//===== eAthena Script =======================================
//= Grade A and Grade S weapon quests
//===== By: ==================================================
//= Vicious_Pucca, Reddozen & MasterOfMuppets
//===== Current Version: =====================================
//= 1.1
//===== Compatible With: =====================================
//= eAthena SVN 3422+(Requires jA Script System)
//===== Description: =========================================
//= Grade A and Grade S weapon quests
//===== Additional Comments: =================================
//= 1.0 First Version, Credits goes to Vicious_Pucca for converting [MasterOfMuppets]
//= the quest from aegis format to eA format. Also thanks to
//= reddozen for fixing bugs.
//= 1.1 Many fixes to spelling, grammar, and sentence order. [Silent]
//= 1.2 A small fix, thanks to vicious_pucca [MasterOfMuppets]
//============================================================
//---------------------------------------------------------------
// Initialize the basic materials for easier reading/conversion
//---------------------------------------------------------------
- script lv4_weapon_init -1,{
OnInit:
set $@LV4_Citrine, 7295; // 7295,Citrine
set $@LV4_Turquoise, 7294; // 7294,Turquoise
set $@LV4_Agate, 7291; // 7291,Agate
set $@LV4_Muscovite, 7292; // 7292,Muscovite
set $@LV4_Biotite, 7297; // 7297,Biotite
set $@LV4_Pyroxene, 7296; // 7296,Pyroxene
set $@LV4_Phlogopite, 7290; // 7290,Phlogopite
set $@LV4_Olivine, 7289; // 7289,Peridot
set $@LV4_Rose_Quartz, 7293; // 7293,Rose_Quartz
set $@LV4_Gold, 969; // 969,Gold
set $@LV4_Steel, 999; // 999,Steel
set $@LV4_Emperium, 714; // 714,Emperium
set $@LV4_Hammer_Of_Blacksmith, 1005; // 1005,Hammer_of_Blacksmith
set $@LV4_Emperium_Anvil, 989; // 989,Emperium_Anvil
set $@LV4_Illusion_Flower, 710; // 710,Illusion_Flower
end;
}
//---------------------------------------------------------------
// Bazo, creates Immaterial Sword, Quadrille and Slash
//---------------------------------------------------------------
umbala.gat,117,285,3 script Bazo 85,{
set @NowWeight, MaxWeight - Weight;
if (@NowWeight >= 3000) goto LV4_NOT_OW;
mes "- Wait a minute! -";
mes "- Currently you are overweight. -";
mes "- Please lighten your weight -";
mes "- and try again. -";
close;
LV4_NOT_OW:
if(lv4_weapon == 0) goto LV4_0;
if(lv4_weapon == 1) goto LV4_1;
if(lv4_weapon == 2) goto LV4_2;
if(lv4_weapon == 3) goto LV4_2;
if(lv4_weapon == 4) goto LV4_2;
if(lv4_weapon == 5) goto LV4_5;
if(lv4_weapon == 6) goto LV4_5;
if(lv4_weapon == 7) goto LV4_5;
if(lv4_weapon > 7) goto LV4_7;
end; // shouldn't be here
LV4_0:
mes "[Bazo]";
mes "Hello, you are from outside, huh?";
mes "I can tell by your appearance.";
mes "Pleased to meet you. My name is Bazo Heburiech.";
mes "I am also from outside.";
next;
mes "[Bazo]";
mes "We must have been meant to meet each other.";
mes "If you don't mind, let me explain about this place for a while.";
mes "Umbala is adjacent to Nifflheim, the city of the dead.";
mes "Even at a first sight, I knew that";
mes "there is something about this village.";
next;
mes "[Bazo]";
mes "Due to that geographical trait,";
mes "this village was filled with evil power";
mes "that was influenced by the city of the dead.";
next;
mes "[Bazo]";
mes "The local people have learned";
mes "to manipulate the evil power for";
mes "producing specialties.";
next;
mes "[Bazo]";
mes "While staying here, I also have learned";
mes "some recipes. If you bring me materials,";
mes "I am willing to show you my skills.";
mes "How does that sound?";
next;
switch( select( "Sounds good.", "No, thanks." ) ) {
case 1:
if(BaseLevel >= 70) goto L4_0_1;
mes "[Bazo]";
mes "Err...I don't think that you are powerful";
mes "enough to handle my products.";
mes "They are charged with evil power.";
next;
mes "That means if their owners are not powerful";
mes "and not experienced enough,";
mes "they will drive the owners insane.";
mes "And I cannot do that to my friend.";
next;
mes "[Bazo]";
mes "Therefore, I want you to go back and level up first.";
mes "I will gladly expect you to come back when you are ready.";
break;
L4_0_1:
mes "[Bazo]";
mes "Excellent! Let me tell you";
mes "the materials I need. I hope you will write them down.";
mes "There is not that many though.";
next;
mes "[Bazo]";
mes "I need 10 Gold, 50 Steel and 10 Emperium";
mes "as basic materials...";
mes "and you can enchant the product with a certain trait.";
mes "For that, I need some rare ores...";
next;
mes "[Bazo]";
mes "Please bring me 30 of either Citrin, Turquoise or Agate.";
mes "Each one of them possess their own attribute";
mes "and following by the ore you have brought,";
mes "my product will possess a special trait.";
next;
mes "[Bazo]";
mes "I wish you good luck...";
mes "I will wait for you!";
set lv4_weapon, 1;
break;
case 2:
mes "[Bazo]";
mes "Oh, okay. That is fine with me.";
mes "By the way, don't you want to know how evil the city of the dead will be?";
mes "I do since that city influences so much of this village";
mes "with it's mysterious power, you know.";
break;
}
close;
//--------------------------------------------------
//Gold, Steel, Emp Check + Choosing the gem
//--------------------------------------------------
LV4_1:
if(countitem($@LV4_Gold) < 10) goto LV4_1_FAIL;
if(countitem($@LV4_Steel) < 50) goto LV4_1_FAIL;
if(countitem($@LV4_Emperium) < 10) goto LV4_1_FAIL;
mes "[Bazo]";
mes "Oh...you have brought all the basic materials.";
mes "Now let me check what kind of rare ores";
mes "you have brought...";
next;
if (countitem($@LV4_Citrine) >= 30 && countitem($@LV4_Turquoise) >= 30 && countitem($@LV4_Agate) >= 30) goto LV4_1_CTA;
if (countitem($@LV4_Citrine) >= 30 && countitem($@LV4_Turquoise) >= 30) goto LV4_1_CT;
if (countitem($@LV4_Citrine) >= 30 && countitem($@LV4_Agate) >= 30) goto LV4_1_CA;
if (countitem($@LV4_Turquoise) >= 30 && countitem($@LV4_Agate) >= 30) goto LV4_1_TA;
if (countitem($@LV4_Citrine) >= 30) goto LV4_1_C;
if (countitem($@LV4_Turquoise) >= 30) goto LV4_1_T;
if (countitem($@LV4_Agate) >= 30) goto LV4_1_A;
goto LV4_1_NOGEM;
end;
LV4_1_CTA:
mes "[Bazo]";
mes "Hahaha, I asked you to bring one kind not all of them.";
mes "You can only use one kind of ore.";
mes "Which one would you like to use?";
next;
switch( select( "Citrine", "Turquoise", "Agate" ) ) {
case 1:
mes "[Bazo]";
mes "Citrin...okay. Before we start,";
set @gem, $@LV4_Citrine;
set @gemstring$,"Citrine";
break;
case 2:
mes "[Bazo]";
mes "Turquoise...okay. Before we start,";
set @gem, $@LV4_Turquoise;
set @gemstring$,"Turquoise";
break;
case 3:
mes "[Bazo]";
mes "Agate....okay. Before we start,";
set @gem, $@LV4_Agate;
set @gemstring$,"Agate";
break;
}
goto LV4_1_PICK;
end; // shouldn't be here
LV4_1_CT:
mes "[Bazo]";
mes "Hahaha, I asked you to bring one kind not two.";
mes "You can only use one kind of ore.";
mes "Which one would you like to use?";
next;
switch( select( "Citrine", "Turquoise" ) ) {
case 1:
mes "[Bazo]";
mes "Citrin...okay. Before we start,";
set @gem, $@LV4_Citrine;
set @gemstring$,"Citrine";
break;
case 2:
mes "[Bazo]";
mes "Turquoise...okay. Before we start,";
set @gem, $@LV4_Turquoise;
set @gemstring$,"Turquoise";
break;
}
goto LV4_1_PICK;
end; // shouldn't be here
LV4_1_CA:
mes "[Bazo]";
mes "Hahaha, I asked you to bring one kind not two.";
mes "You can only use one kind of ore.";
mes "Which one would you like to use?";
next;
switch( select( "Citrine", "Agate" ) ) {
case 1:
mes "[Bazo]";
mes "Citrin...okay. Before we start,";
set @gem, $@LV4_Citrine;
set @gemstring$,"Citrine";
break;
case 2:
mes "[Bazo]";
mes "Agate....okay. Before we start,";
set @gem, $@LV4_Agate;
set @gemstring$,"Agate";
break;
}
goto LV4_1_PICK;
end; // shouldn't be here
LV4_1_TA:
mes "[Bazo]";
mes "Hahaha, I asked you to bring one kind not two.";
mes "You can only use one kind of ore.";
mes "Which one would you like to use?";
next;
switch( select( "Turquoise", "Agate" ) ) {
case 1:
mes "[Bazo]";
mes "Turquoise...okay. Before we start,";
set @gem, $@LV4_Turquoise;
set @gemstring$,"Turquoise";
break;
case 2:
mes "[Bazo]";
mes "Agate....okay. Before we start,";
set @gem, $@LV4_Agate;
set @gemstring$,"Agate";
break;
}
goto LV4_1_PICK;
end; // shouldn't be here
LV4_1_C:
mes "[Bazo]";
mes "Citrin...okay. Before we start,";
set @gem, $@LV4_Citrine;
set @gemstring$,"Citrine";
goto LV4_1_PICK;
end; // shouldn't be here
LV4_1_T:
mes "[Bazo]";
mes "Turquoise...okay. Before we start,";
set @gem, $@LV4_Turquoise;
set @gemstring$,"Turquoise";
goto LV4_1_PICK;
end; // shouldn't be here
LV4_1_A:
mes "[Bazo]";
mes "Agate....okay. Before we start,";
set @gem, $@LV4_Agate;
set @gemstring$,"Agate";
goto LV4_1_PICK;
end; // shouldn't be here
LV4_1_PICK:
mes "we must do one thing first.";
mes "That is, testing your luck.";
mes "As you already know,";
mes "I cannot guarantee you that we will succeed";
mes "to make one right away.";
next;
mes "[Bazo]";
mes "If we can raise your luck before we start,";
mes "we will be able to succeed.";
next;
mes "[Bazo]";
mes "Now you must be wondering what we";
mes "will do in order to increase your luck.";
mes "It is simple, we will play a mind-reading game.";
mes "I am going to think of one monster among 4 of my favorite ones,";
mes "you will guess what the monster is.";
next;
mes "[Bazo]";
mes "You must answer correctly at least";
mes "1 out of 5 times. It shouldn't be that difficult.";
mes "And if you fail to answer, we must do something else";
mes "to drive away your bad luck.";
next;
mes "[Bazo]";
mes "I will take 10 of the special ore you chose.";
mes "Well, I understand that it does not sound tempting";
mes "but let's think of it this way.";
mes "It is much better than wasting 30 ore";
mes "by failing to create the item, isn't it?";
next;
mes "[Bazo]";
mes "Okay, now I need some time to prepare...";
mes "Talk to you later!";
if(countitem($@LV4_Gold) < 10) goto LV4_HACK;
if(countitem($@LV4_Steel) < 50) goto LV4_HACK;
if(countitem($@LV4_Emperium) < 10) goto LV4_HACK;
delitem $@LV4_Gold, 10;
delitem $@LV4_Steel, 50;
delitem $@LV4_Emperium, 10;
if(@gem == $@LV4_Citrine) set lv4_weapon, 2;
if(@gem == $@LV4_Turquoise) set lv4_weapon, 3;
if(@gem == $@LV4_Agate) set lv4_weapon, 4;
close;
LV4_1_NOGEM:
mes "[Bazo]";
mes "I seem to recall that I asked you to bring";
mes "30 of a special ore, Citrine, Turquoise, or Agate...";
mes "And I don't see any of them.";
mes "You must have forgot them. Please go get them too.";
close;
LV4_1_FAIL:
mes "[Bazo]";
mes "Please bring me 10 Gold, 50 Steel and 10 Emperium";
mes "as basic materials...";
mes "and you can enchant the product with a certain trait.";
mes "For that, I need some rare ores...";
next;
mes "[Bazo]";
mes "Please bring me 30 of either Citrin, Turquoise or Agate.";
mes "Each one of them possess their own attribute";
mes "and using the ore you have brought,";
mes "my product will possess a special trait.";
next;
mes "[Bazo]";
mes "I wish you good luck...";
mes "I will wait for you!";
close;
//--------------------------------------------------
//Guessing Game
//--------------------------------------------------
LV4_2:
if(lv4_weapon == 2) set @gem, $@LV4_Citrine;
if(lv4_weapon == 3) set @gem, $@LV4_Turquoise;
if(lv4_weapon == 4) set @gem, $@LV4_Agate;
if(countitem(@gem) < 30) goto LV4_2_NOGEM;
mes "[Bazo]";
mes "Ok, you seem to be ready.";
mes "Let's get started.";
mes "My favorite monsters are Poring,";
mes "Hode, Obeaune, and Minorous.";
next;
set @dap, 0;
set @correct[0],1;
for( set @i, 1; @i <= 5; set @i, @i + 1 ) {
mes "[Bazo]";
if(@i == 1) mes "Here's the 1st question. Guess what monster";
if(@i != 1) mes "Alright. Now guess what monster";
mes "I have in my mind at this moment.";
next;
set @mons, rand(1, 4);
switch( select( "Poring", "Hode", "Obeaune", "Minorous" ) ) {
case 1:
set @correct[@i], 1;
if(@mons == 1) set @dap, @dap + 1;
break;
case 2:
set @correct[@i], 2;
if(@mons == 2) set @dap, @dap + 1;
