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author | Taylor Locke <kisuka@kisuka.com> | 2014-05-17 00:08:47 -0700 |
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committer | Taylor Locke <kisuka@kisuka.com> | 2014-05-17 00:08:47 -0700 |
commit | 108705ad7140d84667961061bb6ebb1986a720e9 (patch) | |
tree | d8efea26b808e61c66571cef8a02644a184f9be1 /npc/re/instances/WolfchevLaboratory.txt | |
parent | 296791de1028e60485784a81b1bd8ac493bd9d63 (diff) | |
download | hercules-108705ad7140d84667961061bb6ebb1986a720e9.tar.gz hercules-108705ad7140d84667961061bb6ebb1986a720e9.tar.bz2 hercules-108705ad7140d84667961061bb6ebb1986a720e9.tar.xz hercules-108705ad7140d84667961061bb6ebb1986a720e9.zip |
Fixes and Clean-ups from Euphy for Wolfchev's Lab.
Diffstat (limited to 'npc/re/instances/WolfchevLaboratory.txt')
-rw-r--r-- | npc/re/instances/WolfchevLaboratory.txt | 566 |
1 files changed, 200 insertions, 366 deletions
diff --git a/npc/re/instances/WolfchevLaboratory.txt b/npc/re/instances/WolfchevLaboratory.txt index 8faa15cf2..70cc81b8f 100644 --- a/npc/re/instances/WolfchevLaboratory.txt +++ b/npc/re/instances/WolfchevLaboratory.txt @@ -3,13 +3,14 @@ //===== By: ==================================================================== //= Kisuka (1.0) //===== Current Version: ======================================================= -//= 1.0.0 +//= 1.0.1 //===== File Encoding ========================================================== //= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8. //===== Description: =========================================================== //= Defeat Wolfchev's human experimentations. //===== Additional Comments: =================================================== //= 1.0.0 Initial Release. [Kisuka] +//= 1.0.1 Some Clean-Up and Fixes. [Euphy] //============================================================================== 1@lhz mapflag src4instance @@ -236,7 +237,6 @@ lighthalzen,303,303,6 script Giacomo Girolamo#kiup2 4_M_KHMAN,3,3,{ mes "[Giacomo Girolamo]"; switch(rand(1,10)) { case 1: - mes "[Giacomo Girolamo]"; mes "Wasn't it painful when you fell down from Heaven, my Angel?"; next; break; @@ -428,20 +428,16 @@ lighthalzen,342,291,4 script Weird old man#Bio4Reward 4_M_EINOLD,{ close; case 2: mes "[Weird old man]"; - mes "So, You are interested in armors."; + mes "So, you are interested in armors."; next; mes "[Weird old man]"; mes "These are the armors I have."; next; for(.@i = 1; .@i < 8; .@i++) { - if(((.@i == 1 || .@i == 5) && (countitem(Will_Of_Warrior) >= 100) && (countitem(Blood_Thirst) >= 50) && - (countitem(Goast_Chill) >= 35)) || - ((.@i == 2 || .@i == 3) && (countitem(Will_Of_Warrior) >= 100) && (countitem(Blood_Thirst) >= 50) && - (countitem(Goast_Chill) >= 22)) || - ((.@i == 4 || .@i == 7) && (countitem(Will_Of_Warrior) >= 300) && (countitem(Blood_Thirst) >= 300) && - (countitem(Goast_Chill) >= 400)) || - ((.@i == 6) && (countitem(Will_Of_Warrior) >= 100) && (countitem(Blood_Thirst) >= 50) && - (countitem(Goast_Chill) >= 30))) { + if(((.@i == 1 || .@i == 5) && (countitem(Will_Of_Warrior) >= 100) && (countitem(Blood_Thirst) >= 50) && (countitem(Goast_Chill) >= 35)) || + ((.@i == 2 || .@i == 3) && (countitem(Will_Of_Warrior) >= 100) && (countitem(Blood_Thirst) >= 50) && (countitem(Goast_Chill) >= 22)) || + ((.@i == 4 || .@i == 7) && (countitem(Will_Of_Warrior) >= 300) && (countitem(Blood_Thirst) >= 300) && (countitem(Goast_Chill) >= 400)) || + ((.@i == 6) && (countitem(Will_Of_Warrior) >= 100) && (countitem(Blood_Thirst) >= 50) && (countitem(Goast_Chill) >= 30))) { .