the one that found"; mes "Allysia's body in the river,"; mes "so he might have a better"; mes "idea of what had happened."; set KielHyreQuest,60; delitem 7498,1; //Losimier's_House_Key close; } } else if (KielHyreQuest >= 60) { mes "[Old Lady]"; mes "Yep, Rain's coming."; mes "Can feel it in my bones."; close; } } //---------------------------------------------------------------------------- // Warp portal into Rosimier Mansion //---------------------------------------------------------------------------- yuno,273,141,0 script Rosimmir_Entrance 45,2,2,{ OnTouch: if (countitem(7498) < 1) warp "yuno",270,141; else warp "kh_rossi",20,92; end; } //---------------------------------------------------------------------------- // Rosimier Mansion, first floor; Table //---------------------------------------------------------------------------- kh_rossi,23,23,0 script Table 111,{ if (countitem(7499) < 1) { if (checkweight(7499,1) == 0) { mes "^3355FF- Wait!! -"; mes "- You are carrying too many items"; mes "- and are unable to accept any more. -"; mes "- Please make some space avaliable"; mes "- in your inventory before returning. -^000000"; close; } cutin "kh_family_port",1; mes "^3355FFYou examine the table,^000000"; mes "^3355FFand find a frames portait^000000"; mes "^3355FFinside the open drawer.^000000"; getitem 7499,1; //Portrait_of_a_Family } else { mes "^3355FFThe open drawer of,^000000"; mes "^3355FFthis desk is empty now.^000000"; } close2; cutin "",255; end; } //---------------------------------------------------------------------------- // Rosimier Mansion, first floor; Shelf //---------------------------------------------------------------------------- kh_rossi,92,40,0 script Shelf::ShelfKHQ1 111,{ if (countitem(7500) < 1) { if (checkweight(7500,1) == 0) { mes "^3355FF- Wait!! -"; mes "- You are carrying too many items"; mes "- and are unable to accept any more. -"; mes "- Please make some space avaliable"; mes "- in your inventory before returning. -^000000"; close; } mes "^3355FFThere are locked^000000"; mes "^3355FFboxes on these bookshelves.^000000"; mes "^3355FFPerhaps if you used this^000000"; mes "^3355FFmansions's Master Key, you^000000"; mes "^3355FFmight be able to open them.^000000"; next; switch(select("Use Key","Pass")) { case 1: mes "^3355FFWhich box do you^000000"; mes "^3355FFwant to try to open?^000000"; next; switch(select("First Box","Second Box")) { case 1: mes "^3355FFYou use the Master Key to^000000"; mes "^3355FFunlock the box, and obtain^000000"; mes "^3355FFa portait of a woman that^000000"; mes "^3355FFlooks just like Kiel Hyre's^000000"; mes "^3355FFassistant, Allysia.^000000"; next; cutin "kh_ellisia_port",2; mes "^3355FFThe message, ''To my love,^000000"; mes "^3355FFAllysia. From James.'' is^000000"; mes "^3355FFwritten on the back.^000000"; getitem 7500,1; //Portrait_of_a_Lady close2; cutin "",255; end; case 2: mes "^3355FFThis box is empty.^000000"; close; } case 2: mes "^3355FFThis box is empty.^000000"; close; } } else { mes "^3355FFYou've found a woman's^000000"; mes "^3355FFportrait in one of the^000000"; mes "^3355FFboxes on this shelf.^000000"; close; } } //---------------------------------------------------------------------------- // Rosimier Mansion, top floor; Desk //---------------------------------------------------------------------------- kh_rossi,144,287,0 script Desk::DeskKHQ2 111,{ if (checkweight(7501,1) == 0) { mes "^3355FF- Wait!! -"; mes "- You are carrying too many items"; mes "- and are unable to accept any more. -"; mes "- Please make some space avaliable"; mes "- in your inventory before returning. -^000000"; close; } mes "^3355FFThe desk has^000000"; mes "^3355FFthree drawers^000000"; next; switch(select("First Drawer","Second Drawer","Third Drawer","Cance;")) { case 1: mes "^3355FFThe first drawer is locked.^000000"; close; case 2: if (countitem(7501) < 1) { mes "^3355FFThere is a letter inside^000000"; mes "^3355FFthis second drawer. it^000000"; mes "^3355FFwas sent by a person^000000"; mes "^3355FFwith the initials, K.H.,^000000"; mes "^3355FFand addressed to Allysia.^000000"; getitem 7501,1; //K.H's_Letter close; } else { mes "^3355FFThis drawer is now empty.^000000"; close; } case 3: mes "^3355FFThere is a small note^000000"; mes "^3355FFinside this third drawer.^000000"; mes "^3355FFIt's written by James, and^000000"; mes "^3355FFmentions that he wants to^000000"; mes "^3355FFmarry Allysia, and that she^000000"; mes "^3355FFrecieved an engagement ring.^000000"; close; case 4: mes "......"; mes "........."; mes "............"; close; } } //---------------------------------------------------------------------------- // Rosimier Mansion, top floor; Bookshelf //---------------------------------------------------------------------------- kh_rossi,149,288,0 script Bookshelf::BookshelfKHQ2 111,{ if (countitem(7502) < 1) { if (checkweight(7502,1) == 0) { mes "^3355FF- Wait!! -"; mes "- You are carrying too many items"; mes "- and are unable to accept any more. -"; mes "- Please make some space avaliable"; mes "- in your inventory before returning. -^000000"; close; } mes "^3355FFYou encounter a dusty ^000000"; mes "^3355FFbookshelf filled with^000000"; mes "^3355FFnumerous books. You^000000"; mes "^3355FFfind a folded note between^000000"; mes "^3355FFthe books as you examine them.