diff options
author | Taylor Locke <kisuka@kisuka.com> | 2014-10-29 23:30:57 -0700 |
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committer | Taylor Locke <kisuka@kisuka.com> | 2014-10-29 23:31:14 -0700 |
commit | 228a826dfdde3581f8e5d757ec458119d6079524 (patch) | |
tree | 52a052f2b26a5d03e33b85f7e73d025c91d5d111 | |
parent | 04c7b7326365c4f68e64875ca3519a20c1f81b79 (diff) | |
download | hercules-228a826dfdde3581f8e5d757ec458119d6079524.tar.gz hercules-228a826dfdde3581f8e5d757ec458119d6079524.tar.bz2 hercules-228a826dfdde3581f8e5d757ec458119d6079524.tar.xz hercules-228a826dfdde3581f8e5d757ec458119d6079524.zip |
Added 2014 Halloween Event and made status change parameter optional on montransform.
-rw-r--r-- | db/const.txt | 10 | ||||
-rw-r--r-- | db/quest_db.txt | 18 | ||||
-rw-r--r-- | db/re/item_db.conf | 211 | ||||
-rw-r--r-- | db/re/item_group.conf | 39 | ||||
-rw-r--r-- | db/re/mob_db.txt | 3 | ||||
-rw-r--r-- | npc/re/events/halloween_2014.txt | 2556 | ||||
-rw-r--r-- | npc/re/scripts.conf | 3 | ||||
-rw-r--r-- | src/map/itemdb.h | 1 | ||||
-rw-r--r-- | src/map/mob.h | 2 | ||||
-rw-r--r-- | src/map/pc.c | 4 | ||||
-rw-r--r-- | src/map/script.c | 23 | ||||
-rw-r--r-- | src/map/status.c | 11 | ||||
-rw-r--r-- | src/map/status.h | 8 |
13 files changed, 2880 insertions, 9 deletions
diff --git a/db/const.txt b/db/const.txt index 8f649b4f3..c7fff2825 100644 --- a/db/const.txt +++ b/db/const.txt @@ -1263,6 +1263,16 @@ SC__MAELSTROM 576 SC__CHAOS 577 SC__FEINTBOMB_MASTER 578 SC_FALLENEMPIRE 579 +SC_FLASHCOMBO 580 +SC_DEFSET 581 +SC_MDEFSET 582 +SC_NO_SWITCH_EQUIP 583 + +// 2014 Halloween Event +SC_MTF_MHP 584 +SC_MTF_MSP 585 +SC_MTF_PUMPKIN 586 +SC_MTF_HITFLEE 587 e_gasp 0 e_what 1 diff --git a/db/quest_db.txt b/db/quest_db.txt index 42cd3c651..bd23dea69 100644 --- a/db/quest_db.txt +++ b/db/quest_db.txt @@ -2339,6 +2339,24 @@ 14140,0,0,0,0,0,0,0,"To Wuhari" 14141,0,0,0,0,0,0,0,"Ingredients for research" +// 2014 Halloween Event +14450,0,0,0,0,0,0,0,"Let's help the priest" +14451,0,0,0,0,0,0,0,"To Church" +14452,0,0,0,0,0,0,0,"Material of holy stuff" +14453,0,0,0,0,0,0,0,"To Niflheim" +14454,0,0,0,0,0,0,0,"To Lutie" +14455,0,0,0,0,0,0,0,"Back to Church" +14456,0,0,0,0,0,0,0,"Preparing for recall" +14457,0,0,0,0,0,0,0,"Back to Niflheim" +14458,0,0,0,0,0,0,0,"Request of Loru" +14459,0,0,0,0,0,0,0,"Request of Devi" +14460,0,3382,10,0,0,0,0,"Favor of Loru" +14461,0,0,0,0,0,0,0,"Favor of Loru" +14462,0,3381,10,0,0,0,0,"Favor of Devi" +14463,0,1510,20,1507,20,0,0,"Favor of Devi" +14464,82800,0,0,0,0,0,0,"Party is going for a day" +14465,82800,0,0,0,0,0,0,"They are still quiet" + 16000,0,0,0,0,0,0,0,"Metz Brayde's Notice" 16001,0,0,0,0,0,0,0,"First examination" 16002,0,0,0,0,0,0,0,"Fetching Items for Arian -1" diff --git a/db/re/item_db.conf b/db/re/item_db.conf index 0f6d51c72..c5bb01d3e 100644 --- a/db/re/item_db.conf +++ b/db/re/item_db.conf @@ -62653,6 +62653,52 @@ item_db: ( Buy: 0 }, { + Id: 6913 + AegisName: "Sacred_Rosary" + Name: "Sacred Rosary" + Type: 3 + Trade: { + nodrop: true + notrade: true + noselltonpc: true + nocart: true + nostorage: true + nogstorage: true + nomail: true + noauction: true + } +}, +{ + Id: 6914 + AegisName: "Black_Soul" + Name: "Black Soul" + Type: 3 + Trade: { + nodrop: true + notrade: true + nocart: true + nostorage: true + nogstorage: true + nomail: true + noauction: true + } +}, +{ + Id: 6915 + AegisName: "Captured_Soul" + Name: "Captured Soul" + Type: 3 + Trade: { + nodrop: true + notrade: true + nocart: true + nostorage: true + nogstorage: true + nomail: true + noauction: true + } +}, +{ Id: 7001 AegisName: "Mould_Powder" Name: "Mould Powder" @@ -74184,6 +74230,7 @@ item_db: ( Buy: 10 Weight: 40 Upper: 63 + Script: <" percentheal 5,5; "> }, { Id: 11551 @@ -74226,6 +74273,50 @@ item_db: ( Script: <" itemheal rand(20,30),0; "> }, { + Id: 11592 + AegisName: "Trance_Candy_R" + Name: "Red Transform Candy" + Type: 0 + Weight: 30 + Script: <" + itemheal rand(45,65),0; + montransform "Bloody Murderer",600000,SC_MTF_MHP,1000; + "> +}, +{ + Id: 11593 + AegisName: "Trance_Candy_B" + Name: "Blue Transform Candy" + Type: 0 + Weight: 30 + Script: <" + itemheal rand(45,65),0; + montransform "Bathory",600000,SC_MTF_MSP,100; + "> +}, +{ + Id: 11594 + AegisName: "Trance_Candy_Y" + Name: "Yellow Transform Candy" + Type: 0 + Weight: 30 + Script: <" + itemheal rand(45,65),0; + montransform "Jakk",600000,SC_MTF_PUMPKIN,2000; + "> +}, +{ + Id: 11595 + AegisName: "Trance_Candy_G" + Name: "Green Transform Candy" + Type: 0 + Weight: 30 + Script: <" + itemheal rand(45,65),0; + montransform "Quve",600000,SC_MTF_HITFLEE,10,20; + "> +}, +{ Id: 11701 AegisName: "Girl_Bunch_Of_Flower" Name: "Girl's Bouquet" @@ -117800,6 +117891,87 @@ item_db: ( OnUnequipScript: <" sc_end SC_DECORATION_OF_MUSIC; "> }, { + Id: 19903 + AegisName: "C_Witchs_Hat" + Name: "C Witchs Hat" + Type: 5 + Loc: 1024 + EquipLv: 1 + Refine: false + View: 717 + Script: <" bonus bCastrate,-10; "> +}, +{ + Id: 19917 + AegisName: "C_Gloomy_Pumpkin_Hat" + Name: "C Gloomy Pumpkin Hat" + Type: 5 + Loc: 1024 + EquipLv: 1 + Refine: false + View: 691 + Script: <" bonus bSpeedRate,25; "> +}, +{ + Id: 19918 + AegisName: "C_Lude_Mask" + Name: "C Lude Mask" + Type: 5 + Loc: 6144 + EquipLv: 1 + Refine: false + View: 802 + Script: <" bonus bHealPower2,20; bonus bAddItemHealRate,20; "> +}, +{ + Id: 19919 + AegisName: "C_Cube_Mask_" + Name: "C Cube Mask " + Type: 5 + Loc: 6144 + EquipLv: 1 + Refine: false + View: 472 + Script: <" bonus bAspdRate,10; "> +}, +{ + Id: 19920 + AegisName: "C_Adv_Whisper_Mask" + Name: "C Adv Whisper Mask" + Type: 5 + Loc: 7168 + EquipLv: 1 + Refine: false + View: 458 + Script: <" bonus bFlee,20; "> +}, +{ + Id: 22067 + AegisName: "Witch_Shoes" + Name: "Witch Shoes" + Type: 5 + Buy: 3500 + Weight: 400 + Def: 10 + Job: 0xFFFFFFFE + Loc: 64 + Script: <" + skill ALL_CATCRY, 1; + bonus bUnbreakableShoes,0; + autobonus3 "{ }",1000,7000,"ALL_CATCRY","{ montransform 1505,420000; }"; + "> +}, +{ + Id: 20183 + AegisName: "C_There_Is_Something" + Name: "C There Is Something" + Type: 5 + Loc: 3072 + EquipLv: 1 + Refine: false + View: 1091 +}, +{ Id: 20500 AegisName: "T_Archangel_Wing" Name: "T Archangel's Wings" @@ -118020,6 +118192,45 @@ item_db: ( Script: <" itemskill RK_LUXANIMA,1; "> }, { + Id: 22669 + AegisName: "HALLOWEEN_G_BOX" + Name: "Halloween Box" + Type: 2 + Weight: 20 + Script: <" getrandgroupitem 22669,1; "> +}, +{ + Id: 22670 + AegisName: "DARK_INVITATION" + Name: "Invitation of Darkness" + Type: 2 + Buy: 10 + Weight: 10 + Upper: 63 + Script: <" + set .@r, rand(1,3); + if (.@r == 1) { + specialeffect2 EF_DEVIL; + warp "niflheim",193,186; + } else if(.@r == 2) { + heal -500,-1000; + sc_start SC_STUN,3000,0; + } else { + specialeffect2 EF_DEVIL; + warp "niflheim",347,255; + } + "> +}, +{ + Id: 22838 + AegisName: "Something_Candy_Holder" + Name: "Something Candy Holder" + Type: 2 + Buy: 20 + Weight: 10 + Script: <" getrandgroupitem 22838,1; "> +}, +{ Id: 28200 AegisName: "End_Of_The_Horizon" Name: "End Of The Horizon" diff --git a/db/re/item_group.conf b/db/re/item_group.conf index 3d0f138c2..3a25d92b8 100644 --- a/db/re/item_group.conf +++ b/db/re/item_group.conf @@ -4745,3 +4745,42 @@ Lucky_Bag: ( "Big_Luk_Bookmark", ) */ +HALLOWEEN_G_BOX: ( + ("Immortal_Heart", 30), + ("Starsand_Of_Witch", 30), + ("Empty_Bottle", 30), + ("Alchol", 30), + ("Karvodailnirol", 30), + ("Transparent_Cloth", 30), + ("Stem", 30), + ("Poison_Spore", 30), + ("Speed_Up_Potion", 5), + ("Chocolate", 5), + ("Guarana_Candy", 5), + ("Seed_Of_Yggdrasil", 5), + "Old_Blue_Box", + "Old_Card_Album", + "Old_Violet_Box" +) +Something_Candy_Holder: ( + ("Honey", 3), + ("Candy", 7), + ("Well_Baked_Cookie", 2), + "Piece_Of_Cake", + ("Bread", 3), + "Pumpkin_Cake", + ("Pumpkin_Pie", 3), + ("Meat", 5), + "HALLOWEEN_G_BOX", + ("Trance_Candy_R", 3), + ("Trance_Candy_B", 3), + ("Trance_Candy_Y", 3), + ("Trance_Candy_G", 3), + "Old_Blue_Box", + "Yggdrasilberry", + "Old_Card_Album", + "Old_Violet_Box", + "DARK_INVITATION", + "C_There_Is_Something", + "Witch_Shoes" +) diff --git a/db/re/mob_db.txt b/db/re/mob_db.txt index b249aba8c..fa10f91c2 100644 --- a/db/re/mob_db.txt +++ b/db/re/mob_db.txt @@ -2262,3 +2262,6 @@ //3107,E_EASTER_BUNNY //3108,JITTERBUG1 //3109,JITTERBUG2 +// 2014 Halloween Event +3381,DARK_SOUL,Dark Soul,Dark Soul,10,20,1,0,0,1,20,20,0,0,1,1,1,1,1,1,0,0,1,6,27,0x81,100,1960,960,504,0,0,0,0,0,0,0,12192,2000,6914,4000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 +3382,WANDERING_SOUL,Wandering Soul,Wandering Soul,1,10,1,0,0,1,10,10,0,0,1,1,1,1,1,1,0,0,1,6,28,0x81,100,912,1248,576,0,0,0,0,0,0,0,12192,2000,6915,4000,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 diff --git a/npc/re/events/halloween_2014.txt b/npc/re/events/halloween_2014.txt new file mode 100644 index 000000000..1a9635258 --- /dev/null +++ b/npc/re/events/halloween_2014.txt @@ -0,0 +1,2556 @@ +//===== Hercules Script ======================================================== +//= Halloween Event (2014) +//===== By: ==================================================================== +//= Kisuka +//===== Current Version: ======================================================= +//= 1.0.0 +//===== File Encoding ========================================================== +//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8. +//===== Description: =========================================================== +//= The Official 2014 Halloween Event +//= +//= Help an Exhausted Priest collect souls in exchange for Candy Holders. +//= Help some spirits in Niflheim figure out which one among them isn't dead. +//= Collect 10 Red Scarf and 10 Hanging Doll for a spirit by the name of Loru. +//= Hunt 20 Hylozoists and 20 Bloody Murderers for a spirit by the name of Devi. +//===== Additional Comments: =================================================== +//= 1.0.0 Initial Release. [Kisuka] +//============================================================================== + +//= Exhausted Priest +//============================================================================== +- script Exhausted Priest#14hal::Hal14Priest 4_M_MINISTER,{ + if (!checkweight("Orcish_Axe", 