break;
case 3:
set @correct[@i], 3;
if(@mons == 3) set @dap, @dap + 1;
break;
case 4:
set @correct[@i], 4;
if(@mons == 4) set @dap, @dap + 1;
break;
}
}
mes "[Bazo]";
mes "Okay, let me give you answers for the questions.";
mes "I was thinking of the monsters in the order of";
next;
mes "[Bazo]";
for( set @i, 1; @i <= 5; set @i, @i + 1 ) {
if(@correct[@i] == 1) mes "Poring";
if(@correct[@i] == 2) mes "Hode";
if(@correct[@i] == 3) mes "Obeaune";
if(@correct[@i] == 4) mes "Minorous";
}
if(@dap < 1) goto LV4_2_FAIL;
next;
mes "[Bazo]";
mes "You answered " + @dap + " times!";
mes "I must say you're amazing!";
mes "As I promised, I will make an Umbala specialty for you.";
mes "Please give me some time to prepare.";
mes "Talk to you later.";
if(countitem(@gem) < 30) goto LV4_HACK;
delitem @gem, 30;
set lv4_weapon, lv4_weapon + 3;
close;
LV4_2_FAIL:
if(countitem(@gem) < 10) goto LV4_HACK;
delitem @gem, 10;
next;
mes "[Bazo]";
mes "Errr... I don't think you are good at reading";
mes "other people's minds. Or you had bad luck, I guess.";
mes "We cannot do that again unless";
mes "we drive away the bad luck.";
mes "Give me 10 " + @gemstring$ + ", that will do the job.";
next;
mes "[Bazo]";
mes "Well...if you want to do this mind-reading game again,";
mes "please come back with the materials.";
mes "I will wait here for you.";
close;
LV4_2_NOGEM:
mes "[Bazo]";
mes "Errr...something doesn't feel right. We lack something...";
mes "Will you check the materials that you have brought?";
close;
//--------------------------------------------------
//Weapon Creation
//--------------------------------------------------
LV4_5:
mes "[Bazo]";
mes "Great... now, let's do it!";
mes "Wish me luck...ah, I forgot to tell you this.";
mes "I cannot tell you what kind of product it will be. It is so random.";
mes "Let's wish that a good thing will come out, okay?";
next;
mes "- You feel unknown power start gathering in -";
mes "- the materials. It seems the materials are -";
mes "- absorbing all the evil power in the air. -";
next;
mes "- Then, the materials start merging into one -";
mes "- even though Bazo didn't touch them at all. -";
next;
mes "[Bazo]";
mes "Can you feel that? The materials are gathering";
mes "power at their own will.";
mes "They are out of my hand now. Let's wait and hope.";
next;
mes "- After a while, the air becomes calm -";
mes "- and you check the result. -";
next;
mes "[Bazo]";
mes "Ooooooh! It is done!";
mes "We have succeeded! Ah, it's amazing!";
mes "Did I tell you that it is really rare to succeed right away?";
mes "Yes, God must have listened to our prayers.";
mes "Oh, it is a weapon! It will be very useful to you.";
mes "Let's take a closer look...";
next;
mes "[Bazo]";
switch( lv4_weapon ) {
case 5:
mes "Immaterial Sword!";
getitem 1141, 1; // 1141,Immaterial_Sword
break;
case 6:
mes "it is Slash!";
getitem 1526, 1; // 1526,Slash
break;
case 7:
mes "it is Quadrille!";
getitem 1527, 1; // 1527,Quadrille
break;
}
set lv4_weapon, 0;
mes "This sword was born to be yours!";
mes "Congratulations and hopefully it will have a good use for you.";
next;
mes "[Bazo]";
mes "I feel so gratified. If you wish to have";
mes "another one, please feel free to visit me anytime.";
mes "Have a good travel!";
close;
//--------------------------------------------------
//Other Quests
//--------------------------------------------------
LV4_7:
mes "[Bazo]";
mes "Hmm...I feel something strange from you.";
mes "I regret to say that there is nothing I can do for you.";
mes "I hope you have a safe travel.";
close;
//--------------------------------------------------
//Hack Attempt
//--------------------------------------------------
LV4_HACK:
mes "[Bazo]";
mes "Hmm. There seems to be a bit of problem.";
set lv4_weapon, 0;
logmes "[" +strcharinfo(0) + "] tried to hack LV4 quest.";
close;
}
//---------------------------------------------------------------
// Hibilaithan, creates Mailbreaker, Swordbreaker and Slaughter
//---------------------------------------------------------------
umbala.gat,163,257,3 script Hibilaithan 785,{
if(event_umbala < 3) goto LumWord;
set @NowWeight, MaxWeight - Weight;
if (@NowWeight >= 3000) goto LV4_NOT_OW;
mes "- Wait a minute! -";
mes "- Currently you are overweight. -";
mes "- Please lighten your weight -";
mes "- and try again. -";
close;
LV4_NOT_OW:
if(lv4_weapon == 0) goto LV4_0;
if(lv4_weapon == 8) goto LV4_8;
if(lv4_weapon == 9) goto LV4_9;
if(lv4_weapon == 10) goto LV4_9;
if(lv4_weapon == 11) goto LV4_9;
if(lv4_weapon == 12) goto LV4_12;
if(lv4_weapon == 13) goto LV4_12;
if(lv4_weapon == 14) goto LV4_12;
if(lv4_weapon < 8) goto LV4_7;
if(lv4_weapon > 14) goto LV4_7;
end; // shouldn't be here
LumWord:
mes "[Hibilaithan]";
mes "Umba! Umbaba...umum! Baumba!";
mes "Umumumbababaumumbabaumba!";
mes "Umbaumbaumbaumbaumhah!";
mes "Umumumumumbababababab!";
close;
LV4_0:
mes "[Hibilaithan]";
mes "Haha, yeah, I knew this day would come.";
mes "Finally people recognize my value";
mes "as the best artisan in Umbala!";
next;
mes "[Hibilaithan]";
mes "Okay, let's talk straight.";
mes "I, Hibilaithan shall craft something nice";
mes "if you bring me materials!";
mes "Hahahahahaha!";
next;
mes "[Hibilaithan]";
mes "Eh? What? You didn't come to see me?";
mes "Stop joking around...Don't play me for a fool!";
mes "People are too shy to tell the truth nowadays!";
mes "Let's be honest and tell me if you want it or not.";
next;
switch( select( "...okay.", "...sorry, I don't need it!" ) ) {
case 1:
if(BaseLevel >= 70) goto L4_0_1;
mes "[Hibilaithan]";
mes "...what a shame! I regret to tell you this,";
mes "but your spirit is too weak";
mes "to handle the power of my stuff!";
mes "This is not good, not good at all!";
mes "Go and train yourself first.";
mes "When you become strong, you may come back!";
break;
L4_0_1:
mes "[Hibilaithan]";
mes "Great! I like your attitute! Great, great!";
mes "I am going to tell you what I need.";
mes "It is not much, so do not forget.";
next;
mes "[Hibilaithan]";
mes "Bring me 10 Gold, 50 Steel and 10 Emperium";
mes "... as basic materials.";
mes "And I need some rare ores to endow power...";
next;
mes "[Hibilaithan]";
mes "Bring me 30 of one ore among Muscovite, Biotite or Pyroxene.";
mes "Remember you are going to bring 30 of one ore.";
mes "I cannot pick one among those because I am";
mes "not sure what will come out. Heh.";
next;
mes "[Hibilaithan]";
mes "Okay, wish you good luck!";
mes "Meanwhile I am going to chill here.";
set lv4_weapon, 8;
break;
case 2:
mes "[Hibilaithan]";
mes "Bah~ what are you afraid of?";
mes "I am just trying to do you a favor, you know?";
mes "Alright, it is your call.";
mes "But if you change your mind,";
mes "feel free to come back.";
break;
}
close;
//--------------------------------------------------
//Gold, Steel, Emp Check + Choosing the gem
//--------------------------------------------------
LV4_8:
if(countitem($@LV4_Gold) < 10) goto LV4_8_FAIL;
if(countitem($@LV4_Steel) < 50) goto LV4_8_FAIL;
if(countitem($@LV4_Emperium) < 10) goto LV4_8_FAIL;
mes "[Hibilaithan]";
mes "Oh...you have brought all the basic materials.";
mes "Now let me check what kind of rare ores";
mes "you have brought...";
next;
if (countitem($@LV4_Muscovite) >= 30 && countitem($@LV4_Biotite) >= 30 && countitem($@LV4_Pyroxene) >= 30) goto LV4_8_MBP;
if (countitem($@LV4_Muscovite) >= 30 && countitem($@LV4_Biotite) >= 30) goto LV4_8_MB;
if (countitem($@LV4_Muscovite) >= 30 && countitem($@LV4_Pyroxene) >= 30) goto LV4_8_MP;
if (countitem($@LV4_Biotite) >= 30 && countitem($@LV4_Pyroxene) >= 30) goto LV4_8_BP;
if (countitem($@LV4_Muscovite) >= 30) goto LV4_8_M;
if (countitem($@LV4_Biotite) >= 30) goto LV4_8_B;
if (countitem($@LV4_Pyroxene) >= 30) goto LV4_8_P;
goto LV4_8_NOGEM;
end;
LV4_8_MBP:
mes "[Hibilaithan]";
mes "Gosh, did you brought all three kinds?";
mes "Hahaha, it's fine.";
mes "But we cannot use all of them this time.";
mes "Pick one that you want to use.";
next;
switch( select( "Muscovite", "Biotite", "Pyroxene" ) ) {
case 1:
mes "[Hibilaithan]";
mes "Muscovite...okay. Before we start,";
set @gem, $@LV4_Muscovite;
set @gemstring$,"Muscovite";
break;
case 2:
mes "[Hibilaithan]";
mes "Biotite...okay. Before we start,";
set @gem, $@LV4_Biotite;
set @gemstring$,"Biotite";
break;
case 3:
mes "[Hibilaithan]";
mes "Pyroxene....okay. Before we start,";
set @gem, $@LV4_Pyroxene;
set @gemstring$,"Pyroxene";
break;
}
goto LV4_8_PICK;
end; // shouldn't be here
LV4_8_MB:
mes "[Hibilaithan]";
mes "Hahaha, I asked you to bring one kind not two.";
mes "You can only use one kind of ore.";
mes "Which one would you like to use?";
next;
switch( select( "Muscovite", "Biotite" ) ) {
case 1:
mes "[Hibilaithan]";
mes "Muscovite...okay. Before we start,";
set @gem, $@LV4_Muscovite;
set @gemstring$,"Muscovite";
break;
case 2:
mes "[Hibilaithan]";
mes "Biotite...okay. Before we start,";
set @gem, $@LV4_Biotite;
set @gemstring$,"Biotite";
break;
}
goto LV4_8_PICK;
end; // shouldn't be here
LV4_8_MP:
mes "[Hibilaithan]";
mes "Hahaha, I asked you to bring one kind not two.";
mes "You can only use one kind of ore.";
mes "Which one would you like to use?";
next;
switch( select( "Muscovite", "Pyroxene" ) ) {
case 1:
mes "[Hibilaithan]";
mes "Muscovite...okay. Before we start,";
set @gem, $@LV4_Muscovite;
set @gemstring$,"Muscovite";
break;
case 2:
mes "[Hibilaithan]";
mes "Pyroxene....okay. Before we start,";
set @gem, $@LV4_Pyroxene;
set @gemstring$,"Pyroxene";
break;
}
goto LV4_8_PICK;
end; // shouldn't be here
LV4_8_BP:
mes "[Hibilaithan]";
mes "Hahaha, I asked you to bring one kind not two.";
mes "You can only use one kind of ore.";
mes "Which one would you like to use?";
next;
switch( select( "Biotite", "Pyroxene" ) ) {
case 1:
mes "[Hibilaithan]";
mes "Biotite...okay. Before we start,";
set @gem, $@LV4_Biotite;
set @gemstring$,"Biotite";
break;
case 2:
mes "[Hibilaithan]";
mes "Pyroxene....okay. Before we start,";
set @gem, $@LV4_Pyroxene;
set @gemstring$,"Pyroxene";
break;
}
goto LV4_8_PICK;
end; // shouldn't be here
LV4_8_M:
mes "[Hibilaithan]";
mes "Muscovite...okay. Before we start,";
set @gem, $@LV4_Muscovite;
set @gemstring$,"Muscovite";
goto LV4_8_PICK;
end; // shouldn't be here
LV4_8_B:
mes "[Hibilaithan]";
mes "Biotite...okay. Before we start,";
set @gem, $@LV4_Biotite;
set @gemstring$,"Biotite";
goto LV4_8_PICK;
end; // shouldn't be here
LV4_8_P:
mes "[Hibilaithan]";
mes "Pyroxene....okay. Before we start,";
set @gem, $@LV4_Pyroxene;
set @gemstring$,"Pyroxene";
goto LV4_8_PICK;
end; // shouldn't be here
LV4_8_PICK:
mes "we must do one thing first.";
mes "That is, to test your luck.";
mes "As you already know,";
mes "I cannot guarantee you that we will succeed";
mes "to make one right away.";
next;
mes "[Hibilaithan]";
mes "If we can raise your luck before we start,";
mes "we will be able to succeed.";
next;
mes "[Hibilaithan]";
mes "Now you must be wondering what we";
mes "will do in order to increase your luck.";
mes "It is simple, we will play a mind-reading game.";
mes "I am going to think of one monster among 4 of my favorites,";
mes "you will guess what that monster is.";
next;
mes "[Hibilaithan]";
mes "You must answer correctly at least";
mes "1 out of 5 times. It should not be that difficult.";
mes "And if you fail to answer, we must do something else";
mes "to drive away your bad luck.";
next;
mes "[Hibilaithan]";
mes "I will take 10 of the special ore you have chose.";
mes "Well, I understand that it does not sound tempting";
mes "but let's think of it this way.";
mes "It is much better than wasting 30 ore";
mes "by failing to create the item, isn't it?";
next;
mes "[Hibilaithan]";
mes "Okay, now I need some time to prepare...";
mes "Talk to you later!";
if(countitem($@LV4_Gold) < 10) goto LV4_HACK;
if(countitem($@LV4_Steel) < 50) goto LV4_HACK;
if(countitem($@LV4_Emperium) < 10) goto LV4_HACK;