^000000"; getitem 7502,1; //James's_Memo close; } else { mes "^3355FFYou encounter a dusty ^000000"; mes "^3355FFbookshelf filled with^000000"; mes "^3355FFnumerous books. You^000000"; close; } } //---------------------------------------------------------------------------- // Fisherman //---------------------------------------------------------------------------- yuno_fild12,232,222,0 script Old Fisherman 709,{ if (KielHyreQuest < 60) { mes "[Fisherman]"; mes "These days, it's much"; mes "harder to catch and fish."; mes "Ever since they built"; mes "this factory, the fish"; mes "have started to change,"; mes "and they look different too..."; close; } else if (KielHyreQuest == 60) { mes "[Fisherman]"; mes "Eh? You want something?"; mes "Heh, youngsters! I know"; mes "how much you love handouts,"; mes "but you're not getting any."; mes "Now, if you bring me some"; mes "Raw Fish, I'd be more friendly~"; if (countitem(544) >= 10) { next; mes "[Fisherman]"; mes "Oh, is all this fish"; mes "for me? Heh, how very"; mes "generous of you. If you're"; mes "going to be so kind, then"; mes "i suppose I have to repay"; mes "the favor. Ask me anything~"; next; switch(select("30 years ago, a woman killed herself...")) { case 1: mes "[Fisherman]"; mes "Oh? Ohh. Oh yeah."; mes "I remember that. Yeah."; mes "it was August 20th, my"; mes "wife's birthday. That day,"; mes "instead of catching fish,"; mes "I caught a dead woman."; next; mes "[Fisherman]"; mes "Of course, I reported it"; mes "to the Juno Police! They told"; mes "me she killed herself since"; mes "she was betrayed by her lover,"; mes "who also happened to be her"; mes "employer. Really tragic stuff."; next; mes "[Fisherman]"; mes "Anyway, when they were"; mes "moving her body out of the"; mes "river, her hand dropped"; mes "some ring. I picked it up,"; mes "hoping to sell it later for"; mes "some zeny. I know, I know..."; next; mes "[Fisherman]"; mes "I was pretty lucky the"; mes "police didn't see me take"; mes "it. Later that day, some guy"; mes "came up to me and offered"; mes "me a lot of money for it."; mes "I guess it was my lucky day!"; next; mes "[Fisherman]"; mes "I found out later that he was"; mes "some mechanical repairman--"; mes "something. He sold everything"; mes "to buy that ring, so I guess"; mes "he wanted it desperately."; mes "Then he just dissapeared."; next; mes "[Fisherman]"; mes "His name...?"; mes "It was something like..."; mes "Heil? Hyre? Anyway, it"; mes "was a long time ago. Oh,"; mes "his old house is still around."; next; mes "[Fisherman]"; mes "If you're going to be"; mes "that curious, you might"; mes "as well check it out."; mes "Let's see, he lived in"; mes "a hut near the northeast"; mes "forest guard camp."; delitem 544,10; //Fish_Slice set KielHyreQuest,62; close; } } else { close; } } else if (KielHyreQuest >= 62) { mes "[Fisherman]"; mes "Don't you remember"; mes "what I told you? That"; mes "guy lived in a hut near"; mes "the northeast forest"; mes "guard camp! Why don't"; mes "you check that place out?"; close; } } //---------------------------------------------------------------------------- // Kiel Hyre's hut; Wooden Board //---------------------------------------------------------------------------- yuno_fild09,158,217,0 script Wooden Board 111,{ if ((KielHyreQuest < 62) || (KielHyreQuest >= 64)) { mes "^3355FFIt's a useless^000000"; mes "^3355FFwooden board^000000"; mes "^3355FFin the bushes.^000000"; close; } else if (KielHyreQuest == 62) { if (checkweight(7503,1) == 0) { mes "^3355FF- Wait!! -"; mes "- You are carrying too many items"; mes "- and are unable to accept any more. -"; mes "- Please make some space avaliable"; mes "- in your inventory before returning. -^000000"; close; } mes "^000oFFYou found a long^000000"; mes "^3355FFwooden board carved^000000"; mes "^3355FFwith the initials, 'K.H.'^000000"; next; cutin "kh_kyel_port",2; mes "^3355FFYou find a portrait of^000000"; mes "^3355FFa young man, that looks^000000"; mes "^3355FFlike a younger version^000000"; mes "^3355FFof Kiel Hyre, in a broken^000000"; mes "^3355FFpicture frame underneath^000000"; mes "^3355FFthe old wooden board.^000000"; set KielHyreQuest,64; getitem 7503,1; //Portrait_of_a_Guy next; cutin "",255; mes "^3355FFYou have enough^000000"; mes "^3355FFinformation by now,^000000"; mes "^3355FFso you should report^000000"; mes "^3355FFback to Mitchell.^000000"; close; } } //============================================================================ // Kiehl Hyre's Room and Boss NPCs //============================================================================ // Beyond here the NPC for the final areas. // Now, this area is not someplace you wanna slow down so // you can pick up dialog. I used packet logging to pull // what I could and for the sake of the two people with me, // did not bother doing all the proper proper NPC positioning // or some of the 'error/wrong option' dialogs. // All the doors are kind of weird. //============================================================================ //---------------------------------------------------------------------------- // Kiehl's Room; Receiver (Gives black keycards upon killing mobs) //---------------------------------------------------------------------------- kh_kiehl01,17,39,0 script Receiver 111,{ if (.KHKilled < 1) { set .KHKilled,.KHKilled+1; mes "^333333*BBBZZZ*^000000"; if (KielHyreQuest == 74) { next; mes "[????]"; mes "^333333*Bzzzz...