3)) { + mes "[Exhausted Priest]"; + mes "Why don't you reduce your weight to catch the soul?"; + mes "They are faster than you think."; + close; + } + if (BaseLevel < 50) { + mes "[Mighty Priest]"; + mes "I..I am too exhausted!"; + mes "Oh..Dear Odin, why have you caused this pain for me..."; + next; + mes "[Mighty Priest]"; + mes "I hope that someone very strong and patient will help me.."; + close; + } else { + if (questprogress(14450) == 2) { + mes "[Mighty Priest]"; + mes ""+(Sex ? "Brother" : "Sister")+", it's good to see you again!"; + mes "came here to see me because of that?"; + next; + mes "[Mighty Priest]"; + mes "You brought the Soul, right?"; + mes "Let's take a look at it."; + next; + if (countitem("Captured_Soul") > 4 && countitem("Black_Soul") > 0) { + + mes "[Mighty Priest]"; + mes "Wow, this is so strong!"; + mes "You may be better than our priests!"; + next; + mes "[Mighty Priest]"; + mes "Let's keep doing this!"; + mes "Here you are. See you next time!"; + close2; + delitem Captured_Soul, 5; + delitem Black_Soul, 1; + getitem Something_Candy_Holder, 1; + getitem DARK_INVITATION, 1; + end; + } else { + mes "[Mighty Priest]"; + mes "oh.. it's weird... Did they run away??"; + mes "You should hold them firmly, or else they will get away."; + next; + mes "[Mighty Priest]"; + mes "Well, can you catch them again?"; + mes "You need to bring ^0000cd5 Captured Souls^000000 from Wandering Soul, and ^0000cd1 Black Soul^000000 from Dark Soul."; + next; + mes "[Mighty Priest]"; + mes "How is that?"; + mes "Too easy, huh?"; + close; + } + } else if (questprogress(14450) == 1) { + if (countitem("Captured_Soul") > 2 && countitem("Black_Soul") > 0) { + mes "[Mighty Priest]"; + mes "Welcome! Did you bring the soul?"; + mes "Let me see~"; + next; + mes "[Mighty Priest]"; + mes "Wow, you captured a crucial one!"; + mes "I knew you would do well!"; + next; + mes "[Mighty Priest]"; + mes "Didn't I say I would give you some gift?"; + mes "Let me give you some snacks from the Order..."; + next; + mes "[Mighty Priest]"; + mes "I feel a bit uncomfortable for this though... oops.. no! It got a lot of sweets!!"; + mes "Please take this invitation too. This is a Niflheim Express Ticket."; + next; + mes "[Mighty Priest]"; + mes "It would be a great chance to go sight seeing there."; + mes "However, I'm too busy to go there myself."; + next; + mes "[Mighty Priest]"; + mes "Oops! I almost forgot to say this."; + mes "If you bring 5 Captured Souls and 1 Black Soul next time, I will give you another invitation and Candy Holder."; + next; + mes "[Mighty Priest]"; + mes "You might think that you got more gifts next time, but it's just not, actually!"; + emotion e_heh, "Exhausted Priest#pron14hal"; + next; + mes "[Mighty Priest]"; + mes "You can get them from any of the other priests in town."; + mes "See you next time!"; + close2; + delitem Captured_Soul, 3; + delitem Black_Soul, 1; + getitem Something_Candy_Holder, 1; + getitem DARK_INVITATION, 1; + completequest 14450; + end; + } else { + mes "[Mighty Priest]"; + mes "Welcome! Did you bring the soul?"; + mes "Let me see~"; + next; + mes "[Mighty Priest]"; + mes "oh.. it's weird... Did they run away??"; + mes "You should hold them firmly, or else they will get away."; + next; + mes "[Mighty Priest]"; + mes "Well, can you catch them again?"; + mes "You need to bring ^0000cd5 Captured Souls^000000 from Wandering Soul, and ^0000cd 1 Black Soul^000000 from Dark Soul."; + next; + mes "[Mighty Priest]"; + mes "How is that?"; + mes "Too easy, huh?"; + close; + } + } else if (!questprogress(14450)) { + mes "[Mighty Priest]"; + mes "Ha... no time to rest!"; + mes "My arms and legs hurt~"; + next; + mes "["+strcharinfo(0)+"]"; + mes "If you're so tired... why don't you heal?"; + next; + mes "[Mighty Priest]"; + mes "Wow!! You're a genius!!!"; + mes "Hold on..."; + next; + mes "[Mighty Priest]"; + mes "Dear Odin, show me your love!"; + mes "Heal me with your love! Great!! Bam!!!!!"; + specialeffect EF_HEAL2,AREA,"Exhausted Priest#pron14hal"; + emotion e_swt, 1; + next; + mes "[Mighty Priest]"; + mes "I feel much better now!"; + mes ""+(Sex ? "Brother" : "Sister")+", thank you so much for waking me up."; + next; + mes "["+strcharinfo(0)+"]"; + mes "What made you so tired?"; + next; + mes "[Mighty Priest]"; + mes ""+(Sex ? "Brother" : "Sister")+", you didn't have any damage yet?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "What happened to you?"; + next; + mes "[Mighty Priest]"; + mes "Ha? You don't know?"; + mes "You don't know about the power of the dead in Niflheim during Halloween?"; + next; + mes "[Mighty Priest]"; + mes "It doesn't matter if just normal dead people came here..."; + next; + mes "[Mighty Priest]"; + mes "But the problem is... dangerous people are coming here too."; + next; + mes "[Mighty Priest]"; + mes "We priests have been given an order to capture all the dangerous one."; + next; + mes "[Mighty Priest]"; + mes "However, our forces are so limited. We're getting very exhausted."; + next; + mes "[Mighty Priest]"; + mes "Oh, right!!"; + mes "Could you maybe help me out?"; + next; + mes "[Mighty Priest]"; + mes "They would not damage you at all, "+(Sex ? "brother" : "sister")+"."; + mes "I would also give you a reward for the trouble."; + next; + mes "[Mighty Priest]"; + mes "What do you think?"; + mes "Do you want to help out this pitiful priest?"; + next; + if(select("Yes I want to help.", "No, I don't think so.") == 2) { + emotion e_sob, "Exhausted Priest#pron14hal"; + mes "[Mighty Priest]"; + mes "Well now..."; + mes "You could have said it more kindly... even if you don't want to..."; + next; + mes "[Mighty Priest]"; + mes "I'm sorry for disturbing you."; + mes "Excuse me while I go capture more dangerous dead people now."; + close; + } + mes "[Mighty Priest]"; + mes "Faith in humanity restored!!"; + mes "So, may I ask a favor of you?"; + next; + mes "[Mighty Priest]"; + mes "Can you find ^0000cdWandering Souls^000000 in the fields? They should not be here."; + next; + mes "[Mighty Priest]"; + mes "They got the fake skin to come to land of the living, so you don't have to capture them directly."; + next; + mes "[Mighty Priest]"; + mes "If you killed them, they will drop a Captured Soul. You need to bring the ^0000cdCaptured Souls^000000."; + mes "Also, if you kill any Black Souls, then you should bring ^0000cdBlack Souls^000000 too."; + next; + mes "[Mighty Priest]"; + mes "Let me see... since this is your first attempt, I want you to bring back only a small amount."; + mes "^0000cd3 Captured Souls, 1 Black Soul^000000!"; + mes "How is that? Can you do this??"; + next; + mes "[Mighty Priest]"; + mes "See you soon! I will wait for your return."; + close2; + setquest 14450; + end; + } + } +} + +alberta,114,66,5 duplicate(Hal14Priest) Exhausted Priest#albe14h 4_M_MINISTER +aldebaran,147,117,3 duplicate(Hal14Priest) Exhausted Priest#alde14h 4_M_MINISTER +geffen,123,75,3 duplicate(Hal14Priest) Exhausted Priest#gef14h 4_M_MINISTER +morocc,150,103,5 duplicate(Hal14Priest) Exhausted Priest#moc14h 4_M_MINISTER +payon,179,107,3 duplicate(Hal14Priest) Exhausted Priest#pay14h 4_M_MINISTER +prontera,156,194,3 duplicate(Hal14Priest) Exhausted Priest#pron14h 4_M_MINISTER +yuno,162,192,3 duplicate(Hal14Priest) Exhausted Priest#yuno14h 4_M_MINISTER + +//= Bolak +//============================================================================== +niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ + if (!checkweight("Orcish_Axe", 3)) { + mes "[Bolak]"; + mes "You have too many items."; + mes "Please come back after making space in your inventory!"; + close; + } + if (BaseLevel < 50) { + mes "[Bolak]"; + mes "Only dead people can be here."; + mes "Or someone strong..."; + next; + mes "[Bolak]"; + mes "It seems you are neither."; + close; + } else { + if (questprogress(14457) == 2) { + mes "[Bolak]"; + mes "Are you enjoying the festival?"; + mes "Maybe it's too hard for you to enjoy?"; + next; + mes "[Bolak]"; + mes "If you come back again later, come and find me."; + mes "I will give you a job."; + close; + } else if (questprogress(14457) == 1) { + mes "[Jack]"; + mes "Someone's Coming!"; + next; + mes "[Bolak]"; + mes "Who?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "I came back!"; + next; + mes "[Bolak]"; + mes "Oh, have you arrived?"; + next; + mes "[Loru]"; + mes "You know, that guy, fake-dead man, he suddenly-"; + next; + mes "[Devi]"; + mes "disappeared."; + next; + mes "[Loru]"; + mes "I was going to say that!"; + mes "Don't interrupt me when I'm speaking!"; + next; + mes "[Jack]"; + mes "I am wondering what have done-"; + next; + mes "[Bolak]"; + mes "yeah, you've done it? right??"; + next; + mes "[Nathan]"; + mes "Aww~"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Yes, I've had help from church this time as well."; + mes "His body is still alive. His soul is not supposed to come here yet."; + next; + mes "[Bolak]"; + mes "Huh, that is great!"; + next; + mes "[Nathan]"; + mes "Mama~"; + next; + mes "[Loru]"; + mes "Are you jealous??"; + next; + mes "[Bolak]"; + mes "No way!"; + next; + mes "[Jack]"; + mes "The suffering continues day in, and day out"; + next; + mes "[Bolak]"; + mes "I like this place, look how peaceful and joyful this place is!"; + next; + mes "[Devi]"; + mes "It seems like you're jealous."; + next; + mes "[Bolak]"; + mes "No, I said no! Anyway, maybe having hard time for good deed."; + next; + mes "["+strcharinfo(0)+"]"; + mes "By the way, that guy.. Richard? Why is he still here?"; + next; + mes "[Loru]"; + mes "Ah.. No need to bother."; + mes "Ah.. Bolak put that thing there, he feels like it is a bit weird without having Richard around here."; + next; + mes "[Devi]"; + mes "He complains that he's fake, but he seems to be attached to him a lot."; + next; + mes "[Jack]"; + mes "Hmm, it is weird-"; + next; + mes "[Bolak]"; + mes "Ah you know, look at us standing now, in a perfect circle."; + mes "If one person is missing, the shape would look weird!!!"; + next; + mes "[Loru]"; + mes "We would just need to move a bit..."; + mes "Don't make excuses."; + next; + mes "[Bolak]"; + mes "Stop saying nonsense!"; + mes "Hey! Give me something of yours!"; + next; + mes "[Loru]"; + mes "Why??"; + next; + mes "[Bolak]"; + mes "We, of course, need to give a reward to this person who had a hard time!"; + next; + mes "[Loru]"; + mes "Are you blackmailing us??"; + next; + mes "[Devi]"; + mes "I don't have much..."; + next; + mes "[Jack]"; + mes "Come empty.. return empty...