summaryrefslogtreecommitdiff
path: root/npc/warps/fields/abyss_warper.txt
blob: 3a5fa77547ff30c41d9b157e7b4aeb533f725c65 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
//===== Hercules Script ======================================
//= Abyss Cave Warper
//===== By: ==================================================
//= erKURITA
//===== Current Version: =====================================
//= 1.4
//===== Description: =========================================
//= Warper to Abyss Cave. and warper out
//===== Additional Comments: =================================
//= 1.0 Added by Nexon [Nexon]
//= 1.1 Removed Duplicates [Silent]
//= 1.2 Fixed tab - missing pillar's appeared [Lupus]
//= 1.3 Updated Abyss Lake entrance based on official [SinSloth]
//= 1.3a Removed .GATs [Lupus]
//= 1.4 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
//============================================================

hu_fild05,168,304,0	script	Column#abyss1	HIDDEN_NPC,{

	mes "^3355FFThere are 3 oddly";
	mes "shaped grooves on";
	mes "the surface of this";
	mes "column. It seems that";
	mes "certain dragon body parts";
	mes "would fit perfectly into";
	mes "the column grooves.^000000";
	if((countitem(1035)) && (countitem(1036)) && (countitem(1037)))
	{
		next;
		switch( select( "Insert Dragon Body Parts","Eat Dragon Body Parts" ) )
		{
			case 1:
				mes "^3355FFYou carefully place a";
				mes "Dragon Canine into one of";
				mes "the grooves, and then you";
				mes "hear a powerful rumbling";
				mes "from within the column.^000000";
				specialeffect EF_WINDHIT;
				next;
				mes "^3355FFYou slowly insert a";
				mes "Dragon Scale into another";
				mes "of the column's grooves,";
				mes "trigerring another small";
				mes "tremor from the column.^000000";
				specialeffect EF_WINDHIT;
				next;
				mes "^3355FFYou cautiously insert";
				mes "a Dragon Tail into the";
				mes "final groove. Lights shine";
				mes "forth from cracks in the";
				mes "column's surface...^000000";
				specialeffect EF_WINDHIT;
				next;
				mes "^3355FFThe ground beneath";
				mes "your feet begins to";
				mes "violently shake.^000000";
				specialeffect EF_BOWLINGBASH;
				donpcevent "AbyssWarp::OnWarp";
				specialeffect2 EF_PORTAL;
				delitem 1035,1;
				delitem 1036,1;
				delitem 1037,1;
				close2;
				warp "hu_fild05",184,204;
				end;

			case 2:
				mes "^3355FFYou gingerly place a";
				mes "Dragon's Canine, a Dragon";
				mes "Scale, and a Dragon Tail into";
				mes "your mouth and slowly begin";
				mes "to chew. Nothing happens";
				mes "and the taste of these items";
				mes "is surprisingly putrid.^000000";
				next;
				emotion e_rice,1;
				delitem 1035,1;
				delitem 1036,1;
				delitem 1037,1;
				percentheal -10,0;
				close;
		}
	}
	close;
}

hu_fild05,171,211,0	script	Column#abyss2	HIDDEN_NPC,1,1,{

	mes "^3355FFThis column looks";
	mes "very similar to the";
	mes "one you've seen in";
	mes "the lake. There is";
	mes "a conspicious blue";
	mes "groove on its surface.^000000";
	next;
	switch( select( "Touch the Groove","Remove Item from Groove" ) )
	{
		case 1:
			mes "^3355FF*Clatter Clatter*^000000";
			next;
			mes "^3355FFThe light emanating from";
			mes "the groove distorts and";
			mes "the column starts to shake.";
			mes "You hear a faint rumbling";
			mes "from inside the column.^000000";
			specialeffect EF_WINDHIT;
			next;
			mes "*Ggghhhhhzzzz!*";
			mes "*BAM!*";
			next;
			mes "^3355FFThe light shining from";
			mes "the column's groove grows";
			mes "brighter as you feel the";
			mes "ground beneath your feet";
			mes "begin to slowly sink away...^000000";
			next;
			specialeffect EF_BOWLINGBASH;
			specialeffect2 EF_PORTAL;
			close2;
			warp "hu_fild05",169,305;
			end;

		case 2:
			mes "^3355FF*Ppppsssh!*";
			mes "You accidentally";
			mes "broke the item.^000000";
			specialeffect EF_WINDHIT;
			next;
			mes "^3355FF*Gggggggghhhhhhhhzzzzzzjjjjhh!*^000000";
			next;
			mes "^3355FFThe light emanating from";
			mes "the groove distorts and";
			mes "the column starts to shake.";
			mes "The tremors in the ground";
			mes "make it difficult to stand";
			mes "steadily, but suddently you";
			mes "are warped somewhere else...^000000";
			next;
			specialeffect EF_BOWLINGBASH;
			specialeffect2 EF_PORTAL;
			close2;
			warp "hu_fild05",157,284;
			end;
	}
}

hu_fild05,196,210,1	script	AbyssWarp	WARPNPC,2,2,{

OnInit:
	disablenpc "AbyssWarp";
	end;

OnTouch:
	warp "abyss_01",260,268;
	end;

OnWarp:
	initnpctimer;
	enablenpc "AbyssWarp";
	end;

OnTimer30000:
	stopnpctimer;
	disablenpc "AbyssWarp";
	end;
}