*"; mes "I've never seen you"; mes "before. Did Father send"; mes "you to kill me? We'll just"; mes "see about that! Go ahead,"; mes "try to find me, adventurer.^000000."; set KielHyreQuest,76; } close2; monster "kh_kiehl01",16,32,"Alicel",1739,1,"Receiver::OnMyMobDead"; monster "kh_kiehl01",18,31,"Aliot",1740,1,"Receiver::OnMyMobDead"; end; } else { end; } OnMyMobDead: set .KHKilled,.KHKilled+1; if (.KHKilled == 3) { makeitem 7506,1,"this",19,36; set .KHKilled,0; } end; } //---------------------------------------------------------------------------- // Kiehl's Room; Flower Vase (Gives...password...for Box) //---------------------------------------------------------------------------- kh_kiehl01,13,40,0 script Flower Vase 111,{ if (KielHyreQuest < 74) { mes "^3355FFYou found"; mes "a flower vase.^000000"; close; } if (KielHyreQuest >= 74) { mes "^3355FFYou found"; mes "a flower vase.^000000"; next; switch(select("Pick Up Vase","Break Vase","Turn Vase Upside-down")) { case 1: mes "^3355FFThe vase is empty.^000000"; close; case 2: mes "^3355FFYou can't destroy"; mes "this vase, even by"; mes "striking it with all your"; mes "might. It must have been"; mes "specially manufactured by"; mes "the Rekenber Corporation.^000000"; close; case 3: mes "^3355FFThe following words"; mes "are written at the"; mes "bottom of the vase.^000000"; next; mes "[Vase Message]"; mes "''The rabbit often"; mes "observes the door"; mes "The night eats the"; mes "pickled orange.''"; close; } } } //---------------------------------------------------------------------------- // Kiehl's Room; Box //---------------------------------------------------------------------------- kh_kiehl01,19,25,0 script Box::BoxKHQ3 111,{ if (countitem(7505) < 1) { if (checkweight(7505,1) == 0) { mes "^3355FF- Wait!! -"; mes "- You are carrying too many items"; mes "- and are unable to accept any more. -"; mes "- Please make some space avaliable"; mes "- in your inventory before returning. -^000000"; close; } mes "^3355FFYou found a box with"; mes "a button for each letter"; mes "of the alphabet on top of it.^000000"; next; input @KHInput$; if (@KHInput$ == "open the door") { mes "^3355FFAs soon as you enter the"; mes "password, the nearby door"; mes "emits a pleasant chiming"; mes "sound, and the box pops"; mes "open to reveal a small key.^000000"; getitem 7505,1; //Toy_Key close; } else { mes "^3355FFNothing happened.^000000"; close; } } else { mes "^3355FFThis is where you"; mes "found the Toy key^000000"; close; } } //---------------------------------------------------------------------------- // Kiehl's Room; Big Door, (First) // - Anyone can pass through this door // - Consume one Black KeyCard when opened. // - Only one person actually needs to open it. //---------------------------------------------------------------------------- kh_kiehl01,44,33,0 script Big Door#BigDoorKHQ1 111,{ if (.KHDoor1Opened == 0) { mes "^3355FFThe door is locked,"; mes "but there is a narrow"; mes "slot next to the doorknob.^000000"; next; input @KHInput$; if (@KHInput$ == "Black Keycard") { if (countitem(7506) >= 1) { mes "^3355FFYou insert the"; mes "Black Keycard into the"; mes "slot, and successfully"; mes "unlock and open the door.^000000"; delitem 7506,1; //Black_Keycard donpcevent "Big_Door_1_Warp::OnEnable"; enablenpc "Big_Door_1_Warp"; set .KHDoor1Opened,1; close; } } mes "^3355FFYou try to push the"; mes "door open with all"; mes "your might, but fail"; mes "to make it budge.^000000"; close; } else { mes "^3355FFThe door is open.^000000"; close; } } kh_kiehl01,43,33,0 script Big_Door_1_Warp 45,1,1,{ OnEnable: initnpctimer; misceffect 215; end; OnInit: disablenpc "Big_Door_1_Warp"; end; OnTimer30000: stopnpctimer; misceffect 215; disablenpc "Big_Door_1_Warp"; set getvariableofnpc(.KHDoor1Opened,"Big Door#BigDoorKHQ1"),0; end; OnTouch: warp "kh_kiehl01",55,33; end; } //---------------------------------------------------------------------------- // Kiehl's Room; Big Door, (second) // - Consume Toy Key when opened. // - Only one person actually needs to open it. //---------------------------------------------------------------------------- kh_kiehl01,174,40,0 script Big Door#BigDoorKHQ2 111,{ if (.KHDoor2Opened == 0) { mes "^3355FFThe door is locked,"; mes "but there is a small"; mes "keyhole next to the knob.^000000"; next; input @KHInput$; if (@KHInput$ == "Toy Key") { if (countitem(7505) >= 1) { mes "^3355FFYou insert the key into"; mes "the keyhole, and the door"; mes "unlocks with a click as"; mes "you turn the key.^000000"; delitem 7505,1; //Toy_Key donpcevent "Big_Door_2_Warp::OnEnable"; enablenpc "Big_Door_2_Warp"; set .KHDoor2Opened,1; close; } } mes "^3355FFYou try to push the"; mes "door open with all"; mes "your might, but fail"; mes "to make it budge.