-"; + next; + mes "[Nathan]"; + mes "Bba...bba..."; + next; + mes "[Bolak]"; + mes "Nathan you are okay, I will do it for you."; + mes "Hey, show what you have!"; + next; + mes "[Loru]"; + mes "The only thing I have is this. Take it."; + next; + mes "[Devi]"; + mes "Yeah, me too."; + next; + mes "[Bolak]"; + mes "Sorry to give you such a small gift, please take this as a sign of our gratitude."; + next; + mes "["+strcharinfo(0)+"]"; + mes "wow... I don't know what to say..."; + next; + mes "[Bolak]"; + mes "It's nothing special, just take it!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Thank you so much, see you around."; + next; + mes "[Loru]"; + mes "Hey, wait!"; + mes "Before you go ^0000cdCome here and talk with me.^000000"; + next; + mes "[Devi]"; + mes "^0000cdYeah, talk with me as well!^000000"; + next; + mes "[Bolak]"; + mes "what are you guys going to talk about?!"; + next; + mes "[Jack]"; + mes "The suffering continues day in, and day out..."; + getitem Something_Candy_Holder, 7; + getitem Trans_Candy_Red, 5; + getitem Trans_Candy_Blue, 5; + getitem Trans_Candy_Yellow, 5; + getitem Trans_Candy_Green, 5; + completequest 14457; + setquest 14458; + setquest 14459; + close; + } else if (questprogress(14456) == 1 || questprogress(14455) == 1 || questprogress(14454) == 1) { + mes "[Bolak]"; + mes "How's it going with the thing?"; + mes "You are not going to run away, are you?"; + next; + mes "[Bolak]"; + mes "I prefer a person who has done their work well."; + mes "and don't want to be in chaos anymore."; + close; + } else if (questprogress(14453) == 1) { + if (countitem("Sacred_Rosary") > 0) { + mes "["+strcharinfo(0)+"]"; + mes "Will this really work...?"; + next; + mes "[Jack]"; + mes "Something is coming.. something fierce..!"; + next; + mes "[Bolak]"; + mes "What is coming?"; + next; + mes "[Nathan]"; + mes "Aww!!!"; + next; + mes "[Bolak]"; + mes "Huh???"; + next; + mes "[Loru]"; + mes "Ah, There! There! that thing working off something weird spirit!"; + next; + mes "[Devi]"; + mes "Go away!! They've brought a ^0000cdhalidom^000000 to kill us!!!"; + mes "Go away!!!"; + emotion e_omg, "Bolak#14hal"; + emotion e_an, "Devi#14hal"; + emotion e_omg, "Nathan#14hal"; + emotion e_omg, "Loru#14hal"; + emotion e_what, "Richard#14hal01"; + emotion e_omg, "Jack#14hal"; + next; + mes "[Bolak]"; + mes "What is your intention bringing us a halidom?!"; + mes "I asked you to way to distinguish dead men with living one!! You are going to kill us!!!"; + next; + mes "[Jack]"; + mes "Dead men are already dead-"; + next; + mes "["+strcharinfo(0)+"]"; + mes "W..Wait, There's a situation!!"; + mes "Calm down..!"; + next; + mes "[Nathan]"; + mes "Aww....A..h....bba..bba!!"; + next; + mes "[Bolak]"; + mes "Whatever situation it is, get that thing out of my sight!!"; + next; + mes "[Richard]"; + mes "What is going on? what happened?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "^0000cdThat man is a living man^000000!!!"; + mes "Living men don't react to a halidom!"; + next; + mes "[Loru]"; + mes "Anyway, get that thing out of my sight!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Okay."; + mes "I will get that thing away from here."; + specialeffect2 EF_SPRINKLESAND; + next; + mes "[Bolak]"; + mes "Much better."; + mes "Anyway, I knew this man was living!"; + next; + mes "[Loru]"; + mes "Well.. that's why he is a bit weird."; + mes "Are you showing off that you are living man?"; + next; + mes "[Devi]"; + mes "Execute him!!!"; + mes "Make him a dead man!!!"; + next; + mes "[Jack]"; + mes "Hey guys, let him talk."; + next; + mes "[Nathan]"; + mes "Mamang....."; + next; + mes "[Richard]"; + mes "This is unfair!!!"; + mes "I.. I came here yesterday!"; + next; + mes "[Richard]"; + mes "Ah... I... I... was dead..."; + mes "I died for sure... I came here... Where strong warriors go..."; + next; + mes "[Richard]"; + mes "I died!! The fact that I am here is proof!"; + mes "Isn't that a fake halidom?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hey, calm down. Thaink clearly."; + next; + mes "[Richard]"; + mes "I was really a dead man..?"; + mes "But how come I died?"; + next; + mes "[Jack]"; + mes "He's speaking nonsense."; + next; + mes "[Bolak]"; + mes "Hey, Do you really think we believe in your poor acting?"; + mes "Do you think we haven't seen a guy like you?"; + next; + mes "[Richard]"; + mes "Really... It's true! Why would I lie to you guys?!"; + mes "I died!!! I'm dead... I came here yesterday!"; + next; + mes "[Jack]"; + mes "If you came here yesterday, there would be ^0000cd someone you might know in living man's country^000000, is that so?"; + next; + mes "[Bolak]"; + mes "True, if you were dead and came here yesterday, there must be, ^0000cdsomeone who knows about you^000000."; + mes "It will be more clear once we ask them."; + next; + mes "[Bolak]"; + mes "But in any case, I am not going to the world of the living."; + mes "Neither is Nathan."; + next; + mes "[Nathan]"; + mes "Da..d?"; + next; + mes "[Loru]"; + mes "Me neither."; + next; + mes "[Devi]"; + mes "Me neither!"; + next; + mes "[Richard]"; + mes "I won't go either! You guys just want to kick me out of this place!!!"; + next; + mes "[Jack]"; + mes "There may be someone we can ask a favor from..."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Why... why are you guys looking at me like that?"; + next; + mes "[Bolak]"; + mes "I am sorry but, you should go there for us."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Why should I?"; + next; + mes "[Loru]"; + mes "Which makes more sense? A living soul goes to the world of the living, or a dead man?"; + next; + mes "[Devi]"; + mes "Totally."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hold on! I am here traveling."; + mes "I'm just trying to have fun!"; + next; + mes "[Jack]"; + mes "You will come here again anyway once you die..."; + next; + mes "[Nathan]"; + mes "Aww~"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hmm... it seems like I have no choice. I'll go, but where am I going?"; + next; + mes "[Richard]"; + mes "I... I... died."; + next; + mes "[Bolak]"; + mes "Hey, you are asking us where to go?"; + mes "Where did you live when you were alive?"; + next; + mes "[Jack]"; + mes "It's ruined..."; + next; + mes "[Richard]"; + mes "a cold place... snow all year long..."; + mes "^0000cdWarm place... behind Lutie Santa Clause..^000000"; + next; + mes "["+strcharinfo(0)+"]"; + mes "I will go find it."; + next; + mes "[Jack]"; + mes "Hey babe, I will be waiting for you~"; + next; + mes "[Loru]"; + mes "What kind of joke is that?"; + next; + mes "[Jack]"; + mes "Just kidding."; + delitem Sacred_Rosary, 1; + erasequest 14453; + setquest 14454; + close; + } else { + mes "[Bolak]"; + mes "Have you been there? Did you find a solution?"; + mes "What have you brought? Nothing?"; + next; + mes "[Bolak]"; + mes "How can you figure out? huh? Is there any way to figure out?"; + close; + } + } else if (questprogress(14452) == 1 || questprogress(14451) == 1) { + mes "[Bolak]"; + mes "Have you been there? did you find a solution?"; + next; + mes "[Jack]"; + mes "I saw... They didn't go any where, they've just been wandering around..."; + next; + mes "[Devi]"; + mes "Don't go to the cathedral but stay here."; + next; + mes "[Bolak]"; + mes "What are you talking about?"; + mes "Go there! I want to have fun at the festival!"; + close; + } else if (!questprogress(14451)) { + mes "[Bolak]"; + mes "Is that you?"; + next; + emotion e_an, "Devi#14hal"; + mes "[Devi]"; + mes "I am not!!! ^0000cdI am not!!!^000000"; + mes "How dare you!"; + next; + mes "[Bolak]"; + mes "Then is that you?"; + next; + emotion e_pif, "Richard#14hal01"; + mes "[Richard]"; + mes "Huh.. I think it's you. I am suspicious when I see someone fussing around all the time."; + next; + emotion e_ok, "Loru#14hal"; + mes "[Loru]"; + mes "That is true!!!"; + next; + mes "[Bolak]"; + mes "It's impossible I am a dead man. I've been dead for ^0000cd568 years^000000!"; + mes "You've been with me this entire time! You know that."; + next; + mes "[Loru]"; + mes "You could be a 'fake'!"; + next; + mes "[Nathan]"; + mes "Da...d¡¦?"; + next; + mes "[Bolak]"; + mes "Nathan!! Even you doubt your own father?"; + mes "Come on!"; + next; + mes "[Nathan]"; + mes "Ma..ma...?"; + next; + mes "[Bolak]"; + mes "No, I am not your mother!"; + mes "I am your father!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "What is all this about?"; + next; + mes "[Loru]"; + mes "Wow, a living man! Isn't that him?"; + next; + mes "[Devi]"; + mes "No, he is different."; + next; + mes "[Bolak]"; + mes "Ah yeah, we can ask to him!"; + mes "As you can see, this place is ^0000cdthe land of the dead^000000."; + next; + mes "[Bolak]"; + mes "During this time of year, there's no boundary between the land of the living and the dead."; + mes "We can come and go freely, but only dead men are accepted here."; + mes "But a foreign substance has come."; + next; + mes "[Jack]"; + mes "We don't call people substances."; + next; + mes "[Devi]"; + mes "There is a ^0000cdliving man^000000 among us."