@armor$[.@i] = "^0000FF"; } else { .@armor$[.@i] = "^FF0000"; @@ -462,6 +458,7 @@ lighthalzen,342,291,4 script Weird old man#Bio4Reward 4_M_EINOLD,{ mes "[Weird old man]"; mes "Have a look."; next; + .@break = 1; break; case 2: mes "<<Giant Shield[1]>>"; @@ -507,13 +504,15 @@ lighthalzen,342,291,4 script Weird old man#Bio4Reward 4_M_EINOLD,{ callsub L_Reward, Ancient_Gold_Deco, 300, 300, 400; break; } + if(.@break) + break; } case 3: mes "[Weird old man]"; - mes "So, You are interested in Weapon."; + mes "So, you are interested in weapons."; next; mes "[Weird old man]"; - mes "These are the Weapons I got."; + mes "These are the weapons I've got."; next; for(.@i = 1; .@i < 15; .@i++) { if(((.@i == 1) && (countitem(Will_Of_Warrior) >= 50) && (countitem(Blood_Thirst) >= 100) && @@ -553,6 +552,7 @@ lighthalzen,342,291,4 script Weird old man#Bio4Reward 4_M_EINOLD,{ mes "[Weird old man]"; mes "Have a look."; next; + .@break = 1; break; case 2: mes "<<Agent Katar[1]>>"; @@ -640,6 +640,8 @@ lighthalzen,342,291,4 script Weird old man#Bio4Reward 4_M_EINOLD,{ callsub L_Reward, Creeper_Bow, 50, 100, 35; break; } + if(.@break) + break; } } } @@ -782,7 +784,11 @@ lhz_cube,233,24,4 script Sorcerer#Bio4Reward 4_M_UMDANCEKID,{ while(1) { switch(select("Ok, I don't have to know more.", "6 Armors", "14 Weapons")) { case 1: - break; + mes "[Pudding]"; + mes "If you obtain '^F2766EWill of Warrior^000000' or '^952420Thirst for Blood^000000', and obtain also equipment which is capable to accept their power, bring them to me. I will be waiting."; + close2; + enable_items; + end; case 2: mes "< Armor List >"; mes "Giant Shield[1]"; @@ -820,11 +826,6 @@ lhz_cube,233,24,4 script Sorcerer#Bio4Reward 4_M_UMDANCEKID,{ break; } } - mes "[Pudding]"; - mes "If you obtain '^F2766EWill of Warrior^000000' or '^952420Thirst for Blood^000000', and obtain also equipment which is capable to accept their power, bring them to me. I will be waiting."; - close2; - enable_items; - end; case 4: emotion e_flash; mes "[Pudding]"; @@ -953,11 +954,11 @@ lhz_cube,233,24,4 script Sorcerer#Bio4Reward 4_M_UMDANCEKID,{ .@type = 1; if(.@equip_item == Giant_Lance) .@lhz_max_num = 4200; - } else if(.@equip_item == Catapult || .@equip_item == Big_CrossBow || .@equip_item == Creeper_Bow) { + } else if (.@equip_item == Catapult || .@equip_item == Big_CrossBow || .@equip_item == Creeper_Bow) { .@type = 2; - } else if(.@equip_item == Chilly_Spell_Book || .@equip_item == Recovery_Light) { + } else if (.@equip_item == Chilly_Spell_Book || .@equip_item == Recovery_Light) { .@type = 3; - } else if(.@equip_item== Giant_Shield || .@equip_item == Geffenia_Book_Water || .@equip_item == Bible_Of_Promise2 || + } else if (.@equip_item== Giant_Shield || .@equip_item == Geffenia_Book_Water || .@equip_item == Bible_Of_Promise2 || .@equip_item == Salvage_Cape || .@equip_item == Assassin_Handcuffs || .@equip_item == Green_Operation_Coat || .@equip_item == Ancient_Gold_Deco) { if(.@equip_item == Salvage_Cape || .@equip_item == Ancient_Gold_Deco) @@ -1135,293 +1136,153 @@ lhz_cube,233,24,4 script Sorcerer#Bio4Reward 4_M_UMDANCEKID,{ case 1: // Short Distance .@i = rand(1, .@lhz_max_num); - if (.@i < 401) { - .@enchant = Strength1; - } else if(.@i < 441) { - .@enchant = Strength2; - } else if(.@i < 445) { - .@enchant = Strength3; - } else if(.@i < 845) { - .@enchant = Agility1; - } else if(.@i < 885) { - .@enchant = Agility2; - } else if(.@i < 889) { - .@enchant = Agility3; - } else if(.@i < 1289) { - .@enchant = Vitality1; - } else if(.@i < 1329) { - .@enchant = Vitality2; - } else if(.