^000000"; close; } else { mes "^3355FFThe door is open.^000000"; close; } } kh_kiehl01,174,39,0 script Big_Door_2_Warp 45,1,1,{ OnEnable: initnpctimer; misceffect 215; end; OnInit: disablenpc "Big_Door_2_Warp"; end; OnTimer30000: stopnpctimer; misceffect 215; disablenpc "Big_Door_2_Warp"; set getvariableofnpc(.KHDoor2Opened,"Big Door#BigDoorKHQ2"),0; end; OnTouch: warp "kh_kiehl01",173,52; end; } //---------------------------------------------------------------------------- // Kiehl's Room; Big Door, (Third) // - Consume one Black KeyCard when opened. // - Only one person actually needs to open it. //---------------------------------------------------------------------------- kh_kiehl01,77,108,0 script Big Door#BigDoorKHQ3 111,{ if (.KHDoor3Opened == 0) { mes "^3355FFThe door is locked,"; mes "but there is a narrow"; mes "slot next to the doorknob.^000000"; next; input @KHInput$; if (@KHInput$ == "Black Keycard") { if (countitem(7506) >= 1) { mes "^3355FFYou insert the"; mes "Black Keycard into the"; mes "slot, and successfully"; mes "unlock and open the door.^000000"; delitem 7506,1; //Black_Keycard donpcevent "Big_Door_3_Warp::OnEnable"; enablenpc "Big_Door_3_Warp"; set .KHDoor3Opened,1; close; } } mes "^3355FFYou try to push the"; mes "door open with all"; mes "your might, but fail"; mes "to make it budge.^000000"; close; } else { mes "^3355FFThe door is open.^000000"; close; } } kh_kiehl01,78,108,0 script Big_Door_3_Warp 45,1,1,{ OnEnable: initnpctimer; misceffect 215; end; OnInit: disablenpc "Big_Door_3_Warp"; end; OnTimer30000: stopnpctimer; misceffect 215; disablenpc "Big_Door_3_Warp"; set getvariableofnpc(.KHDoor3Opened,"Big Door#BigDoorKHQ3"),0; end; OnTouch: warp "kh_kiehl01",68,108; end; } //---------------------------------------------------------------------------- // Kiehl's Room; Big Door, (Fourth) // - Consume TWO Black KeyCard when opened. // - Only one person actually needs to open it. //---------------------------------------------------------------------------- kh_kiehl01,42,177,0 script Big Door#BigDoorKHQ4 111,{ if (.KHDoor4Opened == 0) { mes "^3355FFThe door is locked,"; mes "but there is a narrow"; mes "slot next to the doorknob.^000000"; next; input @KHInput$; if (@KHInput$ == "Black Keycard") { if (countitem(7506) >= 2) { mes "^3355FFYou insert the"; mes "Black Keycard into the"; mes "slot, and successfully"; mes "unlock and open the door.^000000"; delitem 7506,2; //Black_Keycard donpcevent "Big_Door_4_Warp::OnEnable"; enablenpc "Big_Door_4_Warp"; set .KHDoor4Opened,1; close; } } mes "^3355FFYou try to push the"; mes "door open with all"; mes "your might, but fail"; mes "to make it budge.^000000"; close; } else { mes "^3355FFThe door is open.^000000"; close; } } kh_kiehl01,41,177,0 script Big_Door_4_Warp 45,1,1,{ OnEnable: initnpctimer; misceffect 215; end; OnInit: disablenpc "Big_Door_4_Warp"; end; OnTimer30000: stopnpctimer; misceffect 215; disablenpc "Big_Door_4_Warp"; set getvariableofnpc(.KHDoor4Opened,"Big Door#BigDoorKHQ4"),0; end; OnTouch: warp "kh_kiehl01",49,177; end; } //---------------------------------------------------------------------------- // Kiehl's Room; Robots //---------------------------------------------------------------------------- kh_kiehl01,15,179,0 script Robots#kh1 111,{ if (.KHKilled < 1) { set .KHKilled,.KHKilled+1; mes "^3355FFAs soon as you"; mes "touch the test tube,"; mes "a bunch of robots"; mes "suddenly appeared.^000000."; close2; monster "kh_kiehl01",18,181,"Aliot",1740,1,"Robots#kh1::OnMyMobDead"; monster "kh_kiehl01",18,180,"Alicel",1739,1,"Robots#kh1::OnMyMobDead"; monster "kh_kiehl01",18,179,"Aliot",1740,1,"Robots#kh1::OnMyMobDead"; monster "kh_kiehl01",18,178,"Alicel",1739,1,"Robots#kh1::OnMyMobDead"; end; } else { end; } OnMyMobDead: set .KHKilled,.KHKilled+1; if (.KHKilled == 4) { makeitem 7506,1,"this",18,180; set .KHKilled,0; } end; } //---------------------------------------------------------------------------- // Kiehl's Room; Dummy Robots //---------------------------------------------------------------------------- kh_kiehl01,15,177,0 script Robots#kh2::RobotsKHQ 111,{ end; } kh_kiehl01,15,180,0 duplicate(RobotsKHQ) Robots#kh3 111 kh_kiehl01,15,182,0 duplicate(RobotsKHQ) Robots#kh4 111 kh_kiehl01,35,187,0 duplicate(RobotsKHQ) Robots#kh1 111 kh_kiehl01,37,187,0 duplicate(RobotsKHQ) Robots#kh2 111 kh_kiehl01,39,187,0 duplicate(RobotsKHQ) Robots#kh3 111 kh_kiehl01,41,187,0 duplicate(RobotsKHQ) Robots#kh4 111 //---------------------------------------------------------------------------- // Kiehl's Room; Big Door, (Fifth, and final) // - Anyone can pass through this door // - Consumes 4 Solid Iron Pieces //---------------------------------------------------------------------------- kh_kiehl01,166,187,0 script Big Door#BigDoorKHQ5 111,{ if (($@KHQuestBusy == 0) && (KielHyreQuest >= 74) && (KielHyreQuest <= 106)) { if (KielHyreQuest < 86) { mes "^3355FFThis large door.."; mes "is closed shut."; mes "If you listen carefully,"; mes "you can hear the door"; mes "hinges slightly squeak.