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Who is that?"; + next; + mes "[Loru]"; + mes "If we knew, don't you think we would have done something?"; + next; + mes "[Bolak]"; + mes "Normally it is distinguishable. But we can't figure it out this time."; + mes "They all say they are dead men. I really can't find the truth."; + next; + mes "[Richard]"; + mes "It's really bizarre that a living man is in a group of dead men."; + next; + mes "[Nathan]"; + mes "Aww~"; + next; + mes "[Bolak]"; + mes "You are not, you are my son. I know you've been a dead man for ^0000cd568 years^000000. I know that."; + next; + mes "[Loru]"; + mes "How about that newbie, Richard...?"; + next; + mes "[Richard]"; + mes "No way... I don't have an arm! You are insulting me! I was fighting with ^0000cd17 men and died^000000!"; + next; + mes "[Devi]"; + mes "Hmm well, I have a doubt with Loru. You look like a ^0000cdliving man^000000. Don't you?"; + next; + mes "[Loru]"; + mes "What? Then you are definitely a dead man."; + mes "You look like such a mess."; + next; + mes "[Devi]"; + mes "Are you insulting me?"; + next; + mes "[Jack]"; + mes "Well... What do you think about me?"; + next; + mes "[Bolak]"; + mes "Hey! We've seen each other ^0000cdfor more than 500 years^000000. Come on."; + mes "You want to be a newbie?"; + next; + mes "[Jack]"; + mes "Nah... I am just saying it because nobody has mentioned me.."; + next; + mes "[Bolak]"; + mes "So who do you think is a living soul among us?"; + next; + switch(select("Bolak", "Jack", "Loru", "Devi", "Richard")) { + case 1: + mes "[Bolak]"; + mes "What? You think I am a living soul? This is so humiliating!"; + next; + mes "[Nathan]"; + mes "Da..d....?"; + next; + mes "[Bolak]"; + mes "Nathan, I told you already, I am your father!"; + next; + break; + case 2: + mes "[Jack]"; + mes "It's such an honor to be chosen as a living soul.."; + next; + mes "[Bolak]"; + mes "No! He's not! I can guarantee you!!!"; + next; + break; + case 3: + mes "[Loru]"; + mes "Wow, you are saying I am living soul? Do you think I look that attractive?"; + next; + mes "[Devi]"; + mes "Get away from me!!!!"; + next; + break; + case 4: + mes "[Devi]"; + mes "I am not a living soul!"; + next; + mes "[Loru]"; + mes "You really think Devi is living soul? haha!!"; + next; + break; + case 5: + mes "[Richard]"; + mes "Look at my arm!!!"; + next; + mes "[Jack]"; + mes "True... without his arm, he looks like a undead soul."; + next; + break; + } + mes "["+strcharinfo(0)+"]"; + mes "Hmm.. everyone.. please calm down."; + next; + mes "[Loru]"; + mes "We'll never reach a decision! Never!"; + next; + mes "[Devi]"; + mes "Halloween will be over by the time we finish arguing about this!"; + next; + mes "[Richard]"; + mes "Ah.. I expected so much from Halloween. It's my first Halloween."; + next; + mes "[Nathan]"; + mes "Mo..m....."; + next; + mes "[Bolak]"; + mes "Hey, you adventurer. You figure out how to distinguish ^0000cddead men with living men in living men's country^000000."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Me? why??"; + next; + mes "[Bolak]"; + mes "Because we don't want to leave here, and you know many things as you are a living soul."; + mes "You know many things about the ^0000cdCathedral^000000 as well."; + next; + mes "[Loru]"; + mes "Yeah that is true."; + next; + mes "[Devi]"; + mes "What? Cathedral? It will kill us all!!!!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hmm, okay then I will go and figure this out."; + next; + mes "[Nathan]"; + mes "D..ad..a..-"; + next; + mes "[Jack]"; + mes "Such a good boy. Look after yourself."; + setquest 14451; + close; + } else { + mes "[Bolak]"; + mes "Hmm. Some unpleasant smell..."; + mes "something unpleasant."; + close; + } + } +} + +//= Nathan +//============================================================================== +niflheim,195,183,1 script Nathan#14hal 4_LUDE,{ + mes "[Nathan]"; + mes "Ma?"; + mes "Dada!!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "How cute!!~"; + next; + mes "[Nathan]"; + mes "What are you looking at? Are you look down on me since I look like a baby?"; + next; + mes "[Nathan]"; + mes "I've been living here much more than you."; + next; + mes "[Nathan]"; + mes "Get your hands off and go away before I get really mad."; + close; +} + +//= Jack +//============================================================================== +niflheim,192,182,7 script Jack#14hal 4_JACK,{ + mes "[Jack]"; + mes "Come empty, return empty..."; + mes "The suffering continues, day in, day out."; + next; + mes "[Jack]"; + mes "Don't you want to have a peaceful life here?"; + close; +} + +//= Richard +//============================================================================== +niflheim,190,185,5 script Richard#14hal01 4_M_NFDEADSWDMAN,{ + if (questprogress(14457) > -1) { + mes "A doll which resembles Richard."; + } else { + mes "[Richard]"; + mes "Me having only one arm is like a badge of honor!"; + } + close; +} + +//= Loru +//============================================================================== +niflheim,194,189,3 script Loru#14hal 4_LOLI_RURI,{ + if (!checkweight("Orcish_Axe", 3)) { + mes "[Loru]"; + mes "Why are you carrying so much? If you have something good, give it to me~"; + mes "Or take these things out of my sight!"; + close; + } + if (questprogress(14464) == 1) { + if (!questprogress(14464, PLAYTIME)) { + mes "[Loru]"; + mes "Hmm, why do you come here?"; + mes "Time is not over yet?"; + next; + mes "[Loru]"; + mes "I told you to come again after a day."; + mes "Idiot!"; + close; + } else { + mes "[Loru]"; + mes "You've come here again."; + mes "Well.. Can I ask you one more favor?"; + next; + if(select("Yes", "No") == 2) { + mes "[Loru]"; + mes "Yeah? okay."; + mes "I don't know why you can't accept my favor.. "; + next; + mes "[Loru]"; + mes "Come visit me again if you are willing to accept my favor!"; + close; + } else { + if (BaseLevel < 100) { + mes "[Loru]"; + mes "Wow!!!"; + mes "I like you!! you accept all my favors!"; + next; + mes "[Loru]"; + mes "Then please hunt ^0000cd10 wandering soul^000000!"; + mes "Once you hunt them all, Niflheim comes along as well. get me 10 of them."; + next; + mes "[Loru]"; + mes "Thank you! I will wait for you!"; + erasequest 14464; + setquest 14460; + close; + } else { + mes "[Loru]"; + mes "Wow!!!"; + mes "I like you!! you accept all my favors!"; + next; + mes "[Loru]"; + mes "Please bring me ^0000cd 10 Red Scarf and 10 Hanging Doll!^000000 ?"; + mes "Thank you! I will wait for you!"; + erasequest 14464; + setquest 14461; + close; + } + } + } + } else { + if (questprogress(14461) == 1 || questprogress(14460) == 1) { + if (questprogress(14461) == 1) { + mes "[Loru]"; + mes "Hey you are here. How's going with what I asked??"; + mes "Huh? You are not going to disappoint me, aren't you?"; + next; + if (countitem("Red_Scarf") > 9 && countitem("Hanging_Doll") > 9) { + mes "[Loru]"; + mes "Hmm, let me see.. wow!"; + mes "You bring all I asked?"; + next; + mes "[Loru]"; + mes "In additon, it looks more special and beautiful?"; + mes "You selected beautiful ones for me? huh??"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hmm.. no..t.. really..."; + next; + mes "[Loru]"; + mes "Haha, hey."; + mes "You can just say yes! i did.?"; + next; + mes "[Loru]"; + mes "Anyway, thank you."; + mes "Here's your reward. Then, see you ^0000cd tomorrow^000000!."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Tomorrow? again??"; + next; + mes "[Loru]"; + mes "Ah, you didn't know. Here, we give away decoration when people leave the party."; + mes "We should put new decoration everyday."; + next; + mes "["+strcharinfo(0)+"]"; + mes "I've never heard of it.."; + next; + mes "[Loru]"; + mes "Of course, you haven't. This place is dead man's country."; + mes "Keep what I said in your mind as you will come here someday. Bye!~"; + delitem Red_Scarf, 10; + delitem Hanging_Doll, 10; + getitem Trans_Candy_Yellow, 10; + getitem Trans_Candy_Green, 10; + erasequest 14461; + setquest 14464; + close; + } else { + mes "[Loru]"; + mes "You return empty-handed?"; + mes "Have you forgotten? or are you messing around with me??"; + next; + mes "[Loru]"; + mes "I want to have joyful and luxurious party~"; + mes "So, Please bring me ^0000cd 10 Red Scarf and 10 Hanging Doll^000000."; + close; + } + } else { + if (questprogress(14460, HUNTING) == 2) { + mes "[Loru]"; + mes "Wow~ Welcome!"; + mes "The party gets more excited, thank you!!"; + next; + mes "[Loru]"; + mes "Everyone seems to enjoy the most of it."; + mes "So.. I want to repay your effort."; + next; + mes "[Loru]"; + mes "It's not much but hope you like it! then see you ^0000cdtomorrow^000000 again!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Tomorrow.. again??"; + next; + mes "[Loru]"; + mes "Yeah, when the party is over, everyone will leave."; + mes "They won't come again voluntarily, so we should make them. Then bye bye~"; + erasequest 14460; + setquest 14464; + getitem Trans_Candy_Yellow, 10; + getitem Trans_Candy_Green, 10; + close; + } else { + mes "[Loru]"; + mes "Why so early? you haven't done it yet?"; + mes "You forget what to do?"; + next; + mes "[Loru]"; + mes "^0000cd 10 Wandering Soul!^000000"; + mes "The more people there is, the funnier party will be!"; + next; + mes "[Loru]"; + mes "Please go and find them."; + mes "They will be nice once you hit them a bit."; + close; + } + } + } else if (questprogress(14458) == 1) { + mes "[Loru]"; + mes "You didn't forget to come?"; + mes "Hey.. I have a favor to ask. You seem to be a good. Would you do my favor??"; + next; + if(select("Yes", "No") == 2) { + mes "[Loru]"; + mes "Then why do you come and talk to me?"; + mes "Go!! go away!!!"; + close; + } else { + mes "[Loru]"; + mes "You know, everyone gets really excited because of Halloween?"; + mes "And people here are just gathering around and having fun."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Yes."; + next; + if (BaseLevel < 100) { + mes "[Loru]"; + mes "But people, who were supposed to have party together, have gone to living man's country."; + mes "You know, party is fun when there's many people. so... Could you bring them here."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Who? and how many??"; + next; + mes "[Loru]"; + mes "Oh, You do my favor?? ^0000cd10 Wandering Soul^000000!"; + mes "Once you hunt them all, Niflheim comes along as well. get me 10 of them."; + next; + mes "["+strcharinfo(0)+"]"; + mes "I can do that."; + next; + mes "[Loru]"; + mes "Thank you so much, i will wait for you!"; + erasequest 14458; + setquest 14460; + close; + } else { + mes "[Loru]"; + mes "Look around. It looks so empty."; + mes "Nobody would dance and have fun in a place like this?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "What can I do for you?"; + next; + mes "[Loru]"; + mes "^0000cd 10 Red Scarf and 10 Hanging Doll^000000! Could you bring me all this??"