delitem $@LV4_Gold, 10;
delitem $@LV4_Steel, 50;
delitem $@LV4_Emperium, 10;
if(@gem == $@LV4_Muscovite) set lv4_weapon, 9;
if(@gem == $@LV4_Biotite) set lv4_weapon, 10;
if(@gem == $@LV4_Pyroxene) set lv4_weapon, 11;
close;
LV4_8_NOGEM:
mes "[Hibilaithan]";
mes "I seem to recall that I asked you to bring";
mes "30 of a special ore among Muscovite, Biotite or Pyroxene...";
mes "And I don't see any of them.";
mes "You must have forgot that. Please go get them too.";
close;
LV4_8_FAIL:
mes "[Hibilaithan]";
mes "Please bring me 10 Gold, 50 Steel and 10 Emperium";
mes "as basic materials...";
mes "and you can enchant the product with a certain trait.";
mes "For that, I need some rare ores...";
next;
mes "[Hibilaithan]";
mes "Please bring me 30 of an ore among Citrin, Biotite or Pyroxene.";
mes "Each one of them possess their own attributes";
mes "and by using the ore you have brought,";
mes "my product will possess a special trait.";
next;
mes "[Hibilaithan]";
mes "I wish you good luck...";
mes "I will wait for you!";
close;
//--------------------------------------------------
//Guessing Game
//--------------------------------------------------
LV4_9:
if(lv4_weapon == 9) set @gem, $@LV4_Muscovite;
if(lv4_weapon == 10) set @gem, $@LV4_Biotite;
if(lv4_weapon == 11) set @gem, $@LV4_Pyroxene;
if(countitem(@gem) < 30) goto LV4_9_NOGEM;
mes "[Hibilaithan]";
mes "Okay, let's get started!";
mes "It is simple. There are";
mes "4 monsters that I like. I am going to think";
mes "of a monster among the 4, you will guess what it is.";
mes "We will play this game 5 times and you must";
mes "answer correctly at least 1 out of 5 times. Doesn't that sound easy?";
next;
mes "[Hibilaithan]";
mes "This is a very good game for";
mes "increasing your luck!";
mes "Okay, you better be ready now.";
next;
set @dap, 0;
set @correct[0],1;
for( set @i, 1; @i <= 5; set @i, @i + 1 ) {
mes "[Hibilaithan]";
if(@i == 1) mes "I like Zealotus, Alice,";
if(@i == 1) mes "Munak, and Isis among all monsters.";
mes "Now, guess which one";
mes "I am thinking of at this moment.";
next;
set @mons, rand(1, 4);
switch( select( "Zhertilsh", "Alice", "Munak", "Isis" ) ) {
case 1:
set @correct[@i], 1;
if(@mons == 1) set @dap, @dap + 1;
break;
case 2:
set @correct[@i], 2;
if(@mons == 2) set @dap, @dap + 1;
break;
case 3:
set @correct[@i], 3;
if(@mons == 3) set @dap, @dap + 1;
break;
case 4:
set @correct[@i], 4;
if(@mons == 4) set @dap, @dap + 1;
break;
}
}
mes "[Hibilaithan]";
mes "Okay, that's all! Now let me";
mes "check the answers. I was thinking";
mes "monsters in the order of...";
next;
mes "[Hibilaithan]";
for( set @i, 1; @i <= 5; set @i, @i + 1 ) {
if(@correct[@i] == 1) mes "Zhertilsh";
if(@correct[@i] == 2) mes "Alice";
if(@correct[@i] == 3) mes "Munak";
if(@correct[@i] == 4) mes "Isis";
}
if(@dap < 1) goto LV4_9_FAIL;
next;
mes "[Hibilaithan]";
mes "Wow, are you a mind reader or what?";
mes "You answered " + @dap + " times correctly! Whoa...";
mes "I guess you are already a lucky one,";
mes "therefore we don't have any reason";
mes "to prolong the work now!";
mes "I need some time to prepare, talk to you later!";
if(countitem(@gem) < 30) goto LV4_HACK;
delitem @gem, 30;
set lv4_weapon, lv4_weapon + 3;
close;
LV4_9_FAIL:
if(countitem(@gem) < 10) goto LV4_HACK;
delitem @gem, 10;
next;
mes "[Hibilaithan]";
mes "This is not good, not good at all!";
mes "You didn't even have a correct answer.";
mes "We cannot start the work with this kind of result.";
mes "Okay...we must drive away your bad luck first.";
mes "10 " + @gemstring$ + " will do it!";
next;
mes "[Hibilaithan]";
mes "Now, we need to play the game again.";
mes "If you don't anymore ore, go get some.";
mes "I am not going anywhere";
mes "so you don't need to be in hurry.";
mes "Take your time!";
close;
LV4_9_NOGEM:
mes "[Hibilaithan]";
mes "Hum. You might lack of";
mes "materials? Check them again.";
mes "See. I knew it.";
close;
//--------------------------------------------------
//Weapon Creation
//--------------------------------------------------
LV4_12:
mes "[Hibilaithan]";
mes "Ah, I can tell you are ready. Alright...";
mes "I will try to make an awsome item for you.";
mes "...and you are not going to look over my shoulder!";
mes "I don't want to share my secret recipe with anyone!";
next;
mes "- Hibilaithan picks up all the materials -";
mes "- and turns his back at you. -";
mes "- You see him busying himself with something. -";
mes "- Although the way he is doing it -";
mes "- looks very primitive and crude, -";
mes "- you feel that some strange energy has gathered around him. -";
next;
mes "[Hibilaithan]";
mes "Umm~ umm~ umm~";
mes "Aww~aww~ aww~";
mes "Phew~ phew~ phew~";
mes "Woo~ woo~ woo~";
mes "Ho~ ho~ ho~";
next;
mes "[Hibilaithan]";
mes " ";
mes " ";
mes "Haha, there it is! Phew, that was really hard...";
mes "You're anxious, aren't you? Ok, let's see...";
next;
mes "[Hibilaithan]";
mes "It's a big success! Hahaha, sure, I made it...";
mes "Therefore, it should be a big success.";
mes "Oh, you got a weapon here...let's see,";
switch( lv4_weapon ) {
case 12:
mes "it is a Mailbreaker!";
getitem 1225, 1; // 1225,Mail_Breaker
break;
case 13:
mes "it is a Swordbreaker!";
getitem 1224, 1; // 1224,Sword_Breaker
break;
case 14:
mes "it is a Slaughter!";
getitem 1367, 1; // 1367,Slaughter
break;
}
set lv4_weapon, 0;
mes "This was made competely because I am that skillful,";
mes "you got to be thankful for that!";
next;
mes "[Hibilaithan]";
mes "Whenever you want to have a nice thing,";
mes "come back to me anytime!";
mes "I am a very generous genius, you know?";
mes "Always be thankful for the weapon that I made for you, okay?";
mes "See you!";
close;
//--------------------------------------------------
//Other Quests
//--------------------------------------------------
LV4_7:
mes "[Hibilaithan]";
mes "Hmm...I feel something strange from you.";
mes "I regret to say that there is nothing I can do for you.";
mes "I hope you have a safe travel.";
close;
//--------------------------------------------------
//Hack Attempt
//--------------------------------------------------
LV4_HACK:
mes "[Hibilaithan]";
mes "Hmm. There seems to be a bit of problem.";
set lv4_weapon, 0;
logmes "[" +strcharinfo(0) + "] tried to hack LV4 quest.";
close;
}
//--------------------------------------------------
// Tabezthan, creates Talefing, Sabbath and Caesar's Sword
//--------------------------------------------------
um_in.gat,156,77,5 script Tabezthan 788,{
if(event_umbala < 3) goto LumWord;
set @NowWeight, MaxWeight - Weight;
if (@NowWeight >= 3000) goto LV4_NOT_OW;
mes "- Wait a minute! -";
mes "- You are currently overweight. -";
mes "- Please lose some weight -";
mes "- and try again. -";
close;
LV4_NOT_OW:
if(lv4_weapon == 0) goto LV4_0;
if(lv4_weapon == 15) goto LV4_15;
if(lv4_weapon == 16) goto LV4_16;
if(lv4_weapon == 17) goto LV4_16;
if(lv4_weapon == 18) goto LV4_16;
if(lv4_weapon == 19) goto LV4_19;
if(lv4_weapon == 20) goto LV4_19;
if(lv4_weapon == 21) goto LV4_19;
if(lv4_weapon < 15) goto LV4_14;
if(lv4_weapon > 21) goto LV4_14;
end; // shouldn't be here
LumWord:
mes "[Tabezthan]";
mes "Umba! Umbaba...umum! Baumba!";
mes "Umumumbababaumumbabaumba!";
mes "Umbaumbaumbaumbaumhah!";
mes "Umumumumumbababababab!";
close;
LV4_0:
mes "[Tabezthan]";
mes "Hmm...I feel something different about you...";
mes "You are a stranger...aren't you?";
next;
mes "[Tabezthan]";
mes "Let me introduce myself.";
mes "I am Tabezthan,";
mes "the storage of the knowledge and the genius of Umbala...";
mes "Hahahaha.";
next;
mes "[Tabezthan]";
mes "I have two diciples. One is Hibilaithan the fool";
mes "and the other one is Bazo who is intelligent";
mes "and is from outside the same as you.";
next;
mes "[Tabezthan]";
mes "Of course both of them are talented and skillful";
mes "but I am worried about Hibilaithan, for he";
mes "makes many stupid mistakes and is shameless";
mes "for what he has done.";
next;
mes "[Tabezthan]";
mes "I have tought them how to manipulate";
mes "the mysterious energy existing in Umbala";
mes "for creating things with it..";
mes "I heard that there is a similar skill called Alchemy";
mes "in the outside world. Although I am not sure if I remember it correctly.";
next;
mes "[Tabezthan]";
mes "Anyways, would you like to see my skill?";
mes "If so, bring me materials I need,";
mes "I am more than willing to present my skill for you.";
next;
switch( select( "Yes, please.", "No, thank you." ) ) {
case 1:
if(BaseLevel >= 70) goto L4_0_1;
mes "[Tabezthan]";
mes "Sebelumnya saya harus menekankan ini";
mes "Barang spesial ini akan menjadi berbahaya jika kamu sendiri masih lemah";
mes "Kamu harus lebih berpengalaman lagi anak muda";
mes "Naikan level kamu terlebih dahulu";
mes "jika kamu sudah merasa kuat kembalilah kesini kembali";
mes "Sampai jumpa ~~";
break;
L4_0_1:
mes "[Tabezthan]";
mes "One with curiousity...he is called the young adventurer...";
mes "Fine. Then let me inform you of";
mes "the matetrials I need. Please memorize them";
mes "or write them down.";
mes "It is not much however.";
next;
mes "[Tabezthan]";
mes "I need 10 Gold, 50 Steel and 10 Emperium";
mes "as basic materials...";
mes "and you can enchant the product with a certain trait.";
mes "For that, I need some rare ores...";
next;
mes "[Tabezthan]";
mes "Please bring me 30 of an ore among Phlogopite, Peridot or Rose Quartz.";
mes "Each one of them possess their own attribute";
mes "and by using the ore you have brought,";
mes "my product will possess a special trait.";
next;
mes "[Tabezthan]";
mes "However, please be aware that";
mes "I cannot guarantee what will come out as a result.";
mes "There are too many factors in the world of alchemy";
mes "where my knowledge is limited.";
mes "So you must be willing to accept the result as it is";
mes "even if it does not satisfy your expectations.";
next;
mes "[Tabezthan]";
mes "That means that you should place trust in luck.";
mes "Let's talk about it later...please go prepare the materials first.";
mes "Come back when you are ready.";
mes "I will wait here.";
set lv4_weapon, 15;
break;
case 2:
mes "[Tabezthan]";
mes "Oh...I see. I was not forcing you anyhow.";
mes "However, it is a little bit dissappointing to hear that.";
mes "I was going to display my ability at full length.";
mes "When you change your mind, please come back.";
break;
}
close;
//--------------------------------------------------
//Gold, Steel, Emp Check + Choosing the gem
//--------------------------------------------------
LV4_15:
if(countitem($@LV4_Gold) < 10) goto LV4_15_FAIL;
if(countitem($@LV4_Steel) < 50) goto LV4_15_FAIL;
if(countitem($@LV4_Emperium) < 10) goto LV4_15_FAIL;
mes "[Tabezthan]";
mes "Ah~ you came back ealier than I thought.";
mes "Let's see...you have all the basic materials...and";
mes "we need one more thing, remember?";
mes "Did you bring it as well?";
next;
if (countitem($@LV4_Phlogopite) >= 30 && countitem($@LV4_Olivine) >= 30 && countitem($@LV4_Rose_Quartz) >= 30) goto LV4_15_POR;
if (countitem($@LV4_Phlogopite) >= 30 && countitem($@LV4_Olivine) >= 30) goto LV4_15_PO;
if (countitem($@LV4_Phlogopite) >= 30 && countitem($@LV4_Rose_Quartz) >= 30) goto LV4_15_PR;
if (countitem($@LV4_Olivine) >= 30 && countitem($@LV4_Rose_Quartz) >= 30) goto LV4_15_OR;
if (countitem($@LV4_Phlogopite) >= 30) goto LV4_15_P;
if (countitem($@LV4_Olivine) >= 30) goto LV4_15_O;
if (countitem($@LV4_Rose_Quartz) >= 30) goto LV4_15_R;
goto LV4_15_NOGEM;
end;
LV4_15_POR:
mes "[Tabezthan]";
mes "You made a great effort to bring all of them.";
mes "However, you can only use one kind at a time.";
mes "Please choose what you want to use this time.";
next;
switch( select( "Phlogopite", "Peridot", "Rose Quartz" ) ) {
case 1:
mes "[Tabezthan]";
mes "Phlogopite...okay. Before we start,";
set @gem, $@LV4_Phlogopite;
set @gemstring$,"Phlogopite";
break;
case 2:
mes "[Tabezthan]";