^000000"; next; switch(select("Push Door","Kick Door","Shake Door","Pull Door","Lift Door")) { case 1: break; case 2: break; case 3: break; case 4: break; case 5: break; } mes "^3355FFA group of monsters"; mes "suddenly appeared as"; mes "soon as you applied"; mes "pressure to the door."; mes "This must be some"; mes "kind of security device.^000000"; close2; set @KHDoorPushAttempt,@KHDoorPushAttempt+1; monster "kh_kiehl01",163,183,"Alicel",1739,1; monster "kh_kiehl01",163,179,"Aliot",1740,1; monster "kh_kiehl01",169,183,"Alicel",1739,1; monster "kh_kiehl01",169,179,"Aliot",1740,1; if (@KHDoorPushAttempt >= 3) { set KielHyreQuest,86; } end; } else if ((KielHyreQuest > 84) && (KielHyreQuest < 94)) { mes "^3355FFYou apply some"; mes "pressure to the door,"; mes "and find that you can"; mes "budge it slightly, but"; mes "you can't fully open it.^000000"; next; mes "^3355FFIf you wedged something"; mes "into the gap between the"; mes "door and its frame, and"; mes "fully leveraged it, then you"; mes "should be able to open it.^000000"; next; switch(select("Steel","Rusty Iron Piece","Solid Iron Piece","Iron Piece","Screw","Cancel")) { case 1: set @KHPryingItem$,"Steel"; break; case 2: set @KHPryingItem$,"Rusty Iron Piece"; break; case 3: if (countitem(7507) >= 1) { if (KielHyreQuest < 92) { mes "^3355FFYou insert one end of"; mes "a Solid Iron Piece into the"; mes "door's gap in a strenuous"; mes "effort to pry the door open"; mes "The gap widens a little bit,"; mes "but you break one of your"; mes "Solid Iron Pieces.^000000"; set KielHyreQuest,KielHyreQuest+2; delitem 7507,1; //Hard_Piece_of_Steel close; } else if (KielHyreQuest == 92) { mes "^3355FFWith a mighty heave,"; mes "you pry a Solid Iron"; mes "Piece into the door jamb,"; mes "and fling the door wide open"; mes "Unable the withstand the"; mes "awesome force, this Solid"; mes "Iron Piece shatters into dust.^000000"; set KielHyreQuest,94; delitem 7507,1; //Hard_Piece_of_Steel close; } } else { mes "^3355FFIf only you had a Solid"; mes "Iron Piece you could use to"; mes "pry open this door.^000000"; close; } case 4: set @KHPryingItem$,"Iron Piece"; break; case 5: set @KHPryingItem$,"Screw"; break; case 6: mes "^3355FFLet's look for something"; mes "heavy we can use to pry"; mes "open this door.^000000"; close; } mes "^3355FFThis "+@KHPryingItem$+" is far"; mes "to weak for what you're using it for"; mes "and breaks.^000000"; close; } else if ((KielHyreQuest >= 94) && (KielHyreQuest <= 104)) { if (.KHDoor5Opened == 0) { mes "^3355FFThe large door"; mes "is wide open, and."; mes "you may now enter.^000000"; next; switch(select("Yes","No")) { case 1: close2; donpcevent "Big_Door_5_Warp::OnEnable"; enablenpc "Big_Door_5_Warp"; set .KHDoor5Opened,1; end; case 2: mes "^3355FFWho knows what is on the"; mes "other side of this door. Let's"; mes "think about it before barging in..^000000"; close; } } else { mes "^3355FFThe door is open.^000000"; close; } } else { mes "^3355FFThis large door.."; mes "is closed shut."; mes "If you listen carefully,"; mes "you can hear the door"; mes "hinges slightly squeak.^000000"; close; } } else { mes "^3355FFThis large door.."; mes "is closed shut."; mes "If you listen carefully,"; mes "you can hear the door"; mes "hinges slightly squeak.^000000"; close; } } kh_kiehl01,166,186,0 script Big_Door_5_Warp 45,1,1,{ end; OnEnable: initnpctimer; misceffect 215; end; OnTimer30000: stopnpctimer; misceffect 215; disablenpc "Big_Door_5_Warp"; set getvariableofnpc(.KHDoor5Opened,"Big Door#BigDoorKHQ5"),0; end; OnInit: disablenpc "Big_Door_5_Warp"; end; OnTouch: if (KielHyreQuest >= 46) warp "kh_kiehl02",50,6; else warp "kh_kiehl01",166,183; end; } //---------------------------------------------------------------------------- // Kiehl's Room; Kiehl_Room_Trap (Entry way trap) //---------------------------------------------------------------------------- kh_kiehl02,49,10,0 script Kiehl_Room_Trap -1,5,3,{ end; OnTouch: if (.KHTrapSprung < 1) { set .KHTrapSprung,1; set $@KHQuestBusy,1; initnpctimer; monster "kh_kiehl02",47,13,"Aliot",1740,1; monster "kh_kiehl02",54,13,"Alicel",1739,1; monster "kh_kiehl02",49,13,"Constant",1745,1; monster "kh_kiehl02",51,13,"Aliot",1740,1; monster "kh_kiehl02",53,13,"Alicel",1739,1; monster "kh_kiehl02",49,13,"Constant",1745,1; } end; OnTimer300000: OnTimer600000: OnTimer900000: if (getmapusers("kh_kiehl02") == 0) { donpcevent "KiehlRoom::OnReset"; stopnpctimer; } end; OnTimer1200000: donpcevent "KiehlRoom::OnReset"; stopnpctimer; end; OnGlobalTimerOff: stopnpctimer; end; } //---------------------------------------------------------------------------- // Kiehl's Room; Kiehl // - Timer will drop to 3 minutes once Kiehl is defeated. //---------------------------------------------------------------------------- kh_kiehl02,50,52,4 script Kiehl#Original 902,{ set @now_weight,MaxWeight-Weight; if (@now_weight < 2000) { mes "^3355FF- Wait!! -"; mes "- You are carrying too many items"; mes "- and are unable to accept any more. -"; mes "- Please make some space avaliable"; mes "- in your inventory before returning. -^000000"; close; } cutin "kh_kiel01",2; if ((KielHyreQuest < 94) || (KielHyreQuest >= 106)) { mes "[Kiehl]"; mes "........."; close; } if ((KielHyreQuest == 94) && (getvariableofnpc(.KHKilled,"KiehlRoom") < 