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Are you decorating with those? Your taste...seems...."; + next; + mes "[Loru]"; + mes "What? do you have any problem with that!"; + mes "You don't know nothing about latest trend. you've been living only for decades!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Sorry, I made a mistake."; + mes "so, 10 Red Scarf and 10 Hanging Doll, right??"; + next; + mes "[Loru]"; + mes "Yes! See you!!!"; + erasequest 14458; + setquest 14461; + close; + } + } + } else { + mes "[Loru]"; + mes "Hmm.. I am bored. How come it is so boring! It's Halloween?"; + mes "Boring! Boring!!!"; + close; + } + } +} + +//= Devi +//============================================================================== +niflheim,191,188,5 script Devi#14hal 4_DEVIRUCHI,5,5,{ + if (!checkweight("Orcish_Axe", 3)) { + mes "[Devi]"; + mes "Why do you carry so much? If you have something awesome, give it to me."; + mes "Otherwise, go and organize your inventory!"; + close; + } + if (questprogress(14465) == 1) { + if (!questprogress(14465, PLAYTIME)) { + mes "[Devi]"; + mes "Why? Do you have something to talk about?"; + mes "Hmm, It's not because of what I said yesterday, is it?"; + next; + mes "[Devi]"; + mes "Hey, a day hasn't passed yet"; + mes "I am not a living man but i know what 'a day' means?"; + next; + mes "[Devi]"; + mes "Come back again when you have time."; + close; + } else { + mes "[Devi]"; + mes "Oh, you again."; + mes "You are going to help me like you did yesterday, aren't you?"; + next; + mes "[Devi]"; + mes "That's why you are here for, right??"; + next; + if(select("Yes", "No") == 2) { + mes "[Devi]"; + mes "Yeah? Hmm.. okay."; + mes "Hmm.. it's a shame."; + next; + mes "[Devi]"; + mes "Not me, you! ."; + close; + } else { + mes "[Devi]"; + mes "It seems to be in the middle of chaos, today and yesterday as well."; + next; + if (BaseLevel < 100) { + mes "[Devi]"; + mes "You escape from here and bring troublemakers in living man's country."; + mes "I can't go anywhere as I am too busy."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Okay. I don't want dead men create chaos in living man's country."; + next; + mes "[Devi]"; + mes "You got it. Cool."; + mes "Then please bring ^0000cd 10 Dark Soul^000000. Once you hunt them, they will come here."; + next; + mes "[Devi]"; + mes "Thank you in advance."; + erasequest 14465; + setquest 14462; + close; + } else { + mes "[Devi]"; + mes "Please catch them. they are making a chaos."; + mes "I can't go anywhere as I am too busy."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Okay."; + next; + mes "[Devi]"; + mes "You got it. Cool."; + mes "Then, please bring ^0000cd20 Hylozoist and 20 Bloody Murderer^000000."; + next; + mes "[Devi]"; + mes "Thank you in advance."; + erasequest 14465; + setquest 14463; + close; + } + } + } + } else { + if (questprogress(14463) == 1 || questprogress(14462) == 1) { + mes "[Devi]"; + mes "Oh, it's you."; + mes "You come here earlier than I thought you would."; + next; + if (questprogress(14463) == 1) { + if (questprogress(14463, HUNTING) == 2) { + mes "[Devi]"; + mes "And you've done when you have to do perfectly."; + mes "Good, Very well done."; + next; + mes "[Devi]"; + mes "So, if you are not busy, please come again ^0000cdtomorrow^000000."; + mes "I want you to do this job."; + next; + mes "[Devi]"; + mes "Then, we will see again tomorrow."; + mes "See you."; + erasequest 14463; + setquest 14465; + getitem Trans_Candy_Red, 10; + getitem Trans_Candy_Blue, 10; + close; + } else { + mes "[Devi]"; + mes "But you haven't done what I asked as you rush too much?"; + mes "take your time and get them."; + next; + mes "[Devi]"; + mes "^0000cd20 Hylozoist and 20 Bloody Murderer.^000000"; + mes "It's not a big deal, isn't it?"; + close; + } + } else { + if (questprogress(14462, HUNTING) == 2) { + mes "[Devi]"; + mes "And you've done when you have to do perfectly."; + mes "Good, Very well done."; + next; + mes "[Devi]"; + mes "So, if you are not busy, please come again ^0000cdtomorrow^000000."; + mes "I want you to do this job."; + next; + mes "[Devi]"; + mes "Then, we will see again tomorrow."; + mes "See you."; + erasequest 14462; + setquest 14465; + getitem Trans_Candy_Red, 10; + getitem Trans_Candy_Blue, 10; + close; + } else { + mes "[Devi]"; + mes "But you haven't done what I asked as you rush too much?"; + mes "take your time and get them."; + next; + mes "[Devi]"; + mes "^0000cd 10 Black Soul!^000000"; + mes "It's not a big deal, isn't it?"; + close; + } + } + } else if (questprogress(14459) == 1) { + mes "[Devi]"; + mes "Oh, you really came back. I didn't expect you to come."; + mes "I am just kidding, you know that"; + next; + mes "[Devi]"; + mes "Yes, I have one favor to ask."; + mes "Hope you don't reject it.."; + next; + if(select("Okay", "No, I want to reject.") == 2) { + mes "[Devi]"; + mes "Yeah? Hmm.. okay."; + mes "Hmm.. it's a shame."; + next; + mes "[Devi]"; + mes "Not me! you!"; + close; + } else { + mes "[Devi]"; + mes "Good, very good."; + mes "Apparently, I am kind of a leader here."; + next; + mes "[Devi]"; + mes "You know what it takes."; + mes "It's hard to control when there are too many people in a group."; + next; + if (BaseLevel < 100) { + mes "[Devi]"; + mes "You escape from here and bring troublemakers in living man's country."; + mes "I can't go anywhere as I am too busy."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Okay. I don't want dead men create chaos in living man's country."; + next; + mes "[Devi]"; + mes "You got it. Cool."; + mes "Then please bring ^0000cd 10 Dark Soul^000000. Once you hunt them, they will come here."; + next; + mes "[Devi]"; + mes "Thank you in advance."; + erasequest 14459; + setquest 14462; + close; + } else { + mes "[Devi]"; + mes "Please catch them. they are making a chaos."; + mes "I can't go anywhere as I am too busy."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Okay."; + next; + mes "[Devi]"; + mes "You got it. Cool."; + mes "Then, please bring ^0000cd20 Hylozoist and 20 Bloody Murderer^000000."; + next; + mes "[Devi]"; + mes "Thank you in advance."; + erasequest 14459; + setquest 14463; + close; + } + } + } else { + mes "[Devi]"; + mes "It's hard, really hard.."; + mes "whatever it is,, It is too hard."; + close; + } + } +} + +//= Bonfire +//============================================================================== +niflheim,193,186,6 script Bonfire Spirit#14hal 4_TRACE,{ + mes "[Bonfire Spirit]"; + mes "Ahahah! Don't touch me with such cold hands!!!"; + mes "Fire, fire might die!!!"; + close; + + OnInit: + initnpctimer; + end; + + OnEnable: + stopnpctimer; + initnpctimer; + end; + + OnTimer1000: + OnTimer3000: + OnTimer21000: + OnTimer23000: + OnTimer25000: + specialeffect EF_TORCH,AREA,"Bonfire Spirit#14hal"; + specialeffect EF_DRAGONSMOKE,AREA,"Bonfire Spirit#14hal"; + end; + + OnTimer5000: + OnTimer8000: + OnTimer10000: + OnTimer13000: + OnTimer14000: + OnTimer16000: + specialeffect EF_DRAGONSMOKE,AREA,"Bonfire Spirit#14hal"; + end; + + OnTimer19000: + npctalk "Oh, No! The fire is dying!!!! Fire!!!!!!!!!!!!"; + specialeffect EF_DRAGONSMOKE,AREA,"Bonfire Spirit#14hal"; + end; + + OnTimer20000: + specialeffect EF_SIGHTRASHER,AREA,"Bonfire Spirit#14hal"; + end; + + OnTimer27000: + donpcevent "Bonfire Spirit#14hal::OnEnable"; + end; +} + +//= Sister / Nun +//============================================================================== +prt_church,96,91,4 script Spiritual Sister#14hal 1_F_PRIEST,5,5,{ + if (!checkweight("Orcish_Axe", 3)) { + mes "[Spiritual Sister]"; + mes "What do you carry that so heavily? it looks really heavy."; + mes "When you come here you should empty your body and mind."; + close; + } + if (questprogress(14456) == 1) { + mes "[Sister Haley]"; + mes "Oh? Haven't you left yet?"; + mes "Did you forget what you need to prepare?"; + next; + mes "[Sister Haley]"; + mes "^0000cd1 of Leaf Of Yggdrasil and 1 Live Coal^000000 should be prepared and breathe in the smoke from burning leaves."; + mes "And never forget to pray to the soul to return."; + close; + } else if (questprogress(14455) == 1) { + mes "[Sister Haley]"; + mes "I hope all is well with everyone visiting here~"; + mes "Oh! Is it you, "+(Sex ? "brother" : "sister")+"? How is it going with the thing you need to do?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Well.. I could identify the live ones."; + next; + mes "[Sister Haley]"; + mes "I knew it! Any side effects?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "But then there was another problem."; + mes "this is the reason I came here.."; + next; + mes "[Sister Haley]"; + mes "Oh? What happen?"; + mes "Tell me anything!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "There was a person who did not react on the halidom, but he insisted that he is dead."; + mes "So I went the place he lived, the body is alive. Just in a comma."; + next; + mes "[I told her what happened in Niflheim and story I heard from Rutie.]"; + next; + mes "[Sister Haley]"; + mes "Oh, dear, I can't believe it!!"; + mes "Sometimes the soul is separated from the body if there was some big impact on the body, and ^0000cdsome spirits think they forget they are alive and move to the death's land^000000."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Is there anything I can do about?"; + next; + mes "[Sister Haley]"; + mes "Simple! "; + mes "Make them to realize that they have their living body."; + next; + mes "["+strcharinfo(0)+"]"; + mes "So, How.."; + mes "They believe they are dead, but I should talk to them to make them return?"; + next; + mes "[Sister Haley]"; + mes "Of course not. There are secret method in this church."; + mes "We have been trough lots of stuff, we have all kinds of solution."; + next; + mes "["+strcharinfo(0)+"]"; + mes "So How.."; + next; + mes "[Sister Haley]"; + mes "You know Leaf Of Yggdrasil is good for resurrection?"; + mes "Leaf Of Yggdrasil is a leaf from Yggdrasil and has a strong power of life."