mes "Peridot...okay. Before we start,";
set @gem, $@LV4_Olivine;
set @gemstring$,"Peridot";
break;
case 3:
mes "[Tabezthan]";
mes "Rose Quartz....okay. Before we start,";
set @gem, $@LV4_Rose_Quartz;
set @gemstring$,"Rose Quartz";
break;
}
goto LV4_15_PICK;
end; // shouldn't be here
LV4_15_PO:
mes "[Tabezthan]";
mes "Hahaha, I asked you to bring one kind not two.";
mes "You can only use one kind of ore.";
mes "Which one would you like to use?";
next;
switch( select( "Phlogopite", "Peridot" ) ) {
case 1:
mes "[Tabezthan]";
mes "Phlogopite...okay. Before we start,";
set @gem, $@LV4_Phlogopite;
set @gemstring$,"Phlogopite";
break;
case 2:
mes "[Tabezthan]";
mes "Peridot...okay. Before we start,";
set @gem, $@LV4_Olivine;
set @gemstring$,"Peridot";
break;
}
goto LV4_15_PICK;
end; // shouldn't be here
LV4_15_PR:
mes "[Tabezthan]";
mes "Hahaha, I asked you to bring one kind not two.";
mes "You can only use one kind of ore.";
mes "Which one would you like to use?";
next;
switch( select( "Phlogopite", "Rose Quartz" ) ) {
case 1:
mes "[Tabezthan]";
mes "Phlogopite...okay. Before we start,";
set @gem, $@LV4_Phlogopite;
set @gemstring$,"Phlogopite";
break;
case 2:
mes "[Tabezthan]";
mes "Rose Quartz....okay. Before we start,";
set @gem, $@LV4_Rose_Quartz;
set @gemstring$,"Rose Quartz";
break;
}
goto LV4_15_PICK;
end; // shouldn't be here
LV4_15_OR:
mes "[Tabezthan]";
mes "Hahaha, I asked you to bring one kind not two.";
mes "You can only use one kind of ore.";
mes "Which one would you like to use?";
next;
switch( select( "Peridot", "Rose Quartz" ) ) {
case 1:
mes "[Tabezthan]";
mes "Peridot...okay. Before we start,";
set @gem, $@LV4_Olivine;
set @gemstring$,"Peridot";
break;
case 2:
mes "[Tabezthan]";
mes "Rose Quartz....okay. Before we start,";
set @gem, $@LV4_Rose_Quartz;
set @gemstring$,"Rose Quartz";
break;
}
goto LV4_15_PICK;
end; // shouldn't be here
LV4_15_P:
mes "[Tabezthan]";
mes "Phlogopite...okay. Before we start,";
set @gem, $@LV4_Phlogopite;
set @gemstring$,"Phlogopite";
goto LV4_15_PICK;
end; // shouldn't be here
LV4_15_O:
mes "[Tabezthan]";
mes "Peridot...okay. Before we start,";
set @gem, $@LV4_Olivine;
set @gemstring$,"Peridot";
goto LV4_15_PICK;
end; // shouldn't be here
LV4_15_R:
mes "[Tabezthan]";
mes "Rose Quartz....okay. Before we start,";
set @gem, $@LV4_Rose_Quartz;
set @gemstring$,"Rose Quartz";
goto LV4_15_PICK;
end; // shouldn't be here
LV4_15_PICK:
mes "we must do one thing first.";
mes "That is, to test your luck.";
mes "As you already know,";
mes "I cannot guarantee you that we will succeed";
mes "in makeing one right away.";
next;
mes "[Tabezthan]";
mes "If we can raise your luck before we start,";
mes "we will be able to succeed.";
next;
mes "[Tabezthan]";
mes "Now you must be wondering what we";
mes "will do in order to increase your luck.";
mes "It is simple, we will play a mind-reading game.";
mes "I am going to think of one monster among 4 of my favorites,";
mes "you will guess what the monster is.";
next;
mes "[Tabezthan]";
mes "You must answer correctly at least";
mes "1 out of 5 times. It should not be that difficult.";
mes "And if you fail to answer correctly, we must do something else";
mes "to drive away your bad luck.";
next;
mes "[Tabezthan]";
mes "I will take 10 of the special ore you chose.";
mes "Well, I understand that it does not sound tempting";
mes "but let's think of it this way.";
mes "It is much better than wasting 30 ore";
mes "by failing to create the item, isn't it?";
next;
mes "[Tabezthan]";
mes "Okay, now I need some time to prepare...";
mes "Talk to you later!";
if(countitem($@LV4_Gold) < 10) goto LV4_HACK;
if(countitem($@LV4_Steel) < 50) goto LV4_HACK;
if(countitem($@LV4_Emperium) < 10) goto LV4_HACK;
delitem $@LV4_Gold, 10;
delitem $@LV4_Steel, 50;
delitem $@LV4_Emperium, 10;
if(@gem == $@LV4_Phlogopite) set lv4_weapon, 16;
if(@gem == $@LV4_Olivine) set lv4_weapon, 17;
if(@gem == $@LV4_Rose_Quartz) set lv4_weapon, 18;
close;
LV4_15_NOGEM:
mes "[Tabezthan]";
mes "Hmmm...I cannot find any rare ores in";
mes "the materials that you have brought...";
mes "Please bring me 30 of an ore among Phlogopite, Peridot";
mes "or Rose Quartz.";
close;
LV4_15_FAIL:
mes "[Tabezthan]";
mes "I need 10 Gold, 50 Steel and 10 Emperium";
mes "as basic materials...";
mes "and you can enchant the product with a certain trait.";
mes "For that, I need some rare ores...";
next;
mes "[Tabezthan]";
mes "Please bring me 30 of an ore among Phlogopite, Peridot or Rose Quartz.";
mes "Each one of them possess their own attribute";
mes "and by using the ore you have brought,";
mes "my product will possess a special trait.";
close;
//--------------------------------------------------
//Guessing Game
//--------------------------------------------------
LV4_16:
if(lv4_weapon == 16) set @gem, $@LV4_Phlogopite;
if(lv4_weapon == 17) set @gem, $@LV4_Olivine;
if(lv4_weapon == 18) set @gem, $@LV4_Rose_Quartz;
if(countitem(@gem) < 30) goto LV4_2_NOGEM;
mes "[Tabezthan]";
mes "Okay, let's get started!";
mes "It is simple. There are";
mes "4 monsters that I like. I am going to think";
mes "of a monster among the 4, you will guess what it is.";
mes "We will play this game 5 times and you must";
mes "answer correctly at least 1 out of 5 times. Doesn't it sound easy?";
next;
mes "[Hibilaithan]";
mes "This is a very good game for";
mes "increasing your luck!";
mes "Okay, better be ready now.";
next;
set @dap, 0;
set @correct[0],1;
for( set @i, 1; @i <= 5; set @i, @i + 1 ) {
mes "[Tabezthan]";
if(@i == 1) mes "I like Baphomet, Dark Lord,";
if(@i == 1) mes "Bloody Knight, and Stormy Knight among all monsters.";
mes "Now, guess which one";
mes "I am thinking at this moment.";
next;
set @mons, rand(1, 4);
switch( select( "Baphomet", "Dark Lord", "Bloody Knight", "Stormy Knight" ) ) {
case 1:
set @correct[@i], 1;
if(@mons == 1) set @dap, @dap + 1;
break;
case 2:
set @correct[@i], 2;
if(@mons == 2) set @dap, @dap + 1;
break;
case 3:
set @correct[@i], 3;
if(@mons == 3) set @dap, @dap + 1;
break;
case 4:
set @correct[@i], 4;
if(@mons == 4) set @dap, @dap + 1;
break;
}
}
mes "[Tabezthan]";
mes "Okay, that's all! Now let me check";
mes "the answers. I was thinking";
mes "of the monsters in the order of...";
next;
mes "[Tabezthan]";
for( set @i, 1; @i <= 5; set @i, @i + 1 ) {
if(@correct[@i] == 1) mes "Baphomet";
if(@correct[@i] == 2) mes "Dark Lord";
if(@correct[@i] == 3) mes "Bloody Knight";
if(@correct[@i] == 4) mes "Stormy Knight";
}
if(@dap < 1) goto LV4_16_FAIL;
next;
mes "[Tabezthan]";
mes "You have answered " + @dap + " times correctly.";
mes "It seems that your luck is at its highest.";
mes "I need some time to prepare, talk to you later.";
if(countitem(@gem) < 30) goto LV4_HACK;
delitem @gem, 30;
set lv4_weapon, lv4_weapon + 3;
close;
LV4_16_FAIL:
if(countitem(@gem) < 10) goto LV4_HACK;
delitem @gem, 10;
next;
mes "[Tabezthan]";
mes "Unfortunately you have failed...";
mes "When you have bad luck, you'd better";
mes "not expect a good result.";
mes "Okay, we must drive away your bad luck.";
mes "10 " + @gemstring$ + " will do it.";
next;
mes "[Tabezthan]";
mes "Do not be so dissappointed.";
mes "It is still better than wasting 30 of them";
mes "for trying to make a thing when you know";
mes "you would not make it. ";
next;
mes "[Tabezthan]";
mes "If you need something to prepare,";
mes "please do. I will wait for you here.";
close;
LV4_16_NOGEM:
mes "[Tabezthan]";
mes "Umm...it seems you are lacking " + @gemstring$;
mes "Please count them and";
mes "if you don't have enough,";
mes "you can go gather more first.";
close;
//--------------------------------------------------
//Weapon Creation
//--------------------------------------------------
LV4_19:
mes "[Tabezthan]";
mes "Great, I am also ready.";
mes "Shall we start now? Give me a minute.";
mes "I need to arrange these materials in a magic circle.";
next;
mes "- He arranges materials in a strange circle -";
mes "- and starts chanting in a strange language. -";
mes "- As he does that, suddenly the air surrounding him -";
mes "- seems to change and you feel something powerful-";
mes "- gathering around him and the materials. -";
next;
mes "[Tabezthan]";
mes "Please understand that the power is not from me.";
mes "I just used my ability to gather the power into these materials.";
mes "The power has come from the city of the dead.";
next;
mes "[Tabezthan]";
mes "The result is in God's hands.";
mes "Let's pray for a good result together.";
mes "Hmmmmm!";
next;
mes "- After a while...you find the materials -";
mes "- are gathering and combining into one new thing. -";
mes "- Does that mean that you have succeeded or failed?! -";
next;
mes "[Tabezthan]";
mes "?!...God must bless you!";
mes "I cannot believe that I created such a rare weapon!";
mes "Yes, my late father told me the name of this weapon.";
switch( lv4_weapon ) {
case 19:
mes "That is Caesar's Sword.";
getitem 1134, 1; // 1134,Caesar's_Sword
break;
case 20:
mes "That is Talefing.";
getitem 1139, 1; // 1139,Talefing_
break;
case 21:
mes "That is Sabbath.";
getitem 1365, 1; // 1365,Sabbath
break;
}
set lv4_weapon, 0;
mes "[Tabezthan]";
mes "Now, since I made this with materials";
mes "that you have brought, this is yours now.";
mes "I only helped you to make it,";
mes "and I am glad to give this to you.";
next;
mes "[Tabezthan]";
mes "Well, feel free to come back";
mes "if you want to make a thing again...hahaha.";
mes "The weapon was made to be yours.";
close;
//--------------------------------------------------
//Other Quests
//--------------------------------------------------
LV4_14:
mes "[Tabezthan]";
mes "Umm...you don't have a business with me, do you?";
mes "Please do not think of me as an old fool.";
mes "When a man gets older, he can see through other people's minds.";
mes "Go ahead and do what you have been doing.";
mes "Do not let me intrrupt you any longer.";
close;
//--------------------------------------------------
//Hack Attempt
//--------------------------------------------------
LV4_HACK:
mes "[Tabezthan]";
mes "Hmm. There seems to be a bit of problem.";
set lv4_weapon, 0;
logmes "[" +strcharinfo(0) + "] tried to hack LV4 quest.";
close;
}
//--------------------------------------------------
// Bill Thayer, Gives hints for S grade weapons quests
//--------------------------------------------------
aldebaran.gat,178,239,3 script Bill Thayer 712,{
// Explain Materials
if(lv4_weapon == 26) goto LV4_26;
if(lv4_weapon == 27) goto LV4_27;
if(lv4_weapon == 28) goto LV4_28;
if(lv4_weapon == 35) goto LV4_35;
if(lv4_weapon == 36) goto LV4_36;
if(lv4_weapon == 37) goto LV4_37;
if(lv4_weapon == 44) goto LV4_44;
if(lv4_weapon == 45) goto LV4_45;
if(lv4_weapon == 46) goto LV4_46;
if(lv4_weapon == 53) goto LV4_53;
if(lv4_weapon == 54) goto LV4_54;
if(lv4_weapon == 55) goto LV4_55;
// Guide
if(lv4_weapon == 22) goto LV4_22;
if(lv4_weapon == 23) goto LV4_23;
if(lv4_weapon == 31) goto LV4_31;
if(lv4_weapon == 32) goto LV4_32;
if(lv4_weapon == 40) goto LV4_40;
if(lv4_weapon == 41) goto LV4_41;
if(lv4_weapon == 49) goto LV4_49;
if(lv4_weapon == 50) goto LV4_50;
mes "[Bill Thayer]";
mes "...I cannot do anything now.";
mes "In the past, I used to be a well-known weaponsmith";
mes "but now I am just a lonely old man who lost all of his sons.";
mes "Please leave me alone.";
close;
LV4_27:
LV4_28:
LV4_36:
LV4_37:
LV4_45:
LV4_46:
LV4_54:
LV4_55:
if(lv4_weapon == 27)
{
set @LV4_Gem1Name$, "Peridot";
set @LV4_Gem2Name$, "Turquoise";
set @LV4_Gem3Name$, "Agate";
}
if(lv4_weapon == 28)
{
set @LV4_Gem1Name$, "Phlogopite";
set @LV4_Gem2Name$, "Pyroxene";
set @LV4_Gem3Name$, "Rose Quartz";
}
if(lv4_weapon == 36)
{
set @LV4_Gem1Name$, "Muscovite";
set @LV4_Gem2Name$, "Rose Quartz";
set @LV4_Gem3Name$, "Peridot";
}
if(lv4_weapon == 37)
{
set @LV4_Gem1Name$, "Biotite";
set @LV4_Gem2Name$, "Agate";
set @LV4_Gem3Name$, "Citrine";
}
if(lv4_weapon == 45)
{
set @LV4_Gem1Name$, "Turquoise";