@i < 1333) { - .@enchant = Vitality3; - } else if(.@i < 1523) { - .@enchant = Inteligence1; - } else if(.@i < 1542) { - .@enchant = Inteligence2; - } else if(.@i < 1544) { - .@enchant = Inteligence3; - } else if(.@i < 1844) { - .@enchant = Dexterity1; - } else if(.@i < 1874) { - .@enchant = Dexterity2; - } else if(.@i < 1877) { - .@enchant = Dexterity3; - } else if(.@i < 2067) { - .@enchant = Luck1; - } else if(.@i < 2086) { - .@enchant = Luck2; - } else if(.@i < 2088) { - .@enchant = Luck3; - } else if(.@i < 2491) { - .@enchant = 0; - } else if(.@i < 2891) { - .@enchant = Fighting_Spirit1; - } else if(.@i < 2931) { - .@enchant = Fighting_Spirit2; - } else if(.@i < 2935) { - .@enchant = Fighting_Spirit3; - } else if(.@i < 3125) { - .@enchant = Spell1; - } else if(.@i < 3144) { - .@enchant = Spell2; - } else if(.@i < 3146) { - .@enchant = Spell3; - } else if(.@i < 3148) { - .@enchant = Atk_Speed1; - } else if(.@i < 3348) { - .@enchant = Sharp1; - } else if(.@i < 3368) { - .@enchant = Sharp2; - } else if(.@i < 3370) { - .@enchant = Sharp3; - } else if(.@i < 3560) { - .@enchant = Expert_Archer1; - } else if(.@i < 3579) { - .@enchant = Expert_Archer2; - } else if(.@i < 3581) { - .@enchant = Expert_Archer3; - } else { - .@enchant = 0; - } + if (.@i < 401) .@enchant = Strength1; + else if (.@i < 441) .@enchant = Strength2; + else if (.@i < 445) .@enchant = Strength3; + else if (.@i < 845) .@enchant = Agility1; + else if (.@i < 885) .@enchant = Agility2; + else if (.@i < 889) .@enchant = Agility3; + else if (.@i < 1289) .@enchant = Vitality1; + else if (.@i < 1329) .@enchant = Vitality2; + else if (.@i < 1333) .@enchant = Vitality3; + else if (.@i < 1523) .@enchant = Inteligence1; + else if (.@i < 1542) .@enchant = Inteligence2; + else if (.@i < 1544) .@enchant = Inteligence3; + else if (.@i < 1844) .@enchant = Dexterity1; + else if (.@i < 1874) .@enchant = Dexterity2; + else if (.@i < 1877) .@enchant = Dexterity3; + else if (.@i < 2067) .@enchant = Luck1; + else if (.@i < 2086) .@enchant = Luck2; + else if (.@i < 2088) .@enchant = Luck3; + else if (.@i < 2491) .@enchant = 0; + else if (.@i < 2891) .@enchant = Fighting_Spirit1; + else if (.@i < 2931) .@enchant = Fighting_Spirit2; + else if (.@i < 2935) .@enchant = Fighting_Spirit3; + else if (.@i < 3125) .@enchant = Spell1; + else if (.@i < 3144) .@enchant = Spell2; + else if (.@i < 3146) .@enchant = Spell3; + else if (.@i < 3148) .@enchant = Atk_Speed1; + else if (.@i < 3348) .@enchant = Sharp1; + else if (.@i < 3368) .@enchant = Sharp2; + else if (.@i < 3370) .@enchant = Sharp3; + else if (.@i < 3560) .@enchant = Expert_Archer1; + else if (.@i < 3579) .@enchant = Expert_Archer2; + else if (.@i < 3581) .@enchant = Expert_Archer3; + else .@enchant = 0; break; case 2: // Long Distance .@i = rand(1, .@lhz_max_num); - if (.@i < 191) { - .@enchant = Strength1; - } else if(.@i < 210) { - .@enchant = Strength2; - } else if(.@i < 212) { - .@enchant = Strength3; - } else if(.@i < 612) { - .@enchant = Agility1; - } else if(.@i < 652) { - .@enchant = Agility2; - } else if(.@i < 656) { - .@enchant = Agility3; - } else if(.@i < 846) { - .@enchant = Vitality1; - } else if(.@i < 865) { - .@enchant = Vitality2; - } else if(.@i < 867) { - .@enchant = Vitality3; - } else if(.@i < 1167) { - .@enchant = Inteligence1; - } else if(.@i < 1197) { - .@enchant = Inteligence2; - } else if(.@i < 1200) { - .@enchant = Inteligence3; - } else if(.@i < 1600) { - .@enchant = Dexterity1; - } else if(.@i < 1640) { - .@enchant = Dexterity2; - } else if(.@i < 1644) { - .