//===== eAthena Script =======================================
//= Quest NPCs related to Gonryun
//===== By: ==================================================
//= KarLaeda
//===== Current Version: =====================================
//= 1.0
//===== Compatible With: =====================================
//= eAthena 1
//===== Description: =========================================
//= Gonryun Broken Sword Quest
//===== Additional Comments: =================================
//=
//============================================================
gon_in.gat,17,93,5 script Chief#gnbs 775,{
mes "[SaYumMoon]";
if (BaseLevel <= 50) {
mes "hmm...";
mes "Oh, Hi there~";
mes "I am SaYumMoon, a chief of";
mes "this village.";
mes "Welcome to Kunlun.";
next;
mes "[SaYumMoon]";
mes "Well, to tell you about this village..";
mes "We weren't that much associated with ";
mes "other villages.";
mes "Nevertheless, through the village named";
mes "Alberta, we allowed people to visit";
mes "here. It all happened lately.";
next;
mes "[SaYumMoon]";
mes "I feel that this town has been";
mes "isolated for too long.";
mes "Therefore, people in this town";
mes "are not yet so friendly with";
mes "visitors yet.";
next;
mes "[SaYumMoon]";
mes "Moreover, thieves are having";
mes "fun in this town lately.";
mes "Well, you've come to visit this";
mes "town.. Enjoy your stay.";
close;
}
if (b_sword == 0) {
set b_sword,1;
mes "hmm...";
mes "Oh, Hi there~";
mes "I am SaYumMoon, a chief of";
mes "this village.";
mes "Welcome to Kunlun.";
next;
mes "[SaYumMoon]";
mes "Well, to tell you about this village..";
mes "We weren't that much associated with ";
mes "other villages.";
mes "Nevertheless, through the village named";
mes "Alberta, we allowed people to visit";
mes "here. It all happened lately.";
next;
mes "[SaYumMoon]";
mes "I feel that this town has been";
mes "isolated for too long.";
mes "Therefore, people in this town";
mes "are not yet so friendly with";
mes "visitors yet.";
next;
mes "[SaYumMoon]";
mes "Moreover, thieves are having";
mes "fun in this town lately.";
mes "Well, you've come to visit this";
mes "town.. Enjoy your stay.";
close;
}
if (b_sword < 18) {
switch (b_sword) {
case 1:
mes "Umm....";
mes "Oh, Hi there~";
mes "I am SaYumMoon, a chief of";
mes "this village.";
next;
mes "[SaYumMoon]";
mes "Welcome to Kunlun.";
mes "I feel that this village has been";
mes "isolated for too long";
mes "unlike other villages.";
next;
mes "[SaYumMoon]";
mes "Nevertheless, through the village named";
mes "Alberta, we allowed people to visit";
mes "here. It all happened lately.";
mes "Since our village has been";
next;
mes "[SaYumMoon]";
mes "isolated for long time,";
mes "people in this town";
mes "are not yet so friendly with";
mes "visitors yet.";
mes "Moreover, thieves are having";
next;
mes "[SaYumMoon]";
mes "fun in this town lately.";
mes "Well, you've come to visit this";
mes "town.. Enjoy your stay.";
break;
case 2:
mes "Oh, it's you~";
mes "How do you like it here so far?";
mes "Like you've noticed,";
mes "village is not so peaceful huh?";
next;
if(select("It's alright.:I heard that something was stolen..") == 1){
mes "[SaYumMoon]";
mes "Good...";
mes "Well, watch out for robbery.";
mes "And..don't act suspicious";
mes "in the village.";
close;
}
mes "[SaYumMoon]";
mes "hmm..you heard of it?";
mes "It was just last night when robbery";
mes "occurred. The rumor was true..";
mes "Lots of thieves are out there in the village.";
next;
switch(select("......:What was stolen?:Anyone with injuries?")){
case 1:
mes "[SaYumMoon]";
mes "Can't believe it really happened.";
mes "If you see anyone suspicious,";
mes "please let me know.";
set b_sword,3;
break;
case 2:
mes "[SaYumMoon]";
mes "um.....";
mes "that is....";
mes "just an ordinary sword.";
mes "But to us, it's a family treasure";
mes "from generation to generation.";
next;
mes "[SaYumMoon]";
mes "I must find this sword";
mes "no mattter what!";
mes "...but I can't go find it just";
mes "by myself. I am too busy.";
next;
mes "[SaYumMoon]";
mes "You know how busy it is to be a";
mes "chief of village.";
mes "This is a big trouble...hmm...";
next;
if (select("Hope you find it soon.:Can I find it for you?") == 1){
mes "[SaYumMoon]";
mes "um..thank you.";
mes "Perhaps you find a sword, ";
mes "please let me know.";
set b_sword,11;
} else {
mes "[SaYumMoon]";
mes "Oh~ Are you serious??";
mes "People in the village are";
mes "now very sensitive cause of";
mes "thieves. It is so difficult to ask";
mes "them for a help. If you would help";
mes "me to find a sword. I'll pay for that for sure.";
set b_sword,3;
}
break;
case 3:
mes "[SaYumMoon]";
mes "Fortunately, no one's hurt.";
mes "But we lost something valuable.";
mes "It's a family treasure";
mes "which came from generation";
mes "to generation.";
next;
mes "[SaYumMoon]";
mes "I must find this sword";
mes "no mattter what!";
mes "...but I can't go find it just";
mes "by myself. I am too busy.";
next;
mes "[SaYumMoon]";
mes "You know how busy it is to be a";
mes "chief of village.";
mes "This is a big trouble...hmm...";
next;
if (select("Hope you find it soon.:Can I find it for you?") == 1){
mes "[SaYumMoon]";
mes "um..thank you.";
mes "Perhaps you find a sword, ";
mes "please let me know.";
set b_sword,11;
} else {
mes "[SaYumMoon]";
mes "Oh~ Are you serious??";
mes "People in the village are";
mes "now very sensitive cause of";
mes "thieves. It is so difficult to ask";
mes "them for a help. If you would help";
mes "me to find a sword. I'll pay for that for sure.";
set b_sword,3;
}
break;
}
break;
case 3:
mes "Haven't found it yet?";
mes "No rush. Take it easy.";
mes "You have to take care of";
mes "youself first before";
mes "doing other's favors.";
break;
case 4:
mes "Haven't found it yet?";
mes "No rush. Take it easy.";
mes "You have to take care of";
mes "youself first before";
mes "doing other's favors.";
break;
case 5:
mes "Haven't found it yet?";
mes "No rush. Take it easy.";
mes "You have to take care of";
mes "youself first before";
mes "doing other's favors.";
break;
case 6:
mes "Oh, you found a traces?";
mes "You're doing a good work.";
mes "This is my family remedies.";
mes "It might help you.";
set b_sword,7;
getitem 504,3; // White_Potion
break;
case 7:
mes "Thief is in an injury.";
mes "He probably is not";
mes "far away from here.";
break;
case 8:
mes "Oh, my sword...";
mes "..it's broken?";
mes "Unbelievable~";
mes "How could this happen..";
mes "Would you also look for";
mes "the other parts please?";
break;
case 9:
mes "hmm...";
mes "..my sword... in pieces..";
mes "I beg you please. Find it for me.";
mes "You'll get something in return.";
break;
case 10:
mes "Oh~~";
mes "You've found the pieces for me~";
mes "I knew you would've make it.";
mes "But they are broken into pieces.";
mes "What should I do...";
next;
mes "[SaYumMoon]";
mes "If it's ok with you,";
mes "Would you repair my sword for me?";
mes "I'm sure I'll pay for that.";
next;
if (select("No way.:Alright.") == 1) {
mes "[SaYumMoon]";
mes "Well, yes.. you've been such a";
mes "nice person. I appreciate for";
mes "your hard work.";
mes "It would be better if you help me";
mes "to repair the sword for me though..";
mes "nono.. I am not enforcing you..";
next;
mes "[SaYumMoon]";
mes "I'll find someway to repair it.";
mes "Without your help, I could've done";
mes "nothing. This is not a big present";
mes "but please take it.";
set b_sword,15;
getitem 603,1; // Old_Blue_Box
next;
mes "[SaYumMoon]";
mes "If you get any informations or";
mes "traces about that damn thief,";
mes "please let me know.";
mes "I got my sword back but there's";
mes "no way I can forgive that thief.";
mes "Have a nice travel.";
} else {
mes "[SaYumMoon]";
mes "Wow..you are so nice.";
mes "I am owing you a big favor.";
mes "I have no idea how this sword";
mes "broke into pieces.";
mes "I believe you have to find famous";
mes "blacksmith to repair it.";
next;
mes "[SaYumMoon]";
mes "Like you know already, this is";
mes "a family treasure for me.";
mes "oh.. one more thing..";
next;
mes "[SaYumMoon]";
mes "There's a guy named ^555555Choahk^000000";
mes "in the village. He has been to many";
mes "places all around the world.";
mes "He probably has the informations";
mes "you need. Go find him first.";
next;
mes "[SaYumMoon]";
mes "and.. this is not a big gift";
mes "but please take it..";
mes "here...";
set b_sword,14;
getitem 603,1; // Old_Blue_Box
}
break;
case 11:
mes "The village is not in a good";
mes "mood at this moment, but still";
mes "lots of things to look around.";
break;
case 12:
mes "hmm.. no traces? no marks?... nothing?";
mes "ok.. well, thanks for help anyways.";
mes "umm....";
next;
mes "[SaYumMoon]";
mes "Here..take this.";
mes "Have a good time.";
set b_sword,13;
getitem 504,1; // White_Potion
break;
case 13:
mes "Everything going well?";
mes "The village is not in a good mood.";
mes "Take care of yourself.";
break;
case 14:
mes "I appreciate what you are doing.";
mes "You make me feel comfortable.";
mes "Village seems it's turning back";
mes "to old times too. huhu";
break;
case 15:
mes "I appreciate what you are doing.";