set @LV4_Gem2Name$, "Biotite";
set @LV4_Gem3Name$, "Rose Quartz";
}
if(lv4_weapon == 46)
{
set @LV4_Gem1Name$, "Citrine";
set @LV4_Gem2Name$, "Pyroxene";
set @LV4_Gem3Name$, "Phlogopite";
}
if(lv4_weapon == 54)
{
set @LV4_Gem1Name$, "Muscovite";
set @LV4_Gem2Name$, "Agate";
set @LV4_Gem3Name$, "Citrine";
}
if(lv4_weapon == 55)
{
set @LV4_Gem1Name$, "Pyroxene";
set @LV4_Gem2Name$, "Turquoise";
set @LV4_Gem3Name$, "Phlogopite";
}
mes "[Bill Thayer]";
mes "Hmm...it seems that you need 30 of";
mes @LV4_Gem1Name$ + ", " + @LV4_Gem2Name$ + ", and " + @LV4_Gem3Name$;
mes "I am sure that those are the materials...";
mes "but I cannot guarantee anything about the result...";
next;
mes "[Bill Thayer]";
mes "My sons passed away before we finished this research...";
mes "Hahaha...let's not talk about it.";
mes "I told you what you need anyway.";
close;
LV4_26:
LV4_35:
LV4_44:
LV4_53:
mes "[Bill Thayer]";
if(lv4_weapon == 26) mes "What, Kayron's research?";
if(lv4_weapon == 35) mes "What, Reyghema's research?";
if(lv4_weapon == 44) mes "What? Hein's research?";
if(lv4_weapon == 53) mes "What? Waltboughst's research?";
mes "How do you know him?";
mes "Were you a friend of him when he was still alive?";
mes "Ah....there must an act of providence.";
next;
set lv4_weapon, lv4_weapon + rand(1, 2);
switch( lv4_weapon ) {
case 27:
set @LV4_Gem1Name$, "Peridot";
set LV4_Gem1, $@LV4_Olivine;
set @LV4_Gem2Name$, "Turquoise";
set LV4_Gem2, $@LV4_Turquoise;
set @LV4_Gem3Name$, "Agate";
set LV4_Gem3, $@LV4_Agate;
break;
case 28:
set @LV4_Gem1Name$, "Phlogopite";
set LV4_Gem1, $@LV4_Phlogopite;
set @LV4_Gem2Name$, "Pyroxene";
set LV4_Gem2, $@LV4_Pyroxene;
set @LV4_Gem3Name$, "Rose Quartz";
set LV4_Gem3, $@LV4_Rose_Quartz;
break;
case 36:
set @LV4_Gem1Name$, "Muscovite";
set LV4_Gem1, $@LV4_Muscovite;
set @LV4_Gem2Name$, "Rose Quartz";
set LV4_Gem2, $@LV4_Rose_Quartz ;
set @LV4_Gem3Name$, "Peridot";
set LV4_Gem3, $@LV4_Olivine;
break;
case 37:
set @LV4_Gem1Name$, "Biotite";
set LV4_Gem1, $@LV4_Biotite;
set @LV4_Gem2Name$, "Agate";
set LV4_Gem2, $@LV4_Agate;
set @LV4_Gem3Name$, "Citrine";
set LV4_Gem3, $@LV4_Citrine;
break;
case 45:
set @LV4_Gem1Name$, "Turquoise";
set LV4_Gem1, $@LV4_Turquoise;
set @LV4_Gem2Name$, "Biotite";
set LV4_Gem2, $@LV4_Biotite;
set @LV4_Gem3Name$, "Rose Quartz";
set LV4_Gem3, $@LV4_Rose_Quartz;
break;
case 46:
set @LV4_Gem1Name$, "Citrine";
set LV4_Gem1, $@LV4_Citrine;
set @LV4_Gem2Name$, "Pyroxene";
set LV4_Gem2, $@LV4_Pyroxene;
set @LV4_Gem3Name$, "Phlogopite";
set LV4_Gem3, $@LV4_Phlogopite;
break;
case 54:
set @LV4_Gem1Name$, "Muscovite";
set LV4_Gem1, $@LV4_Muscovite;
set @LV4_Gem2Name$, "Agate";
set LV4_Gem2, $@LV4_Agate;
set @LV4_Gem3Name$, "Citrine";
set LV4_Gem3, $@LV4_Citrine;
break;
case 55:
set @LV4_Gem1Name$, "Pyroxene";
set LV4_Gem1, $@LV4_Pyroxene;
set @LV4_Gem2Name$, "Turquoise";
set LV4_Gem2, $@LV4_Turquoise;
set @LV4_Gem3Name$, "Phlogopite";
set LV4_Gem3, $@LV4_Phlogopite;
break;
}
mes "[Bill Thayer]";
mes "Hmm...it seems that you need 30 of";
mes @LV4_Gem1Name$ + ", " + @LV4_Gem2Name$ + ", and " + @LV4_Gem3Name$;
mes "I am sure that those are the materials...";
mes "but I cannot guarantee anything about the result...";
next;
mes "[Bill Thayer]";
mes "My sons passed away before we finished this research...";
mes "Hahaha...let's not talk about it.";
mes "I told you what you need anyway.";
close;
LV4_22:
LV4_23:
mes "[Bill Thayer]";
mes "Oh well, I told you already";
mes "that there is nothing I can do for you...";
mes "since my sons are all gone...why are";
mes "you wasting my breath? ^4D4DFFYou are helpless.^000000";
set lv4_weapon, 23;
next;
mes "[Bill Thayer]";
mes "...you just made me";
mes "miss my sons again...";
mes "Please leave me alone.";
close;
LV4_31:
LV4_32:
mes "[Bill Thayer]";
mes "All of my sons broke my heart by dying young...";
mes "...youth...what is youth?";
mes "^4D4DFFThat means that you never regret anything!^000000";
set lv4_weapon, 32;
next;
mes "[Bill Thayer]";
mes "That was what I used to tell to my sons.";
mes "Please remember that,";
mes "never regret anything that you have done.";
mes "However, in order to do that, you must";
mes "do everything right...that's all I can tell you for now.";
close;
LV4_40:
LV4_41:
mes "[Bill Thayer]";
mes "...no matter how much you are willing to pay me,";
mes "I am not going to forge any weapons.";
mes "Even when I was actively forging weapons,";
mes "I didn't accept money from my clients.";
mes "You know why?";
next;
mes "[Bill Thayer]";
mes "It brings me bad luck ^4D4DFFto^000000";
mes "^4D4DFFforge a good weapon.^000000";
mes "Therefore I didn't receive money from them.";
set lv4_weapon, 41;
next;
mes "[Bill Thayer]";
mes "Well, I am not going to do so";
mes "even if you offer me something else other than money";
mes "...unless all of my sons come back";
mes "alive....";
close;
LV4_49:
LV4_50:
mes "[Bill Thayer]";
mes "...do you not have anything to do?";
mes "I hope you stop bothering me";
mes "and trying your best for your work.";
mes "Ah...trying best does not always";
mes "result in a success though.";
next;
mes "[Bill Thayer]";
mes "However, ^4D4DFFall the successful men^000000";
mes "^4D4DFFin the history tried their best!^000000";
mes "I hope you will remember that.";
mes "I used to tell this to my sons when they were alive.";
mes "Hahaha...";
set lv4_weapon, 50;
close;
}
//--------------------------------------------------
// Kayron, creates Longinus' Spear, Guillotine, Great Axe and Brionac
//--------------------------------------------------
niflheim.gat,240,193,3 script Kayron 794, {
set @NowWeight, MaxWeight - Weight;
if (@NowWeight >= 3000) goto LV4_NOT_OW;
mes "- Wait a minute! -";
mes "- You are currently overweight. -";
mes "- Please lose some weight -";
mes "- and try again. -";
close;
LV4_NOT_OW:
if(BaseLevel >= 80) goto LV4_LEVEL_PASS;
mes "[Kayron]";
mes "Bah, I cannot believe";
mes "that such a weak man like you even came here.";
mes "You have an invisible sign on your forehead";
mes "that indicates you are a weakling. Be strong first.";
close;
LV4_LEVEL_PASS:
if(lv4_weapon == 0) goto LV4_0;
if(lv4_weapon < 22) goto LV4_21;
if(lv4_weapon == 22) goto LV4_22;
if(lv4_weapon == 23) goto LV4_23;
if(lv4_weapon == 24) goto LV4_24;
if(lv4_weapon == 25) goto LV4_25;
if(lv4_weapon == 26) goto LV4_26;
if(lv4_weapon == 27) goto LV4_27;
if(lv4_weapon == 28) goto LV4_28;
if(lv4_weapon == 29) goto LV4_29;
if(lv4_weapon == 30) goto LV4_30;
if(lv4_weapon > 30) goto LV4_31;
end; // shouldn't be here
LV4_0:
LV4_22:
mes "[Kayron]";
mes "I used to be called Kayron when I was alive.";
mes "But now I am nothing but";
mes "a ghost wandering this place.";
mes "I am worthless...I cannot do anything";
mes "without a body...";
next;
if(lv4_weapon == 0) goto LV4_0_ASK;
mes "[Kayron]";
mes "Ah...I cannot remember what I was going to say...";
mes "Waaahhh.....I cannot remember....";
mes "My memory is gone...!";
close;
LV4_0_ASK:
switch( select( "Show interest.", "Ignore him." ) ) {
case 1:
mes "[Kayron]";
mes "Ah...I cannot remember what I was going to say...";
mes "Waaahhh.....I cannot remember....";
mes "My memory is gone...!";
set lv4_weapon, 22;
close;
break;
case 2:
mes "- Because you decided to ignore him, -";
mes "- you are no longer able to hear him. -";
close;
break;
}
end;
LV4_21:
LV4_31:
mes "[Kayron]";
mes "I feel something different about you.";
mes "Did you come here with a purpose?";
mes "I am envious of you...";
close;
LV4_23:
mes "[Kayron]";
mes "I used to be called Kayron when I was alive.";
mes "But now I am nothing but";
mes "a ghost wandering this place.";
mes "I am worthless...I cannot do anything";
mes "without a body...";
next;
set @dap1$, "You are helpless.";
input @answer1$;
if(@answer1$ == @dap1$) goto LV4_23_CORRECT;
mes "[Kayron]";
mes "...? What did you just say?";
mes "I am sorry but I don't think I understood you.";
close;
LV4_23_CORRECT:
mes "[Kayron]";
mes "Yes, You are helpless...?! Eh?";
mes "That was my father's favorite saying!";
mes "Whoa?! Ah...";
mes "Yes...I forgot that I am dead already.";
mes "Why did you make me recall something from my past?";
mes "It is no use now...";
next;
mes "[Kayron]";
mes "But I want to do something in return...";
mes "since you made me find a piece of my mind.";
mes "I used to be a weaponsmith in the past,";
mes "therefore I am going to forge a nice weapon for you.";
next;
mes "[Kayron]";
mes "But you have to gather the materials for me.";
mes "As you see, I do not have a body";
mes "that would allow me to touch other objects...";
mes "So you got to help me with that.";
next;
mes "[Kayron]";
mes "Luckily this place is filled with mysterious energy,";
mes "that makes my work easier!";
mes "Heh, even if I fail to forge one,";
mes "I don't have to worry about dying.";
mes "Because I am dead already! Muhahahaha!";
next;
mes "[Kayron]";
mes "I will talk to you in a while.";
mes "I am trying to think of the receipe...";
set lv4_weapon, 24;
close;
LV4_25:
if(countitem($@LV4_Hammer_Of_Blacksmith) < 2) goto LV4_25_BASE_MAT;
if(countitem($@LV4_Emperium_Anvil) < 1) goto LV4_25_BASE_MAT;
if(countitem($@LV4_Illusion_Flower) < 1) goto LV4_25_BASE_MAT;
if(countitem($@LV4_Gold) < 20) goto LV4_25_BASE_MAT;
mes "[Kayron]";
mes "Oh...you brought everything I need!";
mes "You are a reliable person unlike your appearance.";
mes "But here is the thing...";
mes "There are some more materials I need...";
mes "But I cannot think of any of them...my memory";
mes "is unclear...arrrrph...";
next;
mes "[Kayron]";
mes "I need to think about that a little longer.";
mes "I know that I really need those materials...awwww....";
mes "Do you have any idea to bring my memory back?";
mes "At the same time, rest assured that the materials";
mes "you brought will be used for my creation. So let me keep them for you.";
if(countitem($@LV4_Hammer_Of_Blacksmith) < 2) goto LV4_HACK;
if(countitem($@LV4_Emperium_Anvil) < 1) goto LV4_HACK;
if(countitem($@LV4_Illusion_Flower) < 1) goto LV4_HACK;
if(countitem($@LV4_Gold) < 20) goto LV4_HACK;
delitem $@LV4_Hammer_Of_Blacksmith, 2;
delitem $@LV4_Emperium_Anvil, 1;
delitem $@LV4_Illusion_Flower, 1;
delitem $@LV4_Gold, 20;
set lv4_weapon, 26;
close;
LV4_24:
LV4_25_BASE_MAT:
switch( lv4_weapon ) {
case 24:
mes "[Kayron]";
mes "Oh, you came back at a right time.";
mes "I just finished my thoughts. Let me tell you one thing.";
mes "I cannot guarantee you which weapon will come out of this.";
mes "Also you must be willing to take a risk as well...";
mes "I guess that the result will be affected by the power";
mes "of Nifflheim at the time I make.";
next;
mes "[Kayron]";
mes "Let me give you the list of materials";
mes "I need. They are quite a lot,";
mes "so write them down if you need.";
break;
case 25:
mes "[Kayron]";
mes "I will tell you the list of materials I need again.";
mes "I think I need a lot of materials...so";
mes "write them down if you need.";
break;
}
next;
mes "[Kayron]";
mes "I need 2 Hammer of Blacksmith,";
mes "1 Emperium Anvil, 1 Illusion Flower and 20 Gold...";
next;
mes "[Kayron]";
mes "Bring these to me first. I am kind of worried";
mes "that I forgot something...but I will try to remember";
mes "while waiting for you to bring these items.";
next;
mes "[Kayron]";
mes "Have a safe travel.";
set lv4_weapon, 25;
close;
LV4_27:
LV4_28:
if(countitem(LV4_Gem1) < 30) goto LV4_27_NOGEM;
if(countitem(LV4_Gem2) < 30) goto LV4_27_NOGEM;
if(countitem(LV4_Gem3) < 30) goto LV4_27_NOGEM;
mes "[Kayron]";
mes "...Um? The items that you brought to me seem";
mes "to be good materials for my creation...";
mes "Give them to me, I shall try first!";
next;
mes "[Kayron]";
mes "Oh...I was right! How did you";
mes "know these are materials I need?";
mes "Great, give me a moment!";
next;
mes "[Kayron]";
mes "...wait, I must test your luck first.";
mes "Since I am not sure about the result,";