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Well, That is like common sense, so just tell me the materials and method to do that.."; + next; + mes "[Sister Haley]"; + mes "There is nothing else than Leaf of Yggdrasil to resurrect the character."; + mes "Even our priest used Leaf Of Yggdrasil!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "so, I mean! tell me the material I need and the method!"; + next; + mes "[Sister Haley]"; + mes "Oh.. My my."; + mes "I just want to explain you how good it is."; + next; + mes "[Sister Haley]"; + mes "the material and the method is quite simple."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Yes, I like simple thing, so tell me briefly."; + next; + mes "[Sister Haley]"; + mes "^0000cd1 Leaf Of Yggdrasil and 1 live Coal^000000 are what you need."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Only that?"; + next; + mes "[Sister Haley]"; + mes "Of course not~ ^0000cdyour prayer^000000 that is so desperate to bring the soul near death to here!"; + mes "Bring these 3 things and burn the Leaf Of Yggdrasil."; + next; + mes "[Sister Haley]"; + mes "Once they breathe in the smoke, they will remember where their bodies are and come back to real life."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Is that all?"; + next; + mes "[Sister Haley]"; + mes "Yes. Indeed~"; + mes "One think you must remember: The longer the soul left their body, the less chance he will get to come back."; + next; + mes "["+strcharinfo(0)+"]"; + mes "You should have told me earlier!"; + next; + mes "[Sister Haley]"; + mes "When you need my help, come and visit me anytime~"; + erasequest 14455; + setquest 14456; + close; + } else if (questprogress(14454) == 1) { + mes "[Sister Haley]"; + mes "Did you experience the holy Rosary effect?"; + mes "We often use it since it is simple. Of course, it make evils not to approach."; + close; + } else if (questprogress(14453) == 1) { + mes "[Sister Haley]"; + mes "How is it? the holy Rosary?"; + mes "did you use it?"; + next; + mes "[Sister Haley]"; + mes "If you have any problem, please come to me any time."; + close; + } else if (questprogress(14452) == 1) { + if ((countitem("Rosary_") > 0 || countitem("Rosary") > 0) && countitem("Holy_Water") > 5) { + mes "[Sister Haley]"; + mes "Did you prepare all?"; + mes "Even if you hide it, I can see it~"; + next; + mes "[Sister Haley]"; + mes "Well.. 6 Rosaries and .... holy .. water.."; + mes "Oops, you spilled the holy water little bit. but that is fine."; + next; + mes "[Sister Haley]"; + mes "This is enough. I can make it soon."; + mes "Odin Crystal power! with Holy light!!!!"; + next; + specialeffect EF_HOLYHIT,AREA,"Spiritual Sister#14hal"; + mes "[Sister Haley]"; + mes "Whoa~ It's done."; + mes "Hold ^0000cd this in your pocket^000000 and go to the crowd with live and dead ones, you will see who is dead or live."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Is that it? Awesome."; + mes "But.. Um.. you know.. is.. it affecting to me.. like in bad way?"; + next; + mes "[Sister Haley]"; + mes "Of course not!"; + mes "if ^0000cdHoly Rosary^000000 were a dangerous stuff, we would not be alive."; + next; + mes "[Sister Haley]"; + mes "But, For those who are dead.. Oh! I don't mean it's deadly threat, but it will give them little bit of pain."; + mes "So use it carefully not to damage the good dead people."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Ok."; + mes "Thank you for making this!"; + next; + mes "[Sister Haley]"; + mes "No worries!"; + mes "Please come back again if you need my help!"; + if (countitem("Rosary") > 0) + delitem Rosary, 1; + else + delitem Rosary_, 1; + delitem Holy_Water, 6; + getitem Sacred_Rosary, 1; + erasequest 14452; + setquest 14453; + close; + } else { + mes "[Sister Haley]"; + mes "Did you prepare all?"; + mes "Even if you hide it, I can see it~"; + next; + mes "[Sister Haley]"; + mes "Oh, Look. You are not ready."; + mes "Please bring ^0000cd 1 Rosary and 6 Holy Water^000000."; + next; + mes "[Sister Haley]"; + mes "With our church's secret, I will make more holy halidom."; + close; + } + } else if (questprogress(14451) == 1) { + mes "[Sister Haley]"; + mes "I hope all is well with everyone visiting here~"; + mes "What makes you come here, "+(Sex ? "brother" : "sister")+"?"; + next; + mes "[I told her what happened in Nifflheim.]"; + next; + mes "["+strcharinfo(0)+"]"; + mes "So I came here."; + mes "But, I cannot tell who is dead and who is alive, is there any way ^0000cdto check that^000000?"; + next; + mes "[Sister Haley]"; + mes "Of course, there is. Very ^0000cdgood method^000000!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Really? I was not sure if I found the right place."; + mes "I think I found well!"; + next; + mes "[Sister Haley]"; + mes "We study everything to make dead and live ones to peace."; + mes "There is secret way to do that, it kept secretly in our church."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Tell me the way.."; + next; + mes "[Sister Haley]"; + mes "That is simple! Make ^0000cdspecial halidom^000000!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "S, so how..?"; + next; + mes "[Sister Haley]"; + mes "How you make it? Bring ^0000cd1 Rosary and 6 Holy Water^000000 to me."; + mes "Then I will make it for you. It's simple"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Y, yes!!"; + erasequest 14451; + setquest 14452; + close; + } else { + mes "[Sister Haley]"; + mes "I hope all is well with everyone visiting here~"; + close; + } + + OnTouch: + if (questprogress(14451) == 1) { + mes "[Sister Haley]"; + mes "I hope all is well with everyone visiting here~"; + mes "If anyone needs help, please come to me~ I will do my best to help you."; + close; + } + end; +} + +//= Richard's Wife +//============================================================================== +xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ + if (questprogress(14456) == 1) { + if (countitem("Leaf_Of_Yggdrasil") > 0 && countitem("Live_Coal") > 0) { + mes "[Richard's Daughter]"; + mes "Dad, Dad~ Wake up! It's time to wake up!"; + mes "I even made the stew for you. Wake and eat it."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Everyone, I am here."; + next; + mes "[Richard's Wife]"; + mes "Oh, dear, Adventurer! Welcome!"; + mes "Did you find the way to make him back?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Yes! But I need your help to do this."; + next; + mes "[Richard's Wife]"; + mes "How can I help you?"; + mes "I will do my best to do it!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Just pray hard to get him back."; + next; + mes "[Richard's Daughter]"; + mes "I will do it!"; + mes "I can do it!!!"; + next; + mes "[Richard's Wife]"; + mes "I will pray hard!"; + mes "Please!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Well, So I will burn.. this."; + specialeffect2 EF_TORCH; + sleep2 1000; + specialeffect2 EF_SMOKE; + sleep2 1000; + specialeffect2 EF_SMOKE; + sleep2 1000; + specialeffect2 EF_SMOKE; + next; + mes "["+strcharinfo(0)+"]"; + mes "It's almost ran out.. Why not he wakes up.."; + mes "Oh!!"; + specialeffect EF_RESURRECTION,AREA,"Richard#14hal02"; + next; + mes "[Richard]"; + mes "Uhh.. Umm.."; + mes "My arm.. ugh.."; + emotion e_an, "Richard#14hal02"; + next; + mes "[Richard's Wife]"; + mes "Honey!! Can you see me?"; + next; + mes "[Richard's Daughter]"; + mes "Dad! is it you?"; + mes "Are you really my dad? Are you alright?"; + next; + mes "[Richard]"; + mes "I, I was dead.. where.."; + mes "I was dead.. .."; + next; + mes "[Richard's Wife]"; + mes "You didn't die!"; + mes "This is your house! It's your daughter and I!"; + next; + mes "[Richard's Daughter]"; + mes "Dad! Your home!"; + next; + mes "[Richard]"; + mes "H.. ome..? Home..?"; + mes "am.. I.. alive..?"; + next; + mes "[Richard's Wife]"; + mes "What?"; + mes "maybe.. it's like ...a side effect..?"; + next; + mes "[Richard's Daughter]"; + mes "Dad!!!"; + specialeffect EF_SONICBLOWHIT,AREA,"Richard#14hal02"; + next; + mes "[Richard]"; + mes "O, Ouch!!!"; + mes "I told you not to hit me!"; + next; + mes "[Richard's Daughter]"; + mes "Do you really see me now?"; + mes "It's your home!"; + next; + mes "[Richard]"; + mes "Home.. home!!!"; + mes "what.. what about my arm??"; + next; + mes "[Richard's Wife]"; + mes "You have been injured, but it's okay."; + mes "I am so happy that you are awake! Really.."; + next; + mes "[Richard]"; + mes "I.. came back."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Thank god. Seriously."; + mes "It would have been really dangerous if I was a little late."; + next; + mes "[Richard]"; + mes "You saved me?"; + mes "Thank you! Thank you!"; + next; + mes "[Richard's Daughter]"; + mes "Dad! Mom and I also helped!!"; + next; + mes "[Richard]"; + mes "Yes, yes. You and your mom are the best!"; + next; + mes "["+strcharinfo(0)+"]"; + mes "You can go to Niflheim later."; + mes "Why were you in a rush? You have a family."; + next; + mes "[Richard]"; + mes "I know. How could I forget my family?"; + mes "Anyway I could not even say good bye when I leave.."; + next; + mes "["+strcharinfo(0)+"]"; + mes "I will go and send your regards."; + next; + mes "[Richard]"; + mes "Thank you so much!"; + next; + mes "[Richard's Wife]"; + mes "I am really appreciated. There is no words to thank you on this."; + next; + mes "[Richard's Daughter]"; + mes "Thank you!"; + delitem Live_Coal, 1; + delitem Leaf_Of_Yggdrasil, 1; + erasequest 14456; + setquest 14457; + close; + } else { + mes "[Richard's Daughter]"; + mes "Dad, Dad~ Wake up! It's time to wake up!"; + mes "I even made the stew for you. Wake and eat it."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Everyone, I am here."; + next; + mes "[Richard's Wife]"; + mes "Oh, dear, Adventurer! Welcome!"; + mes "Did you find a way to bring him back?