mes "You make me feel comfortable.";
mes "Village seems it's turning back";
mes "to old times too. huhu";
break;
case 16:
mes "I appreciate what you are doing.";
mes "You make me feel comfortable.";
mes "Village seems it's turning back";
mes "to old times too. huhu";
break;
case 17:
mes "I appreciate what you are doing.";
mes "You make me feel comfortable.";
mes "Village seems it's turning back";
mes "to old times too. huhu";
break;
}
} else if (b_sword < 32) {
mes "I appreciate what you are doing.";
mes "You make me feel comfortable.";
mes "Village seems it's turning back";
mes "to old times too. huhu";
mes "and please repair my";
mes "sword for me.";
next;
mes "[SaYumMoon]";
mes "You've done so many things for me.";
mes "I feel sorry about asking you";
mes "more to do.";
} else if (b_sword == 32) {
if (countitem(1123) < 1) { // Haedonggum
mes "um.....";
mes "Not yet huh?";
mes "You'll repair it for me right?";
mes "I'll be waiting.";
} else {
mes "oh.. it's you.";
mes "............";
mes "Is that my sword?";
mes "Wow you have done it.";
mes "Good work!";
next;
mes "[SaYumMoon]";
mes "Hmm..If you have a similar sword I have,";
mes "please leave it somewhere else and come back.";
mes "Just in case that you give me a wrong one...";
next;
if(select("Wait for sec:Here it is.") == 1 || countitem(1123) < 1){
mes "[SaYumMoon]";
mes "Ok, go ahead.";
mes "Don't leave mine!!";
mes "haha..";
close;
}
mes "[SaYumMoon]";
mes "This is a small gift for you.";
mes "Please take it.";
mes "Thanks for a job well done!";
delitem 1123,1; // Haedonggum
set b_sword,33;
getitem 2404,1; // Shoes_
next;
mes "[SaYumMoon]";
mes "Many thanks for your trouble.";
mes "Now I don't feel shame to";
mes "ancestors anymore.";
mes "huhuh...";
mes "Have a good time.";
}
} else {
mes "Oh, it's you.";
mes "Once again, thank you.";
mes "Enjoy your stay in";
mes "our village.";
mes "huhuh..";
}
close;
}
gon_in.gat,152,35,4 script Hostess#gnbs 702,{
mes "[MaYumBang]";
if (b_sword < 1) {
mes "Oh.. you're new here right?";
mes "Came from out of town?";
mes "It's easy to see many people from";
mes "out of town these days.";
mes "It made people in the village busy.";
next;
mes "[MaYumBang]";
mes "Oops, what am I saying..";
mes "Wants some wine?";
next;
if (select("Yes, please:No, it's ok.") == 1) {
mes "[MaYumBang]";
mes "Oooops.. oh no...";
mes "Many customers came by earlier and";
mes "we are out of wine..";
mes "Customers are growing larger.";
mes "It is also a trouble..";
} else {
mes "[MaYumBang]";
mes "Well, have fun in the village.";
mes "Stop by sometimes.";
}
} else if (b_sword < 3) {
mes "You know what?";
mes "Chief's house was robbed last night.";
mes "I can't believe this happened.";
mes "Thieves are hanging around the";
mes "village these days.";
next;
mes "[MaYumBang]";
mes "How anxious it is..";
mes "It could also happen to my shop.";
mes "I should watch out.";
mes "oh..what am I saying to you..";
mes "Enjoy your time in my shop..hoho.";
if (b_sword == 1) set b_sword,2;
} else if (b_sword == 3) {
mes "Oh, it's you again.";
mes "I heard that you decided to";
mes "help our chief.";
mes "Please get him for us.";
mes "How anxious it is..";
next;
mes "[MaYumBang]";
mes "Do you see that guy over there";
mes "leaning on the table?";
mes "He seems to know about last night's";
mes "happenings.";
mes "He has been drinking all night long.";
set b_sword,4;
} else if (b_sword > 3 && b_sword < 11) {
mes "Hello there.";
mes "Feel something strange in the village huh?";
mes "It's all because of the thieves.";
mes "And it makes my business worse.";
mes "peeew...";
} else if (b_sword == 11 || b_sword == 12) {
mes "Feel something strange in the village huh?";
mes "Hope the thief to get caught in short time.";
mes "...";
} else {
mes "You caught him?";
mes "Wow, how brave you are.";
mes "I should get ready to run the";
mes "shop again. I need to order";
mes "some wine first.";
next;
mes "[MaYumBang]";
mes "SulBoong drank all the wine in the shop.";
mes "I did not refill the wine since there";
mes "aren't any customers...hoho.";
mes "Stop by next time.";
mes "I'll have a wine ready.";
}
close;
}
gon_in.gat,165,16,4 script Man in hangover#gnbs 748,{
mes "[SulBoong]";
if (b_sword < 4) {
mes "Ahhh.. my stomach.. my head..";
mes "Shouldn't drink so much..";
mes "Ehhhh....";
emotion e_swt2;
} else if (b_sword == 4) {
if (countitem(506) < 1) { // Green_Potion
mes "Ehhh....";
mes "Can somebody bring me a potion?";
mes "Ehhh....";
close;
}
mes "Ehhh..my stomach..";
mes "I need something..";
mes "Ehhh..";
mes "uh..hey you.. could you give me one of";
mes "your ^00FF00Green_Potion^000000 to me?";
mes "I got a mad stomach.";
next;
if (select("No.:Ok, here.") == 1 || countitem(506) < 1) {
mes "[SulBoong]";
mes "Ehh...";
mes "Are you sure?";
next;
if (select("Sorry, I don't have one.:Ok, here it is.") == 1 || countitem(506) < 1) {
mes "[SulBoong]";
mes "Wooo..";
mes "Go away man..";
set b_sword,12;
close;
}
delitem 506,1; // Green_Potion
set b_sword,5;
mes "[SulBoong]";
mes "Oh.. thanks.";
mes "I thought you're teasing me.";
mes "I feel much better now.";
mes "By the way.. You got any questions?";
next;
if (select("About thief.:Nothing.") == 1){
mes "[SulBoong]";
mes "Ah~ a thief..";
mes "hmm.. let me see..";
mes "I went out for walk in the middle";
mes "of night while I was drinking.";
mes "And I heard something noisy.";
next;
mes "[SulBoong]";
mes "I looked around and found that";
mes "area near chief's house was brighter";
mes "than any other area. It was strange.";
mes "So I kept watching at it and";
mes "all of a sudden, I saw something moving";
mes "on the roof of houses.";
next;
mes "[SulBoong]";
mes "It disappeared in a second.";
mes "I was drunk, and it was dark outside.";
mes "I have no idea whether it was a man or a cat or..";
mes "don't know what it was.. huhu..";
set b_sword,6;
} else {
mes "[SulBoong]";
mes "Ok, then, good bye..";
mes "Don't be a drinker like me.";
mes "Unless you want to suffer from a hangovers.";
mes "huhu..";
}
} else {
delitem 506,1; // Green_Potion
set b_sword,5;
emotion e_thx;
mes "[SulBoong]";
mes "Thank you.";
mes "heew.. feel much better now.";
mes "hmm.. you seem like you got";
mes "something to ask me.";
next;
switch(select("About thief..:How much have you been drinking?:Nothing..")){
case 1:
mes "[SulBoong]";
mes "Ah~ a thief..hmm...";
mes "I went out for walk in the middle";
mes "of night while I was drinking.";
mes "And I heard something noisy.";
mes "I looked around and found that";
mes "area near chief's house was brighter";
next;
mes "[SulBoong]";
mes "than any other area. It was strange.";
mes "So I kept watching at it and";
mes "all of a sudden, I saw something moving";
mes "on the roof of houses.";
mes "It disappeared in a second.";
next;
if (select("Where to?:Probably a cat.") == 1) {
mes "[SulBoong]";
mes "Umm?";
mes "Well..let me see..";
mes "It came from... and head to...um...";
mes "bla bla..";
next;
mes "He was mumbling for awhile";
mes "......";
next;
mes "[SulBoong]";
mes "Ah ha~ right...";
mes "A shrine.. yes..thief was heading to";
mes "a shrine and disappeared.";
mes "I'm not sure if it was a human or";
mes "an animal...but little big creature.";
mes "wonder what it was..";
set b_sword,6;
next;
mes "[SulBoong]";
mes "Anything else I can help?";
mes "Thanks for the potion.";
next;
switch(select("Thanks for the information.:Stop drinking too much.:Ok, bye")){
case 1:
mes "[SulBoong]";
mes "I'll see you later then.";
mes "I am always here drinking..huhu";
break;
case 2:
mes "[SulBoong]";
mes "hmm..";
mes "Don't mind me.";
break;
case 3:
mes "[SulBoong]";
mes "Alrighty.";
mes "Come again whenever you find";
mes "any other questions.";
break;
}
} else {
mes "[SulBoong]";
mes "Yeah..maybe.";
mes "It was so dark outside and I was drunk.";
mes "I can't remember it clearly.";
mes "Anyways it was bigger than a cat for sure.";
}
break;
case 2:
mes "[SulBoong]";
mes "Ah..um....I..I am not sure.";
mes "When I woke up, There were so many";
mes "empty bottles around me.";
mes ".....";
next;
mes "^00FF00.......";
mes "Without a specific reason, he seemed to be very respectable.^000000";
break;
case 3:
mes "[SulBoong]";
mes "alright then.";
mes "Hope you don't ever drink like me";
mes "in the future.";
mes "You'll suffer for long time if you do.";
mes "You know what hangover is right?";
break;
}
}
} else if (b_sword == 5) {
mes "Oh, it's you.";
mes "Thanks for the portion last time.";
mes "What are you up to?";
mes "Got any question for me?";
next;
if (select("About a thief last night...:Nope, just passing by..") == 1){
mes "[SulBoong]";
mes "Ah~ a thief..";
mes "hmm.. let me see..";
mes "I went out for walk in the middle";
mes "of night while I was drinking.";
mes "And I heard something noisy.";
mes "I looked around and found that";
next;
mes "[SulBoong]";
mes "area near chief's house was brighter";
mes "than any other area. It was strange.";
mes "So I kept watching at it and";
mes "all of a sudden, I saw something moving";
mes "on the roof of houses.";
next;
mes "[SulBoong]";
mes "It disappeared in a second.";
mes "I was drunk, and it was dark outside.";
mes "I have no idea whether it was a man or a cat or..";