@enchant = Dexterity3; - } else if(.@i < 1834) { - .@enchant = Luck1; - } else if(.@i < 1853) { - .@enchant = Luck2; - } else if(.@i < 1855) { - .@enchant = Luck3; - } else if(.@i < 2258) { - .@enchant = 0; - } else if(.@i < 2448) { - .@enchant = Fighting_Spirit1; - } else if(.@i < 2467) { - .@enchant = Fighting_Spirit2; - } else if(.@i < 2469) { - .@enchant = Fighting_Spirit3; - } else if(.@i < 2669) { - .@enchant = Spell1; - } else if(.@i < 2689) { - .@enchant = Spell2; - } else if(.@i < 2691) { - .@enchant = Spell3; - } else if(.@i < 2693) { - .@enchant = Atk_Speed1; - } else if(.@i < 3093) { - .@enchant = Sharp1; - } else if(.@i < 3133) { - .@enchant = Sharp2; - } else if(.@i < 3137) { - .@enchant = Sharp3; - } else if(.@i < 3537) { - .@enchant = Expert_Archer1; - } else if(.@i < 3577) { - .@enchant = Expert_Archer2; - } else if(.@i < 3581) { - .@enchant = Expert_Archer3; - } else { - .@enchant = 0; - } + if (.@i < 191) .@enchant = Strength1; + else if (.@i < 210) .@enchant = Strength2; + else if (.@i < 212) .@enchant = Strength3; + else if (.@i < 612) .@enchant = Agility1; + else if (.@i < 652) .@enchant = Agility2; + else if (.@i < 656) .@enchant = Agility3; + else if (.@i < 846) .@enchant = Vitality1; + else if (.@i < 865) .@enchant = Vitality2; + else if (.@i < 867) .@enchant = Vitality3; + else if (.@i < 1167) .@enchant = Inteligence1; + else if (.@i < 1197) .@enchant = Inteligence2; + else if (.@i < 1200) .@enchant = Inteligence3; + else if (.@i < 1600) .@enchant = Dexterity1; + else if (.@i < 1640) .@enchant = Dexterity2; + else if (.@i < 1644) .@enchant = Dexterity3; + else if (.@i < 1834) .@enchant = Luck1; + else if (.@i < 1853) .@enchant = Luck2; + else if (.@i < 1855) .@enchant = Luck3; + else if (.@i < 2258) .@enchant = 0; + else if (.@i < 2448) .@enchant = Fighting_Spirit1; + else if (.@i < 2467) .@enchant = Fighting_Spirit2; + else if (.@i < 2469) .@enchant = Fighting_Spirit3; + else if (.@i < 2669) .@enchant = Spell1; + else if (.@i < 2689) .@enchant = Spell2; + else if (.@i < 2691) .@enchant = Spell3; + else if (.@i < 2693) .@enchant = Atk_Speed1; + else if (.@i < 3093) .@enchant = Sharp1; + else if (.@i < 3133) .@enchant = Sharp2; + else if (.@i < 3137) .@enchant = Sharp3; + else if (.@i < 3537) .@enchant = Expert_Archer1; + else if (.@i < 3577) .@enchant = Expert_Archer2; + else if (.@i < 3581) .@enchant = Expert_Archer3; + else .@enchant = 0; break; case 3: .@i = rand(1, .@lhz_max_num); - if (.@i < 301) { - .@enchant = Strength1; - } else if(.@i < 331) { - .@enchant = Strength2; - } else if(.@i < 334) { - .@enchant = Strength3; - } else if(.@i < 534) { - .@enchant = Agility1; - } else if(.@i < 554) { - .@enchant = Agility2; - } else if(.@i < 556) { - .@enchant = Agility3; - } else if(.@i < 956) { - .@enchant = Vitality1; - } else if(.@i < 996) { - .@enchant = Vitality2; - } else if(.@i < 1000) { - .@enchant = Vitality3; - } else if(.@i < 1400) { - .@enchant = Inteligence1; - } else if(.@i < 1440) { - .@enchant = Inteligence2; - } else if(.@i < 1444) { - .@enchant = Inteligence3; - } else if(.@i < 1844) { - .@enchant = Dexterity1; - } else if(.@i < 1884) { - .@enchant = Dexterity2; - } else if(.@i < 1888) { - .@enchant = Dexterity3; - } else if(.@i < 2078) { - .@enchant = Luck1; - } else if(.@i < 2097) { - .@enchant = Luck2; - } else if(.@i < 2099) { - .@enchant = Luck3; - } else if(.@i < 2502) { - .@enchant = 0; - } else if(.@i < 2692) { - .@enchant = Fighting_Spirit1; - } else if(.@i < 2711) { - .@enchant = Fighting_Spirit2; - } else if(.@i < 2713) { - .@enchant = Fighting_Spirit3; - } else if(.