mes "we should place trust in luck for the result of my creation.";
mes "You must have good luck...";
next;
mes "[Kayron]";
mes "We are going to play 'Rock, Paper, Scissors'.";
mes "You must win at least 2 out of 3 times.";
mes "If you fail, you must throw away a large amount";
mes "of one of the 3 kinds of ore that you have brought.";
mes "It is for driving away your bad luck.";
next;
mes "[Kayron]";
mes "I will give you a piece of paper.";
mes "You will write down one among 'Rock, Paper, or Scissors'.";
mes "I will do the same at the same time.";
mes "We will compare each other's paper after.";
next;
set @shobu, 0;
for( set @i, 1; @i <= 3; set @i, @i + 1 ) {
if(@i == 2) mes "[Kayron]";
if(@i == 2) mes "Let's play the second one!";
if(@i == 3) mes "[Kayron]";
if(@i == 3) mes "This will be the last one!";
if(@i == 3) mes "Let's compare after this.";
set @npchand[@i], rand(1, 3);
switch( select( "Scissors", "Rock", "Paper" ) ) {
case 1:
set @myhand[@i], 1;
if(@npchand[@i] == 3) set @shobu, @shobu + 1;
break;
case 2:
set @myhand[@i], 2;
if(@npchand[@i] == 1) set @shobu, @shobu + 1;
break;
case 3:
set @myhand[@i], 3;
if(@npchand[@i] == 2) set @shobu, @shobu + 1;
break;
}
}
if(countitem(LV4_Gem1) < 30) goto LV4_HACK;
if(countitem(LV4_Gem2) < 30) goto LV4_HACK;
if(countitem(LV4_Gem3) < 30) goto LV4_HACK;
if(@shobu > 1) goto LV4_27_WIN;
switch ( rand(1 ,3) ) {
case 1:
delitem LV4_Gem1, 30;
break;
case 2:
delitem LV4_Gem2, 30;
break;
case 3:
delitem LV4_Gem3, 30;
break;
}
goto LV4_27_RESULT;
LV4_27_WIN:
delitem LV4_Gem1, 30;
delitem LV4_Gem2, 30;
delitem LV4_Gem3, 30;
set lv4_weapon, lv4_weapon + 2;
goto LV4_27_RESULT;
LV4_27_RESULT:
mes "[Kayron]";
mes "Okay...I played in the order of...";
for( set @i, 1; @i <= 3; set @i, @i + 1 ) {
if(@npchand[@i] == 1) mes "Scissors";
if(@npchand[@i] == 2) mes "Rock";
if(@npchand[@i] == 3) mes "Paper";
}
next;
mes "[Kayron]";
mes "You did in the order of...";
for( set @i, 1; @i <= 3; set @i, @i + 1 ) {
if(@myhand[@i] == 1) mes "Scissors";
if(@myhand[@i] == 2) mes "Rock";
if(@myhand[@i] == 3) mes "Paper";
}
next;
if(@shobu > 1) goto LV4_27_SAY_WIN;
mes "[Kayron]";
mes "Well well well...you lost the game.";
mes "Ah~ you were close though...";
mes "We must drive away bad luck.";
next;
mes "[Kayron]";
mes "Okay, I will wait here,";
mes "go bring me the materials again...";
close;
LV4_27_SAY_WIN:
mes "[Kayron]";
mes "Let's see...";
mes "You won total " + @shobu + " times.";
mes "Ah~ you must be really good at game!";
mes "Yes, your luck is at its highest!";
next;
mes "[Kayron]";
mes "I am going to keep my promise.";
mes "But I need some time to prepare.";
mes "Give me the materials now and I will talk to you later.";
close;
LV4_26:
LV4_27_NOGEM:
mes "[Kayron]";
mes "Arph...it has not gotten into my memory yet.";
mes "Awww....this is a problem.";
mes "I used to often discuss the materials";
mes "with my family...now I cannot remember what they are...";
close;
LV4_29:
LV4_30:
mes "[Kayron]";
mes "Hahaha...you came back at the right time.";
mes "The result? Do you want to know about the result?...";
mes "Haha...okay...let's see...";
next;
mes "[Kayron]";
mes "...YES! It's a success!";
mes "I created the weapon that got me killed last time!";
mes "Look at this...haha! I died while making this!";
mes "... The name of the weapon is...";
switch( rand(1, 2) ) {
case 1:
if(lv4_weapon == 29) mes "Great Axe! Weee~ I made it!";
if(lv4_weapon == 29) getitem 1364 ,1; // 1364,Great_Axe
if(lv4_weapon == 30) mes "Longinus's Spear! Weee~ I made it!";
if(lv4_weapon == 30) getitem 1469, 1; // 1469,Longinus's_Spear
break;
case 2:
if(lv4_weapon == 29) mes "Guillotine! Weee~ I made it!";
if(lv4_weapon == 29) getitem 1369, 1; // 1369,Guillotine
if(lv4_weapon == 30) mes "Brionac! Weee~ I made it!";
if(lv4_weapon == 30) getitem 1470, 1; // 1470,Brionac
}
set lv4_weapon, 0;
next;
mes "[Kayron]";
mes "I finally succeeded in the research...";
mes "I want to show this result to my father...";
mes "He will be really happy for this.";
next;
mes "[Kayron]";
mes "Ah~ I feel my memories are fading again...";
mes "If you see me next time...";
mes "please let me remember the memories again...";
mes "Thank you...";
close;
//--------------------------------------------------
//Hack Attempt
//--------------------------------------------------
LV4_HACK:
mes "[Kayron]";
mes "Hmm. There seems to be a bit of problem.";
set lv4_weapon, 0;
logmes "[" +strcharinfo(0) + "] tried to hack LV4 quest.";
close;
}
//--------------------------------------------------
// Reyghema, creates Berserk, Tjungkulleti, Rudra's Bow and Brocca(Skewer)
//--------------------------------------------------
niflheim.gat,99,268,5 script Reyghema 794, {
set @NowWeight, MaxWeight - Weight;
if (@NowWeight >= 3000) goto LV4_NOT_OW;
mes "- Wait a minute! -";
mes "- You are currently overweight. -";
mes "- Please lose some weight -";
mes "- and try again. -";
close;
LV4_NOT_OW:
if(BaseLevel >= 80) goto LV4_LEVEL_PASS;
mes "[Reyghema]";
mes "Um? Do you have any business with me?";
mes "Sorry but I don't. I'm also not";
mes "speaking to a weak person like you.";
mes "Have a safe travel~";
close;
LV4_LEVEL_PASS:
if(lv4_weapon == 0) goto LV4_0;
if(lv4_weapon < 31) goto LV4_30;
if(lv4_weapon == 31) goto LV4_31;
if(lv4_weapon == 32) goto LV4_32;
if(lv4_weapon == 33) goto LV4_33;
if(lv4_weapon == 34) goto LV4_34;
if(lv4_weapon == 35) goto LV4_35;
if(lv4_weapon == 36) goto LV4_36;
if(lv4_weapon == 37) goto LV4_37;
if(lv4_weapon == 38) goto LV4_38;
if(lv4_weapon == 39) goto LV4_39;
if(lv4_weapon > 39) goto LV4_40;
end; // shouldn't be here
LV4_0:
LV4_31:
mes "[Reyghema]";
mes "Darn it...I didn't want to die!";
mes "Well...there is no living thing that wants to die but...";
mes "Especially me, I was too young to die!";
mes "Youth! ...Ah...I just remember the word.";
mes "Speaking of which...I think I usually said something related to that...";
next;
if(lv4_weapon == 0) goto LV4_0_ASK;
mes "[Reyghema]";
mes "Ah...I cannot remember what I was going to say...";
mes "Waaahhh.....I cannot remember....";
mes "My memory is gone...!";
close;
LV4_0_ASK:
switch( select( "Show interest.", "Igonore him." ) ) {
case 1:
mes "[Reyghema]";
mes "Ah...I cannot remember what I was going to say...";
mes "Waaahhh.....I cannot remember....";
mes "My memory is gone...!";
set lv4_weapon, 31;
close;
break;
case 2:
mes "- Because you decided to ignore him, -";
mes "- you are no longer able to hear him. -";
close;
break;
}
end;
LV4_30:
LV4_40:
mes "[Reyghema]";
mes "I feel something different about you.";
mes "Did you come here with a purpose?";
mes "I am envious of you...";
close;
LV4_32:
mes "[Reyghema]";
mes "I used to be called Reyghema when I was alive.";
mes "But now I am nothing but";
mes "a ghost wandering this place.";
mes "I am worthless...I cannot do anything";
mes "without a body...";
next;
set @dap2$, "That means that you never regret anything!";
input @answer2$;
if(@answer2$ == @dap2$) goto LV4_32_CORRECT;
mes "[Reyghema]";
mes "What? Do you want to play a game with me or what?";
mes "Unfortunately I have something to do...";
mes "wait...what was I going to do?";
close;
LV4_32_CORRECT:
mes "[Reyghema]";
mes "...";
next;
mes "[Reyghema]";
mes "...";
mes "......";
next;
mes "[Reyghema]";
mes "...";
mes "......";
mes ".........";
next;
mes "[Reyghema]";
mes "That's right! I am Bill Thayer the Weaponsmith's";
mes "second son! And I must forge a weapon";
mes "in order to not regret my youth!";
mes "Even if I am dead, I cannot give it up!";
next;
mes "[Reyghema]";
mes "Hey you, thank you for letting me have my memory back!";
mes "You need to do me another favor!";
mes "Bring me some items, I need to forge a weapon.";
mes "Once I make one, I will give it to you in return for your favor.";
next;
mes "[Reyghema]";
mes "Reyghema, breathe deeply first...phew~.";
mes "Give me a second!";
set lv4_weapon, 33;
close;
LV4_34:
if(countitem($@LV4_Hammer_Of_Blacksmith) < 2) goto LV4_34_BASE_MAT;
if(countitem($@LV4_Emperium_Anvil) < 1) goto LV4_34_BASE_MAT;
if(countitem($@LV4_Illusion_Flower) < 1) goto LV4_34_BASE_MAT;
if(countitem($@LV4_Gold) < 20) goto LV4_34_BASE_MAT;
mes "[Reyghema]";
mes "Oh...you brought everything I need!";
mes "You are a reliable person unlike you appear.";
mes "But here is the thing...";
mes "There are some more materials I need...";
mes "But I cannot think of any of them...my memory";
mes "is unclear...arrrrph...";
next;
mes "[Reyghema]";
mes "I need to think about that a little longer.";
mes "I know that I really need those materials...awwww....";
mes "Do you have any idea to bring my memory back?";
mes "At the same time, rest assured that the materials";
mes "you brought will be used for my creation. So let me keep them for you.";
if(countitem($@LV4_Hammer_Of_Blacksmith) < 2) goto LV4_HACK;
if(countitem($@LV4_Emperium_Anvil) < 1) goto LV4_HACK;
if(countitem($@LV4_Illusion_Flower) < 1) goto LV4_HACK;
if(countitem($@LV4_Gold) < 20) goto LV4_HACK;
delitem $@LV4_Hammer_Of_Blacksmith, 2;
delitem $@LV4_Emperium_Anvil, 1;
delitem $@LV4_Illusion_Flower, 1;
delitem $@LV4_Gold, 20;
set lv4_weapon, 35;
close;
LV4_33:
LV4_34_BASE_MAT:
switch( lv4_weapon ) {
case 33:
mes "[Reyghema]";
mes "Okay. You don't need any other explaination, do you?";
mes "I will tell you what I need";
mes "so please do not forget those materials.";
break;
case 34:
mes "[Reyghema]";
mes "I will tell you the list of materials I need again.";
mes "I think I need a lot of materials...so";
mes "write them down if you need.";
break;
}
next;
mes "[Reyghema]";
mes "I need 2 Hammer of Blacksmith,";
mes "1 Emperium Anvil, 1 Illusion Flower and 20 Gold...";
mes "...wait...are they all...or do I need more?!";
if(lv4_weapon == 33) next;
if(lv4_weapon == 33) mes "[Reyghema]";
if(lv4_weapon == 33) mes "Ah...I think need something more...it's very important...";
if(lv4_weapon == 33) mes "But I cannot remember what more I need....!";
if(lv4_weapon == 33) mes "Bah...this is so frustrating.";
set lv4_weapon, 34;
close;
LV4_36:
LV4_37:
if(countitem(LV4_Gem1) < 30) goto LV4_36_NOGEM;
if(countitem(LV4_Gem2) < 30) goto LV4_36_NOGEM;
if(countitem(LV4_Gem3) < 30) goto LV4_36_NOGEM;
mes "[Reyghema]";
mes "...Um? The items that you brought to me seem";
mes "to be good materials for my creation...";
mes "Give them to me, I shall try first!";
next;
mes "[Reyghema]";
mes "Oh...I was right! How did you";
mes "know these are materials I need?";
mes "Great, give me a moment!";
next;
mes "[Reyghema]";
mes "...wait, I must test your luck first.";
mes "Since I am not sure about the result,";
mes "we should place trust in luck for the result of my creation.";
mes "You must have good luck...";
next;
mes "[Reyghema]";
mes "We are going to play 'Rock, Paper, Scissors'.";
mes "You must win at least 2 out of 3 times.";
mes "If you fail, you must leave a large amount";
mes "of one material you have brought.";
mes "It is for driving away your bad luck.";
next;
mes "[Reyghema]";
mes "I will give you a piece of paper.";
mes "You will write down one among 'Rock, Paper, or Scissors'.";
mes "I will do the same at the same time.";
mes "We will then compare each other's paper.";
next;
set @shobu, 0;
for( set @i, 1; @i <= 3; set @i, @i + 1 ) {
if(@i == 2) mes "[Reyghema]";
if(@i == 2) mes "Let's play the second one!";
if(@i == 3) mes "[Reyghema]";
if(@i == 3) mes "This will be the last one!";
if(@i == 3) mes "Let's compare after this.";
set @npchand[@i], rand(1, 3);
switch( select( "Scissors", "Rock", "Paper" ) ) {
case 1:
set @myhand[@i], 1;
if(@npchand[@i] == 3) set @shobu, @shobu + 1;
break;
case 2:
set @myhand[@i], 2;
if(@npchand[@i] == 1) set @shobu, @shobu + 1;
break;
case 3:
set @myhand[@i], 3;
if(@npchand[@i] == 2) set @shobu, @shobu + 1;
break;
}
}
if(countitem(LV4_Gem1) < 30) goto LV4_HACK;
if(countitem(LV4_Gem2) < 30) goto LV4_HACK;
if(countitem(LV4_Gem3) < 30) goto LV4_HACK;
if(@shobu > 1) goto LV4_36_WIN;