mes "don't know what it was.. huhu..";
set b_sword,6;
} else {
mes "[SulBoong]";
mes "alright then.";
mes "Hope you don't ever drink like me";
mes "in the future.";
mes "bye.";
}
} else if (b_sword < 11) {
mes "Well, do your job well.";
mes "To keep the peace in our village,";
mes "we need to take chief's worries out.";
} else if (b_sword <14) {
switch (b_sword) {
case 11:
mes "Ahhh.. my stomach.. my head..";
mes "Shouldn't drink so much..";
mes "Ehhhh....";
emotion e_swt2;
break;
case 12:
mes "Ehhhh..go away.";
mes "You're a man with no mercy.";
mes "ehhh...";
emotion e_pif;
break;
case 13:
mes "Ehhhh..go away.";
mes "You're such a coldhearted man.";
mes "ehhh...";
emotion e_pif;
break;
}
} else {
mes "Wahahaha.";
mes "So..you found a chief's belongging's?";
mes "I knew you could've done it.";
mes "You're brave enough to do anything.";
mes "Wahahaha.";
}
close;
}
gon_dun01.gat,148,156,0 script start01#gnbs -1,{
OnInit:
sleep 10000;
OnCommandOn:
donpcevent "trace1-"+rand(1,5)+"::OnCommandOn";
end;
}
gon_dun01.gat,201,25,0 script trace1-1#gnbs 139,1,1,{
if (b_sword == 7) donpcevent "timer1-1::OnCommandOn";
end;
OnTimer10000:
stopnpctimer;
disablenpc "trace1-1#gnbs";
donpcevent "start01#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace1-1#gnbs";
end;
OnCommandOn:
enablenpc "trace1-1#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun01.gat,2,1,0 script timer1-1 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer1-1";
end;
OnCommandOn:
enablenpc "timer1-1";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer1-1";
end;
OnTimer3000:
donpcevent "#getitem1-1::OnCommandOn";
end;
}
gon_dun01.gat,202,25,0 script #getitem1-1 111,2,1,{
if (b_sword != 7) end;
set b_sword,8;
mes "You found ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
close;
OnInit:
disablenpc "#getitem1-1";
end;
OnCommandOn:
enablenpc "#getitem1-1";
donpcevent "timer1-1::OnCommandOff";
donpcevent "start01#gnbs::OnCommandOn";
OnCommandOff:
disablenpc "#getitem1-1";
end;
}
gon_dun01.gat,190,160,0 script trace1-2#gnbs 139,1,1,{
if (b_sword == 7) donpcevent "timer1-2::OnCommandOn";
end;
OnTimer100000:
stopnpctimer;
disablenpc "trace1-2#gnbs";
donpcevent "start01#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace1-2#gnbs";
end;
OnCommandOn:
enablenpc "trace1-2#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun01.gat,3,1,0 script timer1-2 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer1-2";
end;
OnCommandOn:
enablenpc "timer1-2";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer1-2";
end;
OnTimer3000:
donpcevent "#getitem1-2::OnCommandOn";
end;
}
gon_dun01.gat,190,159,0 script #getitem1-2 111,2,1,{
if (b_sword != 7) end;
set b_sword,8;
mes "You found ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
close;
OnInit:
disablenpc "#getitem1-2";
end;
OnCommandOn:
enablenpc "#getitem1-2";
donpcevent "timer1-2::OnCommandOff";
donpcevent "start01#gnbs::OnCommandOn";
OnCommandOff:
disablenpc "#getitem1-2";
end;
}
gon_dun01.gat,163,53,0 script trace1-3#gnbs 139,1,1,{
if (b_sword == 7) donpcevent "timer1-3::OnCommandOn";
end;
OnTimer90000:
stopnpctimer;
disablenpc "trace1-3#gnbs";
donpcevent "start01#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace1-3#gnbs";
end;
OnCommandOn:
enablenpc "trace1-3#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun01.gat,4,1,0 script timer1-3 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer1-3";
end;
OnCommandOn:
enablenpc "timer1-3";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer1-3";
end;
OnTimer3000:
donpcevent "#getitem1-3::OnCommandOn";
end;
}
gon_dun01.gat,164,53,0 script #getitem1-3 111,2,1,{
if (b_sword != 7) end;
set b_sword,8;
mes "You found ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
close;
OnInit:
disablenpc "#getitem1-3";
end;
OnCommandOn:
enablenpc "#getitem1-3";
donpcevent "timer1-3::OnCommandOff";
donpcevent "start01#gnbs::OnCommandOn";
OnCommandOff:
disablenpc "#getitem1-3";
end;
}
gon_dun01.gat,133,183,0 script trace1-4#gnbs 139,1,1,{
if (b_sword == 7) donpcevent "timer1-4::OnCommandOn";
end;
OnTimer150000:
stopnpctimer;
disablenpc "trace1-4#gnbs";
donpcevent "start01#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace1-4#gnbs";
end;
OnCommandOn:
enablenpc "trace1-4#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun01.gat,5,1,0 script timer1-4 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer1-4";
end;
OnCommandOn:
enablenpc "timer1-4";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer1-4";
end;
OnTimer3000:
donpcevent "#getitem1-4::OnCommandOn";
end;
}
gon_dun01.gat,134,183,0 script #getitem1-4 111,2,1,{
if (b_sword != 7) end;
set b_sword,8;
mes "You found ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
close;
OnInit:
disablenpc "#getitem1-4";
end;
OnCommandOn:
enablenpc "#getitem1-4";
donpcevent "timer1-4::OnCommandOff";
donpcevent "start01#gnbs::OnCommandOn";
OnCommandOff:
disablenpc "#getitem1-4";
end;
}
gon_dun01.gat,139,257,0 script trace1-5#gnbs 139,1,1,{
if (b_sword == 7) donpcevent "timer1-5::OnCommandOn";
end;
OnTimer170000:
stopnpctimer;
disablenpc "trace1-5#gnbs";
donpcevent "start01#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace1-5#gnbs";
end;
OnCommandOn:
enablenpc "trace1-5#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun01.gat,6,1,0 script timer1-5 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer1-5";
end;
OnCommandOn:
enablenpc "timer1-5";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer1-5";
end;
OnTimer3000:
donpcevent "#getitem1-5::OnCommandOn";
end;
}
gon_dun01.gat,140,257,0 script #getitem1-5 111,2,1,{
if (b_sword != 7) end;
set b_sword,8;
mes "You found ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
close;
OnInit:
disablenpc "#getitem1-5";
end;
OnCommandOn:
enablenpc "#getitem1-5";
donpcevent "timer1-5::OnCommandOff";
donpcevent "start01#gnbs::OnCommandOn";
OnCommandOff:
disablenpc "#getitem1-5";
end;
}
gon_dun02.gat,1,1,0 script start02#gnbs -1,{
OnInit:
sleep 10000;
OnCommandOn:
donpcevent "trace2-"+rand(1,6)+"::OnCommandOn";
end;
}
gon_dun02.gat,65,168,0 script trace2-1#gnbs 139,1,1,{
if (b_sword == 8) donpcevent "timer2-1::OnCommandOn";
end;
OnTimer80000:
stopnpctimer;
disablenpc "trace2-1#gnbs";
donpcevent "start02#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace2-1#gnbs";
end;
OnCommandOn:
enablenpc "trace2-1#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun02.gat,2,1,0 script timer2-1 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer2-1";
end;
OnCommandOn:
enablenpc "timer2-1";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer2-1";
end;
OnTimer3000:
donpcevent "#getitem2-1::OnCommandOn";
end;
}
gon_dun02.gat,202,25,0 script #getitem2-1 111,2,1,{
if (b_sword != 8) end;
set b_sword,9;
mes "You found ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
close;
OnInit:
disablenpc "#getitem2-1";
end;
OnCommandOn:
enablenpc "#getitem2-1";
donpcevent "timer2-1::OnCommandOff";
donpcevent "start02#gnbs::OnCommandOn";
OnCommandOff:
disablenpc "#getitem2-1";
end;
}
gon_dun02.gat,265,200,0 script trace2-2#gnbs 139,1,1,{
if (b_sword == 8) donpcevent "timer2-2::OnCommandOn";
end;
OnTimer130000:
stopnpctimer;
disablenpc "trace2-2#gnbs";
donpcevent "start02#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace2-2#gnbs";
end;
OnCommandOn:
enablenpc "trace2-2#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun02.gat,3,1,0 script timer2-2 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer2-2";
end;
OnCommandOn:
enablenpc "timer2-2";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer2-2";
end;
OnTimer3000:
donpcevent "#getitem2-2::OnCommandOn";
end;
}
gon_dun02.gat,265,201,0 script #getitem2-2 111,2,1,{
if (b_sword != 8) end;
set b_sword,9;
mes "You found ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
close;
OnInit:
disablenpc "#getitem2-2";
end;
OnCommandOn:
enablenpc "#getitem2-2";
donpcevent "timer2-2::OnCommandOff";
donpcevent "start02#gnbs::OnCommandOn";
OnCommandOff:
disablenpc "#getitem2-2";
end;
}
gon_dun02.gat,247,129,0 script trace2-3#gnbs 139,1,1,{
if (b_sword == 8) donpcevent "timer2-3::OnCommandOn";
end;
OnTimer110000:
stopnpctimer;
disablenpc "trace2-3#gnbs";
donpcevent "start02#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace2-3#gnbs";
end;
OnCommandOn:
enablenpc "trace2-3#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun02.gat,4,1,0 script timer2-3 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer2-3";
end;
OnCommandOn:
enablenpc "timer2-3";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer2-3";
end;
OnTimer3000:
donpcevent "#getitem2-3::OnCommandOn";
end;
}
gon_dun02.gat,247,128,0 script #getitem2-3 111,2,1,{
if (b_sword != 8) end;
set b_sword,9;
mes "You found ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
close;
OnInit:
disablenpc "#getitem2-3";
end;
OnCommandOn:
enablenpc "#getitem2-3";
donpcevent "timer2-3::OnCommandOff";
donpcevent "start02#gnbs::OnCommandOn";
OnCommandOff:
disablenpc "#getitem2-3";
end;
}
gon_dun02.gat,149,74,0 script trace2-4#gnbs 139,1,1,{
if (b_sword == 8) donpcevent "timer2-4::OnCommandOn";
end;
OnTimer230000:
stopnpctimer;
disablenpc "trace2-4#gnbs";
