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//================= Hercules Script =======================================
//=       _   _                     _
//=      | | | |                   | |
//=      | |_| | ___ _ __ ___ _   _| | ___  ___
//=      |  _  |/ _ \ '__/ __| | | | |/ _ \/ __|
//=      | | | |  __/ | | (__| |_| | |  __/\__ \
//=      \_| |_/\___|_|  \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2012-2015  Hercules Dev Team
//= Copyright (C)  L0ne_W0lf
//= Copyright (C)  SinSloth
//= Copyright (C)  Lupus
//= Copyright (C)  Silent
//= Copyright (C)  Nexon
//= Copyright (C)  erKURITA
//=
//= Hercules is free software: you can redistribute it and/or modify
//= it under the terms of the GNU General Public License as published by
//= the Free Software Foundation, either version 3 of the License, or
//= (at your option) any later version.
//=
//= This program is distributed in the hope that it will be useful,
//= but WITHOUT ANY WARRANTY; without even the implied warranty of
//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//= GNU General Public License for more details.
//=
//= You should have received a copy of the GNU General Public License
//= along with this program.  If not, see <http://www.gnu.org/licenses/>.
//=========================================================================
//= Abyss Cave Warper
//================= Description ===========================================
//= Warper to Abyss Cave. and warper out
//================= Current Version =======================================
//= 1.4
//=========================================================================

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

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

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

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

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

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

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

OnInit:
	disablenpc "AbyssWarp";
	end;

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

OnWarp:
	initnpctimer;
	enablenpc "AbyssWarp";
	end;

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