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Yes! Oh, w.wait.."; + mes "There is something missing. I will get it and come back."; + close; + } + } else if (questprogress(14455) == 1) { + mes "[Richard's Wife]"; + mes "How was the meeting with the sister in Prontera?"; + mes "My sweet heart.. can he come back?"; + close; + } else if (questprogress(14454) == 1) { + mes "["+strcharinfo(0)+"]"; + mes "If it's correct, it should be around here.."; + next; + mes "[Richard's Wife]"; + mes "Honey, Wake up."; + mes "It's.. time to wake up."; + emotion e_sob, "Worried Wife#14hal"; + next; + mes "[Richard's Daughter]"; + mes "Dad, I want to see your eyes."; + mes "Play with me~"; + emotion e_sob, "Worried Daughter#14hal"; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hi, Is this Richard's house?"; + mes "I think I am right.."; + next; + mes "[Richard's Wife]"; + mes "Who is this?"; + next; + mes "[Richard's Daughter]"; + mes "Who..?"; + next; + mes "[Richard's Wife]"; + mes "Did you find my husband?"; + mes "But he is right now.. he hasn't waken up since after the accident.."; + next; + mes "["+strcharinfo(0)+"]"; + mes "So, he is still alive?"; + mes "And.. his... arm is attached to his body?"; + next; + mes "[Richard's Wife]"; + mes "Huh? Of course.. he is badly injured but ^0000cddidn't lose his arm.^000000"; + mes "But for some reason ^0000cdhe won't wake up.^000000"; + next; + mes "[Richard's Daughter]"; + mes "How can you treat my ^0000cdliving dad^000000 as if he is dead?!"; + mes "You're mean!"; + next; + mes "[Richard's Wife]"; + mes "Is there anything I can help you with..?"; + mes "You seem to know my husband.. Do you know something?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "I think we should find out why he is like this."; + next; + mes "[Richard's Wife]"; + mes "He used to be a swordsman. He had a dream to become the best swordsman in the world."; + mes "But he met me and we had a daughter, so he had to leave his dream for awhile."; + next; + mes "[Richard's Wife]"; + mes "Here, he fixes train rails."; + mes "Whether it is used or not, he did his best."; + next; + mes "[Richard's Wife]"; + mes "But the weather here isn't good."; + mes "There was snow storm coming, and he fell off from the rail."; + next; + mes "[Richard's Wife]"; + mes "I told him not to go, but he eventually went there and did not come back for long time."; + mes "and then.."; + next; + mes "[Richard's Wife]"; + mes "Luckily he only injured his arm, but otherwise he was fine."; + mes "But for some reason, he is not waking up."; + mes "The doctor said it's nothing but a concussion and that he'll wake up soon.."; + next; + mes "["+strcharinfo(0)+"]"; + mes "I see."; + mes "His soul is in Niflhiem. He thinks he is dead."; + next; + mes "[Richard's Daughter]"; + mes "^0000cdNiflhiem?!^000000"; + mes "The strong dead soldier's land?!"; + next; + mes "[Richard's Wife]"; + mes "Oh my god.. Niflhiem.. He always said he want to go there after he died.."; + next; + mes "[Richard's Wife]"; + mes "He wanted to be a swordsman.. He must have wanted it so deeply."; + mes "He never showed it to us.."; + next; + mes "["+strcharinfo(0)+"]"; + mes "It seems he went there even though he is not dead."; + mes "Something must be wrong."; + next; + mes "[Richard's Wife]"; + mes "Can.. can he come back?"; + mes "He is still alive here.."; + next; + mes "["+strcharinfo(0)+"]"; + mes "Hmm.. what should I do..?"; + mes "Oh, yes! I should go to ^0000cdProntera Church^000000."; + next; + mes "[Richard's Daughter]"; + mes "Prontera?"; + next; + mes "["+strcharinfo(0)+"]"; + mes "There is ^0000cda nun I get help from sometimes^000000, I should ask if she can help me."; + next; + mes "[Richard's Wife]"; + mes "Please bring him back."; + mes "Please."; + erasequest 14454; + setquest 14455; + close; + } else { + mes "[Richard's Wife]"; + mes "My sweet heart, you are the best husband and dad ever."; + mes "I hope he can smile again."; + close; + } +} + +//= Richard's Daughter +//============================================================================== +xmas_in,163,178,3 script Worried Daughter#14hal 4_F_NFLOSTGIRL,{ + mes "[Richard's Daughter]"; + if (questprogress(14457)) { + mes "Thank you for helping my dad and mom."; + mes "You really are a nice person."; + } else if (questprogress(14456) || questprogress(14455)) { + mes "Can you fix my dad if you go prontera?"; + mes "I wish he could wake up again."; + } else if (questprogress(14454)) { + mes "My dad.. he won't wake up."; + mes "We are waiting for him to wake up..."; + } else { + mes "Dad, wake up and play with me~"; + mes "I even made a paper doll for you."; + } + close; +} + +//= Richard +//============================================================================== +xmas_in,160,178,3 script Richard#14hal02 4_M_DIEMAN,{ + mes "[Richard]"; + if (questprogress(14457) == 2) { + mes "I am happy to hear that everyone is doing well."; + mes "I am doing good here as well with my wife and daughter. Thank god to be alive."; + } else if (questprogress(14457) || questprogress(14456)) { + mes "Please send my regards to everyone in Niflheim."; + mes "I feel like I messed up."; + } else { + mes "......"; + mes "......"; + } + close; +} + +//= Event Monsters +//============================================================================== +gld_dun01_2,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +gld_dun02_2,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +gld_dun03_2,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +gld_dun04_2,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +gld2_ald,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +gld2_gef,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +gld2_pay,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +gld2_prt,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +lhz_dun04,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +iz_dun05,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +mal_dun01,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +dic_dun03,0,0,0,0 monster Dark Soul 3381,2,5000,0,0 +dew_fild01,0,0,0,0 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Soul 3382,2,5000,0,0 +moc_fild09,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_fild10,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_fild11,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_fild12,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_fild13,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_fild14,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_fild15,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_fild16,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_fild17,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_fild18,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_pryd01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_pryd02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_pryd03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_pryd04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_pryd05,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_pryd06,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +nameless_n,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +nif_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +nif_fild02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +nyd_dun01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +odin_tem01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +odin_tem02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +odin_tem03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +orcsdun01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +orcsdun02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +pay_dun00,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +pay_dun01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +pay_dun02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +pay_dun03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +pay_dun04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +pay_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +pay_fild02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +pay_fild03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +pay_fild04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +pay_fild06,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +pay_fild07,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +pay_fild08,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +pay_fild09,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +pay_fild10,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_fild00,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_fild02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_fild03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_fild04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_fild05,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_fild06,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_fild07,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_fild08,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_fild09,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_fild10,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_fild11,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_maze01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_maze02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_maze03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_sewb1,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_sewb2,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_sewb3,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ra_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ra_fild03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ra_fild04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ra_fild05,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ra_fild06,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ra_fild08,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ra_fild12,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ra_san01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ra_san02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ra_san03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ra_san04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ra_san05,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +spl_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +tha_t01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +tha_t02