5)) { mes "[Kiehl]"; mes "I'm surprised you made"; mes "it this far, adventurer~"; mes "I bid you welcome to my"; mes "humble room. I assume that"; mes "you've come for the Condensed"; mes "Memory Scroll... my mind."; next; mes "[Kiehl]"; mes "You can understand"; mes "why I can't let you have it,"; mes "so if you really want the"; mes "Condensed Memory Scroll,"; mes "then show me what you've got!"; close2; cutin "",255; set getvariableofnpc(.KHKilled,"KiehlRoom"),0; monster "kh_kiehl02",49,48,"Aliot",1740,1,"KiehlRoom::OnKiehlMobDead"; monster "kh_kiehl02",46,50,"Alicel",1739,1,"KiehlRoom::OnKiehlMobDead"; monster "kh_kiehl02",49,50,"Constant",1745,1,"KiehlRoom::OnKiehlMobDead"; monster "kh_kiehl02",53,53,"Aliot",1740,1,"KiehlRoom::OnKiehlMobDead"; monster "kh_kiehl02",49,55,"Alicel",1739,1,"KiehlRoom::OnKiehlMobDead"; monster "kh_kiehl02",49,53,"Constant",1745,1,"KiehlRoom::OnKiehlMobDead"; monster "kh_kiehl02",46,53,"Aliot",1740,1,"KiehlRoom::OnKiehlMobDead"; donpcevent "Kiehl#Original::OnChangeState"; disablenpc "Kiehl#Original"; end; } else if ((KielHyreQuest == 94) && (getvariableofnpc(.KHKilled,"KiehlRoom") >= 5)) { cutin "kh_kiel03",2; mes "[Kiehl]"; mes "Hmpf! You're pretty good."; mes "Father must have spent"; mes "a lot of money to hire"; mes "you. So has he sent"; mes "you to kill me?"; next; mes "["+strcharinfo(0)+"]"; mes "Kiel Hyre sent me to ask"; mes "you to stop turning all of"; mes "the Third Generation robots"; mes "into killing machines! How"; mes "can do something like that"; mes "to other robots like you?"; next; cutin "kh_kiel01",2; mes "[Kiehl]"; mes "Why not? It's said that man"; mes "was made in the image of God."; mes "Well, robots were made in the"; mes "image of man. You humans kill"; mes "each other as much as you"; mes "like, as far as I can tell."; next; mes "[Kiehl]"; mes "It might not be ethical"; mes "for me to provide weapons"; mes "to humans that need them..."; mes "But that's what they are."; mes "Weapons. It's more humane"; mes "for robots to fight than humans."; next; mes "[Kiehl]"; mes "Robots don't naturally"; mes "feel pain or emotions."; mes "Not unless they're specially"; mes "programmed. Sorry, but I don't"; mes "plans to stop what I'm doing."; next; cutin "kh_kiel04",2; mes "["+strcharinfo(0)+"]"; mes "Humankind may not be"; mes "perfect, but think about"; mes "who you're working with!"; mes "Rekenber is the epitome of"; mes "human evil! How can you"; mes "support them like this?"; next; cutin "kh_kiel02",2; mes "[Kiehl]"; mes "I've had a long relationship"; mes "with Rekenber. I'm fully aware"; mes "of their capabilities. Do you"; mes "remember the first room you"; mes "passed on your way here, the"; mes "one with all the toys?"; next; mes "[Kiehl]"; mes "I bet you didn't know that there"; mes "were 5 Second Generation"; mes "robots. Me, and my four other"; mes "brothers and sisters. Father"; mes "built that room so that all"; mes "five of us could live together."; next; cutin "kh_kiel03",2; mes "[Kiehl]"; mes "I was the only one to"; mes "survive. I returned to"; mes "Father and even got a"; mes "name. But yes, I know"; mes "how bad Rekenber really is."; next; mes "[Kiehl]"; mes "I don't... I don't want"; mes "to talk about this any more"; mes "You've made me... Just leave."; mes "I think I will let you live."; next; cutin "",255; mes "[Mitchell]"; mes "Freeze!"; mes "Kiehl Hyre, you're"; mes "under arrest for creating"; mes "and trading illegal weapons!"; set KielHyreQuest,100; donpcevent "::OnKHAgent"; enablenpc "Mitchell#KiehlRoom"; enablenpc "Agent#KHAgent1"; enablenpc "Agent#KHAgent2"; enablenpc "Agent#KHAgent3"; enablenpc "Agent#KHAgent4"; next; goto L_Continue; } else if ((KielHyreQuest == 100) && (getvariableofnpc(.KHKilledBoss,"KiehlRoom") < 1)) { L_Continue: set getvariableofnpc(.KHKilledBoss,"KiehlRoom"),0; cutin "kh_kiel01",2; mes "[Kiehl]"; mes "Ah, Schwaltzvalt Republic"; mes "agents. Heh. I haven't had"; mes "this many guests before."; mes "Well, I guess this means"; mes "we'll have to fight after"; mes "all, you and I. *Sigh* Pity..."; next; mes "[Kiehl]"; mes "First, in all fairness,"; mes "let me take care of these"; mes "nuisances. They're just"; mes "mindlessly doing their"; mes "jobs--sort of like robots-- but"; mes "don't worry, they won't be hurt."; next; donpcevent "::OnKHSpiderWeb"; mes "[Mitchell]"; mes "Nooooo!"; next; cutin "kh_kiel03",2; mes "[Kiehl]"; mes "And now, you and I can"; mes "have a proper duel, human"; mes "I'm interested in seeing just"; mes "how strong you really are~"; close2; cutin "",255; monster "kh_kiehl02",50,52,"Kiehl",1733,1,"KiehlRoom::OnKiehlDead"; donpcevent "Kiehl#Original::OnChangeState"; disablenpc "Kiehl#Original"; end; } else if ((KielHyreQuest == 100) && (getvariableofnpc(.KHKilledBoss,"KiehlRoom") == 1)) { cutin "kh_kiel02",2; mes "[Kiehl]"; mes "D-damn...!"; mes "Well played, adventurer"; mes "Well played. I should have"; mes "known that Father would send"; mes "the very best after me. Still,"; mes "you've failed to truly defeat me."; next; mes "[Kiehl]"; mes "I still have a few"; mes "trump cards left"; mes "I think... I'll take you"; mes "to hell with me... Well"; mes "if robots can