@i < 3113) { - .@enchant = Spell1; - } else if(.@i < 3153) { - .@enchant = Spell2; - } else if(.@i < 3157) { - .@enchant = Spell3; - } else if(.@i < 3159) { - .@enchant = Atk_Speed1; - } else if(.@i < 3349) { - .@enchant = Sharp1; - } else if(.@i < 3368) { - .@enchant = Sharp2; - } else if(.@i < 3370) { - .@enchant = Sharp3; - } else if(.@i < 3560) { - .@enchant = Expert_Archer1; - } else if(.@i < 3579) { - .@enchant = Expert_Archer2; - } else if(.@i < 3581) { - .@enchant = Expert_Archer3; - } else { - .@enchant = 0; - } + if (.@i < 301) .@enchant = Strength1; + else if (.@i < 331) .@enchant = Strength2; + else if (.@i < 334) .@enchant = Strength3; + else if (.@i < 534) .@enchant = Agility1; + else if (.@i < 554) .@enchant = Agility2; + else if (.@i < 556) .@enchant = Agility3; + else if (.@i < 956) .@enchant = Vitality1; + else if (.@i < 996) .@enchant = Vitality2; + else if (.@i < 1000) .@enchant = Vitality3; + else if (.@i < 1400) .@enchant = Inteligence1; + else if (.@i < 1440) .@enchant = Inteligence2; + else if (.@i < 1444) .@enchant = Inteligence3; + else if (.@i < 1844) .@enchant = Dexterity1; + else if (.@i < 1884) .@enchant = Dexterity2; + else if (.@i < 1888) .@enchant = Dexterity3; + else if (.@i < 2078) .@enchant = Luck1; + else if (.@i < 2097) .@enchant = Luck2; + else if (.@i < 2099) .@enchant = Luck3; + else if (.@i < 2502) .@enchant = 0; + else if (.@i < 2692) .@enchant = Fighting_Spirit1; + else if (.@i < 2711) .@enchant = Fighting_Spirit2; + else if (.@i < 2713) .@enchant = Fighting_Spirit3; + else if (.@i < 3113) .@enchant = Spell1; + else if (.@i < 3153) .@enchant = Spell2; + else if (.@i < 3157) .@enchant = Spell3; + else if (.@i < 3159) .@enchant = Atk_Speed1; + else if (.@i < 3349) .@enchant = Sharp1; + else if (.@i < 3368) .@enchant = Sharp2; + else if (.@i < 3370) .@enchant = Sharp3; + else if (.@i < 3560) .@enchant = Expert_Archer1; + else if (.@i < 3579) .@enchant = Expert_Archer2; + else if (.@i < 3581) .@enchant = Expert_Archer3; + else .@enchant = 0; break; case 4: // Armor .@i = rand(1, .@lhz_max_num); - if (.@i < 301) { - .@enchant = Strength1; - } else if(.@i < 331) { - .@enchant = Strength2; - } else if(.@i < 334) { - .@enchant = Strength3; - } else if(.@i < 634) { - .@enchant = Agility1; - } else if(.@i < 664) { - .@enchant = Agility2; - } else if(.@i < 667) { - .@enchant = Agility3; - } else if(.@i < 967) { - .@enchant = Vitality1; - } else if(.@i < 997) { - .@enchant = Vitality2; - } else if(.@i < 1000) { - .@enchant = Vitality3; - } else if(.@i < 1300) { - .@enchant = Inteligence1; - } else if(.@i < 1330) { - .@enchant = Inteligence2; - } else if(.@i < 1333) { - .@enchant = Inteligence3; - } else if(.@i < 1633) { - .@enchant = Dexterity1; - } else if(.@i < 1663) { - .@enchant = Dexterity2; - } else if(.@i < 1666) { - .@enchant = Dexterity3; - } else if(.@i < 1966) { - .@enchant = Luck1; - } else if(.@i < 1996) { - .@enchant = Luck2; - } else if(.@i < 1999) { - .@enchant = Luck3; - } else if(.@i < 2399) { - .@enchant = 0; - } else if(.@i < 2549) { - .@enchant = Mdef2; - } else if(.@i < 2599) { - .@enchant = Mdef4; - } else if(.@i < 2609) { - .@enchant = Mdef6; - } else if(.@i < 2614) { - .@enchant = Mdef8; - } else if(.@i < 2616) { - .@enchant = Mdef10; - } else if(.@i < 2766) { - .@enchant = Def3; - } else if(.@i < 2866) { - .@enchant = Def6; - } else if(.@i < 2876) { - .@enchant = Def9; - } else if(.@i < 2878) { - .@enchant = Def12; - } else if(.@i < 3278) { - .@enchant = 0; - } else if(.@i < 3428) { - .@enchant = Evasion1; - } else if(.@i < 3478) { - .