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +tha_t03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +tha_t04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +tha_t05,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +tha_t06,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +tha_t07,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +tha_t08,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +tha_t09,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +tha_t10,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +tha_t11,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +tha_t12,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +thor_v01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +thor_v02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +thor_v03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +treasure01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +treasure02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +tur_dun01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +tur_dun02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +tur_dun03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +tur_dun04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +um_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +um_fild02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +um_fild03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +um_fild04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ve_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ve_fild02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ve_fild03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ve_fild04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ve_fild05,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ve_fild07,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +xmas_dun01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +xmas_dun02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +xmas_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +yuno_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +yuno_fild02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +yuno_fild03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +yuno_fild04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +yuno_fild06,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +yuno_fild07,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +yuno_fild08,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +yuno_fild09,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +yuno_fild10,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +yuno_fild12,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ecl_fild01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ecl_tdun01,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ecl_tdun02,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ecl_tdun03,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +ecl_tdun04,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_prydn1,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +moc_prydn2,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_fild08a,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_fild08b,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_fild08c,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +prt_fild08d,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +gl_chyard_,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 +gl_cas02_,0,0,0,0 monster Wandering Soul 3382,2,5000,0,0 diff --git a/npc/re/scripts.conf b/npc/re/scripts.conf index 1e5f28ed8..076ffd528 100644 --- a/npc/re/scripts.conf +++ b/npc/re/scripts.conf @@ -18,6 +18,9 @@ npc: npc/re/cities/malaya.txt npc: npc/re/cities/mora.txt npc: npc/re/cities/yuno.txt +// --------------------------- Events --------------------------- +//npc: npc/re/events/halloween_2014.txt + // --------------------------- Guides --------------------------- npc: npc/re/guides/navigation.txt npc: npc/re/guides/guides_alberta.txt diff --git a/src/map/itemdb.h b/src/map/itemdb.h index 198d7a542..72572bb97 100644 --- a/src/map/itemdb.h +++ b/src/map/itemdb.h @@ -42,6 +42,7 @@ enum item_itemid { ITEMID_WHITE_POTION = 504, ITEMID_BLUE_POTION = 505, ITEMID_HOLY_WATER = 523, + ITEMID_PUMPKIN = 535, ITEMID_RED_SLIM_POTION = 545, ITEMID_YELLOW_SLIM_POTION = 546, ITEMID_WHITE_SLIM_POTION = 547, diff --git a/src/map/mob.h b/src/map/mob.h index 848bfbb2f..f3937c0d1 100644 --- a/src/map/mob.h +++ b/src/map/mob.h @@ -16,7 +16,7 @@ // Change this to increase the table size in your mob_db to accommodate a larger mob database. // Be sure to note that IDs 4001 to 4048 are reserved for advanced/baby/expanded classes. // Notice that the last 1000 entries are used for player clones, so always set this to desired value +1000 -#define MAX_MOB_DB 4000 +#define MAX_MOB_DB 5000 //The number of drops all mobs have and the max drop-slot that the steal skill will attempt to steal from. #define MAX_MOB_DROP 10 diff --git a/src/map/pc.c b/src/map/pc.c index 85dab4559..840891054 100644 --- a/src/map/pc.c +++ b/src/map/pc.c @@ -7633,6 +7633,10 @@ int pc_itemheal(struct map_session_data *sd,int itemid, int hp,int sp) // Recovery Potion if( sd->sc.data[SC_HEALPLUS] ) hp += (int)(hp * sd->sc.data[SC_HEALPLUS]->val1/100.); + + // 2014 Halloween Event : Pumpkin Bonus + if ( sd->sc.data[SC_MTF_PUMPKIN] && itemid == ITEMID_PUMPKIN ) + hp += (int)(hp * sd->sc.data[SC_MTF_PUMPKIN]->val1/100); } if(sp) { bonus = 100 + (sd->battle_status.int_<<1) diff --git a/src/map/script.c b/src/map/script.c index 05321561e..f4c343452 100644 --- a/src/map/script.c +++ b/src/map/script.c @@ -17967,6 +17967,7 @@ BUILDIN(montransform) { struct block_list* bl; char msg[CHAT_SIZE_MAX]; int mob_id, val1, val2, val3, val4; + val1 = val2 = val3 = val4 = 0; if( (bl = map->id2bl(st->rid)) == NULL ) return true; @@ -17986,12 +17987,17 @@ BUILDIN(montransform) { } tick = script_getnum(st, 3); - type = (sc_type)script_getnum(st, 4); - val1 = val2 = val3 = val4 = 0; - if( !(type > SC_NONE && type < SC_MAX) ) { - ShowWarning("buildin_montransform: Unsupported status change id %d\n", type); - return false; + if (script_hasdata(st, 4)) + type = (sc_type)script_getnum(st, 4); + else + type = SC_NONE; + + if (script_hasdata(st, 4)) { + if( !(type > SC_NONE && type < SC_MAX) ) { + ShowWarning("buildin_montransform: Unsupported status change id %d\n", type); + return false; + } } if (script_hasdata(st, 5)) @@ -18027,8 +18033,11 @@ BUILDIN(montransform) { clif->ShowScript(&sd->bl, msg); status_change_end(bl, SC_MONSTER_TRANSFORM, INVALID_TIMER); // Clear previous sc_start2(NULL, bl, SC_MONSTER_TRANSFORM, 100, mob_id, type, tick); - sc_start4(NULL, bl, type, 100, val1, val2, val3, val4, tick); + + if (script_hasdata(st, 4)) + sc_start4(NULL, bl, type, 100, val1, val2, val3, val4, tick); } + return true; } @@ -19460,7 +19469,7 @@ void script_parse_builtin(void) { BUILDIN_DEF(stand, "?"), BUILDIN_DEF(issit, "?"), - BUILDIN_DEF(montransform, "vii????"), // Monster Transform [malufett/Hercules] + BUILDIN_DEF(montransform, "vi?????"), // Monster Transform [malufett/Hercules] /* New BG Commands [Hercules] */ BUILDIN_DEF(bg_create_team,"sii"), diff --git a/src/map/status.c b/src/map/status.c index 7ae6606e3..6c1be1029 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -935,13 +935,16 @@ void initChangeTables(void) { status->ChangeFlagTable[SC_INCHITRATE] |= SCB_HIT; status->ChangeFlagTable[SC_INCFLEE] |= SCB_FLEE; status->ChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE; + status->ChangeFlagTable[SC_MTF_HITFLEE] |= SCB_HIT|SCB_FLEE; status->ChangeFlagTable[SC_CRITICALPERCENT] |= SCB_CRI; status->ChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD; status->ChangeFlagTable[SC_PLUSAVOIDVALUE] |= SCB_FLEE2; status->ChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP; status->ChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP; status->ChangeFlagTable[SC_INCMHP] |= SCB_MAXHP; + status->ChangeFlagTable[SC_MTF_MHP] |= SCB_MAXHP; status->ChangeFlagTable[SC_INCMSP] |= SCB_MAXSP; + status->ChangeFlagTable[SC_MTF_MSP] |= SCB_MAXSP; status->ChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK; status->ChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK; status->ChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF; @@ -4805,6 +4808,8 @@ signed short status_calc_hit(struct block_list *bl, struct status_change *sc, in if(sc->data[SC_INCHIT]) hit += sc->data[SC_INCHIT]->val1; + if(sc->data[SC_MTF_HITFLEE]) + hit += sc->data[SC_MTF_HITFLEE]->val1; if(sc->data[SC_FOOD_BASICHIT]) hit += sc->data[SC_FOOD_BASICHIT]->val1; if(sc->data[SC_TRUESIGHT]) @@ -4856,6 +4861,8 @@ signed short status_calc_flee(struct block_list *bl, struct status_change *sc, i if(sc->data[SC_INCFLEE]) flee += sc->data[SC_INCFLEE]->val1; + if(sc->data[SC_MTF_HITFLEE]) + flee += sc->data[SC_MTF_HITFLEE]->val2; if(sc->data[SC_FOOD_BASICAVOIDANCE]) flee += sc->data[SC_FOOD_BASICAVOIDANCE]->val1; if(sc->data[SC_WHISTLE]) @@ -5700,6 +5707,8 @@ unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1/100; if(sc->data[SC_INCMHP]) maxhp += (sc->data[SC_INCMHP]->val1); + if(sc->data[SC_MTF_MHP]) + maxhp += (sc->data[SC_MTF_MHP]->val1); if(sc->data[SC_APPLEIDUN]) maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100; if(sc->data[SC_DELUGE]) @@ -5767,6 +5776,8 @@ unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100; if(sc->data[SC_INCMSP]) maxsp += (sc->data[SC_INCMSP]->val1); + if(sc->data[SC_MTF_MSP]) + maxsp += (sc->data[SC_MTF_MSP]->val1); if(sc->data[SC_SERVICEFORYOU]) maxsp += maxsp * sc->data[SC_SERVICEFORYOU]->val2/100; if(sc->data[SC_MER_SP]) diff --git a/src/map/status.h b/src/map/status.h index 623ba7eb3..e96894e9f 100644 --- a/src/map/status.h +++ b/src/map/status.h @@ -730,7 +730,7 @@ typedef enum sc_type { SC__FEINTBOMB_MASTER, SC_FALLENEMPIRE, - SC_FLASHCOMBO, + SC_FLASHCOMBO, // 580 //Vellum Weapon reductions SC_DEFSET, @@ -738,6 +738,12 @@ typedef enum sc_type { SC_NO_SWITCH_EQUIP, + // 2014 Halloween Event + SC_MTF_MHP, + SC_MTF_MSP, + SC_MTF_PUMPKIN, + SC_MTF_HITFLEE, + SC_MAX, //Automatically updated max, used in for's to check we are within bounds. } sc_type; |