donpcevent "start02#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace2-4#gnbs";
end;
OnCommandOn:
enablenpc "trace2-4#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun02.gat,5,1,0 script timer2-4 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer2-4";
end;
OnCommandOn:
enablenpc "timer2-4";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer2-4";
end;
OnTimer3000:
donpcevent "#getitem2-4::OnCommandOn";
end;
}
gon_dun02.gat,149,75,0 script #getitem2-4 111,2,1,{
if (b_sword != 8) end;
set b_sword,9;
mes "You found ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
close;
OnInit:
disablenpc "#getitem2-4";
end;
OnCommandOn:
enablenpc "#getitem2-4";
donpcevent "timer2-4::OnCommandOff";
donpcevent "start02#gnbs::OnCommandOn";
OnCommandOff:
disablenpc "#getitem2-4";
end;
}
gon_dun02.gat,23,105,0 script trace2-5#gnbs 139,1,1,{
if (b_sword == 8) donpcevent "timer2-5::OnCommandOn";
end;
OnTimer190000:
stopnpctimer;
disablenpc "trace2-5#gnbs";
donpcevent "start02#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace2-5#gnbs";
end;
OnCommandOn:
enablenpc "trace2-5#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun02.gat,6,1,0 script timer2-5 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer2-5";
end;
OnCommandOn:
enablenpc "timer2-5";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer2-5";
end;
OnTimer3000:
donpcevent "#getitem2-5::OnCommandOn";
end;
}
gon_dun02.gat,23,106,0 script #getitem2-5 111,2,1,{
if (b_sword != 8) end;
set b_sword,9;
mes "You found ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
close;
OnInit:
disablenpc "#getitem2-5";
end;
OnCommandOn:
enablenpc "#getitem2-5";
donpcevent "timer2-5::OnCommandOff";
donpcevent "start02#gnbs::OnCommandOn";
OnCommandOff:
disablenpc "#getitem2-5";
end;
}
gon_dun02.gat,249,39,0 script trace2-6#gnbs 139,1,1,{
if (b_sword == 8) donpcevent "timer2-6::OnCommandOn";
end;
OnTimer110000:
stopnpctimer;
disablenpc "trace2-6#gnbs";
donpcevent "start02#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace2-6#gnbs";
end;
OnCommandOn:
enablenpc "trace2-6#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun02.gat,7,1,0 script timer2-6 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer2-6";
end;
OnCommandOn:
enablenpc "timer2-6";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer2-6";
end;
OnTimer3000:
donpcevent "#getitem2-6::OnCommandOn";
end;
}
gon_dun02.gat,249,40,0 script #getitem2-6 111,2,1,{
if (b_sword != 8) end;
set b_sword,9;
mes "You found ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
close;
OnInit:
disablenpc "#getitem2-6";
end;
OnCommandOn:
enablenpc "#getitem2-6";
donpcevent "timer2-6::OnCommandOff";
donpcevent "start02#gnbs::OnCommandOn";
OnCommandOff:
disablenpc "#getitem2-6";
end;
}
gon_dun03.gat,1,1,0 script start03#gnbs -1,{
OnInit:
sleep 10000;
OnCommandOn:
donpcevent "trace3-"+rand(1,7)+"::OnCommandOn";
end;
}
gon_dun03.gat,11,75,0 script trace3-1#gnbs 139,1,1,{
if (b_sword == 9) donpcevent "timer3-1::OnCommandOn";
end;
OnTimer200000:
stopnpctimer;
disablenpc "trace3-1#gnbs";
donpcevent "start03#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace3-1#gnbs";
end;
OnCommandOn:
enablenpc "trace3-1#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun03.gat,2,1,0 script timer3-1 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer3-1";
end;
OnCommandOn:
enablenpc "timer3-1";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer3-1";
end;
OnTimer3000:
donpcevent "#getitem3-1::OnCommandOn";
end;
}
gon_dun03.gat,10,74,0 script #getitem3-1 111,2,1,{
if (b_sword != 9) end;
set b_sword,10;
mes "You found ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
mes "You put all the pieces on the ground";
mes "and assembled them. Seems like you've found ";
mes "all pieces of the blade.";
close;
OnInit:
disablenpc "#getitem3-1";
end;
OnCommandOn:
enablenpc "#getitem3-1";
donpcevent "timer3-1::OnCommandOff";
donpcevent "start03#gnbs::OnCommandOn";
OnCommandOff:
disablenpc "#getitem3-1";
end;
}
gon_dun03.gat,199,103,0 script trace3-2#gnbs 139,1,1,{
if (b_sword == 9) donpcevent "timer3-2::OnCommandOn";
end;
OnTimer130000:
stopnpctimer;
disablenpc "trace3-2#gnbs";
donpcevent "start03#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace3-2#gnbs";
end;
OnCommandOn:
enablenpc "trace3-2#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun03.gat,3,1,0 script timer3-2 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer3-2";
end;
OnCommandOn:
enablenpc "timer3-2";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer3-2";
end;
OnTimer3000:
donpcevent "#getitem3-2::OnCommandOn";
end;
}
gon_dun03.gat,199,102,0 script #getitem3-2 111,2,1,{
if (b_sword != 9) end;
set b_sword,10;
mes "You found ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
mes "You put all the pieces on the ground";
mes "and assembled them. Seems like you've found ";
mes "all pieces of the blade.";
close;
OnInit:
disablenpc "#getitem3-2";
end;
OnCommandOn:
enablenpc "#getitem3-2";
donpcevent "timer3-2::OnCommandOff";
donpcevent "start03#gnbs::OnCommandOn";
OnCommandOff:
disablenpc "#getitem3-2";
end;
}
gon_dun03.gat,14,162,0 script trace3-3#gnbs 139,1,1,{
if (b_sword == 9) donpcevent "timer3-3::OnCommandOn";
end;
OnTimer110000:
stopnpctimer;
disablenpc "trace3-3#gnbs";
donpcevent "start03#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace3-3#gnbs";
end;
OnCommandOn:
enablenpc "trace3-3#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun03.gat,4,1,0 script timer3-3 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer3-3";
end;
OnCommandOn:
enablenpc "timer3-3";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer3-3";
end;
OnTimer3000:
donpcevent "#getitem3-3::OnCommandOn";
end;
}
gon_dun03.gat,14,163,0 script #getitem3-3 111,2,1,{
if (b_sword != 9) end;
set b_sword,10;
mes "You found ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
mes "You put all the pieces on the ground";
mes "and assembled them. Seems like you've found ";
mes "all pieces of the blade.";
close;
OnInit:
disablenpc "#getitem3-3";
end;
OnCommandOn:
enablenpc "#getitem3-3";
donpcevent "timer3-3::OnCommandOff";
donpcevent "start03#gnbs::OnCommandOn";
OnCommandOff:
disablenpc "#getitem3-3";
end;
}
gon_dun03.gat,155,263,0 script trace3-4#gnbs 139,1,1,{
if (b_sword == 9) donpcevent "timer3-4::OnCommandOn";
end;
OnTimer230000:
stopnpctimer;
disablenpc "trace3-4#gnbs";
donpcevent "start03#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace3-4#gnbs";
end;
OnCommandOn:
enablenpc "trace3-4#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun03.gat,5,1,0 script timer3-4 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer3-4";
end;
OnCommandOn:
enablenpc "timer3-4";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer3-4";
end;
OnTimer3000:
donpcevent "#getitem3-4::OnCommandOn";
end;
}
gon_dun03.gat,156,263,0 script #getitem3-4 111,2,1,{
if (b_sword != 9) end;
set b_sword,10;
mes "You found ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
mes "You put all the pieces on the ground";
mes "and assembled them. Seems like you've found ";
mes "all pieces of the blade.";
close;
OnInit:
disablenpc "#getitem3-4";
end;
OnCommandOn:
enablenpc "#getitem3-4";
donpcevent "timer3-4::OnCommandOff";
donpcevent "start03#gnbs::OnCommandOn";
OnCommandOff:
disablenpc "#getitem3-4";
end;
}
gon_dun03.gat,169,90,0 script trace3-5#gnbs 139,1,1,{
if (b_sword == 9) donpcevent "timer3-5::OnCommandOn";
end;
OnTimer190000:
stopnpctimer;
disablenpc "trace3-5#gnbs";
donpcevent "start03#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace3-5#gnbs";
end;
OnCommandOn:
enablenpc "trace3-5#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun03.gat,6,1,0 script timer3-5 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer3-5";
end;
OnCommandOn:
enablenpc "timer3-5";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer3-5";
end;
OnTimer3000:
donpcevent "#getitem3-5::OnCommandOn";
end;
}
gon_dun03.gat,170,90,0 script #getitem3-5 111,2,1,{
if (b_sword != 9) end;
set b_sword,10;
mes "You found ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
mes "You put all the pieces on the ground";
mes "and assembled them. Seems like you've found ";
mes "all pieces of the blade.";
close;
OnInit:
disablenpc "#getitem3-5";
end;
OnCommandOn:
enablenpc "#getitem3-5";
donpcevent "timer3-5::OnCommandOff";
donpcevent "start03#gnbs::OnCommandOn";
OnCommandOff:
disablenpc "#getitem3-5";
end;
}
gon_dun03.gat,162,40,0 script trace3-6#gnbs 139,1,1,{
if (b_sword == 9) donpcevent "timer3-6::OnCommandOn";
end;
OnTimer110000:
stopnpctimer;
disablenpc "trace3-6#gnbs";
donpcevent "start03#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace3-6#gnbs";
end;
OnCommandOn:
enablenpc "trace3-6#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun03.gat,7,1,0 script timer3-6 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer3-6";
end;
OnCommandOn:
enablenpc "timer3-6";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer3-6";
end;
OnTimer3000:
donpcevent "#getitem3-6::OnCommandOn";
end;
}
gon_dun03.gat,68,39,0 script #getitem3-6 111,1,2,{
if (b_sword != 9) end;
set b_sword,10;
mes "You found ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