@enchant = Evasion3; - } else if(.@i < 3488) { - .@enchant = Evasion6; - } else if(.@i < 3498) { - .@enchant = SP50; - } else if(.@i < 3734) { - .@enchant = HP100; - } else if(.@i < 3834) { - .@enchant = HP200; - } else if(.@i < 3884) { - .@enchant = HP300; - } else { - .@enchant = 0; - } + if (.@i < 301) .@enchant = Strength1; + else if (.@i < 331) .@enchant = Strength2; + else if (.@i < 334) .@enchant = Strength3; + else if (.@i < 634) .@enchant = Agility1; + else if (.@i < 664) .@enchant = Agility2; + else if (.@i < 667) .@enchant = Agility3; + else if (.@i < 967) .@enchant = Vitality1; + else if (.@i < 997) .@enchant = Vitality2; + else if (.@i < 1000) .@enchant = Vitality3; + else if (.@i < 1300) .@enchant = Inteligence1; + else if (.@i < 1330) .@enchant = Inteligence2; + else if (.@i < 1333) .@enchant = Inteligence3; + else if (.@i < 1633) .@enchant = Dexterity1; + else if (.@i < 1663) .@enchant = Dexterity2; + else if (.@i < 1666) .@enchant = Dexterity3; + else if (.@i < 1966) .@enchant = Luck1; + else if (.@i < 1996) .@enchant = Luck2; + else if (.@i < 1999) .@enchant = Luck3; + else if (.@i < 2399) .@enchant = 0; + else if (.@i < 2549) .@enchant = Mdef2; + else if (.@i < 2599) .@enchant = Mdef4; + else if (.@i < 2609) .@enchant = Mdef6; + else if (.@i < 2614) .@enchant = Mdef8; + else if (.@i < 2616) .@enchant = Mdef10; + else if (.@i < 2766) .@enchant = Def3; + else if (.@i < 2866) .@enchant = Def6; + else if (.@i < 2876) .@enchant = Def9; + else if (.@i < 2878) .@enchant = Def12; + else if (.@i < 3278) .@enchant = 0; + else if (.@i < 3428) .@enchant = Evasion1; + else if (.@i < 3478) .@enchant = Evasion3; + else if (.@i < 3488) .@enchant = Evasion6; + else if (.@i < 3498) .@enchant = SP50; + else if (.@i < 3734) .@enchant = HP100; + else if (.@i < 3834) .@enchant = HP200; + else if (.@i < 3884) .@enchant = HP300; + else .@enchant = 0; break; } setarray .@equip_card[0], getequipcardid(.@position,0),getequipcardid(.@position,1),getequipcardid(.@position,2),getequipcardid(.@position,3); @@ -1429,11 +1290,12 @@ lhz_cube,233,24,4 script Sorcerer#Bio4Reward 4_M_UMDANCEKID,{ .@equip_item = getequipid(.@position); specialeffect EF_BEGINSPELL3, AREA, "Sorcerer#Bio4Reward"; progressbar "ffff00", 2; - if (.@socket_type==3){ delitem Blood_Thirst, 10; } - else{ delitem Will_Of_Warrior, 10; } + if (.@socket_type == 3) + delitem Blood_Thirst, 10; + else + delitem Will_Of_Warrior, 10; delequip .@position; - - if (.@enchant == 0){ + if (.@enchant == 0) { specialeffect2 EF_SUI_EXPLOSION; emotion e_otl; mes "[Pudding]"; @@ -1444,12 +1306,6 @@ lhz_cube,233,24,4 script Sorcerer#Bio4Reward 4_M_UMDANCEKID,{ } else { specialeffect2 EF_FIREHIT; getitem2 .@equip_item, 1, 1, .@refine_count, 0, .@equip_card[0], .@equip_card[1], .@equip_card[2], .@equip_card[3]; - dispbottom "1:"+ .@equip_item; - dispbottom "1:"+ .@refine_count; - dispbottom "1:"+ .@equip_card[0]; - dispbottom "1:"+ .@equip_card[1]; - dispbottom "1:"+ .@equip_card[2]; - dispbottom "1:"+ .@equip_card[3]; emotion e_ho; mes "[Pudding]"; mes "Fortunately the power of "+((.@socket_type==3)?"'^952420Thirst for Blood^000000'":"'^F2766EWill of Warrior^000000'")+" has been dwelt well in your equipment.."; @@ -1719,7 +1575,7 @@ que_lhz,148,251,0 script #Move2lab -1,12,0,{ warp "lhz_dun04", 148, 269; end; } else { - mes "Still I have something to do with Wolfchev."; + mes "I still have something to do with Wolfchev."; close; } } @@ -1801,12 +1657,11 @@ que_lhz,139,224,0 script #08 -1,{ end; } // Human Guinea pigs //============================================================================== -- script ::GuineaPig -1,{ +que_lhz,140,231,1 script Human Guinea pig#01 CHEN,{ end; OnInit: - for(.