switch ( rand(1 ,3) ) {
case 1:
delitem LV4_Gem1, 30;
break;
case 2:
delitem LV4_Gem2, 30;
break;
case 3:
delitem LV4_Gem3, 30;
break;
}
goto LV4_36_RESULT;
LV4_36_WIN:
delitem LV4_Gem1, 30;
delitem LV4_Gem2, 30;
delitem LV4_Gem3, 30;
set lv4_weapon, lv4_weapon + 2;
goto LV4_36_RESULT;
LV4_36_RESULT:
mes "[Reyghema]";
mes "Okay...I played in the order of...";
for( set @i, 1; @i <= 3; set @i, @i + 1 ) {
if(@npchand[@i] == 1) mes "Scissors";
if(@npchand[@i] == 2) mes "Rock";
if(@npchand[@i] == 3) mes "Paper";
}
next;
mes "[Reyghema]";
mes "You did in the order of...";
for( set @i, 1; @i <= 3; set @i, @i + 1 ) {
if(@myhand[@i] == 1) mes "Scissors";
if(@myhand[@i] == 2) mes "Rock";
if(@myhand[@i] == 3) mes "Paper";
}
next;
if(@shobu > 1) goto LV4_36_SAY_WIN;
mes "[Reyghema]";
mes "Well well well...you lost the game.";
mes "Ah~ you were close though...";
mes "We must drive away bad luck.";
next;
mes "[Reyghema]";
mes "Okay, I will wait here,";
mes "go bring me the materials again...";
close;
LV4_36_SAY_WIN:
mes "[Reyghema]";
mes "Let's see...";
mes "You won total " + @shobu + " times.";
mes "Ah~ you must be really good at game!";
mes "Yes, your luck is at its highest!";
next;
mes "[Reyghema]";
mes "I am going to keep my promise.";
mes "But I need some time to prepare.";
mes "Give me the materials now and I will talk to you later.";
close;
LV4_35:
LV4_36_NOGEM:
mes "[Reyghema]";
mes "Not yet! I have not remembered it yet! Awwww...";
mes "This is killing me...";
mes "Oh, wait...I died already...";
mes "God damn it!";
close;
LV4_38:
LV4_39:
mes "[Reyghema]";
mes "..................";
next;
mes "[Reyghema]";
mes "...YES! It's a success!";
mes "I created the weapon that got me killed last time!";
mes "Look at this...haha! I died while making this!";
mes "... The name of the weapon is...";
switch( rand(1, 2) ) {
case 1:
if(lv4_weapon == 38) mes "Berserk! Weee~ Weee~ I made it!";
if(lv4_weapon == 38) getitem 1814 ,1; // 1814,Berserk
if(lv4_weapon == 39) mes "Tjungkuletti! Weee~ I made it!";
if(lv4_weapon == 39) getitem 1416, 1; // 1416,Tjungkuletti
break;
case 2:
if(lv4_weapon == 38) mes "Rudra's Bow! Weee~ I made it!";
if(lv4_weapon == 38) getitem 1720, 1; // 1720,Bow_of_Rudra
if(lv4_weapon == 39) mes "Brocca!";
if(lv4_weapon == 39) getitem 1415, 1; // 1415,Skewer
}
set lv4_weapon, 0;
next;
mes "[Reyghema]";
mes "...*sigh*.";
next;
mes "[Reyghema]";
mes "Happiness lasts too short...";
mes "As I am a dead man, I think I am not allowed";
mes "to keep the memory of past....";
mes "My memory is fading again...";
next;
mes "[Reyghema]";
mes "But thank you for letting me achieve";
mes "my long-cherished desire.";
mes "If we meet again, please let me";
mes "retrieve my memory of past again.";
mes "So I can try forging another weapon.";
next;
mes "[Reyghema]";
mes "Farewell, adventurer.";
close;
//--------------------------------------------------
//Hack Attempt
//--------------------------------------------------
LV4_HACK:
mes "[Reyghema]";
mes "Hmm. There seems to be a bit of problem.";
set lv4_weapon, 0;
logmes "[" +strcharinfo(0) + "] tried to hack LV4 quest.";
close;
}
//--------------------------------------------------
// Hein, creates Excalibur, Schweisersabel, Dragon Slayer and Edge
//--------------------------------------------------
niflheim.gat,187,280,3 script Hein 795, {
set @NowWeight, MaxWeight - Weight;
if (@NowWeight >= 3000) goto LV4_NOT_OW;
mes "- Wait a minute! -";
mes "- You are currently overweight. -";
mes "- Please lose some weight -";
mes "- and try again. -";
close;
LV4_NOT_OW:
if(BaseLevel >= 80) goto LV4_LEVEL_PASS;
mes "[Hein]";
mes "You should care about other people";
mes "more than yourself...";
mes "You are quite weak for an adventurer.";
close;
LV4_LEVEL_PASS:
if(lv4_weapon == 0) goto LV4_0;
if(lv4_weapon < 40) goto LV4_39;
if(lv4_weapon == 40) goto LV4_40;
if(lv4_weapon == 41) goto LV4_41;
if(lv4_weapon == 42) goto LV4_42;
if(lv4_weapon == 43) goto LV4_43;
if(lv4_weapon == 44) goto LV4_44;
if(lv4_weapon == 45) goto LV4_45;
if(lv4_weapon == 46) goto LV4_46;
if(lv4_weapon == 47) goto LV4_47;
if(lv4_weapon == 48) goto LV4_48;
if(lv4_weapon > 48) goto LV4_49;
end; // shouldn't be here
LV4_0:
LV4_40:
mes "[Hein]";
mes "Ah...are you going to ask me something?";
mes "However, I am not accepting money";
mes "from my client. Because.";
mes "It brings me bad luck to...";
mes "...whaat? What did I just say?";
mes "Awww....I am confused.";
next;
if(lv4_weapon == 0) goto LV4_0_ASK;
mes "[Hein]";
mes "Why did I speak of money?";
mes "I am a dead man and dead people";
mes "do not need money...arf!";
mes "My head is hurting...I guess that";
mes "a dead man can have a headache!";
close;
LV4_0_ASK:
switch( select( "Show interest.", "Igonore him." ) ) {
case 1:
mes "[Hein]";
mes "Why did I speak of money?";
mes "I am a dead man and dead people";
mes "do not need money...arf!";
mes "My head is hurting...I guess that";
mes "a dead man can have a headache!";
set lv4_weapon, 40;
close;
break;
case 2:
mes "- Because you decided to ignore him, -";
mes "- you are no longer able to hear him. -";
close;
break;
}
end;
LV4_39:
LV4_49:
mes "[Hein]";
mes "I feel something different from you.";
mes "Did you come here with a purpose?";
mes "I am envious of you...";
close;
LV4_41:
mes "[Hein]";
mes "Ah...are you going to ask me something?";
mes "However, I am not accepting money";
mes "from my client. Because.";
mes "It brings me bad luck to...";
next;
set @dap3$, "to forge a good weapon.";
input @answer3$;
if(@answer3$ == @dap3$) goto LV4_41_CORRECT;
mes "[Hein]";
mes "...? What are you talking about?";
mes "What was I going to say?";
mes "Arf....my head is hurting...!";
close;
LV4_41_CORRECT:
mes "[Hein]";
mes "That's right! It's bad luck!";
mes "Creating weapons is betting! And I am...I am?";
mes "Oh right...I forgot that. Yes, I am dead.";
mes "Ahahahahaha.";
set lv4_weapon, 42;
next;
mes "[Hein]";
mes "Well, I must be a lucky dead man";
mes "for remembering my past!";
mes "Hahahahaha!";
next;
mes "[Hein]";
mes "Perhaps God wants me to";
mes "continue my research...?";
mes "wait, let me ask you a favor.";
next;
mes "[Hein]";
mes "Can you bring me some materials";
mes "that I need for my research?";
mes "If I succeed in the research,";
mes "I will give you the result in return.";
next;
mes "[Hein]";
mes "You can take your time to think of my offer.";
mes "Please talk to me later.";
close;
LV4_43:
if(countitem($@LV4_Hammer_Of_Blacksmith) < 2) goto LV4_43_BASE_MAT;
if(countitem($@LV4_Emperium_Anvil) < 1) goto LV4_43_BASE_MAT;
if(countitem($@LV4_Illusion_Flower) < 1) goto LV4_43_BASE_MAT;
if(countitem($@LV4_Gold) < 20) goto LV4_43_BASE_MAT;
mes "[Hein]";
mes "Oh, you have brought the materials I asked.";
mes "Here's the thing. I cannot remember what I need other than those...";
mes "Aww....I need some more time to think of them...";
next;
mes "[Hein]";
mes "Please try to search what I need...if you can.";
mes "Of course, it will not be an easy job for you";
mes "to do so...but I know you have a body to move with your will...";
mes "It is still better than being a ghost like me...";
next;
mes "[Hein]";
mes "Please give me all the materials you have brought.";
mes "I will keep them for you.";
if(countitem($@LV4_Hammer_Of_Blacksmith) < 2) goto LV4_HACK;
if(countitem($@LV4_Emperium_Anvil) < 1) goto LV4_HACK;
if(countitem($@LV4_Illusion_Flower) < 1) goto LV4_HACK;
if(countitem($@LV4_Gold) < 20) goto LV4_HACK;
delitem $@LV4_Hammer_Of_Blacksmith, 2;
delitem $@LV4_Emperium_Anvil, 1;
delitem $@LV4_Illusion_Flower, 1;
delitem $@LV4_Gold, 20;
set lv4_weapon, 44;
close;
LV4_42:
LV4_43_BASE_MAT:
switch( lv4_weapon ) {
case 42:
mes "[Hein]";
mes "I will take you speaking to me again";
mes "as the approval of my request.";
mes "Thank you so much.";
next;
mes "[Hein]";
mes "I need 2 Hammer of Blacksmith,";
mes "1 Emperium Anvil, 1 Illusion Flower and 20 Gold...";
mes "Most likely they are the ones I need.";
next;
mes "[Hein]";
mes "And I do need 3 more things...";
mes "but I have a hard time remembering what they are.";
mes "That means that my memory of the past is not";
mes "absolutely back.";
next;
mes "[Hein]";
mes "*sigh*...I am so sorry to ask of you this...";
mes "but please search for what those 3 things are.";
mes "In the meantime, I will try to remember them.";
mes "Thank you.";
set lv4_weapon, 43;
break;
case 43:
mes "[Hein]";
mes "I need 2 Hammer of Blacksmith,";
mes "1 Emperium Anvil, 1 Illusion Flower and 20 Gold...";
mes "Most likely they are the ones I need.";
break;
}
close;
LV4_45:
LV4_46:
if(countitem(LV4_Gem1) < 30) goto LV4_45_NOGEM;
if(countitem(LV4_Gem2) < 30) goto LV4_45_NOGEM;
if(countitem(LV4_Gem3) < 30) goto LV4_45_NOGEM;
mes "[Hein]";
mes "...Um? The items that you brought to me seem";
mes "to be good materials for my creation...";
mes "Give them to me, I shall try first!";
next;
mes "[Hein]";
mes "Oh...I was right! How did you";
mes "know these are materials I need?";
mes "Great, give me a moment!";
next;
mes "[Hein]";
mes "...Wait, I must test your luck first.";
mes "Since I am not sure about the result,";
mes "we should trust to luck for the result of my creation.";
mes "You must have good luck...";
next;
mes "[Hein]";
mes "We are going to play 'Rock, Paper, Scissors'.";
mes "You must win at least 2 out of 3 times.";
mes "If you fail, you must leave a large amount";
mes "of one material you have brought.";
mes "It is for driving away your bad luck.";
next;
mes "[Hein]";
mes "I will give you a piece of paper.";
mes "You will write down one among 'Rock, Paper, or Scissors'.";
mes "I will do the same at the same time.";
mes "We will then compare each other's paper at the end.";
next;
set @shobu, 0;
for( set @i, 1; @i <= 3; set @i, @i + 1 ) {
if(@i == 2) mes "[Hein]";
if(@i == 2) mes "Let's play the second one!";
if(@i == 3) mes "[Hein]";
if(@i == 3) mes "This will be the last one!";
if(@i == 3) mes "Let's compare after this.";
set @npchand[@i], rand(1, 3);
switch( select( "Scissors", "Rock", "Paper" ) ) {
case 1:
set @myhand[@i], 1;
if(@npchand[@i] == 3) set @shobu, @shobu + 1;
break;
case 2:
set @myhand[@i], 2;
if(@npchand[@i] == 1) set @shobu, @shobu + 1;
break;
case 3:
set @myhand[@i], 3;
if(@npchand[@i] == 2) set @shobu, @shobu + 1;
break;
}
}
if(countitem(LV4_Gem1) < 30) goto LV4_HACK;
if(countitem(LV4_Gem2) < 30) goto LV4_HACK;
if(countitem(LV4_Gem3) < 30) goto LV4_HACK;
if(@shobu > 1) goto LV4_45_WIN;
switch ( rand(1 ,3) ) {
case 1:
delitem LV4_Gem1, 30;
break;
case 2:
delitem LV4_Gem2, 30;
break;
case 3:
delitem LV4_Gem3, 30;
break;
}
goto LV4_45_RESULT;
LV4_45_WIN:
delitem LV4_Gem1, 30;
delitem LV4_Gem2, 30;
delitem LV4_Gem3, 30;
set lv4_weapon, lv4_weapon + 2;
goto LV4_45_RESULT;
LV4_45_RESULT:
mes "[Hein]";
mes "Okay...I played in the order of...";
for( set @i, 1; @i <= 3; set @i, @i + 1 ) {
if(@npchand[@i] == 1) mes "Scissors";
if(@npchand[@i] == 2) mes "Rock";
if(@npchand[@i] == 3) mes "Paper";
}
next;
mes "[Hein]";
mes "You did in the order of...";
for( set @i, 1; @i <= 3; set @i, @i + 1 ) {
if(@myhand[@i] == 1) mes "Scissors";
if(@myhand[@i] == 2) mes "Rock";
if(@myhand[@i] == 3) mes "Paper";
}
next;
if(@shobu > 1) goto LV4_45_SAY_WIN;
mes "[Hein]";
mes "Well well well...you lost the game.";
mes "Ah~ you were close though...";
mes "We must drive away bad luck.";
next;
mes "[Hein]";
mes "Okay, I will wait here,";
mes "go bring me the materials again...";
close;
LV4_45_SAY_WIN:
mes "[Hein]";
mes "Let's see...";
mes "You won total " + @shobu + " times.";
mes "Ah~ you must be really good at game!";
mes "Yes, your luck is at its highest!";
next;
mes "[Hein]";
mes "I am going to keep my promise.";
mes "But I need some time to prepare.";
mes "Give me the materials now and I will talk to you later.";
close;
LV4_44:
LV4_45_NOGEM:
mes "[Hein]";
mes "I am sorry but please give me more time to remember the materials...";