mes "You put all the pieces on the ground";
mes "and assembled them. Seems like you've found ";
mes "all pieces of the blade.";
close;
OnInit:
disablenpc "#getitem3-6";
end;
OnCommandOn:
enablenpc "#getitem3-6";
donpcevent "timer3-6::OnCommandOff";
donpcevent "start03#gnbs::OnCommandOn";
OnCommandOff:
disablenpc "#getitem3-6";
end;
}
gon_dun03.gat,68,212,0 script trace3-7#gnbs 139,1,1,{
if (b_sword == 9) donpcevent "timer3-7::OnCommandOn";
end;
OnTimer110000:
stopnpctimer;
disablenpc "trace3-7#gnbs";
donpcevent "start03#gnbs::OnCommandOn";
end;
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "trace3-7#gnbs";
end;
OnCommandOn:
enablenpc "trace3-7#gnbs";
setnpctimer 0;
startnpctimer;
end;
}
gon_dun03.gat,6,1,0 script timer3-7 -1,{
OnInit:
initnpctimer;
stopnpctimer;
disablenpc "timer3-7";
end;
OnCommandOn:
enablenpc "timer3-7";
setnpctimer 0;
startnpctimer;
end;
OnCommandOff:
stopnpctimer;
disablenpc "timer3-7";
end;
OnTimer3000:
donpcevent "#getitem3-7::OnCommandOn";
end;
}
gon_dun03.gat,68,213,0 script #getitem3-7 111,1,2,{
if (b_sword != 9) end;
set b_sword,10;
mes "You found ^FF0000piece of blade^000000.";
mes "Seems like it's a part of the sword you've been looking for.";
mes "You put all the pieces on the ground";
mes "and assembled them. Seems like you've found ";
mes "all pieces of the blade.";
close;
OnInit:
disablenpc "#getitem3-7";
end;
OnCommandOn:
enablenpc "#getitem3-7";
donpcevent "timer3-7::OnCommandOff";
donpcevent "start03#gnbs::OnCommandOn";
OnCommandOff:
disablenpc "#getitem3-7";
end;
}
gon_in,18,27,5 script Madam#gnbs 771,{
mes "[SangHwaYeun]";
mes "hohohohoho~";
mes "Who might this be?";
mes "A vistor from out of town~";
mes "hohoho.";
next;
if (select("Hi, Madam~:Where's chief?") == 1) {
mes "[SangHwaYeun]";
mes "Hi, there~";
close;
}
mes "[SangHwaYeun]";
if (sex == 0) {
mes "Hoho, he's upstairs.";
mes "You're such a pretty lady.";
mes "Don't be too fascinated by";
mes "my husband. alright?";
mes "Hohoho~";
} else {
mes "He's upstairs.";
mes "You are such a handsome young man";
mes "But not better than my huhsband.";
mes "Hohoho..";
}
close;
}
gon_dun03,62,222,0 script Strange dead body#gnbs 111,{
if (b_sword < 7) {
mes "Here's a rotten dead body.";
mes "Seemed to be eaten by monsters.";
close;
}
if (b_sword > 6 && b_sword < 11) {
mes "There's a paper between the bones";
mes "of dead body.";
mes "Take a look?";
next;
if (select("Yes.:Leave.") == 1) {
mes "Paper is so worned out,";
mes "but there's a words on it.";
mes "It's written by a blood.";
mes "So difficult to see the letter.";
mes "Almost impossible to find out what's written.";
next;
mes "^FF0000Damn I can't...believe.. failed..";
mes "Sayum... I should've..";
mes "watchout...ehhh...but.. break";
mes "..pieces...and seprate..";
mes "I..with";
mes "this...^000000";
next;
mes "Paper was all blood-stained.";
mes "He probably couldn't make it any longer.";
} else {
mes "Felt something was missing.";
mes "Blood-stained dead body was";
mes "getting on my nerve";
mes "But I just decided to leave from here.";
}
} else if (b_sword == 11 || b_sword == 12) {
mes "Here's a ungly looking dead body.";
mes "I should just pass by.";
} else {
mes "A skeleton eaten by many monsters.";
mes "Felt pitable for awhile, but felt";
mes "bad when looking at it for";
mes "long time.";
}
close;
}
gonryun,139,142,7 script Girl##gnbs1 772,{
mes "[SaEunSo]";
if (b_sword < 12) {
mes "..........";
mes "I was happy looking at the visitors";
mes "from other villages, but because of";
mes "the thief, I feel terrible now'";
emotion e_dots;
} else {
mes "Hehe...";
mes "I am so happy now.";
mes "Lots of visitors are coming to our village..";
mes "found the stuff my father lost..";
mes "Hehe...";
mes "The guy who found the stuff for my";
mes "father.. I am sure he is a great man.";
}
close;
}
gonryun.gat,100,241,0 script Stranger#gnbs" 733,{
mes "[Choahk]";
if (b_sword < 14) {
mes "Hmm...";
mes "I'm pretty busy right now, come later.";
emotion e_dots;
} else if (b_sword < 17) {
switch (b_sword) {
case 14:
switch(nakha) {
case 0:
mes "Hmm...";
mes "What is it?";
mes "What do you want?";
mes "I don't like to get bothered.";
next;
if (select("Ask about blacksmith.:Are are you being so mean?") == 1){
mes "[Choahk]";
mes "Hum.....";
mes "so..you are the one who found";
mes "the sword huh?";
mes "Did you also get asked to repair it?";
next;
if (select("Exactly.:No..I'm just...") == 1){
mes "[Choahk]";
mes "well..";
mes "If you want some information";
mes "from me, come after helping one";
mes "person in the village who's in trouble right now.";
set b_sword,16;
} else {
mes "[Choahk]";
mes "Hmm...";
mes "I guess not...";
mes "Don't bother me anymore. I got bunch of things to do.";
}
} else {
mes "[Choahk]";
mes "Hmm...";
mes "Why do you care about other's";
mes "personality. It's none of your business.";
mes "Take a look at yourself first";
mes "before you say something like that.";
}
break;
case 1:
mes "Hmm...";
mes "You're in the middle of helping";
mes "someone now huh?";
mes "Why don't you go and take care of it first.";
mes "Once you start to help someone,";
mes "you're responsible to finsh that job well.";
set b_sword,16;
break;
case 2:
mes "Hmm...";
mes "You're in the middle of helping";
mes "someone now huh?";
mes "Why don't you go and take care of it first.";
mes "Once you start to help someone,";
mes "you're responsible to finsh that job well.";
set b_sword,16;
break;
case 3:
mes "Hmm...";
mes "What do you want??";
next;
if (select("Ask about blacksmith.:Are are you being so mean?") == 1) {
mes "[Choahk]";
mes "Hum.....";
mes "so..you are the one who found";
mes "the sword huh?";
mes "Did you also get asked to repair it?";
next;
if (select("Exactly.:No..I'm just...") == 1){
mes "[Choahk]";
mes "Hmm...";
mes "Since it's broke into pieces,";
mes "you should find someone to repair it.";
mes "Go to ^FF0000Geffen^000000, you'll find someone";
mes "who can help you.";
set b_sword,17;
} else {
mes "[Choahk]";
mes "Hmm...";
mes "I guess not...";
mes "Don't bother me anymore.";
mes "I got bunch of things to do.";
}
} else {
mes "[Choahk]";
mes "Hmm...";
mes "Why do you care about other's";
mes "personality. It's none of your business.";
mes "Take a look at yourself first";
mes "before you say something like that.";
}
break;
case 4:
mes "Guess I was wasting my time.";
mes "If you make any promises,";
mes "it's your responsibility to";
mes "take care of it until it's completely done.";
next;
mes "[Choahk]";
mes "I don't like people who do not";
mes "keep the promises.";
mes "You'll not get any informations from me.";
mes "Don't ever bother me again.";
set b_sword,15;
break;
}
break;
case 15:
mes "Hmm...";
mes "I'm busy right now. Why don't come later.";
emotion e_dots;
break;
case 16:
switch(nakha){
case 0:
mes "Hmm......";
mes "You're not done with your";
mes "requirements yet.";
mes "I can't give you any information";
mes "until you finish your job.";
break;
case 1:
mes "Hmm....";
mes "Once you start to help someone,";
mes "you're responsible to finsh that job well.";
mes "Why don't you go and take care of it first.";
break;
case 2:
mes "Hmm....";
mes "Once you start to help someone,";
mes "you're responsible to finsh that job well.";
mes "Why don't you go and take care of it first.";
break;
case 3:
mes "Hmm......";
mes "What do you want?";
next;
if (select("Ask about blacksmith.:Are are you being so mean?") == 1) {
mes "[Choahk]";
mes "Hum.....";
mes "so..you are the one who found";
mes "the sword huh?";
mes "Did you also get asked to repair it?";
next;
if (select("Exactly:No.. I'm just...") == 1) {
mes "[Choahk]";
mes "Hmm...";
mes "Since it's broke into pieces,";
mes "you should find someone to repair it.";
mes "Go to ^FF0000Geffen^000000, you'll find someone";
mes "who can help you.";
set b_sword,17;
} else {
mes "[Choahk]";
mes "Hmm...";
mes "I guess not...";
mes "Don't bother me anymore.";
mes "I got bunch of things to do.";
}
} else {
mes "[Choahk]";
mes "Hmm...";
mes "Why do you care about other's";
mes "personality. It's none of your business.";
mes "Take a look at yourself first";
mes "before you say something like that.";
}
break;
case 4:
mes "Guess I was wasting my time.";
mes "If you make any promises,";
mes "it's your responsibility to";
mes "take care of it until it's completely done.";
next;
mes "[Choahk]";
mes "I don't like people who do not";
mes "keep the promises.";
mes "You'll not get any informations from me.";
mes "Don't ever bother me again.";
set b_sword,15;
break;
}
break;
}
} else if (b_sword < 33) {
mes "Umm?";
mes "Didn't I tell you to go to ^FF0000Geffen^000000?";
mes "You'll find famous blacksmith there.";
mes "He'll repair the sword for you.";
mes "I gave you all the informations";
mes "I have so far.";
next;
mes "[Choahk]";
mes "You are responsible to take care of the rest.";
} else {
mes "Hmm......";
mes "Helping people in trouble is";
mes "such a nice thing to do.";
mes "You are doing the right thing.";
}
close;
}
geffen_in.gat,71,112,2 script Blacksmith#SaYumMoon 731,{
mes "[Aumgarl]";
if (b_sword < 17) {
mes "Pew..hew....";
mes "My poor baby Lyroo..";
mes "hew....";
} else if (b_sword < 32) {