go there~"; announce "*Jeeeezzzgggg~ Geezzz~ Grrrr~ Clank~*",bc_map,0xFF0000; next; mes "[Mitchell]"; mes "No...! We're locked"; mes "in the room! We're"; mes "We're trapped in here!"; next; mes "[Kiehl]"; mes "Yay~ Let's burn"; mes "everything down~"; next; mes "[Mitchell]"; mes "Quick, "+strcharinfo(0)+","; mes "use Kiel Hyre's power"; mes "device, the one that's"; mes "supposed to mess with"; mes "Kiehl's power supply!"; mes "Hurry, use it right now!"; next; delitem 7504,1; //Power_Source announce "*Gzzzz~ Gzzzz~*",bc_map,0xFF0000; next; mes "[Kiehl]"; mes "Wh-what? I c-can't"; mes "move! This day is just"; mes "full of surprises. Oh, well."; mes "I guess it's time for me to"; mes "use my other trump card."; next; mes "[Mitchell]"; mes "What...?"; mes "How many trump"; mes "cards do you have?"; next; mes "[????]"; mes "I'm so disappointed..."; mes "I can't believe none"; mes "of you thought of this..."; next; mes "[Mitchell]"; mes "Who are you...?"; mes "Show yourself!"; next; donpcevent "Kiehl#Copy::OnChangeState"; enablenpc "Kiehl#Copy"; mes "[????]"; mes "Please."; mes "Don't insult me."; mes "You know this voice."; mes "It's been talking to"; mes "you this entire time~"; next; mes "[Mitchell]"; mes "Impossible!"; mes "How can there"; mes "be two of you...?!"; next; cutin "kh_kiel01",0; mes "[Kiehl]"; mes "Hahahahaha!"; mes "I'm a robot!"; mes "I can make extra"; mes "bodies, switch brains"; mes "with them. It's awfully"; mes "convenient, let me tell you."; next; cutin "kh_kiel03",2; mes "[Kiehl]"; mes "Anyway, I don't mean to show"; mes "off, but I suppose I better"; mes "reveal to you my final trump"; mes "card. First of all, I know all"; mes "about you, Ms. Mitchell Layla~"; next; mes "[Mitchell]"; mes "What? How do you"; mes "know my name?"; next; mes "[Kiehl]"; mes "Well, I have a few"; mes "spies of my own..."; mes "I'll allow him to explain."; next; mes "[Masked Man]"; mes "Mitchell..."; mes "I'm sorry that"; mes "you had to get"; mes "involved in all this."; next; mes "[Mitchell]"; mes "Wolkeus? Wolkeus Kaiser?!"; mes "You're the spy?! But you risked"; mes "your life to save our president!"; mes "No! Oh, God! How can this be"; mes "happening?! Everything's just..."; mes "This is all crazy! All of it!"; next; mes "[Wolkeus]"; mes "This is just the result"; mes "of elaborate plans that"; mes "were made years ago. I didn't"; mes "expect you to be this surprised,"; mes "Mitchell. It's the way the game"; mes "is played. You know that."; next; mes "[Mitchell]"; mes "Mister President..."; mes "I failed you... I'm sorry..."; next; mes "[Kiehl]"; mes "Well, Kaiser, she took"; mes "it pretty badly, but at least"; mes "you're being gentlemanly"; mes "about it. Well, I'd like for"; mes "all of us to get better"; mes "acquainted, but..."; next; cutin "kh_kiel01",2; mes "[Kiehl]"; mes "We'd better say our"; mes "farewells here. This"; mes "place will be gone in"; mes "five minutes. Ah, and"; mes "Ms. Layla, you're coming"; mes "with us. We have questions~"; next; mes "[Kiehl]"; mes "I'm curious as to what"; mes "the president's plans are"; mes "Mister Kaiser, if you'll"; mes "escort Ms. Layla, please."; next; mes "[Wolkeus Kaiser]"; mes "Sorry, Mitchell."; mes "I gotta do it..."; next; mes "[Mitchell]"; mes "No, get away! Let me go!"; mes "Let go of me, Wolkeus!"; donpcevent "::OnKHAgent"; disablenpc "Mitchell#KiehlRoom"; disablenpc "Agent#KHAgent1"; disablenpc "Agent#KHAgent2"; disablenpc "Agent#KHAgent3"; disablenpc "Agent#KHAgent4"; next; cutin "kh_kiel02",2; mes "[Kiehl]"; mes "Great, we're done with"; mes "that ugly business. Now,"; mes "where was I? Ah, right."; mes "Yes. I'm sorry. We don't"; mes "have any more time to play."; next; mes "[Kiehl]"; mes "Here, adventurer."; mes "I'm aware that my father"; mes "sent you here to get this."; mes "Consider it my final gift"; mes "to him. I'm surprised he left"; mes "this ring inside me, though."; next; cutin "kh_kiel04",2; mes "[Kiehl]"; mes "I imagine that it must"; mes "be precious to him. But"; mes "I wonder why he placed"; mes "it inside me? Well, anyway,"; mes "I have a message I'd like"; mes "for you to deliver to him."; next; cutin "kh_kiel01",2; mes "[Kiehl]"; mes "First... I guess we"; mes "should get rid of this"; mes "old thing. It was a good"; mes "body, and it's served me"; mes "well for 23 years. I'll miss"; mes "it. Rest well, old Kiehl."; next; mes "[Kiehl]"; mes "Now, this was the body"; mes "that my father made."; mes "Please tell him that"; mes "this means that we're"; mes "no longer related to"; mes "each other at all."; next; mes "[Kiehl]"; mes "The body I'm using right now?"; mes "I made it myself with the most"; mes "advanced technology. Consider"; mes "it... a Fourth Generation robot"; mes "body if you will. Father will"; mes "understand what I mean."; next; mes "[Kiehl]"; mes "Anyway, please tell him"; mes "that, and get his old ring"; mes "out of my old robot body,"; mes "and then give it to him. For"; mes "now, let's get out of here: we"; mes "just have 3 minutes to evacuate."; next; mes "[Kiehl]"; mes "You're a worthy opponent,"; mes "and a human I respect."; mes "I don't know if we'll meet"; mes "again, but who knows?"; mes "Anyway, I'll open up the"; mes "exit for you. Farewell~"; set KielHyreQuest,104; donpcevent "Kiehl_Room_Exit::OnEnable"; enablenpc "Kiehl_Room_Exit"; close2; cutin "",255; donpcevent "Kiehl#Copy::OnChangeState"; disablenpc "Kiehl#Copy"; initnpctimer; end; } if (KielHyreQuest == 104) { cutin "kh_kiel02",2; mes "^3355FFYou retrieve the"; mes "ring from the heart of"; mes "Kiehl's old robotic body.