mes "I had really good memory when I was alive...";
mes "So I could even recite them right after I woke up...";
close;
LV4_47:
LV4_48:
mes "[Hein]";
mes "Oh, yes. I just finished the work.";
mes "Do you want to know the result? Okay...";
mes "Breathe deeply...before we check.";
mes "The result is...";
next;
mes "[Hein]";
mes "a Big Success! This is great!";
mes "I have not labored in vain!";
mes "Let's see the weapon...it is...";
switch( rand(1, 2) ) {
case 1:
if(lv4_weapon == 47) mes "Edge.";
if(lv4_weapon == 47) getitem 1132 ,1; // 1132,Edge
if(lv4_weapon == 48) mes "Dragon Slayer.";
if(lv4_weapon == 48) getitem 1166, 1; // 1166,Dragon_Slayer
break;
case 2:
if(lv4_weapon == 47) mes "Excalibur.";
if(lv4_weapon == 47) getitem 1137, 1; // 1137,Excalibur
if(lv4_weapon == 48) mes "Schweizersabel.";
if(lv4_weapon == 48) getitem 1167, 1; // 1167,Schweizersabel
}
set lv4_weapon, 0;
next;
mes "[Hein]";
mes "Well...this is it.";
mes "I feel my memory is fading again...";
mes "Hahaha...being dead is not good.";
next;
mes "[Hein]";
mes "Thank you for your help. And if you have";
mes "a chance to visit Nifflheim again,";
mes "please come back and retrieve my memory once more...";
next;
mes "[Hein]";
mes "Aaahhhh! I don't think I will";
mes "remember you next time...";
mes "Take care, adventurer...father, I made it...";
close;
//--------------------------------------------------
//Hack Attempt
//--------------------------------------------------
LV4_HACK:
mes "[Hein]";
mes "Hmm. There seems to be a bit of problem.";
set lv4_weapon, 0;
logmes "[" +strcharinfo(0) + "] tried to hack LV4 quest.";
close;
}
//--------------------------------------------------
// Waltboughst, creates Byeollungum, Exorciser(excercise), Combat Knife and Grand Cross
//--------------------------------------------------
niflheim.gat,331,72,3 script Waltboughst 795,{
set @NowWeight, MaxWeight - Weight;
if (@NowWeight >= 3000) goto LV4_NOT_OW;
mes "- Wait a minute! -";
mes "- You are currently overweight. -";
mes "- Please lose some weight -";
mes "- and try again. -";
close;
LV4_NOT_OW:
if(BaseLevel >= 80) goto LV4_LEVEL_PASS;
mes "[Waltboughst]";
mes "...Hah!";
close;
LV4_LEVEL_PASS:
if(lv4_weapon == 0) goto LV4_0;
if(lv4_weapon < 49) goto LV4_48;
if(lv4_weapon == 49) goto LV4_49;
if(lv4_weapon == 50) goto LV4_50;
if(lv4_weapon == 51) goto LV4_51;
if(lv4_weapon == 52) goto LV4_52;
if(lv4_weapon == 53) goto LV4_53;
if(lv4_weapon == 54) goto LV4_54;
if(lv4_weapon == 55) goto LV4_55;
if(lv4_weapon == 56) goto LV4_56;
if(lv4_weapon == 57) goto LV4_57;
if(lv4_weapon > 57) goto LV4_58;
end; // shouldn't be here
LV4_0:
LV4_49:
mes "[Waltboughst]";
mes "Ah~ it is so frustrating to be a dead man.";
mes "Because I cannot do anything without a body.";
mes "You know what my father used to say?";
mes "Trying best does not always";
mes "result in a success.";
mes "However...errr?";
next;
if(lv4_weapon == 0) goto LV4_0_ASK;
mes "[Waltboughst]";
mes "...What was my father's";
mes "quote? Why am I stuck in";
mes "here after death? Hey, you";
mes "Do you know anything about";
mes "Waltboughst when he was";
mes "alive?";
close;
LV4_0_ASK:
switch( select( "Show interest.", "Igonore him." ) ) {
case 1:
mes "[Waltboughst]";
mes "...what did he say afterwards?";
mes "Speaking of which, why am I";
mes "so anxious to do something?";
mes "I am a dead man, and a dead man is not supposed to do anything!";
mes "Hey, do you know anything about me when I was alive?";
set lv4_weapon, 49;
close;
break;
case 2:
mes "- Because you decided to ignore him, -";
mes "- you are no longer able to hear him. -";
close;
break;
}
end;
LV4_48:
LV4_58:
mes "[Waltboughst]";
mes "I feel something different about you.";
mes "Did you come here with a purpose?";
mes "I am envious of you...";
close;
LV4_50:
mes "[Waltboughst]";
mes "Ah~ it is so frustrating to be a dead man.";
mes "Because I cannot do anything without a body.";
mes "You know what my father used to say?";
mes "Trying best does not always";
mes "result in a success.";
mes "However...";
next;
set @dap4$, "All the successful men in the history tried their best!";
input @answer4$;
if(@answer4$ == @dap4$) goto LV4_50_CORRECT;
mes "[Waltboughst]";
mes "...What? What did you just say?";
mes "Hmmm.";
close;
LV4_50_CORRECT:
mes "[Waltboughst]";
mes "Yes! That was it!";
mes "Since I am dead, I cannot even try!";
mes "Eh...?! Ah!";
mes "I see, I see now.";
mes "I must have been killed by some kind of accident!";
set lv4_weapon, 51;
next;
mes "[Waltboughst]";
mes "Okay, I am not going to end this way.";
mes "Hey, you were meant to meet me!";
mes "You got to do me a favor, now!";
next;
mes "[Waltboughst]";
mes "I will give you the result of my research";
mes "in return! All I want is to compete my research,";
mes "not the result.";
next;
mes "[Waltboughst]";
mes "Well, give me some time to remember";
mes "what I need for my research.";
mes "I will talk to you later.";
close;
LV4_52:
if(countitem($@LV4_Hammer_Of_Blacksmith) < 2) goto LV4_52_BASE_MAT;
if(countitem($@LV4_Emperium_Anvil) < 1) goto LV4_52_BASE_MAT;
if(countitem($@LV4_Illusion_Flower) < 1) goto LV4_52_BASE_MAT;
if(countitem($@LV4_Gold) < 20) goto LV4_52_BASE_MAT;
mes "[Waltboughst]";
mes "Oh...you brought everything I need!";
mes "You were quick this time...I am still having";
mes "a hard time remembering what I need other than those.";
mes "This is not good, this is not good at all.";
next;
mes "[Waltboughst]";
mes "Anyways, I will keep those materials for you.";
mes "And give me some more times to";
mes "remember what I need...arph!";
if(countitem($@LV4_Hammer_Of_Blacksmith) < 2) goto LV4_HACK;
if(countitem($@LV4_Emperium_Anvil) < 1) goto LV4_HACK;
if(countitem($@LV4_Illusion_Flower) < 1) goto LV4_HACK;
if(countitem($@LV4_Gold) < 20) goto LV4_HACK;
delitem $@LV4_Hammer_Of_Blacksmith, 2;
delitem $@LV4_Emperium_Anvil, 1;
delitem $@LV4_Illusion_Flower, 1;
delitem $@LV4_Gold, 20;
set lv4_weapon, 53;
close;
LV4_51:
LV4_52_BASE_MAT:
switch( lv4_weapon ) {
case 51:
mes "[Waltboughst]";
mes "Umm, you came back so early.";
mes "I just remembered the materials.";
next;
mes "[Waltboughst]";
mes "I need 2 Hammer of Blacksmith,";
mes "1 Emperium Anvil, 1 Illusion Flower and 20 Gold...";
next;
mes "[Waltboughst]";
mes "I do need some other items...but I need some time";
mes "to remember those. Oh well,";
mes "we have enough time, so let me think of them.";
set lv4_weapon, 52;
break;
case 52:
mes "[Waltboughst]";
mes "I need 2 Hammer of Blacksmith,";
mes "1 Emperium Anvil, 1 Illusion Flower and 20 Gold...";
mes "Most likey they will be the ones I need...";
break;
}
close;
LV4_54:
LV4_55:
if(countitem(LV4_Gem1) < 30) goto LV4_54_NOGEM;
if(countitem(LV4_Gem2) < 30) goto LV4_54_NOGEM;
if(countitem(LV4_Gem3) < 30) goto LV4_54_NOGEM;
mes "[Waltboughst]";
mes "...Um? The items that you brought to me seem";
mes "to be good materials for my creation...";
mes "Give them to me, I shall try first!";
next;
mes "[Waltboughst]";
mes "Oh...I was right! How did you";
mes "know these are materials I need?";
mes "Great, give me a moment!";
next;
mes "[Waltboughst]";
mes "...wait, I must test your luck first.";
mes "Since I am not sure about the result,";
mes "we should trust to luck for the result of my creation.";
mes "You must have good luck...";
next;
mes "[Waltboughst]";
mes "We are going to play 'Rock, Paper, Scissors'.";
mes "You must win at least 2 out of 3 times.";
mes "If you fail, you must leave a large amount";
mes "of one material you have brought.";
mes "It is for driving away your bad luck.";
next;
mes "[Waltboughst]";
mes "I will give you a piece of paper.";
mes "You will write down one among 'Rock, Paper, or Scissors'.";
mes "I will do the same at the same time.";
mes "We will then compare each other's paper at the end.";
next;
set @shobu, 0;
for( set @i, 1; @i <= 3; set @i, @i + 1 ) {
if(@i == 2) mes "[Waltboughst]";
if(@i == 2) mes "Let's play the second one!";
if(@i == 3) mes "[Waltboughst]";
if(@i == 3) mes "This will be the last one!";
if(@i == 3) mes "Let's compare after this.";
set @npchand[@i], rand(1, 3);
switch( select( "Scissors", "Rock", "Paper" ) ) {
case 1:
set @myhand[@i], 1;
if(@npchand[@i] == 3) set @shobu, @shobu + 1;
break;
case 2:
set @myhand[@i], 2;
if(@npchand[@i] == 1) set @shobu, @shobu + 1;
break;
case 3:
set @myhand[@i], 3;
if(@npchand[@i] == 2) set @shobu, @shobu + 1;
break;
}
}
if(countitem(LV4_Gem1) < 30) goto LV4_HACK;
if(countitem(LV4_Gem2) < 30) goto LV4_HACK;
if(countitem(LV4_Gem3) < 30) goto LV4_HACK;
if(@shobu > 1) goto LV4_54_WIN;
switch ( rand(1 ,3) ) {
case 1:
delitem LV4_Gem1, 30;
break;
case 2:
delitem LV4_Gem2, 30;
break;
case 3:
delitem LV4_Gem3, 30;
break;
}
goto LV4_54_RESULT;
LV4_54_WIN:
delitem LV4_Gem1, 30;
delitem LV4_Gem2, 30;
delitem LV4_Gem3, 30;
set lv4_weapon, lv4_weapon + 2;
goto LV4_54_RESULT;
LV4_54_RESULT:
mes "[Waltboughst]";
mes "Okay...I played in the order of...";
for( set @i, 1; @i <= 3; set @i, @i + 1 ) {
if(@npchand[@i] == 1) mes "Scissors";
if(@npchand[@i] == 2) mes "Rock";
if(@npchand[@i] == 3) mes "Paper";
}
next;
mes "[Waltboughst]";
mes "You did in the order of...";
for( set @i, 1; @i <= 3; set @i, @i + 1 ) {
if(@myhand[@i] == 1) mes "Scissors";
if(@myhand[@i] == 2) mes "Rock";
if(@myhand[@i] == 3) mes "Paper";
}
next;
if(@shobu > 1) goto LV4_54_SAY_WIN;
mes "[Waltboughst]";
mes "Well well well...you lost the game.";
mes "Ah~ you were close though...";
mes "We must drive away bad luck.";
next;
mes "[Waltboughst]";
mes "Okay, I will wait here,";
mes "go bring me the materials again...";
close;
LV4_54_SAY_WIN:
mes "[Waltboughst]";
mes "Let's see...";
mes "You won total " + @shobu + " times.";
mes "Ah~ you must be really good at game!";
mes "Yes, your luck is at its highest!";
next;
mes "[Waltboughst]";
mes "I am going to keep my promise.";
mes "But I need some time to prepare.";
mes "Give me the materials now and I will talk to you later.";
close;
LV4_53:
LV4_54_NOGEM:
mes "[Waltboughst]";
mes "Arph...I haven't remembered them yet.";
mes "Awww....this is a problem.";
mes "I must think of them as soon as possible...";
close;
LV4_56:
LV4_57:
mes "[Waltboughst]";
mes "Hehe, I made something with the materials";
mes "in this short time! Wanna see?";
mes "Aren't you wondering about the result?";
mes "Hmmm....let's see...";
next;
mes "[Waltboughst]";
mes "Waltboughst never fails!";
mes "Besides you had good luck,";
mes "so it resulted in a perfect success!";
mes "You got a nice weapon here, it is...";
switch( rand(1, 2) ) {
case 1:
if(lv4_weapon == 56) mes "Byeollungum!";
if(lv4_weapon == 56) getitem 1140 ,1; // 1140,Byeollungum
if(lv4_weapon == 57) mes "Exorciser!";
if(lv4_weapon == 57) getitem 1233, 1; // 1233,Exercise
break;
case 2:
if(lv4_weapon == 56) mes "Combat Knife!";
if(lv4_weapon == 56) getitem 1228, 1; // 1228,Combat_Knife
if(lv4_weapon == 57) mes "Grand Cross!!";
if(lv4_weapon == 57) getitem 1528, 1; // 1528,Grand_Cross
}
set lv4_weapon, 0;
next;
mes "[Waltboughst]";
mes "I am genius! Hahahaha!";
mes "I made it when my brothers could not!";
mes "Muhahahahahaha!";
mes "Eh...err? Arrr...phhh?";
next;
mes "[Waltboughst]";
mes "Damn...I must try too hard.";
mes "My memory is fading again...";
mes "Oh well, somehow I proved";
mes "that I am a genius even after I died.";
next;
mes "[Waltboughst]";
mes "If you want me to display my genius again,";
mes "come retrieve my memory again.";
mes "And thank you!";
next;
mes "[Waltboughst]";
mes "Ah...my memory's dying again...";
mes "Farewell~ I don't think I will remember you";
mes "but I hope you will remember me as Waltboughst";
mes "the genius in the age!";
close;
//--------------------------------------------------
//Hack Attempt
//--------------------------------------------------
LV4_HACK:
mes "[Waltboughst]";
mes "Hmm. There seems to be a bit of problem.";
set lv4_weapon, 0;
logmes "[" +strcharinfo(0) + "] tried to hack LV4 quest.";
close;
}