switch (b_sword) {
case 17:
mes "Pew..hew....";
mes "My poor baby Lyroo..";
mes "hew....";
next;
if (select("Sir...:...........") == 1) {
mes "[Aumgarl]";
mes "Umm? Who're you?";
mes "Need something?";
mes "If not, please leave..";
next;
if (select("I came to repair the sword.:I heard you are famous blacksmith...") == 1) {
mes "[Aumgarl]";
mes "Umm........";
mes "Sorry but, we're closed.";
mes "Come again next time.";
mes "Bye";
set b_sword,18;
} else {
mes "[Aumgarl]";
mes "Yes, I am a blacksmith,";
mes "but I don't think I am famous.";
mes "And unfortunately.. we are closed.";
}
} else {
mes "[Aumgarl]";
mes "Done with your business?";
mes "Then please leave.";
}
break;
case 18:
mes "Like I said...I am busy!";
mes "Come later.";
if (rand(1,8) == 7) {
set b_sword,19;
mes "What nerve you've got!";
}
close2;
warp "geffen.gat",173,169;
end;
case 19:
mes "Hmm....";
mes "Ahh....";
mes "What nerve you've got!";
mes "What do you want?";
next;
switch(select("I want to marry your granddaughter.:Your graddaughter is such a pretty girl.:I came to repair the sword.")){
case 1:
mes "[Aumgarl]";
mes ".....";
mes ".........";
mes ".............";
mes "...................";
mes "........................";
next;
mes "[Aumgarl]";
mes "Who the heck are you?";
mes "Want my granddaughter all of a sudden?";
mes "Get the hell out of here!";
mes "Don't ever come back here!";
emotion e_pif;
break;
case 2:
mes "[Aumgarl]";
mes "You're damn right~";
mes "My granddaughter is so~ pretty.";
mes "Hahaha....";
mes ".....peew heew....";
next;
switch(select("I want to marry her...:I came to repair the sword.:Anything wrong?")){
case 1:
mes "[Aumgarl]";
mes ".....";
mes ".........";
mes ".............";
mes "...................";
mes "........................";
next;
mes "[Aumgarl]";
mes "Who the heck are you?";
mes "Want my granddaughter all of a sudden?";
mes "Get the hell out of here!";
mes "Don't ever come back here!";
emotion e_pif;
break;
case 2:
mes "[Aumgarl]";
mes "...............";
mes "the sword?";
mes "I don't remember when was the";
mes "last time I touched a steel.";
mes "hmm...";
mes "let me see the sword.?";
next;
mes "[Aumgarl]";
mes "Hmm......";
mes "Umm.........";
mes "............";
next;
mes "^0000FFHe took a careful look at the pieces of sword for awhile.^000000";
next;
mes "[Aumgarl]";
mes "Hmm.......";
mes "So this is the one huh?";
mes "Well.....";
mes "I am sorry, but this sword is not";
mes "something I can repair";
mes "at the moment.";
next;
mes "[Aumgarl]";
mes "Why don't you go find";
mes "some other blacksmith.";
mes "I am sorry........";
break;
case 3:
mes "[Aumgarl]";
mes "Ah...............";
mes "this is not something I shall tell";
mes "others....but....";
mes "my granddaughter lyroo has";
mes "an incurable disease...";
next;
mes "[Aumgarl]";
mes "Not long after she was born,";
mes "her parents died by an accident.";
mes "Since from that day of an accident,";
mes "I took care of her.";
mes "hmm......";
next;
mes "[Aumgarl]";
mes "Ahh...........";
mes "and...moreover, she started to suffer";
mes "from an illness. I've met many famous";
mes "doctors all around the place but....";
mes "no one even found out the name of";
mes "a disease.";
next;
switch(select("I am sorry to hear that.:I'll make her happy.:I want to cure her.")){
case 1:
mes "[Aumgarl]";
mes "Ahh.......";
mes "I'll just have to take it";
mes "as our fate.";
mes "I just feel sorry for lyroo.";
mes ".............";
emotion e_dots;
break;
case 2:
mes "[Aumgarl]";
mes "Umm.....";
mes "What do you mean?";
mes "How're you going to make her happy?";
mes "I don't think it makes sense at all.";
mes "Umm......";
next;
switch(select( "I'll make her happy all the time.:I want to take her with me.:I will cure her.")){
case 1:
mes "[Aumgarl]";
mes "................";
mes "What are you talking about?";
mes "Make her happy all the time?";
mes "She is dying even at";
mes "this moment.";
next;
mes "[Aumgarl]";
mes "I think you are out of";
mes "your mind!";
mes "Get out of here.";
break;
case 2:
mes "[Aumgarl]";
mes "................";
mes "You want to take her to where?";
mes "What are you gonna do?";
next;
if (select("I will cure her.:I am sorry.") == 1) {
mes "[Aumgarl]";
mes "It's useless talking about";
mes "it any longer. I don't think";
mes "there is anyone who can";
mes "cure my granddaughter.";
} else {
mes "[Aumgarl]";
mes "Ahh.......";
mes "I am not blaming you.";
mes "It's not your fault anyway.";
mes "........";
next;
if (select("...........:I'll wish for her recover.") == 1){
mes "[Aumgarl]";
mes "Ahh......";
mes "....I am sorry to ask you this but..";
mes "can you do me a favor?";
mes "Umm......";
next;
if (select("No.:Sure.") == 1) {
mes "[Aumgarl]";
mes "Umm....";
mes "Alright, I won't bother you..";
mes "bye...";
break;
}
mes "[Aumgarl]";
mes "It won't be easy but,";
mes "would you help me to find";
mes "any doctors... nono..anybody";
mes "who can cure Lyroo or";
next;
mes "[Aumgarl]";
mes "has any informations";
mes "about her unidentified illness?";
mes "please?";
mes "...peeew..";
next;
menu "Yes, Sir.",-;
mes "[Aumgarl]";
mes "Oh....";
mes "Thank you so much.";
mes "If Lyroo can get her health back,";
mes "I'll never forget";
mes "your help forever.";
next;
mes "[Aumgarl]";
mes "Thank you..";
mes "Thank you...";
set b_sword,20;
} else {
mes "[Aumgarl]";
mes "Well...thanks.";
mes "I'm going to try my best to";
mes "make her happy till the";
mes "last second.";
mes "Come by sometimes to say hi";
mes "to Lyroo.";
}
}
break;
case 3:
mes "[Aumgarl]";
mes ".............";
mes "How're you going to cure";
mes "my granddaughter?";
mes "You don't look like";
mes "a doctor to me.";
next;
switch(select("I am a doctor.:I know a famous doctor.:I'll cure her no matter what.")){
case 1:
mes "[Aumgarl]";
mes "Hoo.......";
mes "Do I look like a fool to you?";
mes "I hate people who lie";
emotion e_pif;
close2;
warp "geffen.gat",173,169;
end;
case 2:
mes "[Aumgarl]";
mes "A famous doctor?";
mes "I've met all kinds of";
mes "doctors around.";
mes "I probably have met that";
mes "doctor already.";
break;
case 3:
mes "[Aumgarl]";
mes "................";
mes "You want to cure her";
mes "no matter what?";
mes "How're going to do that?";
mes "What if it turns worse?";
mes "Huh?";
next;
mes "[Aumgarl]";
mes "No more of your bragging.";
mes "Please go away.";
break;
}
break;
}
break;
case 3:
mes "[Aumgarl]";
mes ".................";
mes "Thanks for your concern..";
mes "but you're a stranger to us.";
mes "I can't let you do that.";
mes "Thanks anyways.";
break;
}
break;
}
break;
case 3:
mes "[Aumgarl]";
mes ".........";
mes "Umm........";
mes "I'm sorry but";
mes "I am so exhausted.";
mes "Can't help you..";
break;
}
break;
case 20:
case 21:
case 22:
case 23:
mes "Ahh........";
mes "Go to place where it's";
mes "crowd of people.";
mes "And you'll get some informations.";
mes "I'm counting on you.";
break;
case 24:
case 25:
case 26:
mes "Ahh....";
mes "Lyroo is upstairs.";
mes "She's in pain.";
mes "Don't talk to her too long.";
break;
case 27:
mes "Oh....";
mes "Thank you...";
mes "I never thought you'll";
mes "help me.";
mes "Go ahead see Lyroo.";
break;
case 28:
mes "Thank you so much...";
mes "Without your help...";
emotion e_sob;
mes "it was meaningless.";
next;
mes "[Aumgarl]";
mes "Alright....";
mes "Is there anything I can";
mes "do for you?";
mes "I want to return your favor somehow.";
next;
if (select("No..I don't need anything.:Would you repair the sword for me?") == 1) {
mes "[Aumgarl]";
mes "Hmm....";
mes "Well..";
mes "Whenever you have a favor to ask,";
mes "come and find me.";
mes "I'll try my best to help you.";
set b_sword,29;
} else {
mes "[Aumgarl]";
mes "Hmm....";
mes "Show me the sword.";
mes "I need to take a look at it first";
mes "to find out whether I can repair it or not.";
next;
mes "^0000FF Showed the pieces of broken sword";
mes "to Aumgarl.";
mes "....................";
mes "Aumgarl took a careful look";
mes "at the pieces for awhile..^000000";
next;
mes "................";
mes "............";
mes "........";
mes "......";
next;
mes "[Aumgarl]";
mes "Umm.....";
mes "Well.....";
mes "It's not possible to get into";
mes "work right away.";
mes "I need some materials.";
next;
mes "[Aumgarl]";
mes "To repair this sword, we need";
mes "some materials.";
mes "Since Lyroo is upstairs in pain.";
mes "I don't think I can leave the house.";
next;
mes "[Aumgarl]";
mes "so....would you get the";
mes "materials for me?";
mes "I am sorry I am asking";
mes "you too much to do.";
next;
if (select("Umm..let's do it next time.:Alright, I'll go get them.") == 1){
mes "[Aumgarl]";
mes "Umm.....";
mes "I am sorry I can't";
mes "help you right away.";
mes "Come back here when";
mes "you need my help then.";
} else {
mes "[Aumgarl]";
mes "Oh~~ really?";
mes "Thank you.";
mes "I'm sure I'll repair it for you.";
mes "Now, listen carefully.";
next;
mes "[Aumgarl]";
mes "^FF00FF One Anvil";
mes "2 Oridecon Stones";
mes "5 Broken Swords";
mes "2 Steels";
mes "1 Hammer of Blacksmith";
mes "2 Star Crumbs";
mes "5 Live Coals^000000";
next;
mes "[Aumgarl]";
mes "Quite alot huh?";
mes "They are necessities";