^000000"; getitem 7508,1; //Elisia's_Ring set KielHyreQuest,106; enablenpc "Kiehl_Room_Exit"; close2; cutin "",255; end; } else { mes "......"; close2; delitem 7487,1; //Culinary_Wine delitem 7488,1; //Delivery_Package delitem 7489,1; //Cottage Key delitem 7493,1; //Golden_Key delitem 7494,1; //Exquisite_Button delitem 7495,1; //Blue_Keycard delitem 7490,1; //Letter to Elly delitem 7492,1; //Yellow_Keycard delitem 7516,1; //Green_Keycard delitem 7491,1; //Iron_Box delitem 7496,1; //Red_Keycard delitem 7497,1; //Metal_Fragment delitem 7504,1; //Power_Source delitem 7498,1; //Losimier's_House_Key delitem 7499,1; //Portrait_of_a_Family delitem 7500,1; //Portrait_of_a_Lady delitem 7501,1; //K.H's_Letter delitem 7502,1; //James's_Memo delitem 7503,1; //Portrait_of_a_Guy delitem 7505,1; //Toy_Key delitem 7508,1; //Elisia's_Ring cutin "",255; end; } OnTimer180000: stopnpctimer; mapannounce "kh_kiehl02","Beeeeeeeeeeeeep~",bc_npc,0xFF0000; donpcevent "KiehlRoom::OnReset"; end; OnTimer179000: mapannounce "kh_kiehl02","1 second remaining until detonation",bc_npc,0xFF0000; end; OnTimer178000: mapannounce "kh_kiehl02","2 seconds remaining until detonation",bc_npc,0xFF0000; end; OnTimer177000: mapannounce "kh_kiehl02","3 seconds remaining until detonation",bc_npc,0xFF0000; end; OnTimer176000: mapannounce "kh_kiehl02","4 seconds remaining until detonation",bc_npc,0xFF0000; end; OnTimer175000: mapannounce "kh_kiehl02","5 seconds remaining until detonation",bc_npc,0xFF0000; end; OnTimer170000: mapannounce "kh_kiehl02","10 seconds remaining until detonation",bc_npc,0xFF0000; end; OnTimer160000: mapannounce "kh_kiehl02","20 seconds remaining until detonation",bc_npc,0xFF0000; end; OnTimer150000: mapannounce "kh_kiehl02","30 seconds remaining until detonation",bc_npc,0xFF0000; end; OnTimer120000: mapannounce "kh_kiehl02","1 minute remaining until detonation.",bc_npc,0xFF0000; end; OnTimer60000: mapannounce "kh_kiehl02","2 minutes remaining until detonation.",bc_npc,0xFF0000; end; OnTimer1000: mapannounce "kh_kiehl02","3 minutes remaining until detonation.",bc_npc,0xFF0000; end; OnChangeState: misceffect 215; end; OnInit: disablenpc "Mitchell#KiehlRoom"; disablenpc "Agent#KHAgent1"; disablenpc "Agent#KHAgent2"; disablenpc "Agent#KHAgent3"; disablenpc "Agent#KHAgent4"; end; } //---------------------------------------------------------------------------- // Kiehl's Room; NPC for mob control, timers, and other junk. //---------------------------------------------------------------------------- kh_kiehl02,1,1,0 script KiehlRoom -1,{ end; OnKiehlMobDead: set .KHKilled,.KHKilled+1; if (.KHKilled == 5) { donpcevent "Kiehl#Original::OnChangeState"; enablenpc "Kiehl#Original"; } end; OnKiehlDead: set .KHKilledBoss,1; donpcevent "Kiehl#Original::OnChangeState"; enablenpc "Kiehl#Original"; end; OnReset: donpcevent "Kiehl_Room_Trap::OnGlobalTimerOff"; if (getmapusers("kh_kiehl02") > 0) mapwarp "kh_kiehl02","lighthalzen",192,200; killmonsterall "kh_kiehl02"; disablenpc "Kiehl_Room_Exit"; disablenpc "Mitchell#KiehlRoom"; disablenpc "Agent#KHAgent1"; disablenpc "Agent#KHAgent2"; disablenpc "Agent#KHAgent3"; disablenpc "Agent#KHAgent4"; disablenpc "Kiehl#Copy"; enablenpc "Kiehl#Original"; set .KHKilledBoss,0; set .KHKilled,0; set getvariableofnpc(.KHTrapSprung,"Kiehl_Room_Trap"),0; set $@KHQuestBusy,0; end; } //---------------------------------------------------------------------------- // Kiehl's Room; Mitchell and Agents. (Floating NPC + Duplicates) //---------------------------------------------------------------------------- - script Agent#KHAgent1::KHAgent -1,{ end; OnKHAgent: misceffect 215; end; OnKHSpiderWeb: misceffect 404; end; } kh_kiehl02,49,55,6 duplicate(KHAgent) Mitchell#KiehlRoom 727 kh_kiehl02,53,52,4 duplicate(KHAgent) Agent#KHAgent1 880 kh_kiehl02,51,49,1 duplicate(KHAgent) Agent#KHAgent2 880 kh_kiehl02,47,50,0 duplicate(KHAgent) Agent#KHAgent3 880 kh_kiehl02,46,53,6 duplicate(KHAgent) Agent#KHAgent4 880 //---------------------------------------------------------------------------- // Kiehl's Room; Copy of Kiehl. //---------------------------------------------------------------------------- kh_kiehl02,48,53,6 script Kiehl#Copy 902,{ end; OnChangeState: misceffect 215; end; OnInit: disablenpc "Kiehl#Copy"; end; } //---------------------------------------------------------------------------- // Kiehl's Room; Kiehl_Room_Exit //---------------------------------------------------------------------------- kh_kiehl02,50,59,0 script Kiehl_Room_Exit 45,1,1,{ OnTouch: if (getmapusers("kh_kiehl02") < 1) donpcevent "KiehlRoom::OnReset"; warp "lighthalzen",193,202; end; OnEnable: misceffect 215; end; OnInit: disablenpc "Kiehl_Room_Exit"; end; } //============================================================================