@i = 1; .@i < 9; .@i++) - disablenpc "Human Guinea pig#0"+.@i+""; + disablenpc strnpcinfo(0); end; OnEnable: @@ -1819,14 +1674,13 @@ que_lhz,139,224,0 script #08 -1,{ end; } end; } -que_lhz,140,231,1 duplicate(GuineaPig) Human Guinea pig#01 CHEN -que_lhz,147,231,0 duplicate(GuineaPig) Human Guinea pig#02 CHEN -que_lhz,155,231,7 duplicate(GuineaPig) Human Guinea pig#03 CHEN -que_lhz,155,224,6 duplicate(GuineaPig) Human Guinea pig#04 CHEN -que_lhz,155,216,5 duplicate(GuineaPig) Human Guinea pig#05 CHEN -que_lhz,147,216,4 duplicate(GuineaPig) Human Guinea pig#06 CHEN -que_lhz,140,216,3 duplicate(GuineaPig) Human Guinea pig#07 CHEN -que_lhz,140,224,2 duplicate(GuineaPig) Human Guinea pig#08 CHEN +que_lhz,147,231,0 duplicate(Human Guinea pig#01) Human Guinea pig#02 CHEN +que_lhz,155,231,7 duplicate(Human Guinea pig#01) Human Guinea pig#03 CHEN +que_lhz,155,224,6 duplicate(Human Guinea pig#01) Human Guinea pig#04 CHEN +que_lhz,155,216,5 duplicate(Human Guinea pig#01) Human Guinea pig#05 CHEN +que_lhz,147,216,4 duplicate(Human Guinea pig#01) Human Guinea pig#06 CHEN +que_lhz,140,216,3 duplicate(Human Guinea pig#01) Human Guinea pig#07 CHEN +que_lhz,140,224,2 duplicate(Human Guinea pig#01) Human Guinea pig#08 CHEN // Wolfchev //============================================================================== @@ -1932,7 +1786,8 @@ lhz_dun04,151,276,3 script Researcher#memo 4_LGTSCIENCE,{ } else { //if (.@quest_time == 2) //recall_completequest 5112; - erasequest 5112; + if (.@quest_time >= 0) + erasequest 5112; if (!.@killed_bosses) { if (lght_duk01 == 9) { mes "[Wolfchev]"; @@ -2385,6 +2240,7 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ end; OnInstanceInit: + OnDisable: disablenpc instance_npcname("#potal_01"); end; @@ -2393,10 +2249,6 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ enablenpc instance_npcname("#potal_01"); end; - OnDisable: - disablenpc instance_npcname("#potal_01"); - end; - OnTouch: warp instance_mapname("1@lhz"), 151, 29; end; @@ -2427,6 +2279,7 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ end; OnInstanceInit: + OnDisable: stopnpctimer; end; @@ -2434,10 +2287,6 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ initnpctimer; end; - OnDisable: - stopnpctimer; - end; - OnTimer1000: mapannounce instance_mapname("1@lhz"),"[Security System] This is a warning notice! Warning notice! Intruder Detected in The Lab No.2!!",bc_map,"0xff9977"; end; @@ -2540,7 +2389,7 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ end; OnInstanceInit: - .@broken_pipes = 0; + 'broken_pipes = 0; stopnpctimer; end; @@ -2560,10 +2409,10 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_04"; case 5: donpcevent instance_npcname("Valve#2_5")+"::OnEnable"; - donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_06"; + donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_05"; case 6: donpcevent instance_npcname("Valve#2_6")+"::OnEnable"; - donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_07"; + donpcevent instance_npcname("MobCtrl2#mob02")+"::On2_06"; } initnpctimer; end; @@ -2603,12 +2452,12 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ specialeffect EF_SUI_EXPLOSION, AREA, instance_npcname("Valve#2_"+.@i+""); disablenpc instance_npcname("Valve#2_"+.@i+""); } - .@broken_pipes += 1; - if (.@broken_pipes == 3) { + 'broken_pipes += 1; + if ('broken_pipes == 3) { donpcevent instance_npcname("#2_3")+"::OnEnable"; stopnpctimer; } else { - mapannounce instance_mapname("1@lhz"),"[Management System] Pipe explosion detected! When "+ (3 - .