mes "We need them to repair the sword.";
mes "I'll go find some other materials.";
set b_sword,30;
}
}
break;
case 29:
mes "Oh~ It's you.";
mes "Got any favor to ask?";
mes "I'll do my best";
mes "to help you.";
next;
if (select("Maybe next time..:Please repair this sword for me.") == 1) {
mes "[Aumgarl]";
mes "Well..";
mes "Whenever you have a favor to ask,";
mes "come and find me.";
} else {
mes "[Aumgarl]";
mes "Hmm....";
mes "Show me the sword.";
mes "I need to take a look at it first";
mes "to find out whether I can repair it or not.";
next;
mes "^0000FF Showed the pieces of broken sword";
mes "to Aumgarl.";
mes "....................";
mes "Aumgarl took a careful look";
mes "at the pieces for awhile..^000000";
next;
mes "................";
mes "............";
mes "........";
mes "......";
next;
mes "[Aumgarl]";
mes "Umm.....";
mes "Well.....";
mes "It's not possible to get into";
mes "work right away.";
mes "I need some materials.";
next;
mes "[Aumgarl]";
mes "To repair this sword, we need";
mes "some materials.";
mes "Since Lyroo is upstairs in pain.";
mes "I don't think I can leave the house.";
next;
mes "[Aumgarl]";
mes "so....would you get the";
mes "materials for me?";
mes "I am sorry I am asking";
mes "you too much to do.";
next;
if (select("Umm..let's do it next time.:Alright, I'll go get them.") == 1) {
mes "[Aumgarl]";
mes "Umm.....";
mes "I am sorry I can't";
mes "help you right away.";
mes "Come back here when";
mes "you need my help then.";
} else {
mes "[Aumgarl]";
mes "Oh~~ really?";
mes "Thank you.";
mes "I'm sure I'll repair it for you.";
mes "Now, listen carefully.";
next;
mes "[Aumgarl]";
mes "^FF00FF1 Anvil";
mes "2 Oridecon Stones";
mes "5 Broken Swords";
mes "2 Steels";
mes "1 Hammer of Blacksmith";
mes "2 Star Crumbs";
mes "5 Live Coals^000000";
next;
mes "[Aumgarl]";
mes "Quite alot huh?";
mes "They are necessities";
mes "We need them to repair the sword.";
mes "I'll go find some other materials.";
set b_sword,30;
}
}
break;
case 30:
if (countitem(986) > 0 && countitem(756) > 1 && countitem(7110) > 4 && countitem(999) > 1 && countitem(1005) > 0 && countitem(1000) > 1 && countitem(7098) > 4) {
mes "Oh~~ good, you got them all.";
mes "Alright, come back later,";
mes "I'll have it repaired.";
delitem 986,1; // Anvil
delitem 756,2; // Oridecon_Stone
delitem 7110,5; // Vroken_Sword
delitem 999,2; // Steel
delitem 1005,1; // Hammer_Of_Blacksmith
delitem 1000,2; // Star_Crumb
delitem 7098,5; // Live_Coal
set b_sword,31;
} else {
mes "Hmm.....";
mes "Not ready yet?";
mes "Materials you need are...";
next;
mes "[Aumgarl]";
mes "^FF00FF1 Anvil";
mes "2 Oridecon Stones";
mes "5 Broken Swords";
mes "2 Steels";
mes "1 Hammer of Blacksmith";
mes "2 Star Crumbs";
mes "5 Live Coals^000000";
next;
mes "[Aumgarl]";
mes "Wrote them down?";
mes "I'm almost ready for other materials.";
}
break;
case 31:
if (rand(1,5) == 2) {
mes "Hey, you're back.";
mes "Here it is.";
mes "This sword is a great one";
mes "for sure. I've noticed at";
mes "the first sight.";
mes "huhu.....";
next;
mes "[Aumgarl]";
mes "I haven't seen this kind of";
mes "great sword for a long";
mes "time in my life.";
mes "I envy you...";
mes "Huhuhu......";
next;
mes "'You received repaired";
mes "'^FF0000SaYumMoon's sword^000000'.";
set b_sword,32;
getitem 1123,1; // Haedonggum
} else {
mes "Umm.. it's not done yet.";
mes "Would you give me little";
mes "more time? It takes longer";
mes "than I thought. sorry.";
}
break;
}
} else {
mes "Thank you...";
mes "You've been a great help";
mes "to us.";
mes "Hope my work had";
mes "helped you.";
}
close;
}
geffen_in.gat,106,106,7 script Girl#gnbs2 716,{
mes "[Lyroo]";
if (b_sword < 20) {
mes "Ah...Ah....";
mes "Ah...Hi.......";
next;
mes "^0000FFThis girl seemed to be in serious pain.^000000";
close;
} else if (b_sword < 24) {
mes "Aaa....Aaa....";
mes "you...you....";
mes "you are the....one...";
mes "who will....cure....";
mes "...me? Aa....";
next;
mes "[Lyroo]";
mes "..tha... thank you....";
next;
mes "^0000FFBetter stop talking to her and";
mes "rush to find a way to cure her.^000000";
close;
} else if (b_sword == 24 || b_sword == 25 || b_sword == 26) {
mes "Ahh...ahh....";
if (sex == 0) {
mes "It's ..you.. pretty...sister..";
} else {
mes "It's ..you.. handsome...brother..";
}
mes "ah he he....";
next;
if (select("Ask about her health condition.:Talk to her for a while.") == 1){
mes "[Lyroo]";
if (rand(1,4) == 3) {
mes "uh....umm...?";
mes "umm... I...";
mes "I can't talk...too long..";
mes "so.. listen....carefully..please...";
next;
mes "[Lyroo]";
mes "^0030FFMy body..repeatedly turns cold and hot...";
mes "....no sweating on my body...";
mes "..and get paralyzed ...quite often..and..";
mes "my heart beats ...irregularly.^000000";
next;
mes "[Lyroo]";
mes "Ahh...Ahh.";
mes "...........";
} else {
mes "I...am...so...";
mes "...tired.";
mes ".............";
}
} else {
mes "[Lyroo]";
mes "Ahh........";
mes "I..want to ...talk to...you..";
mes "but.... sorry....";
}
next;
mes "^0000FFshe seems to have fallen asleeep.^000000";
close;
} else if (b_sword == 27) {
mes "uh...umm?";
if (sex == 0) {
mes "Ah....It's you pretty sister...";
} else {
mes "Ah....It's you handsome brother...";
}
if (countitem(606) > 0) {
mes "uh?..what is that you have?";
next;
if (select("It's nothing.:It's your medicine.") == 1 || countitem(606) < 1){
mes "[Lyroo]";
mes "umm......";
mes "ok....";
mes "...........";
close;
}
mes "[Lyroo]";
mes "Ah!";
mes "you found the medicine~";
mes "Ah..hehe...";
delitem 606,1; // Aloebera
next;
mes "^0000FFYou gave her a medicine you";
mes "received from Cylrnel.";
mes "After taking a medicine, Lyroo";
mes "fell in asleep.^000000";
set b_sword,28;
}
close;
} else {
mes "ehehe...";
if (sex == 0) {
mes "Thank you my pretty sister.";
} else {
mes "Thank you my handsome brother.";
}
mes "I'll have my health back";
mes "and be a strong girl. hehe";
close;
}
}
prontera.gat,275,86,2 script Young man#SaYumMoon" 97,{
mes "[Neil]";
if (b_sword < 20) {
mes "It's so good to be helathy.";
mes "If you stay in hospital laying";
mes "down on the bed all day long,";
mes "It'll make you feel depressed.";
next;
mes "[Neil]";
mes "Take care of your health";
mes "all the time.";
mes "Health is the best of all.";
} else {
mes "Not long ago, I was in hospital";
mes "laying down on the bed for";
mes "quite a long time.";
mes "And I met this ^FF5000doctor from Yuno^000000.";
mes "She helped me to recover in no time.";
mes "Yet, I can't run around though.";
next;
mes "[Neil]";
mes "However, I can't believe I got";
mes "my health back. It's like a";
mes "miracle. Hope I can be someone like";
mes "her who can cure others.";
if (b_sword == 20) set b_sword,21;
}
close;
}
yuno,208,164,4 script Active little girl#gnbs 101,{
mes "[Hisa]";
if (b_sword < 21) {
mes "Ahhmm.....";
mes "This town is so boring.";
mes "No events, no festivals..";
mes "and all the people stay in";
mes "their home studying this and that.";
close;
}
mes "But still, there's one person";
mes "I respect. Her name is ^FF5500Cylrnel^000000.";
mes "She is an expert in medical treatment.";
mes "Moreover, whenever someone becomes";
mes "sick in the town, she comes right";
mes "away to cure that person..";
next;
mes "[Hisa]";
mes "She tells me lots of stories";
mes "she experienced. It's so";
mes "interesting to hear them.";
mes "She also made jorney round the";
mes "world.... Ah ha.....";
next;
mes "[Hisa]";
mes "She's probably at her home.";
mes "She came back from a trip.";
mes "haha......";
if (b_sword == 21) set b_sword,22;
if (rand(1,2) == 2) {
next;
mes "[Hisa]";
mes "Ah~!";
mes "She's also known as an";
mes "fickle woman.";
mes "Better watch out. haha..";
}
close;
}
yuno_in01,99,101,4 script Doctor#gnbs 744,{
if (b_sword < 23) {
mes "[??????]";
mes "I have no idea who you are";
mes "but would you mind to leave me alone?";
mes "I am really busy right now.";
} else if (b_sword < 27) {
mes "[Cylrnel]";
switch (b_sword) {
case 23:
mes "How can I help you?";
mes "If it's not urgent, please";
mes "come back next time.";
next;
mes "[Cylrnel]";
if (rand(1,4) == 2) {
mes "...............";
mes "Need to ask me something?";
next;
if (select("You're so beautiful.:Do you like traveling?") == 1) {
mes "[Cylrnel]";
if (rand(1,4) == 4) {
mes "..excuse me?";
mes "Ah ha ha~";
mes "You're a funny guy.";
mes "Trying to work on me?";
mes "Ah ha ha ha.";
next;
if (select("Yes, I fell in love in first sight.:I have a favor to ask.") == 1) {
mes "[Cylrnel]";
if (rand(1,3) == 3) {
mes "Ahhaha...Ahahaha...";
mes "Ah..I'm sorry..";
mes "I haven't seen a guy like you";
mes "for a long time.";
next;
mes "[Cylrnel]";
mes "It makes me laugh..haha.";
mes "Guess what?";
mes "I know you're not here";
mes "to work on me.";
mes "What business do you have?";
next;
menu "Well, actually...",-;
mes "^FF0000Told Cylrnel about Lyroo.";
mes "And also about favor of blacksmith, Aumgarl.^000000";
next;
mes "[Cylrnel]";
if (rand(1,3) == 2) {
mes "Um.....";
mes "that's what happened..";
mes "Oh, well..";
mes "I need exact symptoms of a girl.";
mes "Go find exact symptoms first";
mes "and come back again.";
next;
mes "[Cylrnel]";
mes "Without exact symptoms,";
mes "I can't make any diagnose.";
set b_sword,24;
} else {
mes "Umm.......";
mes "Quite a long story..";
mes "I have no idea why you're";
mes "trying to help these people,";
mes "but, it's hard to believe you.";
mes "Why don't you find some other doctor?";
}
} else {
mes "Ah!";
mes "I never thought someone";
mes "like you still exist.";
mes "I am sorry but, I am";
mes "tired with this crap.";
}
} else {
mes "[Cylrnel]";
if (rand(1,3) == 3) {
mes "Huhu...";
mes "well...";
mes "Let me hear your story.";
next;
menu "Actually...",-;
mes "^FF0000Told Cylrnel about Lyroo.";
mes "And also about favor of blacksmith, Aumgarl.^000000";
next;
mes "[Cylrnel]";
if (rand(1,3) == 1) {
mes "Um.....";
mes "that's what happened..";
mes "Oh, well..";
mes "I need exact symptoms of a girl.";
mes "Go find exact symptoms first";
mes "and come back again.";
next;
mes "[Cylrnel]";
mes "Without exact symptoms,";
mes "I can't make any diagnose.";
set b_sword,24;
} else {
mes "Umm.......";
mes "Quite a long story..";
mes "I have no idea why you're";
mes "trying to help these people,";
mes "but, it's hard to believe you.";
mes "Why don't you find some other doctor?";
}
} else {
mes "Huhu..";
mes "Well...";
mes "You're no differ with";
mes "any other guys around.";
mes "I don't have any bussiness";
mes "with you. please leave.";
close2;
warp "yuno.gat",246,143;
end;
}
}
} else {
mes "Ahhaha..";
mes "You're a funny guy.";
mes "But, that doesn't";
mes "work on me.";
}
} else {
mes "[Cylrnel]";
mes "Hmm.. Yes.. but,";
mes "if you don't have ";
mes "any business to take care,";
mes "please leave, I'm pretty busy right now.";
}
} else {
mes "I am sorry, I don't have a time to waste.";
}
break;
case 24:
mes "Oh..";
mes "you're back..";
mes "Did you find the right symptoms?";
mes "I wanted to go with you, but";
mes "I been really busy.";
next;
if(select("Not yet...:Yes, Here.") == 1){
mes "[Cylrnel]";
mes "You're still here?";
mes "Go right away!";
mes "She's in serious pain.";
mes "Her body could be paralyzed";
mes "in any minute!";
close;
}
mes "[Cylrnel]";
mes "What a relief..";
mes "You're earlier than I thought.";
mes "I'll ask you some questions about";
mes "her condition. Answer correctly.";
next;
mes "[Cylrnel]";
mes "First, How was her body temperature?";
set @sick,0;
next;
setarray .sick1$[1],"Very hot.","Very cold.","Normal.","Turns hot and cold repeatedly.";
set @sick1,select(.sick1$[1],.sick1$[2],.sick1$[3],.sick1$[4]);
if (@sick1 == 4) set @sick,@sick+1;
mes "[Cylrnel]";
mes "Ok.";
mes "Now, about physiological condition.";
next;
setarray .sick2$[1],"No sweating at all.","Sweating all over the body.","Runny nose.","No tears, sweats at all.";
set @sick2,select(.sick2$[1],.sick2$[2],.sick2$[3],.sick2$[4]);
if (@sick2 == 1) set @sick,@sick+1;
mes "[Cylrnel]";
mes "Next, tell me about";
mes "her body condition.";
next;
setarray .sick3$[1],"Nothing particular.","Become paralyzed often.","Muscles became so soft.","Muscles became so hard.";
set @sick3,select(.sick3$[1],.sick3$[2],.sick3$[3],.sick3$[4]);
if (@sick3 == 2) set @sick,@sick+1;
mes "[Cylrnel]";
mes "How about an internal organs?";
next;
setarray .sick4$[1],"Stomach hurts like it's been stabbed by a knife.","Head hurts like it's been smashed by a hammer.","Heart beats irregularly.","Has difficulty in breathing.";
set @sick4,select(.sick4$[1],.sick4$[2],.sick4$[3],.sick4$[4]);
if (@sick4 == 3) set @sick,@sick+1;
mes "[Cylrnel]";
mes "Hmm.. alright.";
mes "Let me check this.";
mes "so the symptoms are";
mes "..............";
next;
mes "[Cylrnel]";
mes "^FF0000"+.sick1$[@sick1]+"";
mes ""+.sick2$[@sick2]+"";
mes ""+.sick3$[@sick3]+"";
mes ""+.sick4$[@sick4]+"^000000";
mes "right?";
next;
if(select("No..not exactly..:Yes, I am sure.") == 1){
mes "[Cylrnel]";
mes "Then, go back to her and";
mes "find the exact symptoms";
mes "right away~!!";
close;
}
mes "[Cylrnel]";
mes "You're sure about";
mes "this, right?";
mes "If they're wrong symptoms, I can't be responsible.";
next;
if(select("Well..let me go and recheck it.:I'm sure.") == 1){
mes "[Cylrnel]";
mes "Then, go back to her and";
mes "find the exact symptoms";
mes "right away~!!";
close;
}
mes "[Cylrnel]";
mes "Hmm.....";
mes "Aright. I'll trust you.";
mes "Now, go get these ingredients.";
mes "Get them as fast as possible.";
mes "Alright?";
next;
if (@sick == 4) {
mes "[Cylrnel]";
mes "^FF00002 Seeds of Yggdrasil";
mes "3 Aloes";
mes "1 Witherless Rose";
mes "10 Starsands Of Witch";
mes "5 Burning Hearts";
mes "5 Ice pieces";
set b_sword,26;
next;
mes "[Cylrnel]";
mes "Wrote them down?";
mes "I'll tell you once again.";
mes "We need...";
next;
mes "[Cylrnel]";
mes "^FF00002 Seeds of Yggdrasil";
mes "3 Aloes";
mes "1 Witherless Rose";
mes "10 Starsands Of Witch";
mes "5 Burning Hearts";
mes "5 Ice pieces";
next;
} else {
mes "[Cylrnel]";
mes "^FF00001 Seed of Yggdrasil";
mes "1 Aloe";
mes "5 Starsands Of Witch";
mes "3 Burning Hearts";
mes "3 Ice pieces";
set b_sword,25;
next;
mes "[Cylrnel]";
mes "Wrote them down?";
mes "I'll tell you once again.";
mes "We need...";
next;
mes "[Cylrnel]";
mes "^FF00001 Seed of Yggdrasil";
mes "1 Aloe";
mes "5 Starsands Of Witch";
mes "3 Burning Hearts";
mes "3 Ice pieces";
next;
}
mes "[Cylrnel]";
mes "Get them as fast as possible.";
mes "There isn't much time for Lyroo.";
break;
case 25:
if (countitem(608) > 0 && countitem(704) > 0 && countitem(1061) > 4 && countitem(7097) > 2 && countitem(7066) > 2) {
mes "Hmm....";
mes "Good. you got them all.";
mes "Let me see..";
mes ".............";
delitem 608,1; // Seed_Of_Yggdrasil
delitem 704,1; // Aloe
delitem 1061,5; // Starsand_Of_Witch
delitem 7097,3; // Burning_Heart
delitem 7066,3; // Ice_Piece
next;
mes "^FF0000Cylrnel began to mix";
mes "the ingredients.";
mes "................";
mes ".............";
mes ".........";
mes "......^000000";
next;
mes "[Cylrnel]";
mes "............";
mes "What!?!?";
mes ".....";
mes "Hey you....";
mes "You gave me a wrong information.";
set b_sword,24;
next;
mes "[Cylrnel]";
mes "I made the mecine according";
mes "to the symptoms you told me.";
mes "But, it became strange medicine!";
mes "Bring me the exact symptoms!";
close2;
warp "yuno.gat",246,143;
end;
} else {
mes "...........";
mes "Hey~ you don't have all";
mes "the ingredients yet.";
mes "Go get them all right away.";
next;
mes "[Cylrnel]";
mes "^FF00001 Seed of Yggdrasil";
mes "1 Aloe";
mes "5 Starsands Of Witch";
mes "3 Burning Hearts";
mes "3 Ice pieces";
next;
mes "[Cylrnel]";
mes "Alright?";
mes "Now, hurry!.";
close2;
warp "yuno.gat",246,143;
end;
}
break;
case 26:
if (countitem(608) > 1 && countitem(704) > 2 && countitem(748) > 0 && countitem(1061) > 9 && countitem(7097) > 4 && countitem(7066) > 4) {
mes "Hmm....";
mes "Good. you got them all.";
mes "Let me see..";
mes ".............";
delitem 608,2; // Seed_Of_Yggdrasil
delitem 704,3; // Aloe
delitem 748,1; // Witherless_Rose
delitem 1061,10; // Starsand_Of_Witch
delitem 7097,5; // Burning_Heart
delitem 7066,5; // Ice_Piece
next;
mes "^FF0000Cylrnel began to mix";
mes "the ingredients.";
mes "................";
mes ".............";
mes ".........";
mes "......^000000";
next;
mes "[Cylrnel]";
mes "Here~!";
mes "It's done.";
mes "I don't think this medicine would";
mes "cure her disease completely. However,";
mes "it will alleviate her from the pain.";
next;
mes "[Cylrnel]";
mes "It wasn't easy to make this medicine.";
mes "Here, take this with you.";
mes "Take care then..";
set b_sword,27;
getitem 606,1; // Aloebera
} else {
mes "...........";
mes "Hey~ you don't have all";
mes "the ingredients yet.";
mes "Go get them all right away.";
next;
mes "[Cylrnel]";
mes "^FF00002 Seeds of Yggdrasil";
mes "3 Aloes";
mes "1 Witherless Rose";
mes "10 Starsands Of Witch";
mes "5 Burning Hearts";
mes "5 Ice pieces";
next;
mes "[Cylrnel]";
mes "Alright?";
mes "Go get them as fast as possible.";
close;
warp "yuno.gat",246,143;
end;
}
break;
}
} else {
mes "[Cylrnel]";
mes "Huhu...";
mes "How is she doing?";
mes "Getting better?.";
mes "By taking that medicine, she'll";
mes "recover fast.";
next;
mes "[Cylrnel]";
mes "Tell her to come to me";
mes "sometimes to get a medical.";
mes "treatment. Walking from her";
mes "house to here would be a good";
mes "exercise too. Name of her disease";
mes "is called '^FF0000Amarhade^000000'.";
next;
mes "[Cylrnel]";
mes "It's a rare disease that";
mes "it's not even well known";
mes "to medical institution.";
mes "Likewise, exact treatment";
mes "has not maden yet.";
next;
mes "[Cylrnel]";
mes "..but I found the something..";
mes "and it's a.....secret. haha.";
// Emotion "Doctor" ET_DELIGHT
emotion e_ho;
}
close;
}
yuno_in01.gat,104,94,0 script go away#gnbs 139,2,1{
if (b_sword < 22) {
mes "[??????]";
mes "^FF0000What are you doing here?";
mes "Get out!^000000";
close2;
warp "yuno.gat",246,143;
end;
} else if (b_sword == 22) {
if (rand(1,10) == 10) {
mes "[??????]";
mes "I am very busy right now. please leave.";
set b_sword,23;
close;
} else {
mes "[??????]";
mes "^FF0000What are you doing here?";
mes "Get out!^000000";
close2;
warp "yuno.gat",246,143;
end;
}
} else {
mes "[Cylrnel]";
mes "Who are you?";
close;
}
}