@broken_pipes) +" more break, the system will stop.",bc_map,"0xff99ff"; + mapannounce instance_mapname("1@lhz"),"[Management System] Pipe explosion detected! When "+ (3 - 'broken_pipes) +" more break, the system will stop.",bc_map,"0xff99ff"; } end; } @@ -3202,52 +3051,40 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ OnDisable: killmonster instance_mapname("1@lhz"),instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; - enablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(0)); end; OnMyMobDead: if (mobcount(instance_mapname("1@lhz"), instance_npcname(strnpcinfo(0))+"::OnMyMobDead") < 1) { .@map$ = instance_mapname("1@lhz"); - if(strnpcinfo(0) == "Seyren Windsor#boss01") { + if(strnpcinfo(0) == "Seyren Windsor#boss01") mapannounce .@map$,"Awww... Where are all my fellows....",bc_map,"0xFD3B02"; - } - if(strnpcinfo(0) == "Cecile Damon#boss02") { + else if (strnpcinfo(0) == "Cecile Damon#boss02") mapannounce .@map$,"Any..one, please help.. please.....",bc_map,"0xFD3B02"; - } - if(strnpcinfo(0) == "Gertie Wie#boss03") { + else if (strnpcinfo(0) == "Gertie Wie#boss03") mapannounce .@map$,".. did I act too.. rashly...?",bc_map,"0xFD3B02"; - } - if(strnpcinfo(0) == "Eremes Guile#boss04") { + else if (strnpcinfo(0) == "Eremes Guile#boss04") mapannounce .@map$,"Ah..... I am absolutely defeated....",bc_map,"0xFD3B02"; - } - if(strnpcinfo(0) == "Trentini#boss05") { + else if (strnpcinfo(0) == "Trentini#boss05") mapannounce .@map$,"ah.. If I.. ever can ... dance and.... sing...happily....",bc_map,"0xFD3B02"; - } - if(strnpcinfo(0) == "Chen Liu#boss06") { + else if (strnpcinfo(0) == "Chen Liu#boss06") mapannounce .@map$,"I.... am so .. sorry....",bc_map,"0xFD3B02"; - } - if(strnpcinfo(0) == "Alphochio Basil#boss07") { + else if (strnpcinfo(0) == "Alphochio Basil#boss07") mapannounce .@map$,"...the new song......was ....for.....her....",bc_map,"0xFD3B02"; - } - if(strnpcinfo(0) == "Flamel Emul#boss08") { + else if (strnpcinfo(0) == "Flamel Emul#boss08") mapannounce .@map$,"Ha...I wanted to show.... the new potion....",bc_map,"0xFD3B02"; - } - if(strnpcinfo(0) == "Randel Lawrence#boss09") { + else if (strnpcinfo(0) == "Randel Lawrence#boss09") mapannounce .@map$,"Wooooo.. everyone got defeated.....??",bc_map,"0xFD3B02"; - } - if(strnpcinfo(0) == "Celia Alde#boss10") { + else if (strnpcinfo(0) == "Celia Alde#boss10") mapannounce .@map$,"No..... this experiment is.....dang...",bc_map,"0xFD3B02"; - } - if(strnpcinfo(0) == "Kathryne Keyron#boss11") { + else if (strnpcinfo(0) == "Kathryne Keyron#boss11") mapannounce .@map$,"awww.. is everyone Ok....?",bc_map,"0xFD3B02"; - } - if(strnpcinfo(0) == "Margaretha Sorin#boss12") { + else if (strnpcinfo(0) == "Margaretha Sorin#boss12") mapannounce .@map$,"My good boy.. Don't cry... ah.... our Great Odin.. please save us...",bc_map,"0xFD3B02"; - } - if(strnpcinfo(0) == "Howard Alt-Eisen#boss13") { + else if (strnpcinfo(0) == "Howard Alt-Eisen#boss13") mapannounce .@map$,"oh...no.... can't breath.... and my sister...?? sister!!",bc_map,"0xFD3B02"; - } donpcevent instance_npcname("Wolfchev#last")+"::OnEnable"; + donpcevent instance_npcname(strnpcinfo(0))+"::OnDisable"; } end; } @@ -3449,14 +3286,11 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ } OnInstanceInit: + OnDisable: disablenpc instance_npcname("Wolfchev#last"); end; OnEnable: enablenpc instance_npcname("Wolfchev#last"); end; - - OnDisable: - disablenpc instance_npcname("Wolfchev#last"); - end; } |